Hotfix today:
https://forums.station.sony.com/ps2/index.php?threads/update-notes-7-17.193920/Also this: The /bug window had usability improvements based on /r/Planetside/ feedback.
Nice! I wonder if I'll be able to tell if my bug reports actually are acknowledged now.
Lots o map fixes, well done, someone pat the devs on the back.
Some stuff on the Test server (been there a while but I wanted to see what forumside made of it)
https://forums.station.sony.com/ps2/index.php?threads/resource-changes-nanite-costs-from-test.193672/The following are the current prices on the test server.
30 = Flash / Smoke / Decoy / EMP Grenade
60 = Frag / Sticky / AV Grenade
90 = C4 / Prox Mine / Tank mine / Conc Grenade
120 = Flash
240 = Harraser / Sunderer
420 = MAX / Lightning / ESF
540 = Lib / MBT / Galaxy
120 = Flash
120 = Flash120 = FlashThe hell? I could see that price maybe for a max scout radar flash that won't be driven into danger but hang around the edge instead to give scout radar, or a wraith flash because those are dangerous AND can stay alive for a good while in the right hands. But for a turbo flash that will explode randomly on landing after using it for MAXIMUM FUN, can't be flipped over and that I will primarily be driving directly at people at the highest speed possible for roadkills while fully visible? All that and I would potentially have to sacrifice infantry tools each time it dies and I have to respawn it, rarely having done something useful for my team? No thank you. I was often capped in vehicle resources on live, so it was no issue pulling it. At this price either I'll be in a flash 24/7 and potentially sacrificing my infantry tools if I explode quickly (not hard to do) or vice versa.
That said I think the combination into one resource is a good thing. The prices may need to be adjusted slightly, and my initial suggestion is for the flash to be priced according to attachments, with wraith and scout radar flashes costing 120 while the the extremely hazardous turbo or the ones not many people use (mineguard, looking at you) are considerably cheaper. Possibly have a weapon attached also add to the cost though since one assumes they want weapons to be bought it may not be in SOE's interest for that one.
Either that or make max turbo standard on flashes. This would actually be the best idea ever. I could mount a scout radar while zipping around and turboing off hills being hard to hit and generally staying alive. It would be similar to what I do now except I'd be using turbo much more conservatively instead of EPIC JUMP EVERY RECHARGE due to the desire to survive primarily to benefit to my team as well as boosting morale as I currently do with my backflips. Not spending 120 more nanites would weigh on that decision but not as heavily as staying alive to be useful. I would use turbo offensively less often to roadkill people as there would be an incentive other than the KDR I don't really care about to stay alive on the flash, which would mesh well with the resource revamp. If the idea of having scout radar flashes flying all over on all sides engaged in a fight is too strong, you could reduce the range of the flash scout radar slightly, or force them to be outside and moving for scout radar to work and have lockons acquire them faster, or have the radar only function while airborne or some other limitation.
Also some posts with numbers by a guy named Khopesh, opinions and suggestions are his:
https://forums.station.sony.com/ps2/index.php?threads/why-does-the-spiker-not-167dmg-per-shot-model.193531/page-2Highest DPS-
1) 1,602 DPS - Spiker
2) 1,577 DPS - TX1 Repeater
3) 1,561 DPS - T4 AMP
4) 1,391 DPS - LA3 Desperado
5) 1,200 DPS - NC08 MagScatter
(The MagScatter should be at 1,550 DPS. It's the worst ranged pistol in the whole game counting use with the smartchoke, and deserves to at least be in the general DPS range of the other faction's weapons. That and we don't have a weapon with higher DPS than the Desperado ATM. While this is fine for now, when these pistols come out, and everyone else has a close range sidearm that's over 1,575 DPS, the NC will be without an equivalent option.)
Highest CQC Pistol Reload Speed-
1) 1.53s/1.845s Short/Long reload speed - Spiker
2) 1.55s/1.85s Short/Long reload speed ---- LA3 Desperado
3) 1.6s/2.0s Short/Long reload speed ------- T4 AMP
4) 1.7s/2.0s Short/Long reload speed ------- TX1 Repeater
5) 1.8s/2.6s Short/Long reload speed ------- NC08 MagScatter
------------------------Part 2------------------------
Of course, reload speed and speed at which the weapon empties the magazine are hand-in-hand for balance.
This is a comparison of the speed at which the weapon empties the magazine on the same weapons.
(Note, I rounded the T4 AMP's general number to 1.35, as 1.3447 is an imperceptible difference, and the AMP was the only one that rounded up instead of down).
1) T4 AMP -------------- 1.35 (Exactly 1.344717182497332 according to statistics) seconds.
2) Spiker ----------------- 1.40 (Exactly 1.404421326397919 according to statistics) seconds.
3) TX1 Repeater ------- 1.49 (Exactly 1.491124260355030 according to statistics) seconds.
4) LA3 Desperado ---- 1.68 (Exactly 1.680000000000000 according to statistics) seconds.
5) NC08 MagScatter - 2.00 (Exactly 2.000000000000000 according to statistics) seconds.
Again, the MagScatter is short changed here.
Upping the rate of fire to my suggested 155 RPM (1,550 DPS) would change it to the below:
1) T4 AMP --------------- 1.35 (Exactly 1.344717182497332 according to statistics) seconds.
2) Spiker ------------------ 1.40 (Exactly 1.404421326397919 according to statistics) seconds.
3) TX1 Repeater -------- 1.49 (Exactly 1.491124260355030 according to statistics) seconds.
4) NC08 MagScatter--- 1.55 (Exactly 1.548387096774194 according to statistics) seconds.
5) LA3 Desperado ----- 1.68 (Exactly 1.680000000000000 according to statistics) seconds.
NC would still have the worst stats here, but at least they would have a more competitive weapon for the CQC pistols.
Highest CQC Pistol Continuous Fire Accuracy -
After just shy of two hours testing of these weapons on PTS, here are the max ranges (rounded down to the nearest whole meter) at which each pistol can kill in one magazine while firing as fast as the weapon can fire while ADS (On the MagScatter, smartchoke numbers will be the main number, and a secondary set will show the numbers without the smartchoke).
Keep in mind, I only counted kills that occurred with leg and chest shots.
These numbers are based off kills without ANY headshots (Thus why it took so long to get these numbers).
1) 33m - Spiker
2) 30m - LA3 Desperado
3) 22m - TX1 Repeater
4) 20m - T4 AMP
5) 14m (16m with Smartchoke) - NC08 MagScatter
These ranges make -almost- perfect sense.
They fit the faction traits perfectly.
VS being mobility, and with it, accuracy. Specifically while moving.
TR being Dakka (Though the AMP needs more ammo. They really skimped the TR on ammo for it, seeing how it's the lowest damage per shot AI weapon in the game. The AMP needs 24-26 rounds per mag.)
And NC being hard hitting. (Whether they achieve that via high damage per projectile, or via a shotgun spray of projectiles.)
The one thing that doesn't fit here is that the Spiker has such an incredible DPS.
/endquote
In my opinion he's right about the Spiker. It doesn't seem quite right for it to be at the top of so many statistics compared with similar weapons. If it can reach out to longer range, fine but it shouldn't out damage per second an AMP at half the Spiker's longer range. It sounds like the AMP could use a few more rounds in it's magazine. It also sounds like the shotgun pistol could use some sort of buff to it since not many on forumside seem to like it.
My cynical side says the VS pistol is purposefully going to be released into a pool of what many people consider a weak VS weapon group in a quite strong state like the ZOE was added to what was considered the weakest MAX of the three and then nerfed a few months later after lots and lots of sales. Prove me wrong, SOE devs, don't release it too strong! VS Emerald are quite powerful enough as it is, if it weren't for NC having a higher population after the merge they'd still be beating us all over the place and it's not ALWAYS due to tactics, better co-operation or superior skill as is eternally claimed by purple. While I am not ashamed to admit NC's failings are often the case, I've seen tank columns blown up by invisible lancer users that can't be shot back at, spLashed by entire outfits raining area damage from a hill on the remaining infantry after all the vehicles were Lanced, or PPA'd trying to get out of a doorway from a tank 250+ meters away on a hill other tanks can't reach, or killed by an adadad wizard with the Orion too often to accept NC's failures are the cause 100% of the time, Wisdomcube be damned.