Hands of Justice

What we have played => Planetside 2 => Topic started by: Warcold on January 12, 2013, 05:10:54 PM

Title: Updates
Post by: Warcold on January 12, 2013, 05:10:54 PM
Announced January update (30 Jan) and some more promises for the future. Good stuff!

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Letter from the Creative Director - Update 2
Date: 2013-01-09 11:38:00

Hey all!

Happy New Year, I hope you all had a great 2012 and are having an amazing start to 2013. On the Planetside 2 we had a pretty **** fantastic 2012, but we're looking forward to even bigger and better things in 2013! I've said before that while 2012 was the year that Planetside 2 launched, 2013 is the year when we're opening up the afterburners and aiming for the stars. After a well earned rest the team is energized and ready to get back to "kicking *** and fixing bugs. And we're all ou--" er, oh yeah, okay, we've still got some bugs to fix.

While we were out we were still paying attention to the forums as well as twitter, reddit, facebook and all the other places you guys interact with us; we've heard a lot of your excellent feedback, ideas, concerns and consternation. One of the biggest goals of our team has been and continues to be listening to our community and following YOUR direction for what this game needs to become. We're going to be talking a lot more about this philosophy in the coming weeks and how community involvement is going to directly impact our development schedule & priorities as we reveal "our" plan for the next 6 months. For now, we wanted to address some of the biggest issues we're seeing come up over and over again, so that's what we're focused on for January's update.

Game development can be messy and there is always the possibility that something from this list may slip or not pass QA, and more details will be released on the specifics of all of these items as we get closer to the patch date, but I wanted to get this info out to all of you as soon as possible, so with that in mind, here are some highlights from what the team is working on finishing up for LU02 which will be released on 1/30/13:

  •     General performance increases, particularly for lower end GPUs
  •     Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.
  •     Partial damage XP for dealing damage to vehicles that you don't end up killing
  •     Population XP / Resource bonus moved over to continent population instead of global
  •     Better display of XP sources for things like defensive bonuses & population bonuses
  •     Rebalancing of XP rewards to help support tasks
  •     Server transfer token available in Depot
  •     UI changes to emphasize score per minute as a primary metric of player comparison
  •     Sortable columns on outfit management & addition of "last online" column
  •     New weapon type for all empires: SMG
  •     Short period of invulnerability will be added to freshly spawned / revived players - breaks upon game actions such as entering a vehicle or using a weapon.
  •     Dynamic / player configurable colors for minimap & overhead indicators for enemies, friendlies, and squads within a platoon
  •     New Hot Spot system that displays where active fights are occurring on the map
  •     New spawn buildings with more exits, protected balconies and easy roof access to make them less campable.
  •     Tunnel systems for amp and tech facilities to give access from spawn rooms to interior of bases and base walls without having to go above ground.
  •     Making MAXes render more reliably at long distances for players in vehicles
  •     AA improvements, notably flak changes for turrets and skyguards, giving them some better ability to aim, although not drastically impacting their DPS.
  •     Fixes to missiles so that they more reliably detonate and actually blow stuff up
  •     Air vehicle weapon tweaks
  •     Increases to reload speed for certain HE ground vehicle weapons
  •     And of course... lots of bug fixes

Whew, it's going to be a busy month! We know this doesn't address every issue that's been brought up recently but we hope it knocks out some of the big ones. Hopefully you will see from this update (and the feature plan for the next 6 months, when that is revealed) that we're taking your feedback and concerns for the game very seriously. We're here, we're listening and we're committed to continue to work with our community to build the best online game the world has ever seen.

As always, your feedback is very welcomed, here, on reddit, on twitter and everywhere else you may find us.
Cya on Auraxis!
-
Matthew Higby
Creative Director - Planetside 2
@mhigby


Edit: I wanted to add that just because you don't see things like "metagame fixes" or "render distance" on this list doesn't mean they're not high priority changes or that we're ignoring those issues - they're just larger problems and as you'd expect that means they generally take longer to solve. Just because something isn't getting addressed this update doesn't make it lesser or lower priority than the things that are addressed in the patch. When planning an update we have to balance what we need to do with what we can fit. Those type of large scale adjustments are built from a variety of changes over a long period of time, not just one bullet point in one update note. Once we have the longer term plan out there for you guys to look at you'll see how some of these more meaty changes slot into the schedule.[/size]
Title: Re: Updates
Post by: Warcold on January 21, 2013, 08:57:28 PM
Apparently Planetside Live showed lots of the features (in progress) that will find it's way into the game next patch. Watch it here:

http://nl.twitch.tv/planetside2/b/358314671 (http://nl.twitch.tv/planetside2/b/358314671)

New spawnrooms, SMGs, cleaning up art, etc.
Oh, and all old guns will be revamped artwise too!
Title: Re: Updates
Post by: Mangala on January 21, 2013, 10:33:35 PM
They are also rotating the warpgates.

On Indar we will start in the SE corner now (canyon end).
Title: Re: Updates
Post by: Warcold on January 22, 2013, 04:11:36 PM
Ehm, isnt that where NC is currently? Is that for balancing issues?
Title: Re: Updates
Post by: Mangala on January 22, 2013, 04:37:07 PM
NC move to the north, TR move to what is currently our WG.

http://forums.station.sony.com/ps2/index.php?threads/indar-warpgates-need-to-rotate.78763/page-3#post-1057878 (http://forums.station.sony.com/ps2/index.php?threads/indar-warpgates-need-to-rotate.78763/page-3#post-1057878)
Title: Re: Updates
Post by: Warcold on February 09, 2013, 09:05:14 AM
Yesterdays update:

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Hot Fix Summary :

    Depot - G30 Walker and G40-F Ranger now available for Sunderer
    Medical kits can be resupplied again
    The Stronghold will no longer occasionally spawn players at a bad location
    Prowler Anchor projectile speed bonus was incorrectly set too high
    Hill climbing restrictions on Flash Turbo removed
    Improved some oddities with vehicle collision causing excessive damage
    Fixed some issues with fall damage being a little more punishing than it should have been – especially falling onto vehicles
    Gameplay adjustments:
        Nanite Auto Repair System
            Disabled from damage time decreased by 2 seconds.
            Amount of damage repaired increased for all vehicles
        ESF Composite Armor
            Increased bonus against flak by 5% each rank.
            Increased bonus against small arms fire by 2% each rank.
        M14 Banshee
            Increased direct hit damage to 140 (up from 110).
            Magazine certline adjusted to 6/9/12/15.
        Lock-on weapons (A2A Missiles & Lock-on heavy assault weapons)
            Lock-on Angle reduced. Targets must be closer to the center of the crosshair in order to lock-on.
        NS Annihilator
            Base lock-on acquire time increased from 2 seconds to 3 seconds.

Annihilator nerf (as expected) and AA guns for sunderer being the highlights for me.
Title: Re: Updates
Post by: Goatboy on February 09, 2013, 02:51:31 PM
Did sundies not have AA?
Title: Re: Updates
Post by: Warcold on February 10, 2013, 07:50:34 AM
That's a retorical question, right?  ;)
Title: Re: Updates
Post by: Goatboy on February 14, 2013, 09:17:35 AM
Not really... but I take it a Sundy has regular pewpews instead of AA pewpews.
Title: Re: Updates
Post by: Warcold on February 14, 2013, 10:32:55 AM
Had, yeah
Title: Re: Updates
Post by: Warcold on February 14, 2013, 04:27:22 PM
Yesterdays update:

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Players may note the following changes:

· Alpha Squad boosts were regranted with full six months and extra bonus to resources and experience. All Alpha Squad players must re-equip the new boost.
· Depot – New Mana Anti-Vehicle Turret available for purchase.
· Light Assault – Fixed a bug where jump jet cert progression would not properly show functional differences in certain cases.
· Invulnerability for revived players has been removed
· Effect added to help indicate temporary invulnerability on respawn
· Membership status window should correctly display loyalty level
· Missiles locked on to the vehicle in flight will again provide audio/visual indicators
· Fixing descriptions of the Mosquito M14 Banshee magazine certs
Title: Re: Updates
Post by: Warcold on February 21, 2013, 03:37:27 PM
Tuesdays update:
(Bolded the interesting stuff)

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General Updates

· Tweaks have been made to render distance values

Infantry Updates

· Corrected an issue while using HR-NV on an SMG on low settings that would make it difficult to see other players within 20m
· Dying and reviving with the VS Eridan SX5 HS/NV Scope equipped will no longer cause the scope to become misaligned.
· Icon for the VS Eridani SX5 should no longer be misaligned
· If an engineer turret is placed on or near a vehicle pad, they will be deconstructed when a vehicle spawns.

Vehicle Updates

· Optics will no longer persist when switching from gunner to the driver’s seat in various vehicles

Item Updates

· New SMG’s and customization items

UI Updates

· Players with outfit tags should be able to see kill messages in chat
· Made it so players can see hotspots on continents they are not on.
· While using the Enemy/Ally HUD color scheme, the influence pie chart will only display 2 wedges (ally vs enemy) instead of three (two of them being red anyway)
· Squad leaders should now be properly added to the Command Chat voice channel
· Squad leaders that belong to a platoon should now be able to promote a member of their squad to the role of squad leader.

· Fixed an issue where changing an outfit member’s rank would not always work on the first attempt
· Corrected an issue where multiple consumable tints could not be purchased at once in the Premium Early Access section of the depot
· Submachine guns should now appear properly in the depot when filtering for Infiltrator or Heavy Assault weapons
· Influence percentages on the HUD should now update more dynamically
· Fixed an issue where purple generator icons were being displayed on the respawn map instead of the appropriate destroyed generator icon
· Will no longer display a “Killed by []” message in chat when you are killed by a pain field

Facility Updates

· Fixed the spawn location for Xelas South Bridge
· Made fixes to the coverage of multiple spawn room pain fields including:
o Zurvan Pump Station
o Zurvan Network Complex
o All forward spawns for Dahaka
o Saurva Data Storage
o Mao Southeast Gate
o Mao Southwest Gate
o Rashnu Cavern
o Rashnu Southern Pass
o Allatum Broadcast Hub
o Allatum Research Lab
o Hvar Northgate Garrison
o Auraxicom Substation
o Wokuk Shipping Dock
o Wokuk Storage Yard
o Camp Waterson
o Elli Barracks Complex
· Should now be able to successfully capture the Freyr Substation forward spawn point
· Fixed the spawn point at the NS Refinery
· Made fixes so the spawn room shields will properly change faction when the point is captured across the following areas:
o Hvar, Southeast Forward Spawn
o Mekala, North Forward Spawn
o Tumas, Northeast Forward Spawn
· All jump pads at Tawrich Depot should work correctly again
· All teleporters at Andvari Bio Lab should have functioning shields again
· Amerish’s East Hills Checkpoint should now display correct region info in the HUD
· All jump pads and air vehicle pads at Elli Amp Station should now properly recognize the Empire in control of the facility
· Saerro Listening Post’s teleporter room has had its pain field re-enabled
· Fixed an issue where specific door shields at Zurvan would be invisible when viewed from certain angles
· Corrected some missing wall textures at Tawrich
· Corrected ramp geometry errors across all amp stations
· Regions of the Vanu Archives should no longer display as part of Snake Ravine in the HUD

Audio Updates

· VS Flare audio should no longer cut out when running low on ammo
Title: Re: Updates
Post by: Warcold on March 02, 2013, 09:49:13 PM
Server merges after less than 3 months. Bad sign or regular for new games a few months in? Dunno...
Do know that hardly any RvB folks play anymore  :-\

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Players may note the following changes:

        New pump action shotguns are available in the depot. These boast increased stopping power in exchange for a reduced rate of fire.
            New Conglomerate: GD-66 Claw
            Vanu Sovereignty: Phobos VX86
            Terran Republic: TRS-12 Uppercut
        Reduced impact flinch and evened out flinch amount based on damage
        Reduced screen shake from explosions
        Client stability improvements
        Server optimizations
        Fixed an issue causing NC shotgun slug ammo to do too much damage at range. Should now be in line with the other empires.
        Fix for NC MAX slug ammo having a longer range than intended
        Server merges

Quote
Server merges
Genudine to Helios
SolTech to Mattherson
Jaegar to Waterson
Lithicorp to Cobalt
Mallory to Ceres
Title: Re: Updates
Post by: peo on March 03, 2013, 06:49:18 PM
Always bad with merges.

Title: Re: Updates
Post by: Goatboy on March 03, 2013, 11:01:55 PM
We all chase the new shiny object, whether it's the new smartphone or the new game on Steam.
Title: Re: Updates
Post by: Warcold on March 15, 2013, 09:32:34 AM
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All servers will come down for a Game Update on March 13th at 6:00 AM PT. Downtime is anticipated to be less than 2 hours. Players may note the following changes to gameplay:


General Updates


    Rotated the Warp Gates on all three continents
    Passive Certification gain has been increased for members.


We've increased the number of passive certifications for members and scaled the increase in Certification points based on length of Membership. The new cert point rates are as follows:

    1-mo. member - 24 passive cert points/day
    2-mo. member - 28.8 passive cert points/day
    3-mo. member - 33.6 passive cert points/day
    4-mo. member - 38.4 passive cert points/day
    5-mo. member - 43.2 passive cert points/day
    6-mo. + member - 48 passive cert points/day

    Added a Virtual Reality Training Center
        This area is accessible through any warp terminal
        This is a safe test area where you can try every weapon, vehicle, and upgrade available to your empire!
        Each empire has its own Training area.
        This area has target dummies for vehicles and infantry that have the same properties as in normal combat.
        An indoor shooting range with random targets at 10 meter intervals for reflex practice and target recognition is available.
        An outdoor shooting range with infantry and vehicle targets to train with all manner of weaponry is also available.
        There is an open area to practice driving or flying with vehicles.
        A quad course is available, but jump ramps haven’t been installed yet, so be cautious and creative when navigating the course!
        While in the training area players have a separate set of loadouts for vehicles and classes. Normal loadouts are used when the player returns to one of the continents.
        A Redeploy hotkey has been added and can be used without having to view the map. Default binding is the Delete key. If you find yourself stranded in VR, use the hotkey to get back to the training facility. This functionality is available both in and out of VR Training.
        For training purposes, reality has been altered in this area:
        All weapons for infantry and vehicles available to the player’s empire can be used!
        All vehicle upgrades, suit upgrades, abilities, and weapon attachments are available and at the maximum rank while in the zone, regardless of the player’s current certifications.
        Vehicles and MAX suits do not cost resources.
        Vehicles and MAX suits do not require or start acquisition timers.
        Player stats are not recorded while in this area.
        Experience and medals cannot be earned while in this area.
        Players cannot hurt each other or their vehicles but can hurt themselves.
        Shooting or destroying friendly target dummies does not grant grief points but will still show the grief indicator and play the grief sound.
        Respawning has no time delay.
        Weapon trials cannot be obtained while in this area (you already have access to every weapon!).
        Note that consumables still cost resources and deplete the player’s inventory when used while in VR. This will be altered in a future update.

New Items:

    More Classic Decals have been added to the Depot.
    Added a new weapon for the Flash, the S12 Renegade shotgun.

Infantry Updates

    The cloak effect on low graphics settings will no longer make the infiltrator completely invisible.
    Fixed issues with some AA weapons not causing proper damage to air vehicles at close range.
    Fixed an issue where rocket launchers could maintain a lock through actions that should have cancelled it
    Shooting through SCU shields should no longer impact projectile range
    When set to semi-automatic, the crosshair for the NS-11 and NS-11 Platinum should no longer disappear
    Fixed an issue where the M77-B could lose its crosshair after aiming down the sight
    Changed the color of the night vision scope’s crosshair so that is easier to see against dark backgrounds.
    Should now be able to unlock the Auraxium Medal for the TR’s ASP-30 Grounder
    The shell casings for all pump action shotguns should now eject from the weapon at the correct time and match the texture of the shell casings being loaded
    Placed C4 will now despawn when the source player dies
    NS Annihilator: Range to lock-on to ground targets reduced to 400 meters (matching the range of other ground lock-on rocket launchers). Range against aircraft remains at 500 meters.
    Fixed bug that was causing the hit box and the player model to not match when jumping.
    Note: Other players will now jump lower to the ground (and be slightly easier to shoot). There has been no change to actual jump height.
    Small increase to the angle that players can walk up
    The medals for the TRS-12 Uppercut should no longer be mislabeled
    The LX Mark IV and Trueshot scopes should now both apply the proper attachment to the GD-66 Claw when equipped
    Addressed cosmetic issues with the T5 AMC’s reload animation
    The following infantry based explosives have been modified. In general, explosions are now stronger at their center, but damage falls off faster
    Frag Grenades: Reduced inner blast radius by 2 meters. Reduced outer blast radius by 0.5 meters. Increased inner damage by 25 points.
    Sticky Grenades: Reduced inner blast radius by 2 meters. Reduced outer blast radius by 0.5 meters. Increased inner damage by 25 points. Sticky grenades will now bypass flak armor if stuck to a player.
    TR Claymores: Reduced inner blast radius by 1.5 meters. Reduced outer blast radius by 1 meter. Increased inner damage by 25 points.
    NC Bouncing Betties & VS Proximity Mines: Reduced inner blast radius by 0.5 meters. Reduced outer blast radius by 1 meter. Increased inner damage by 25 points.
    Tank Mines: Reduced inner blast radius by 0.5 meters. Reduced outer blast radius by 3 meters. Note: These changes only apply to infantry.
    Underbarrel Grenade Launcher: Reduced inner blast radius by 0.4 meters. Increased inner damage by 25 points.
    C4: Increased inner blast radius by 1 meter.

Modified the total ammunition capacity of the following weapons:

Default capacity increased from 120 to 140 on the following carbines:

    NC Reaper DMR
    NC AC-X11

Default capacity increased from 180 to 210 on the following assault rifles:

    NC GR-22
    NC Carnage BR
    NC GD-7F
    VS Pulsar VS1
    VS H-V45
    VS CME
    VS Equinox VE2 Burst
    VS Equinox VE2
    VS Solstice
    VS VX6-7
    VS Solstice Burst
    VS Solstice SF
    VS Serpent

Default capacity increased from 60 to 70 on the following Sniper rifles:

    NC Gauss SPR
    NC Impetus
    TR 99SV
    TR KSR-35
    VS VA39 Spectre
    VS Phantom

Default capacity increased from 30 to 40 on the following bolt action sniper rifles:

    NC NC14 Bolt Driver
    NC SAS-R
    NC LA80
    NC Longshot
    TR M77-B
    TR TSAR-42
    TR SR-7
    TR RAMS .50M
    VS XM98
    VS Ghost
    VS V10
    VS Parallax

All 75 round LMGs are now the same and have a 300 round capacity.

    NC Gauss Saw S
    TR TMG-50
    VS Pulsar LSW
    VS SVA-88
    VS Flare
    VS Ursa

Pistols:

    NC NC4 Mag-Shot : Default capacity increased from 60 to 75
    NC Rebel : Default capacity increased from 32 to 56
    TR TX1 Repeater: Default capacity increased from 84 to 105
    VS Beamer VS3 : Default capacity increased from 68 to 85
    VS Manticore SX40 : Default capacity increased from 60 to 75

SMGs:

    NC AF-4 Cyclone : Default capacity increased to 175
    TR SMG-46 Armistice : Default capacity increased to 240
    TR PDW-16 Hailstorm : Lowered default capacity to 240
    VS Eridani SX5 : Default capacity increased to 200

Other:

    TR T32 Bull: Lowered default capacity to 240
    All semi-auto shotguns : Default capacity increased to 48
    NC Jackhammer : Default capacity increased to 48
    VS VX29 Polaris : Fixed bug that was causing this weapon to pickup ammunition twice as fast as all other 100 round LMGS.
    NC Gauss SAW S: Fixed bug that was causing this weapon to pickup ammunition too slow. It now collects a full magazine each pickup pass.
    All 8 round magazine semi-auto shotguns: Fixed bug that was causing these to only pickup 6 rounds each pass. They now pickup a full 8.

Vehicle Updates

    Flash Update:
        Rumble Seat: You can now bring a passenger with you on your Flash that can utilize their personal weapons while moving.
        New Cert Line: Wraith Module: Cloaking for infiltrators using the Flash
        New Weapon: S12 Renegade Shotgun
    Vehicle horns should now be able to be heard from significantly greater distances
    Movement improvements have been made for the Magrider:

        Stock hover length increased
        Hill climbing restrictions re-adjusted. Should no longer receive excessive penalties when driving on uneven terrain.

    Torque has been increased for all ground vehicles.
    This should result in an increase over their current top speeds when driving up inclines.
    General tuning adjustments to environmental collision damage for all vehicles
    Should now be able to re-equip the default cockpit glass on aircraft after equipping decal cockpit glass
    Vehicles will no longer continue to drive themselves after the pilot exits
    Fixed an issue that could cause a players to be flung long distances when they collided with a vehicle

Vehicle Weapon Changes

    Prowler P2-120 HEAT & HE rounds have had their blast damage reduced from 1000 to 700.
    Full shields and health infantry require at least two rounds to be killed from splash damage exclusively.
    This does not affect direct damage.
    A direct hit will still kill a full health infantry in one round.
    Most vehicles are immune to tank blast damage so this will have little effect on vehicle to vehicle combat.

Prowler P2-120 HE

    Time to reload increased from 3125ms to 3500ms
    Vanguard Titan 150 HE
    Time to reload decreased from 5000ms to 4750ms

G30/A30 Walker

    Reduced cone of fire penalty slightly
    The inner/outer blast radius from the following vehicle based weapons has been reduced
    MBT HEAT: (P2-120, Titan and Supernova): Inner radius blast reduced from 2 to 1.5 meters. Outer radius blast reduced from 7 to 5 meters.
    MBT HE: (P2-120, Titan and Supernova): Inner radius blast reduced from 2.5 to 2 meters. Outer radius blast reduced from 11 to 8 meters.
    Lightning: L100 Python HEAT: Inner radius blast reduced from 1.5 to 1 meter. Outer radius blast reduced from 7 to 5 meters.
    Lightning: L100 Python HE: Inner radius blast reduced from 2 to 1.5 meters. Outer radius blast reduced from 11 to 8 meters.
    Liberator: L105 Zepher: Outer radius blast reduced from 8 to 7 meters.
    Liberator: C150 Dalton: Outer radius blast reduced from 10 to 9 meters.

ESF:

    Rocket Pods: Outer radius blast reduced from 6 to 5 meters.
    Common: M60 Bulldog: Outer radius blast reduced from 8 to 6 meters.
    Common: E540 Halberd: Outer radius blast reduced from 4 to 3 meters.
    Magrider: Saron HRB: Outer radius blast reduced from 4 to 3 meters.
    Vanguard: Enforcer ML85: Outer radius blast reduced from 4 to 3 meters.
    Prowler: P525 Marauder: Inner radius now matches M40 Fury; Increased from 1 to 2 meters.

The experience granted for killing many enemy vehicles has been increased:

    Galaxy: 400 xp, increased from 300 xp
    Liberator: 500 xp, increased from 150 xp
    ESF: 400 xp, increased from 75 xp
    MBTs: 500 xp, increased from 100 xp
    Lightning: 400 xp, increased from 100 xp

UI Updates

    The server select screen in the create character flow now defaults to showing recommended servers
    Improved bundle preview functionality
    Added item descriptions tooltips
    Added strikethrough for owned items
    Added “last logged in” to outfit management
    Added drag and drop functionality to the Platoon Management window
    The grenade counter on the HUD now displays which grenade you have equipped
    Various UI optimizations
    Manual minimap zoom is now supported. The default keybindings are ‘[‘ and ‘]’ for zoom out and zoom in, respectively.

Respawn & Map screen revamp

    The respawn screen has been merged with the map screen capabilities
    Deployment locations are now displayed on the left side of the screen when the player is dead, along with simplified class selection panel. The list functions the same way it did on the respawn screen.
    You can now switch continent views by clicking directly on the continent title bar at the top of the map screen.
    Statistics, Resources, and Filters panels have been consolidated into a modal toggle bar in the upper-right of the map screen. In addition to reducing screen clutter, this cleans the map up to future expansion as features such as the mission system get implemented.
    Instant action has been redesigned to be a single button press, with no on-map indication of where it will send the player, but it will still hot-drop them onto a facility with heavy combat. This is to prevent people from exploiting instant action as an organizational tool, which is what people were using it for previously. If you are in a squad and not the leader, a second button for squad deploy will appear.
    Fixed a bug where locked certs were showing as purchasable, even though they could not be purchased
    The tooltip displaying Bronze and Gold membership bonus percentages should now show the correct bonus amounts
    The information displayed in the Profile page and the Leaderboard Stats Pane should now be consistent
    Fixed an issue where platoon leaders that gave up squad leadership were unable to be promoted back to squad leader
    Facility defends should now be appropriately tracked in stats and leaderboards
    Leaderboards should no longer display erroneous negative numerical values in the Time Played column
    Can now click/sort the BR, Capture, and Defended columns in the Leaderboard
    Social Menu button on the Leaderboards should now be grayed out for your own name
    "Back" and "Next" buttons become grayed out and do not function once the player reaches the beginning or end of the leaderboards
    The "go to top" and "find me" buttons are now disabled on the friend and outfit leaderboards
    The Mini-Chaingun, Jackhammer, and Lasher are now listed in the machine gun section of the stats page
    /l and /c are now shortcuts for leader/command chat.
    Destroyed phalanx turrets display the “need repair” wrench icons for friendly engineers
    Location of squad mates should correctly show on the map, even if the squad was created at long ranges
    Will no longer receive a successful confirmation message when entering incorrect Twitch TV credentials
    Vehicle acquisition timers should now display accurately while you are dead
    There is now a Battle Rifle filter in the Depot
    The AMR-66 should now be correctly filtered in the Depot

The following commands should now function properly:

    /outfit invite
    /outfit quit
    /outfit leave (same functionality as /outfit quit)


Facility Updates

    Can no longer capture Point A at Arroyo Torre Station through a wall
    All jump pads at Nott Amp Station should now be empire-specific
    Replaced a missing ammo tower from the Spec-Ops Training Camp
    IFF shields at Wokuk Amp Station should now update appropriately on base capture
    Fixed misplaced IFF shields at the NE teleporter room of Andvari Bio Lab
    The shield generators at Zurvan Amp Station should now be connected to the appropriate shields
    All banners at the following locations should now update properly with ownership:
        Andvari Biolab
        Terran BL-4 Crash Site
        Onatha Biolab
        Ymir Biolab

    Added a fourth equipment terminal to the Heyoka Southeast Gate forward spawn
    The ammo tower at Xelas Bio Lab’s North East forward spawn should now properly update with point ownership
    Removed a non-functional SCUs from:
        Copper Ravine Station
        Crimson Bluff Tower
        Mani Bio Lab
    Addressed issues with Gravpad particle effects missing when viewed from certain angles
    Fixed collision issues that could cause players to fall through the world near the Indar’s northern warpgate
    Fixed patches of missing terrain at the following locations:
        Zurvan Amp Station
        Dahaka Amp Station
        Allatum Biolab
        Mao Tech Plant
        Tawrich Tech Plant

    Addressed some graphical issues at the spawn point for Howling Pass Checkpoint and the Dahaka Amp Station tunnels.
    Forward spawn points should now display as neutral when appropriate on both the map and minimap
    Addressed terrain clipping and texture seam issues at:
        Zurvan Amp Station
        Ikanam Bio Lab
        Tawrich Tech Plant
        Crimson Bluff Tower
        The Stronghold
        The Crown
        Crossroads Watchtower
        Highlands Solar Station
        Indar Bay Point
        J908 Impact Site
        Red Ridge Communications
        Sandstone Gulch Mining
        Camp Connery
        Scarred Mesa Skydock
        Mao Tech Plant
        Hvar Tech Plant
        Gravel Pass
        Abandoned NS Offices
        Quartz Ridge Camp

    Removed a non-functional capture point from the Esamir Biolabs
    Fixed inconsistent experience reward for capturing Quartz Ridge Camp
    Friendly terminals and phalanx turrets now give appropriate grief when damaged
    Redesign of the Outpost Tower to make vehicle ordering more secure
    Added a switchback from Blackshard Platinum Mine to Mesa Com. Station and connected Rust Mesa Lookout to the Old Stockpile
    Adjusted ARC Bioengineering and NS Salvage Yard to be more accessible
    Added a bridge from Crater Firing Range to Alkali Mining Supply
    Addressed a stuck bug in some crates and containers at Northpoint Station
    Anti Gravity Pad particle effects should no longer be coming through the floor anywhere at The Crown

Audio Updates

    Riders on the Flash should now hear audio cues for lock-on
    Exiting a Sunderer with a gate shield diffuser equipped should no longer play the diffuser activation audio.
    Suppressor attachments should now change the firing audio of the Eridana SX5 and SMG-46 Armistice
    GD-7F Carbine should no longer have different firing audio for single shot vs automatic fire
    NS Annihilator should now have lock on sound effects
Title: Re: Updates
Post by: Mangala on March 15, 2013, 09:36:10 AM
The WG rotation thing is annoying.

Given that I hadnt gotten much time in the Canyons now I have to deal with the plains?

Oh and WORSE CHANGE EVER when it comes to deploy being random now.
Title: Re: Updates
Post by: Warcold on March 15, 2013, 09:37:10 AM
Hmm, deploy random? Missed that?
Title: Re: Updates
Post by: Warcold on March 15, 2013, 09:53:04 AM
Oh god, I see now...  ::)
And can't see other continents on map anymore? wtf?
Title: Re: Updates
Post by: Chug on March 15, 2013, 11:55:07 AM
click the name of the cont at the top and it opens a drop down menu