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Τι κανει ακριβως το προγραμματακι?

Για να βλεπεις τα στατς σου ingame?

Επιπτωσεις στο framerate?

για να <ακους> τα στατς σου ingame..

[ame=http://www.youtube.com/watch?v=Msc9PTTqw3U]Recursion Real Time Stat Tracker - Launch Teaser - YouTube[/ame]

διαφορες στα fps δν πηρα χαμπαρι.

κ αλλο ενα δικο μου :happy2:

[ame]

[/ame] Έγινε επεξεργασία από AKISSS
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Ναι το βαλα αλλα ποιο πολυ απο το voice με ενδιαφερει που μπορεις να εμφανισεις τα στατιστικα σου ingame.

Επαιξα λιγο με το προγραμμα δεν βρηκα ακρη.

Και δεν βρηκα και καπου ενα tutorial ουτε καν στην σελιδα τους.

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  • 2 weeks later...
We wanted to let you know that ProSiebenSat1. Games (PSG) and Sony Online Entertainment (SOE) have jointly decided to migrate all PSG accounts for PlanetSide 2, DC Universe Online and EverQuest II back to SOE in the near future. Please take a moment to read the FAQ, and watch for updates as we iron out the details of the process!

Information about upcoming account transfer to Sony Online Entertainment - PlanetSide 2 PC Game

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Update

Liberator Changes

We are reverting some of the stock armor changes that were presented in the Liberator update.

Liberator stock resistance to Armor Piercing rounds is being reverted from 10% back to -20%

Liberator stock resistance to HEAT rounds is being reverted from 10% back to -33%

Liberator stock resistance to non lock-on rocket launchers rounds is being reverted from -70% back to -88%(2 hit με decimator?)

The composite armor benefit is remaining but will be less effective with the stock armor being adjusted.

Liberator Engine Audio

Liberator audio adjusted to be more noticeable from greater distances. This does not affect the audio heard for players inside the Liberator.

C150 Dalton

To reduce effectiveness against infantry, the Daltons blast damage and size is being adjusted to be similar to an armor piercing tank shell.

Inner Blast radius reduced from 1 meter to 0.5 meters

Outer Blast radius reduced from 9 meters to 1 meter

Blast damage reduced from 700 to 450

Blast damage is no longer capable of damaging tanks (or other vehicles normally resistant to explosive damage). Direct hit damage has increased from 1825 to 2000 to compensate.

Ammo Capacity

Base Capacity reduced from 40 to 20 rounds

Certified ammo capacity reduced from 8 rounds per rank to 2 rounds per rank. (Maximum of 40 down from 120)

L105 Zepher

The Zepher is receiving a reduction in effectiveness against infantry but will remain a more effective anti-personnel option than the Dalton due to its six round magazine and blast size. In addition, it will be receiving a small direct damage reduction to make the Dalton stand out more in that regard.

This is the Zephers intended role; A variant of the Dalton that trades some vehicle damage for being more forgiving and more effective against infantry.

Blast damage reduced from 750 to 450

Direct hits now use the same damage type that the Dalton uses

This makes the damage more comparable/consistent between the two

Direct hit damage lowered from 1200 to 600

This will result in some vehicles requiring 1 to 2 more Zepher hits to destroy (except Galaxy).

The resist and damage adjustments results in the following changes

MAX (3 HK to 4HK)

Flash (1HK to 2 HK)

Harasser (4 HK to 6 HK)

Note: This corrects an issue that the Zepher was superior to the Dalton at destroying Harassers.

Sunderer (16 HK to 17 HK)

Lightning (9 HK to 10 HK)

MBT (10 HK to 11 HK)

Phalanx (9 HK to 11 HK)

Galaxy (12 HK to 16 HK)

Note: TTK was previously identical between Dalton and Zepher, this provides a greater distinction

Ammo Capacity

Base Capacity reduced from 90 to 60 rounds

Certified ammo capacity reduced from 18 rounds per rank to 6 rounds per rank

Dual-75 Duster

The Duster is intended to be primarily anti-infantry and needs improvements in this regard. It needs to stand out in that role so we are increasing the blast radius.

Inner Blast Radius increased from 0.75 meters to 2 meters

Outer Blast radius increased from 4 meters to 6 meters

AP30 Shredder

We are removing the blast damage on the Shredder to reduce effectiveness against MAX units and personnel. MAXs will be receiving a bump in armor piercing resistance as well.

Blast damage removed from Shredder.

Ammo Capacity

Base Capacity reduced from 1250 to 500 rounds

Certified ammo capacity reduced from 120 rounds per rank to 50 rounds per rank.

ESF Changes

We are making adjustments to ESF rocket pods and hornet missiles to both better define them and allow the Liberator to stand out more as anti-vehicle.

Rocket pods will be receiving a direct hit damage reduction that will lower its effectiveness against vehicles. We are adjusting it so that it will take 1 full volley of rockets (no misses) to the rear of an MBT will place it in critical damage instead of destroying it.

Mosquito Pods

Damage decreased from 475 to 400

Reaver

Damage decreased from 635 to 550

Scythe

Damage decreased from 550 to 475

Coyote Missiles

Increased time required to reload from 3 seconds to 4 seconds(επιτέλους)

Engineers can now equip the ammunition package directly by pressing the ability key (default: F)

To match the above, the ammunition package is no longer equipped in the utility slot and is no longer an alternate fire mode on the ACE Tool.

The thrown ammunition package is now a physics object and is no longer in the deploy system. This will allow it to be thrown anywhere.

The ammunition cert line can still be found in the Engineer Certs list.

The Medic tool now uses right click to revive and left click to heal.

Έγινε επεξεργασία από MasterCommander
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εκεί στη SOE αρχίζουν να το χάνουν, μιλάμε για NERF όχι αστεία

και όλα αυτά για το κλάμα που ρίχνουν στα φόρα όσοι παίζουν infantry, το 99% των οποίων δεν μπορεί καν να σηκώσει από το έδαφος ESF/Lib

ας αφαιρέσουν εντελώς τα όπλα από τα πετούμενα και να είναι απλώς transport vehicles να τελειώνουμε και να μην ξοδεύουμε certs τσάμπα :giveup:

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Λενε οτι εφυγε κοσμος απο το game λογω lib farming..και καλα...απ την αλλη τα φορουμ εδω κ καιρο βρομουσανε με noobakia π δν ειχαν ιδεα πως πετας,να κλαινε..Η ιδιοι buffαραν το armor του lib χωρις να χρειαζεται κ τωρα το ξεκαναν μαζι με πολλα αλλα..Οταν διαβασα τα αρχικα nerf που ετοιμαζαν ελεγα bb PS2..(dalton velocity-tankbuster dmg)...Τεσπα...Πιστευω οτι το κανουν κ για το valkyrie ωστε να μπορεσει να <ζησει>..

edit.

Το σκισαν το lib γενικα..20 rounds στο dalton με 40 fully certed ammunition.

To shredder αχρηστο χωρις splash dmg..

το zephy φαινεται καλο all around αλλα ξεμενει νωρις απο ammo-μειωμενο ομως blast dmg

Το duster καταστρεφει infantry με αθλιο accuracy κ μονο close range.

Έγινε επεξεργασία από AKISSS
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ur plan as of right now is to get Hossin, continent locking, outfit recruitment & outfit base capture live with next week's update

το έγραψε ένας στο outfit forum ότι το είπε ο Higgles, αν ισχύει και αν το κάνουν, θα αλλάξει το παιχνίδι ριζικά (προς το καλό)

βέβαια αυτά έπρεπε να ήταν έτοιμα στο launch, άλλα κάλιο αργά παρά ποτέ

ίδωμεν (δεν είναι η 1η φορά που παίρνουν αναβολή τα συγκεκριμένα)

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ναι ωραια πραγματακια που τα χρειαζεται το παιχνιδι.

Απλα φοβαμαι οτι θα βγουν 666 bugs μετα το(τα) patch.

Δεν τους επιστευομαι οτι θα κανουν χωρις προβλημα τοσο μεγαλες αλλαγες στο παιχνιδι:hi:

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Hey all -

As many of you have probably already heard - our next live update is going to be a pretty big one. We have a lot of outfit features, such as Outfit Recruitment, Outfit Base Capture and Outfit decals coming, and we've also decided that it's about damn time to release Hossin and Continent Locking live.

I wanted to drop by today to let you all know what you can expect from these features both in the short and long term, since they are being approached in a slightly different way than we've done in the future - especially for...

Hossin

You may or may not know that Hossin has actually been in development since before we launched PS2, so for us it's literally been a 2 year process to get this continent live. Since launching the game, and going through the process of redoing our facilities and outposts on all 3 of our launch continents, we've learned a tremendous amount about how to make levels that work for our game. Anyone who looks at the state of the Amerish levels (our most recent revamps) now compared to the Indar levels (our first revamps) should be able to see the improvements overall quality of the levels/bases we're generating now, those newer bases are our new quality bar, and we're committed to match or exceed that level of quality with all our future outposts. Along the way, we've figured out that creating a "good" outpost in Planetside 2 takes about 2-3 weeks of level design, art playtesting and iteration time minimally, per outpost. Multiply that by 80 or so, and you'll get a good idea of how much work is required for a high-quality continent.

There isn't any other way to say it except to say that Hossin is not finished. If we wanted to "finish" Hossin without sacrificing the quality level we've established, it would probably be 3 months before it was ready to go live - we don't want to wait that long, and we don't think you want to either.

So what is going live with the next update then?

Right now about 50% of the bases on Hossin are "done" to the point that we're completely satisfied with the quality of the level design and visuals, about 25% of the bases are first pass - you'll be able to recognize these bases by their naming scheme, and another 25% are bases which are more or less staging areas, or stamped bases, identical to each other - this is an outpost we know works well, so we've put them in as placeholders. We expect these bases to function correctly, provide all the necessary utilities to make the game work - they're just not 100% up to our standards of level design quality quite yet - essentially they feel more like the bases on Indar than the bases on Amerish. Over the next few months, the level design and environment art team is going to continue to iterate the bases on Hossin and every couple weeks you'll see more and more of the continent getting completed and patched to live. In the meantime we're considering Hossin to be a beta, or Early Expedition continent. The continent will be fully functional, but the content is not 100% complete. Of course during this time we'll be especially interested in hearing feedback, suggestions and bug reports on the continent.

Another reason we're going with this Early Expedition approach, besides just getting the continent to you earlier, is we know that we won't really discover what works and doesn't work in the continent until it's live. We've had to go back and redo a lot in our other continents once they were exposed to the masses and we expect Hossin will be similar. It makes a lot of sense to us to be doing that while we're actively developing the continent, instead of waiting for it to be 100% finished, before redoing all the stuff that didn't work exactly right. Some people are sure to ask "isn't that what PTS is for?", yes and no. PTS has been great for determining if features worked or not, if things are fun to use or not, but it's not great for figuring out large scale balance or flow issues. Players just aren't on PTS enough or playing legitimately there, even during events, for us to really figure out if some of these more complex balance changes or level flows are working well or not.

Hossin might be the biggest single feature in this update, but everything else in it is really cool too, and since there have been a lot of questions about the other features - here's a brief rundown of what they are:

Continent Locking - 1st Phase:

In the first phase, continent locking will piggyback on the current continent domination rules. When a continent is captured, it will be locked to spawns and interactions of all kinds, and it will provide a benefit to the locking empire, similar to the benefit you get from domination now. This will limit the available continents in play down to the unlocked continents, no players, even the ones with the locked continent, will have access to that continent for the duration of the lock. Once another continent is dominated and locked, the lock of the previously locked continent will be broken, the warpgates will be rotated, and the territory set back to defaults. Players on the locking empire are now effectively defending their lock (and benefit) by ensuring that another empire does not lock one of the open continents.

We have some more functionality in store for continent locking, including tying in alerts, and eventually making warpgates part of the capturable facilities along with home continents. We want to see how the basic mechanic of locking out continents from play based on player conquests will work and then build out from there.

New Outfit functionality:

Nothing makes Planetside 2 more fun to play than teamwork, and getting new players into outfits, and keeping outfit leaders flush with troops to fill their platoons is critical to the entire game working well. Outfit recruitment is a fairly simple system that allows leaders to list their outfits, and allows players to apply and be accepted to the outfit in an simple interface - we hope this will reduce the barrier to joining outfits for the approximately 50% of players who never do.

Outfit decals allow you to select a decal for your outfit and your entire outfit to wear it. Simple as that. We're working on a way to allow outfits to use CUSTOM decals here too, but at first it will be based on the decals that the outfit leader has. Outfit decals are also used in a few places in the UI to show...

Outfit Base Capture:

With this update, whichever outfit has members that do the most in the course of capturing the base, earning kills, spawning troops, arming generators, etc. will be listed as the outfit that captured the base. This outfit will have it's name displayed on the map when you look at the region, on the tab screen, and their outfit decal will be added to the same banners that display the empire ownership right now (this part may be in a subsequent update, since it's coming in a bit hot). We are also discussing outfit benefits for "owning" the facility, such as reduced resource costs for vehicles, or reduced spawn times for infantry - although in the initial implementation it'll be bragging rights only.

Whew, that was a lot to get through - hope you're still with me. In addition to these big ticket features, this update will contain the usual bug fixes and polish features. Our plan is to get this build up to PTS today following #MergerSmash, and to be ready to bring it live next week once we're confident things are working well - however, we will be keeping this build on PTS as long as we need to to ensure it's solid before it hits live servers.

We're really excited to get these features and content out to you guys, and we're really looking forward to seeing your feedback on all the new hotness. Of course I want to heavily encourage anyone who is able to patch up PTS and kick the tires on these new features, the more folks we have check them out on PTS the better the update will be.

If you made it all the way through, thanks for reading! If not, hopefully someone will post a good TLDR for you!

See you on Hossin!

-

Matthew Higby - @mhigby

Creative Director - @planetside2

https://forums.station.sony.com/ps2/index.php?threads/next-live-update-news-and-status.190580/

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Και θα ναι καμια βδομαδα κατω οι servers μεχρι να καταφερουν να περασουν το patch.

Παλι down σημερα ποσες ωρες...για ενα server merge.Και κατι αλλα που δεν τα λενε.

Δεν το δινουν το παιχνιδι σε τπτ αλλους που ξερουν την δουλεια τους λεω γω?

Τι σκατα πρακτικαριους φοιτητες εχουν βαλει να βγαζουν την δουλεια?

Το παιχνιδι ειλικρινα θα μπορουσε να ειναι 10 φορες καλυτερο αν υπηρχαν ατομα με ιδεες και ικανοτητες εκει μεσα.

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Το παιχνιδι ειλικρινα θα μπορουσε να ειναι 10 φορες καλυτερο αν υπηρχαν ατομα με ιδεες και ικανοτητες εκει μεσα.

νομίζω το μεγαλύτερο πρόβλημα είναι ότι πρέπει να μειώθηκε το team μετά το launch και από 100 άτομα να έμειναν πχ 20-30

μπορεί να κάνω και λάθος βέβαια, άλλα η SOE έχει ανακοινώσει αρκετούς ΜΜΟ τίτλους τελευταία που θέλουν συνεχή δουλειά, από την άλλη πρόσφατα απέλυσε κόσμο... κοινώς αυτοί που έμειναν καλούνται να βγάζουν επιπλέον δουλειά

ίδωμεν

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