Upcoming Patch Notes

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noel
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Upcoming Patch Notes

Post by noel »

These are the items for the upcoming PlanetSide patch. Before patching the live servers, these updates will be available on a public test server in the next day or two, so you can give them a try and share your feedback before we launch.

quote:
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Upcoming Patch (v.1.5)
1) The Skyguard anti-aircraft buggy is now available for use. Enjoy!

2) Hotspot algorithms have been improved. The Hotspots now scale up and down in size so that you can see the relative size of the battles in progress. Additionally, they are much more accurate (there is always a battle there now if you see a hotspot) and they refresh much more often. You should find them much more useful in finding battles now.

3) You can now respawn to a hacked building if you are a member of the owning Empire. Previously, once a building was hacked, the option to respawn there was unavailable. This is no longer the case.

4) The Advanced Hacking certification is now required in order to hack equipment terminals or vehicle terminals.

5) The issue where vehicles purchased at a vehicle pad would sometimes fire from the weapons pad (instead of their muzzle points) causing players unintentional grief when they killed their friends accidentally at the pad, has been fixed.

6) You can now assign keys to the camera in/out functions on the Keymap screen.

7) Errant hotspots no longer show up in corners on the Global Map.

8 ) You should no longer lose your text input cursor when death messages occur in the status window. (Only happened on a few screens, like the /bug screen.)

9) Command chat works properly again.

10) Because "H" is typically the hotkey for "Help" and because "H" was the toggle for "Hotspots" on the map screen, there was no hotkey for Hotspots that functioned. "Hotspots" now has a hotkey of "O" on the map screen.

11) Missiles no longer move with their shell shape sideways. They fly properly to target now.

12) Waypoint beams now sort correctly against hill bottoms and buildings so that the base of the beams no longer shows through those objects.

13) The HART Shuttle is now visible on the proximity map while inside an Shuttle Building.

14) You can no longer see infiltration suits while your view is zoomed.

15) Spitfire turrets can no longer fire at targets inside a warpgate bubble.

16) The exploit allowing folks to get the stealth effect to "stick" to an incorrect armor type has been sealed.

17) First-time help tab (on your Character Info screen) now shows all completed first-time tasks.

18 ) Magrider Heavy Rail Beam projectile now fires in the center of the reticul e (instead of slightly above).

19) Players can no longer avoid Phalanx Wall Turret fire by merely strafing left.

20) Fixed an exploit that allowed infiltration suits to equip rifle-sized objects.

21) Fixed an exploit that allowed folks to damage objects while they were supposedly linkdead.

22) You can no longer hack an enemy base if the friendly base connected to that base (on the lattice) is already hacked. In otherwords, if your base of operations is hacked, you can't use that base to link to other enemy bases. Therefore, you can't hack enemy bases until your own rear area is secure.

23) 3000x800 video resolution is now supported.

24) You no longer crash if you exit a vehicle while it is upside down.

25) Pulsar was boosted in damage slightly per shot against soldiers. Also, the AP fire rate was increased to match that of Standard shots.

26) The VS MAX Quasar had its default ammo increased from 40 to 60 shots. It's AP damage is ever so slightly less to compensate, but its infantry damage is the same.

27) The population lock indicator has been changed to show how many slots are left for your Empire on that continent. In otherwords, it now shows a number instead of a percentage. The number caps out at 100, so if more than 100 slots remain on a continent, the indicator will say "100+".
Lots of good stuff here. A few thoughts:
I'm still not convinced that the pulsar needs any tweaking.

On another note, I think the spawn room idea is kind of horrifying. I mean for either the attacking or defending team, it's a bad idea. As the defending team the most critical room in the base now has three doors. It's almost worthless to hold a base at all anymore. Having an AMS up in the yard is a far better bet. As the attacking team you have to not only destroy the spawn tubes, but keep them destroyed . Which means you essentially have to have someone in the room for the duration of the attack. Probably a better alternative would be to just take down the generator after getting an AMS up.
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Post by kyoukan »

3 cert points for teh ability to hack medical terms.. good one sony that is certainly balanced with engineering and basic medical for usefulness vs. cost.

I mean if you control the med terminals.. you control the world.
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Post by Zamtuk »

OMG Spawncamping will be rampent.
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Post by vn_Tanc »

Like it isn't now :)

Bollocks to gay tube action. Secure respawn room, trash terms, trash tubes, head to CC.
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Post by Zamtuk »

Yeah blowing spawn tubes will be more popular than ever. So will neutral bases.
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Post by vn_Tanc »

It's gonna bring a new aspect to the fore: Armoured ANT convoys and ambushes thereof.

I think the changes will be good. They'll make little difference on the Zerg v Zerg main front but on the secondary fronts where it's just a few squads against each other the compressed front will make things more interesting.

Solo-inf-in-mosquito base hopping and hacking will stop too. Hallelujah.
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Post by Gain »

I'm not so sure blowing spawn tubes will be all that popular. I think people will leave the spawn tubes up so they can get lots of free kills in the SOI. If you notice, they haven't said anything about being able to use the eterms after you spawn in the hacked base... So, good luck fighting off the enemy with your supressor.
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Post by ascii »

the real question is: who will be our dedicated 5 cert hackers?
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Post by Vailex Darkfury »

I nominate you!
Pyre-Fire/Devices-Blaster

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Post by ascii »

sorry... strictly a chauffeur.
be happy to drive/fly you there though!
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Post by Zamtuk »

I am a adv hacker and don't plan on losing it any time soon.
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Post by vn_Tanc »

I don't know how anyone survives without Adv Hack anyway :)
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Post by Lweniel »

Adv Hack is own.
My current record is 4 enemy AMSes deconstructed in 1 hour. I had to make a '/l Teehee' hotkey in the end.

Newly added to patch notes :

28) The Orbital Strike, EMP Blast and See All Enemies/Friendlies are
now functioning on the Command Uplink Device. Take Command!

I wonder if it's possible to rack up 1400 grief in one orbital strike and get banned instantly ? Let's find out !

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Post by ascii »

if orbital strike somehow doesn't do it, that bomber sure will.

[VNB] Need A Bombadier!
<img src="http://stats.planetsidegaming.com/3/407 ... ng"><table border="0" cellspacing="1" cellpadding="0" bgcolor="#000000" width="310" height="100"><tr><td valign="top"><table width='100%' bgcolor='#492D2D' cellpadding='2' cellspacing='1' height='98'><tr><td style='border: 1px solid #000000' bgcolor='#310000' background='http://stats.planetsidegaming.com/other ... gif'><font color='#F4A5A5' style='font-family: Tahoma, Arial, Verdana, Helvetica; font-size: 9px; font-weight: 400'><b><u>CERTIFICATIONS</u></b><img src="http://www.planetsidegaming.com/images/1x1.gif" width="1" height="4"><pre><b>Standard ExoSuit Standard Assault Agile ExoSuit</b><br><b>Medium Assault Engineering Combat Engineering</b><br><br><b>Galaxy Marauder Harasser</b><br><b>Advanced Nanite Transporter Advanced Mobile Station</b></pre></font></td></tr></table></td></tr></table>
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