PlanetSide 2 - Mepps
https://youtu.be/8AW0TuDUt5I
Gear up, Mercenaries, PlanetSide Arena is now available for FREE on Steam Early Access!

This is just the beginning of our epic journey to bring you the ultimate massive multiplayer sci-fi arena shooter. If you’ve been with us since we first began playtesting in Beta, a HUGE thank you. We never would have made it this far without you! To all of you new recruits, we’re thrilled to introduce you to the next phase in the war for Auraxis!

To DOWNLOAD and get started, click here to visit the PlanetSide Arena Steam page.

AVAILABLE GAME MODES (EARLY ACCESS)
We launch today with two initial game modes:
  • SQUADS
    • 300-player match-based game mode
    • 12 players per Squad
  • TEAMS
    • 150-player match-based game mode
    • 3 players per Squad
PlanetSide Arena is an ambitious project that will ultimately feature a variety of match-based game modes, some capable of supporting up to 1,000 players per match! We’ll be working hard throughout Early Access to bring you new modes like Sunderdome, Outfit Wars, and Massive Clash, which will be released on a regular cadence in the form of weekend events with special rewards, or as primary modes that are always available.

Check out our Early Access Roadmap for a look at the new modes and features on the horizon.

AVAILABLE CLASSES



Three initial character classes are available at launch: Assault, Medic, and Engineer. Each class fills a tactical role on the battlefield, and comes outfitted with its own unique ability, utility (or tool), and primary weapon option:
  • ASSAULT CLASS
    • Escape Jet (F Key): Launches character at accelerated speed
    • Flash Totem (5 Key): Places a totem that blinds nearby enemies when activated
    • Has access to Carbines and Mods that improve speed and mobility
  • MEDIC CLASS
    • Team Heal (F Key): Activates area of effect (AoE) aura that heals you/allies
    • Shield Totem (5 Key): Places a totem that buffs shield regen time of nearby allies
    • Has access to Scout Rifles, can revive teammates faster than other classes
  • ENGINEER CLASS
    • Spitfire Turret (F Key): Deploys auto turret that targets enemy players/vehicles
    • Hardlight Barrier (5 Key): Places a barrier to use as cover for you/allies
    • Has access to LMGs and Mods that improve utility
For more on each of the classes, check out our introductory guides on the Assault, Medic, and Engineer.

AVAILABLE WEAPONS

Ready to choose your class and drop into the Arena?  Don’t forget to gear up for combat! From lethal sniper rifles to high-velocity particle weapons, PlanetSide Arena features a deep and diverse arsenal to choose from - and with the ability to customize your Loadout before diving into a match, you'll NEVER need to loot for a weapon. For more on each of the weapons and upgrades available in-game, check out our introductory weapons guide

AVAILABLE VEHICLES

Along with choosing your class and mastering each weapon, you'll want to familiarize yourself with each of the vehicles in PlanetSide Arena to fully dominate the battlefield. Every class starts each match with their own personal vehicle, which you can pre-select from the "Customize Soldier" main menu option, then summon in-match by hitting your X key (default). Very useful for scouting ahead for your Squad, or escaping an ambush! Once you dismount from your personal vehicle, there will be a short recharge time before you can summon it again.

The full garage available at Early Access launch include:
  • Personal Vehicles: 
    • Tempest (Hoverbike): Lightweight, maneuverable, excellent strafing
    • Flash (Quad): Heavier feel, gets extra air off jumps and ridges
  • Vanguard MK2 Tank:
    • 3-player Assault Tank
    • Driver plus 2 mounted guns: Main cannon and machine gun
    • Slow but exceptionally durable in combat
  • Harasser
    • 3-player Transit Buggy
    • Driver, passenger, and 1 mounted gun: Halberd Rocket Launcher
    • Fast and mobile, with lighter armor and weaponry than the Vanguard
Additional vehicles will be introduced throughout Early Access - including aircraft, which are slated for Q1 2020 with our Outfit Wars update!

EARLY ACCESS LAUNCH BUNDLES

PlanetSide Arena launches as a free-to-play game with two premium bundles available for download on our Steam page:



The PlanetSide Arena: Recruit Edition ($19.99) includes the exclusive Alpha Strike banner and 80 NS-0 Standard Crates - $80 worth of value!



The PlanetSide Arena: Legendary Edition ($49.99) includes the Alpha Strike banner, FOUR exclusive skins (M-20 Tempest Hoverbike, and Alpha Strike Armors for the Medic, Assault, and Engineer) that will ONLY be available during Early Access, and 200 NS-0 Standard Crates - $200 worth of value!

F.A.Q.

Have additional questions? Visit our Frequently Asked Questions guide for a rundown on everything else you need know.

If you don’t find your answer here, tweet us @PlanetSideArena or let us know on the official forums.

See you in the Arena, Mercenary!
PlanetSide 2 - jgolenbo


Attention, soldiers! Hold your Labor Day plans and gear up for deployment: Infantry and Vehicle Weapons are 30% OFF from tomorrow Saturday 8/31 through Monday 9/2!

Patriot Camo for VS/NC/TR will also be available in the Depot until the sale ends at 11:59 PM PDT on Monday!

Load up, look good, and stay safe out there, soldiers!
PlanetSide 2 - jgolenbo


Today's PC update includes changes to the Death Cam, New Bounty System, new Main Battle Tank abilities, bug fixes, and more. 

Connery and Soltech

Server transfers are now available both to and from Connery <-> Soltech for a limited time. This window of availability ends September 30, 2019, at 11:59PM.

Continent Events

Aerial Anomalies
This event has been restructred to encourage more active participation and offer more tactical depth. In this new version, Data Buoys will appear in the center of the map, and Anomalies themselves will coat vehicles in a mysterious residue called Tempest.

Players must deliver Tempest to the nearby Data Buoys located in the center of the map.

  • Galaxies can carry up to 500 Tempest
  • Liberator can carry up to 400 Tempest
  • Valkyrie can carry up to 250 Tempest
  • Empire Specific Fighters can carry up to 100 Tempest

Spotted vehicles carrying Tempest display a special icon that changes based on how much Tempest has been gathered. If you kill a target carrying Tempest, all of the resources are lost. Deposited Tempest is converted into score in this alert, and the first team to 25,000 score wins. 

Automated Bounties

We've reinstated the bounty system in an automated form that will flag players who are getting strings of kills. We hope this encourages some new cat and mouts style dynamic mid-battle, and allows for more organic completion of the Bounty directive.

  • Bounties will now automatically be placed on characters who have an active 10 killstreak (kills without deaths) or greater. There is a long cooldown between how often this can occur.
  • Players will receive a 5-stack of bounties upon activation.
  • Stacked Bounties are now stripped one at a time when killed, instead of removing the entire stack when a player receives three deaths.
  • Kills on bountied targets now award a flat rate of experience, instead of basing it on the stack count.

Death Camera


In this update, players will notice a slightly different behavior from the death camera. Instead of a top-down view of your body, the camera will first track and highlight your killer for a few seconds before refocusing on your corpse. We believe this new camera will help players achieve a better understanding of where attacks are coming from, and ease frustration caused by deaths that feel abrupt or unfair. We've heard your concerns regarding the impact this change will have on stealth oriented gameplay, and will keep those concerns in mind as we evaluate the feature in Live play.

Infantry

Cosmos VM3 (VS MAX)
Maximum damage from 167 to 143
Minimum damage from 143 to 125
Dev Note: The bigger bullets of the Cosmos, despite the headshot damage reduction, has made this weapon overperform when attached to such a high health pool target. We're going to keep the unique aspect of the weapon while trying to reel in that performance a bit.

NSX-A Kappa (NSO SMG)
NSX-A Kappa minimum damage from 50 to 42
Dev Note: We've corrected an oversight with the minimum damage range of this weapon where it was equivalent to the maximum damage. This is a slight nerf, and stays in line as a Tengu variant while giving Soft Point Ammunition a reason to exist on the weapon.

Vehicles

Magrider
Magburner (Utility Slot)

  • Rank 1 Magburner has been integrated by default, and Magburner's skill line has become a passive part of the vehicle instead of living in the utility slot.
  • Added an additional rank to the Magburner skill line.
  • Moved the cost of each tier up a rank, as the first tier is now free. Costs remain the same overall.
  • Adjusted the regeneration rates of Magburner for better scaling at lower cost ranges.
  • Fuel tank recharge to full from 35/30/25/20 to 35(default)/28/25/22/20
  • Fixed an issue where framerates would drop drastically while trying to activate Magburner without an appropriate amount of energy.

Recharge (Utility Slot)
Added new "Recharge" Magrider utility that instantly restores Magburner fuel capacity, and momentarily disrupts lockon attempts.

  • Rank 1: 40 second cooldown.
  • Rank 2: 32 second cooldown.
  • Rank 3: 28 second cooldown.
  • Rank 4: 25 second cooldown.

Multi-directional Exhaust (Defensive Slot)
Added new "Multi-directional Exhaust" defensive slot item that further reduces the time to recharge Magburner, and allows for limited horizontal strafe capabilities while Magburner is active.

  • Rank 1: Increases Magburner regeneration rate by 15%.
  • Rank 2: Increases Magburner regeneration rate by 23%.
  • Rank 3: Increases Magburner regeneration rate by 27%.
  • Rank 4: Increases Magburner regeneration rate by 30%.

Prowler

Rampart Projector (Defensive Slot)
While deployed, the Prowler receives increased front armor and projects a hardlight barrier forward to shield allied infantry. This barrier is tied directly to the Prowler's health pool, and damage to the barrier will also damage the Prowler.

  • Rank 1: 10% additional front armor.
  • Rank 2: 15% additional front armor.
  • Rank 3: 17.5% additional front armor.
  • Rank 4: 20% additional front armor.

Vanguard
Nimitz Reactor (Defensive Slot)
Replaces 1000 Vanguard health in exchange for a quick-recharging shield layer of the same value.
Recharges 100 shield health per second at all ranks.

  • Rank 1: Recharge delay of 6 seconds when damage is received, and 15 seconds when shield is broken.
  • Rank 2: Recharge delay of 6 seconds when damage is received, and 12 seconds when shield is broken.
  • Rank 3: Recharge delay of 6 seconds when damage is received, and 11 seconds when shield is broken.
  • Rank 4: Recharge delay of 6 seconds when damage is received, and 10 seconds when shield is broken.

Flash/Harasser
Changed the model for the Stealth attachment visuals on these vehicles.

Lightning

Lightning's Engagement Radar attachment now uses the correct UI camera.

Misc. Changes, Fixes, and Additions

New Player Experience
Players now receive 100 certs at each new Battle Rank through BR100, instead of the first 15.

Continents and Alerts

  • Continent rotation has been randomized on server startup.
  • Warpgate rotation has been randomized on server startup.
  • Alerts and continent events will now end prior to a server restart.
  • Speculative fix for the 0:00:00 alert timer bug.
  • Esamir's continent lock benefit no longer stacks particle effects, and the performance impact of this benefit has been greatly reduced.

Infantry
  • Extended the range at which Hardlight Barriers will appear for distant players.
  • Hardlight Barriers now have a slightly larger exclusion radius to prevent barrier stacking.
  • NSO characters can no longer lock onto allied vehicles.
  • NSO characters now receive grief for damaging unmanned allied vehicles.
  • NSO characters should now be able to access faction specific jump pads.
  • Fixed various IFF crosshair issues for NSO characters.

Implants
The Critical Chain implant buff no longer lasts indefinitely.

Construction

  • Structure Shields should now despawn properly.
  • Orbital Strike generator's shield should now despawn properly when destroyed.


Visuals

  • Personal Shields have been given new visual FX.
  • Fixed issues related to the impact effects when shooting targets with a shield layer.
PlanetSide 2 - jgolenbo


Over the past few months we’ve been focused heavily on performance and stability post DX11 update on PC, and gearing up for our big (now released!) New Soldier update on PS4. With those initiatives complete, we figured that now would be a good time to talk about the next leg in PlanetSide 2’s ongoing development.

Toward the end of Summer we began making a serious commitment toward bettering the new-player experience. We still have loads of new players coming to the game each and every day, and long-time players know how brutal this game can be to a fresh recruit. To that end, we’ve been working toward a more satisfying first experience in hopes that those new players are excited to come back, and stick around long enough to eventually become salty veterans like the rest of us.

MORE MENTORS


Earlier this summer we released the New Player channel, alongside an expansion of the Mentor system. This system allows dedicated, helpful players to answer questions from lowbies, and provide guidance right from the start. In the future, we will be flagging trusted community members to speak in this channel without requiring a Mentor Rating, and we’re considering reducing the requirements to speak in this channel overall.

MODERNIZING THE DEATH CAMERA


Soon you’ll be seeing a revision of the Death Screen come to the public test server, and eventually to Live. This is a more modern style death camera that offers a brief look at your killer before panning back to your corpse. We’ve heard compelling reasoning both for and against features like this in the past, and ultimately we feel that there are pronounced benefits for all players when it comes to learning base layouts and easing the frustration of quick or unexpected deaths. On top of that, the new camera feels more in line with the pacing we see from modern day PlanetSide 2.

BETTER LOADING SCREENS


A smaller feature we’re currently working on is to make loading screens more contextual. New players, for example, might see loading screens with quick snippets about gameplay elements, like how generator overloads work; whereas a veteran player may see the typical gamut of loading screens currently available. This system would make holiday and event-driven loading screens easier to swap in and out as well.

TUTORIAL MODES


We’re currently working on modular tutorials where new players can dive into the specifics of different classes and elements of gameplay (like capturing bases.) While we feel like the community will continue to be the best resource for new player guidance once their boots hit the ground, we want to have structures in place that allow players to take a step back from the shark tank and learn at their own pace. These modules intend to replace the introductory tutorial currently available for new players on PC.

SANCTUARY


In the July Livestream, we showed off an early development version of a fresh, new Sanctuary zone for the first time. This feature was met with some confusion, as the greater vision for why it was even seeing development wasn’t made clear to the community. While it isn’t time to reveal all our long-term goals for the zone, I can offer some context for its initial implementation.

Sanctuary will be the first real social hub in PlanetSide 2. When we say Social Hub, we’re talking about a place where players of all sides can interact outside the war effort, and access features that don’t belong in a combat zone.

For initial implementation, we’ll be targeting the release of time-limited vendors of exotic and rare gameplay rewards, lore elements, and an all-faction voice and text chat. Ideally, our tutorial modules would follow (or optimistically, be coupled with) the initial release of the zone.

Having a social hub in place also gives us a better “holding area” for players waiting in queue, lets us build out some of the lore elements we’ve been working toward in the background over the past year, and creates the necessary foundation for long-term gameplay elements we’re looking to introduce next year and beyond.

THE MANDATE SYSTEM

The last thing I want to talk about is probably the biggest system we’re working on currently, one we’re tentatively calling the Mandate system.

Mandates are time-limited challenges with concrete objectives and rewards given upon completion. For the first implementation, we’re looking to create a system that can generate daily, weekly, and seasonal challenges (like the Directive system, but more robust and forgiving,) as well as create and trigger Mandates via script.

We will be using Mandates not only as a daily motivator, but also to incentivize participation when a context switch happens in-game. For example: An Aerial Anomaly event fires off, and you now have the time-limited goal of destroying enemy aircraft, delivering anomaly data, or supporting allied aircraft. If you don’t do it, you don’t get the reward.

The Mandate system will help make rewards feel more punchy and immediately obvious, it gives players a clear goal to complete, and it allows us to be more generous with rewards, while maintaining tighter control over our currency economies. Like much of what we’re working toward now, this is a system that will support the long-term development of the game.

Beyond the first implementation, we’ll be looking to create communal Mandates where multiple players contribute to the completion of the same goal. For example: An entire faction could be working toward a seasonal Mandate, and be trying to complete it before the other factions do. Or an Outfit could have its own Mandate that elevates the entire outfit as a whole upon completion.

This isn’t all we’re currently working on (Oshur is still in development, NSO weapons and vehicles are on the way, bug fixing, balance adjustments, and much more) but what I’ve mentioned above is our main focus heading into Fall. The reality of game development entertains that these features may be changed, pushed back, or dropped altogether, but we feel confident that everything on this list is worthy of our time and attention, and will help propel the game forward for years to come.

-Wrel, Lead Designer, PlanetSide 2
PlanetSide 2 - jgolenbo
Today was a banner day for PlanetSide 2, as we achieved one of our big goals of 2019: bringing the New Soldier update, with DX11 integration, Nanite Systems Operatives, and more, to our PS4 community (you can check out the update highlights here)

While this is a major step towards parity for our console community, we wanted to be sure PC players weren't left out of the celebration! So beginning today, we're running a Double experience FOR ALL event on PC and console through next Thursday, August 15! In addition, Double XP for members will continue through end of day on Saturday, August 17, with a special members only QUAD XP day on Sunday, August 18!

RE-ENLISTMENT BUNDLES



Along with our Double XP event, we're also bringing back Re-enlistment Bundles for a limited time! Bundles will be available in the Depot for the next month within the following windows:

Week 1 - August 12 through August 18
Re-enlistment Bundle Alpha - 499 DBC cost - 3693 DBC value

• MGR-S1 Gladius (NC SMG)
• MG-S1 Jackal (TR SMG)
• VE-S Canis (VS SMG)
• Angular Camo (NC/TR/VS Camo)
• Squad Experience Boost 7-Day

Week 2 - August 19 through August 25
Re-enlistment Bundle Bravo - 999 DBC cost - 5389 DBC value
• Pillager (TR Flash Weapon)
• Starfall (VS Flash Weapon)
• Buzzard (NC Flash Weapon)
• NS-50 Gorgon (Left and Right hand MAX machine guns, for VS/NC/TR)
• M202 Wyrm (Wing-mounted Heavy Machine Gun for Reaver, Mosquito, and Scythe)
• Interference Profile Banner (VS/NC/TR/NSO)
• Squad Experience Boost 7-Day

Week 3 - August 26 through September 1
Re-enlistment Bundle Charlie - 1999 DBC cost - 9985 DBC value
• MGR-L1 Promise (NC LMG)
• MG-L1 Watchman (TR LMG)
• VE-H Maw (VS LMG)
• Saron HRB (VS Magrider/Harasser)
• Enforcer (NC Vanguard/Harasser)
• Vulcan (TR Prowler/Harasser)
• Darkstar MAX armor (VS)
• Havoc MAX armor (TR)
• Sigma MAX armor (NC)
• Scanline Ambush Camo
• Gridsmoke Profile Banner
• Squad Experience Boost 7-Day

Week 4 - September 2 through September 8
Re-enlistment Bundle Delta - 3999 DBC cost - 36264 DBC value
• Centuri Armor Set (VS infantry armor, all classes)
• Crimson Armor Set (TR infantry armor, all classes)
• Lambda Armor Set (NC infantry armor, all classes)
• Halberd-H SE (Harasser)
• Halberd SE (Magrider/Vanguard/Prowler)
• Astral Camo (VS/NC/TR/NSO)
• Anomaly Background
• 9x Deluxe Implant Packs
• 1x One-Month Heroic Boost

See you back on the battlefield, soldier!
PlanetSide 2 - jgolenbo
All PC Live servers will be coming down at 2PM PDT today for an estimated 3-hour server maintenance.

PS2 will be patching all Live servers at 2PM PDT today, so what better time to jump on Test for a surprise event! While Live servers are down, we will be hosting a PlanetSide 2 Test Server (PTS) community playtest to try out the new and improved Aerial Anomalies event!

Read on for full patch notes on both the PTS event and PC live server update occurring at 2PM PDT today, August 2, 2019:

PTS EVENT NOTES



High Priority Fixes
  • Tank Mines and C4 now correctly despawn when detonated, and we've made additional changes that should clean up NPCs more quickly and efficiently.
  • Maximum Pressure continent event now correctly grants rewards to all participants.

Continent Events
WE WILL BE HOSTING THE FIRST PLAYTEST OF THE NEW AERIAL ANOMALIES EVENT AT 2PM PT TODAY ON THE PLANETSIDE 2 TEST SERVER.

Aerial Anomalies
  • This event has been restructured to encourage more active participation and offer more tactical depth.
  • In this new version of Aerial Anomalies, Data Buoys will appear in the center of the map, and Anomalies themselves will coat vehicles in a mysterious residue called Tempest.

  • Players must deliver Tempest from Anomalies to the nearby Data Buoys in order to score points.
  • Galaxies can carry up to 1000 Tempest.
  • Liberator can carry up to 500 Tempest.
  • Valkyrie can carry up to 500 Tempest.
  • Empire Specific Fighters can carry up to 100 Tempest.
  • Spotted vehicles carrying Tempest display a special icon that changes based on how much Tempest has been gathered.
  • If you kill a target carrying Tempest, all of the resources are lost.
  • The team with the most Tempest gathered wins the event.
  • In a later update, we'll be adding experience for depositing Tempest, and be messaging Buoy locations better.

Vehicles
  • Nimitz Reactor (Vanguard Defensive Slot)
  • Replaces 1000 Vanguard health in exchange for a quick-recharging shield layer of the same value.
  • Recharges 100 shield health per second at all ranks.
  • Rank 1: Recharge delay of 6 seconds when damage is received, and 15 seconds when shield is broken.
  • Rank 2: Recharge delay of 6 seconds when damage is received, and 12 seconds when shield is broken.
  • Rank 3: Recharge delay of 6 seconds when damage is received, and 11 seconds when shield is broken.
  • Rank 4: Recharge delay of 6 seconds when damage is received, and 10 seconds when shield is broken.
Misc. Changes, Fixes, and Additions
  • Mentor Rating currency decay reduced to 12 per 24 hours, down from 24 per 24 hours. Rating lost at login is now capped at 100.
  • Mentor Rating per ribbon earned increased from 1 to 3.
  • Continent rotation has been randomized on server startup.
  • Warpgate rotation has been randomized on server startup.
  • Alerts and continent events will now end prior to a server restart.
  • NSO Valkyrie VLG no longer has a 1.5 second reload time, instead of the intended 2 seconds while unscoped.
  • Animation fix for NS-45 Pilot magazine reload.
  • Animation fix for the charging handle on NSX Tanto's long reload.
  • Animation fix for NSX Tengu's reload port while firing.
  • Standard Cockpit Glass now unlocks for NSO characters.
  • Summer Support Ribbon earn rates are now in line with that of a standard Repair Ribbon.
  • Flaming Skull Helmets, and other helmets using particle effects now attach those particles correctly.
  • Solid Walls are now properly repaired by the Repair Module.
  • Personal Shields have been given new visual FX. This is still a work in progress.
  • Fixed issues related to the impact effects when shooting targets with a shield layer.


PC HOTFIX NOTES (LIVE SERVERS)

High Priority Fixes
  • Tank Mines and C4 now correctly despawn when detonated, and we've made additional changes that should clean up NPCs more quickly and efficiently.
  • Maximum Pressure continent event now correctly grants rewards to all participants.

Misc. Changes, Fixes, and Additions
  • Mentor Rating currency decay reduced to 12 per 24 hours, down from 24 per 24 hours. Rating lost at login is now capped at 100.
  • Mentor Rating per ribbon earned increased from 1 to 3.
  • NSO Valkyrie VLG no longer has a 1.5 second reload time, instead of the intended 2 seconds while unscoped.
  • Animation fix for NS-45 Pilot magazine reload.
  • Animation fix for the charging handle on NSX Tanto's long reload.
  • Animation fix for NSX Tengu's reload port while firing.
  • Standard Cockpit Glass now unlocks for NSO characters.
  • Summer Support Ribbon earn rates are now in line with that of a standard Repair Ribbon.
  • Flaming Skull Helmets, and other helmets using particle effects now attach those particles correctly.
  • Solid Walls are now properly repaired by the Repair Module.
PlanetSide 2 - jgolenbo
PC servers will be taken offline on Thursday, July 25, 2019 at 6:00am PT for maintenance. Downtime is expected to last up to 3 hours.

Mentor System Expansion
Mentor Squads were implemented late into last year, and around that time period we had discussed implementing a Mentor rating system, but ultimately decided not to commit to the work until we knew how players would make use of Mentor Squads in the first place.

Trying to craft a rating system of any kind can be difficult for a game with a sandbox focus, and is at risk to negative and exploitative behaviors. Knowing this, we wanted to devise a system that is light on gameplay rewards, and is instead geared specifically toward players who already engage in the right behaviors.

The expansion of the Mentor System isn't a substitute for tutorials, (which we're also focused on delivering later this year alongside other new player experience enhancements,) but the community has always been a big part of why new players choose to leave or stay.

Mentor Rating
We've introduced a new Mentor Rating system that recognizes veteran community members that have made it their goal to help new players. Mentor Rating is earned each time a Mentor Ribbon is awarded. Mentor Ribbons can now only be earned while leading a Mentor Squad when players beneath BR30 earn battle ranks. Mentor Rating decays over time, so a player's rating will need to be maintained.

Mentor Tiers
Mentor Rating is sorted into tiers for recognition. These tiers are shown when players are hosting Mentor squads in the squad finder.

Copper Tier: 0 - 499
Silver Tier: 500 - 699 - Players can now speak in Mentor chat.
Gold Tier: 700 - 899 - Gold Mentor Tier icon shows next to name in chat channels.
Auraxium Tier: 900 - 1000 - Auraxium Mentor Tier icon shows next to name in chat channels.

New Player chat channel
All players beneath battle rank 30 will have access to the New Player chat channel, where they can ask questions and receive answers from our most dedicated veterans.
Silver Tier and greater Mentors can also read and speak in this chat channel, and their name will be prefaced with the word "Mentor" for clarity.

Players can access the New Player chat channel by using one of the following commands:

  • /new
  • /newplayer
  • /mentor
Be Here for the Right Reasons
We want the players who pursue Mentor Rating to be doing so for the right reason, and that is to help new players. PlanetSide 2 has a fairly violent learning curve, and the community is one of the most helpful resources new players have access to. Be respectful and helpful in these channels, as we won't be tolerating any malicious behavior, and this can have very real implications on your account.

Mentor Squad changes
A common request for Mentor Squads was to return map marking capabilities to better guide the squad, so we've re-enabled Map Smoke, Offensive, and Defensive map markers for players running Mentor Squads.

Mentors moving forward
In the future we'll be flagging trustworthy community members to speak in New Player channel regardless of Mentor rating. We've also started working on an outline highlight system that we'll be able to use to highlight mentor squadmates through walls (and potentially apply this tech elsewhere). It's likely we'll need to tune the Mentor Rating system once we see it out in the wild, so it shouldn't be a surprise if more changes come later on down the line.

Infantry
Ambusher Jump Jets (Light Assault Ability)
  • Ambusher Jump Jets now ticks up energy over time, instead of recharging instantly.
  • Implants and other equipment that effect energy restoration (and consumption) now also impact Ambusher Jump Jets in a similar manner to other abilities.
Flight Suit (Light Assault Suit)
  • Cooldown reduction on Ambusher Jump Jets has been removed.
  • Now increases the regeneration rate of Ambusher Jump Jet fuel by 10/15/17.5/20%.
Paratrooper (Implant)
  • Now affects Ambusher Jump Jets at all ranks.
  • Energy regeneration from 2/3/4/5% to 3/4/5.5/8% restoration.
  • Rank 5 benefit changed to reduce fall damage for 6 seconds, instead of increases bottom armor.
Aerial Combatant (Implant)
  • Rank 5 benefit no longer instantly recharges Ambusher Jump Jets.
  • Aerial Combatant now restores the same maximum fuel to Ambusher Jump Jets as it does to other jump jet types, at all ranks.
Failsafe (Implant)
  • Now works with Ambusher Jump Jets at all ranks.
Assimilate (Implant)
  • Rank 5 bonus now restores Ambusher Jump Jet energy as well.
Heavyweight (Implant)
  • Now plays a particle effect on activation.
Survivalist (Implant)
  • No longer triggers when health drops below 40% and instead triggers when the player's shield is depleted.
Dev Note: This change increases the effectiveness of Survivalist on non-Carapace loadouts.
Assassin (Implant)
  • This implant has been restructured, and the percent chance to trigger has been removed.
  • Kills beyond 150/125/100/50m will remove spot checks on the player, and conceal them from spot attempts for 1 second.
  • At rank 5, headshot kills will also trigger this ability, and targets you damage with any weapon will be spotted.
Gunslinger (Implant)
  • Now activates when NSO characters kill other NSO characters.
Mending Field (Implant)
  • Rank 5 benefit should now work with NSO characters.
Electrotech (Implant)
  • Rank 5 benefit now despawns enemy non-turret deployables, instead of destroying them.
Advanced Shield Capacitor (Infantry Suit)
  • NSO Combat Medic and Heavy Assault now have access to the Advanced Shield Capacitor suit slot.
  • Advanced Shield Capacitor now reduces shield recharge delay by 1 second, in addition to its pre-existing benefit. (This benefit does not stack with Survivalist implant.)
Dev Note: This change should help bring ASC back into a more competitive place with certain loadouts.
NS-44L Showdown (Rare, Common Pool Sidearm)
  • ADS movement speed multiplier from 0.25x to 0.5x
Dev Note: Minor change for feel while doing some cleaning of other elements relating to the aim down sights firemode.


High Priority Fixes
  • Speculative fix for outfit applications crashing when being viewed.
  • Speculative fix for missing daily login certifications for members.
  • Maximum Pressure continent event should now trigger naturally.

Misc. Changes, Fixes, and Additions
  • Speculative fix for valid spawn locations sometimes being hidden indefinitely.
  • The NS Vandal no longer shakes violently when fired.
  • Fixed an animation issue that would mount MAX weapons higher than intended in first person.
  • Players exiting a Drop Pod should now render more quickly.
  • Squad locking your vehicle should work once again.
  • Fixed an issue where swapping weapons shortly after a reload would play the reload animation of the weapon you just swapped to.
  • Hacking terminals and spitfires should now properly assign them to the hacking players' team.
  • Skyshields no longer trigger on players of the same faction.
  • Players should no longer look squished on the character select screen.
  • When creating a new character, your last selected character's camo will no longer be shown.
  • Fixed many, many, many, many interactions between NSO characters and other factions
  • Fixed an overlapping ammunition indicator for weapons that don't use ammunition.
  • Enabling and disabling Bloom in the UI now works.
  • Cert Horn explosion now appears on low settings.
  • Thumper's Disruptor ammunition will no longer duplicate its effect on multiple grouped targets.
  • Ammunition Belt now properly provides additional ammunition to the Thumper.
  • A "Craft Implants" button has been added to the Implants section of the loadout screen.
  • NSO characters will no longer be damaged by allied Pain Spires.
  • NSO characters now have a default horn on the Lightning.
  • NSO Aircraft Synergy cert line now works correctly.
  • NSO Light Assault Rocklet Rifle now updates its firing modes when special ammunition is applied.
  • NSO Flail and Orbital Strike kills should now count toward Directives.
  • NSO now have access to map smoke, offensive, and defensive indicators.
PlanetSide 2 - jgolenbo


The sun is shining, the weather sweet, the promise of QUAD XP gets us moving our feet! It’s summertime in Auraxis, soldier, and with the new season comes an extravaganza of summer fun!

Kicking off Wednesday, June 26, and running through Saturday, August 31, celebrate your fight for freedom with the return of the Soldier Soaker pistol and Water Balloon grenades, both available throughout the event. Special Summer Directives (with new challenges!), the new NS-03 Thumper Heavy grenade launcher, and a special Independence Day QUAD XP event for ALL PLAYERS highlight the festivities!



Read on for the full details on everything going on in Auraxis this Summer!

NEW SUMMER EVENT (June 26 – August 31)

  • Soldier Soaker returns: All Players gain access to a water-filled pistol sidearm that can be used for event completion, and will douse targets who are on fire
  • Water Balloons return: All Players gain access to a water balloons that detonate in a big splash on contact, dousing targets who are on fire, and counting toward event completion

INDEPENDENCE DAY EVENT (July 4 – One Day Only)

  • 4x Experience For ALL, available on July 4 only!
  • Freedom Thrusters return: Light Assaults receive max rank Skirmisher Jump Jets with Independence Day flair for the duration of the event
  • Patriot Camo returns: Faction specific Patriot camo returns (NSO getting a Patriot camo is tentative)
  • Nomad-I Light Assault Armor returns (NC Light Assault Armor with Independence Day color scheme)

NEW SUMMER DIRECTIVE

  • Beat the Heat: Score kills with a Summer Holiday Weapon
  • Beachhead: Kill enemy vehicles while in a vehicle yourself
  • King of the Castle: Earn experience by capturing or defending a control point
  • Summer Support Ribbons: Earn summer support ribbons by resupplying or repairing friendly vehicles while in a vehicle yourself
  • Crashing Waves: Earn MAX kills during the Maximum Pressure event
  • Tour Guide: Earn gunner kills on enemies defending an Aerial Anomaly

DIRECTIVE REWARDS

  • Tier 1 Reward: 1 Day 50% Experience Boost, 100 Certs
  • Tier 2 Reward: 1x Basic Implant Pack, 100 ISO-4
  • Tier 3 Reward: Cloud Cover Camo
  • Tier 4 Reward: “Surfer” title, Indar Shoreline Banner

NEW HEAVY WEAPON (Releases June 26)


  • The Thumper NS-03 Heavy Weapon joins the Common Pool for the Heavy Assault Class
  • 6 round magazine grenade launcher with 3 ammunition types, Frag, Incendiary, and Disruptor
  • At the same time, we’ll be adding a new directive to the Heavy Assault tree that asks players to get assist ribbons for the Heavy Assault class
  • Check out our Developer Stream on Twitch for a preview!

ALERT CHANGES

  • Refine and Refuel is removed from the alert rotation
  • Gaining Ground is removed from the alert rotation
  • Maximum Pressure is added to the alert rotation: Maximum Pressure is a new alert that asks players to get as many kills as possible, and makes MAX units free for the duration of the event

The war is far from over, so beat the heat while you still can, soldiers!
PlanetSide 2 - Roxxlyy
Today's game update has brought a significant amount of content to PlanetSide 2 including DX11 integration, the Nanite Systems Operatives faction, the Refine and Refuel Continent Event, and more! Read on for a rundown:




DX11 Integration
Over the game's lifetime, there has been no pain point discussed more often than that of performance.

You've seen us attacking this problem from different angles throughout the past year (and the years before that!), and while we've made significant strides with optimizing much of our underlying infrastructure, there wasn't much left for us to improve upon without some major overhauls first.

Our continued quest for improvement has brought us here, after months of work and a coordinated effort from multiple departments throughout the company, we're pleased to announce that DX11 has arrived in PlanetSide 2.

Players on all types of compatible hardware should be receiving notable performance increases due in no small part to this update, but others as well. Numerous third party software used by the game and our own internal Forgelight engine have been updated, and we've also restructured the way that assets are packed and encrypted. This results in not only a more performant game, but also smaller file sizes, and more security from cheaters.

To top it all off, the updates give us better tools to diagnose and address performance concerns in the future.

So celebrate, Auraxians, you've earned it.

 
Nanite Systems Operatives 
Built to function in the harshest weather conditions and most demanding combat roles, our new Nanite Systems Operatives are here to serve. Players now have the ability to create a robotic character on a new, fourth faction, the Nanite Systems Operatives (or NSO).
  • NSO characters are available to players with All Access Memberships
  • Each time an Operative moves to a new continent, they will be assigned to fight for whichever faction currently has the lowest population. This faction will not be re-assigned until the player travels to a new continent.
  • Operative characters use Nanite Systems weaponry only, and have their own special Directive lines available for completion. NSO characters do not have equivalents for faction-specific items, so use caution when purchasing bundles that offer items for multiple factions.
  • A MAX unit, main battle tank, and empire specific fighters are currently missing from the NSO arsenal, and we will be exploring their implementation at a later date.
  • NSO characters can reside in outfits (even while contracted for opposing teams) and can join and lead squads for whichever faction they're currently fighting for. If an NSO character leaves a continent and is contracted to fight for a new team, they will be removed from their active squad.
  • At launch, NSO characters will be unable to access Tutorial and Koltyr.
  • Beyond that, NSO characters operate similarly to a character from any other empire.
  • They have the same health pools, movement speeds, hitboxes and animations, and they die and respawn just like any other soldier.
The design of this system had a few different targets.
  • Firstly, we wanted a way to address population balance without having to rely on a faction queue, which (while effective) isn't a fun way for players to spend their evening if they want to play a particular faction.
  • Secondly, we wanted a way to celebrate and reward our players who have active memberships, and there is no more prominent way to flaunt your support of the game than piloting a combat-ready robotic soldier.
  • Lastly, we wanted to invigorate some of the PlanetSide 2 lore. The release of NS Operatives are the true beginning of a larger story arc surrounding Nanite Systems, and some hero characters you may (or may not have) heard of just yet.
We hope you enjoy these new soldiers, and the havoc they will certainly wreak upon the battlefields of Auraxis.

 
Refine and Refuel - Continent Event
The Refine and Refuel event has been added to the events pool on all continents.

At the start of the event, two Refineries will spawn toward the center of the map. Players are tasked with harvesting Cortium and depositing it into one of the refineries. When a Refinery is full, it will blast off into orbit, and a new one will spawn at another location.

The faction who has refined the most cortium will earn a 20% nanite discount on Sunderer and ANT spawns at the end of the event.

 
Join Combat Revision
This system has been restructured, and should no longer fail to send players off when the countdown completes.

Join Combat now works on a priority system when deciding where to send players.
  • First, it looks for ideal populations and balanced fights.
  • If none exist, it will simply look for balanced fights.
  • If none of those exist either, it will send the player to attack an enemy frontline base, even if that base is empty.
In addition, it now makes decisions on how to send players to fights.
  • Initially, the system looks for hardspawns at the chosen location.
  • If none exist, it will then look for soft spawns at the chosen location.
  • If none of those exist either, it will send the player to that location in a drop pod.
  • In the future, we'd also like to sort players into unlocked vehicles with open gunner seats.
Restructuring Join Combat in this way allows us to deliver players to an ideal PlanetSide experience first, wherever they're available. We then focus on intensifying balanced fights that currently exist, while helping generate new fights along the frontlines. These changes work hand in hand with the spawn system revamp.

Spawn System Revamp
We have made large revisions to the spawn system that will help filter players into more enjoyable fights, discourage overpopulation as it moves from base to base, as well as allow for more freedom to move around the map.

Prior to this update, the spawn system was too restrictive, and didn't point players in any particular direction. Veteran players would often resort to hopping from spawn point to spawn point in order to reach fights they wanted to participate in. At the same time, players were discouraged from leaving their current lane, which contributed heavily to the formation of "zergs" that then move down an abandoned lattice lane unopposed. This experience was detrimental to new players and veterans alike.

The revised spawn rules now work on a priority system, with ideal spawn locations appearing first, and additional spawn locations appearing after a longer wait period, effectively throttling how quickly players can redeploy around the map, while still giving them the option to do so.

Priority 1 Spawn Locations - Default spawn timer
  • Warpgate
  • Last spawnpoint you used.
  • Spawn Beacons.
  • Squad-spawnable vehicles.
  • Other spawn points within your current region if that region is not overpopulated.
  • Allied regions adjacent to an enemy region with less than 12 players at it.
Priority 2 Spawn Locations - 15 second wait time.
  • Spawn locations in your current region if your region is overpopulated.
  • Allied regions with adjacent enemy territory with less than 96 players, and aren't cut off from the lattice.
  • Outfit-owned regions that are not overpopulated, and aren't cut off from the lattice.
Priority 3 Spawn Locations - 30 second wait time.
  • Allied regions without enemy adjacency and aren't cut off from the lattice.
These changes give players the ability to jump to low populated regions to start moving down lanes with less occupancy; prohibits players from redeploying directly into overpopulated regions from outside them; and slows down the respawn time in overpopulated regions when your last-used spawn point is destroyed.

We have a lot of flexibility with this system to either loosen up or clamp down harder on the ruleset, and will undoubtedly make adjustments as it continues to shake out.

On top of all this, we've also made improvements to the game's UI, adjusted infantry, and more. Full patch notes that include all of today's changes are available here.
We'll see you on the battlefield, soldiers (and Operatives)!
PlanetSide 2 - Roxxlyy
Nanite Systems is finally ready to unveil its line of remote-infantry combat units, called Nanite Systems Operatives, which are now available for use by each faction on a contractual basis. These combat units are manned by qualified Nanite Systems staff members who have gone through rigorous training and vetting. Staff members operate these units remotely out of the numerous Nanite Systems facilities located throughout and in-orbit over Auraxis. The robotic proxies are operated in shifts, and all Nanite Systems personnel work humane schedules.





Each time an Operative enters a new zone or continent, they will be put on assignment for the faction with the lowest population - these contracts always go out to the empire that has lost the most soldiers, helping to ensure that their populations will be more balanced in battle.

Due to their distinct training regimen and proprietary alignment with Nanite Systems, Operatives are only capable of using NS (common pool) weapons and vehicles. Any empire-specific weapons and vehicles will be off limits to unlock and equip. However, Operatives will be able to jump into empire-specific gunner vehicles that are pulled by soldiers of the faction that they are working for.

Operatives do have the ability to create and exist in an outfit with other soldiers, but remember - NS contracts come first for these units, so other members of the outfit could end up being on opposite sides of the war.

Please keep in mind that an All Access Membership is required to create a new Operative unit, and to continue employment under Nanite Systems. If membership lapses, a Nanite Systems Operative will be inaccessible until the membership is renewed.

 https://youtu.be/Y0ZlJX7n3cA

We hope you enjoy your new partnership with Nanite Systems!
...

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