Auraxians – get ready to blast into battle with three new infantry armor sets! With options for each empire, there’s never been a better time to show your true colors.
Vanu Sovereignty – Darkstar Armor
Terran Republic – Havoc Armor
New Conglomerate – Sigma Armor
You can pick up each empire’s bundle in the Depot on PC for 3999 DBC. Plus, if you want to complete your deadly look, be sure to pick up the Faven helmet bundles as well!
Auraxians – get ready to blast into battle with three new infantry armor sets! With options for each empire, there’s never been a better time to show your true colors.
Vanu Sovereignty – Darkstar Armor
Terran Republic – Havoc Armor
New Conglomerate – Sigma Armor
You can pick up each empire’s bundle in the Depot on PC for 3999 DBC. Plus, if you want to complete your deadly look, be sure to pick up the Faven helmet bundles as well!
Soldiers! You’re needed on the battlefields of Auraxis, and we want to make sure you’re extra prepared. That’s why we have Double XP + a SALE on Utilities and Boosts! And this isn’t just your regular weekend… these bonuses will be available for over a week!
Here are the logistics:
Double Experience will be available for EVERYONE beginning at 12:01AM PDT on Friday, May 13th and running for over a full week (two weekends!), ending on Sunday, May 22nd at 11:59PM PDT.
During that same time frame, you’ll also be able to get 20% Off Utilities and Boosts. This includes:
Experience Boosts
Resource Boosts
Squad Experience Boosts
Character Slots
Additional Loadouts
Banners
BUT THAT’S NOT ALL! Just for this sale, the 30 Day Boost is returning! That’s right, you can buy Experience Boosts in 1 hour, 1 day, 3 days, or 7 days, OR you can buy one that’s good for THIRTY DAYS.
If the Double XP + the Sale wasn’t enough, we’re also adding New Player Studio Items to the Depot. You’ve got so much added firepower, you might as well spruce up your vehicle and helmet at the same time, right? Here’s a selection of the new items coming this week*:
VEHICLES:
Harasser Roll Cage
Sunderer Ambulance Armor
Sunderer Comm Array
Scythe Usurper Plating
Prowler Cavalier Armor
Prowler Peacekeeper Armor
HELMETS:
Spartan Helmet
Farseet Hood
Shwarz Corp Culture Helmet
Shwarz Corp Storm Helmet
Shwarz Corp Skull Helmet
Schwarz Corp Medic Helmet
Schwarz Corp Bulwark Helmet
Inspector Cap (no not Inspector Spacetime)
MK 4 Brute Helmet (This is for the MAX)
Singularity Helmet
Lucanis Helmet
Buyce Helmet
Rift Helmet
*Unlike the Double XP + Sale, which are only available for a limited time, the Player Studio items will remain in the Depot.
Take advantage of the Double Experience and the AMAZING Boost Sale (did we mention the return of the 30-Day Boost? We did, yeah? Just making sure you saw it!), before it’s too late!
Soldiers! You’re needed on the battlefields of Auraxis, and we want to make sure you’re extra prepared. That’s why we have Double XP + a SALE on Utilities and Boosts! And this isn’t just your regular weekend… these bonuses will be available for over a week!
Here are the logistics:
Double Experience will be available for EVERYONE beginning at 12:01AM PDT on Friday, May 13th and running for over a full week (two weekends!), ending on Sunday, May 22nd at 11:59PM PDT.
During that same time frame, you’ll also be able to get 20% Off Utilities and Boosts. This includes:
Experience Boosts
Resource Boosts
Squad Experience Boosts
Character Slots
Additional Loadouts
Banners
BUT THAT’S NOT ALL! Just for this sale, the 30 Day Boost is returning! That’s right, you can buy Experience Boosts in 1 hour, 1 day, 3 days, or 7 days, OR you can buy one that’s good for THIRTY DAYS.
If the Double XP + the Sale wasn’t enough, we’re also adding New Player Studio Items to the Depot. You’ve got so much added firepower, you might as well spruce up your vehicle and helmet at the same time, right? Here’s a selection of the new items coming this week*:
VEHICLES:
Harasser Roll Cage
Sunderer Ambulance Armor
Sunderer Comm Array
Scythe Usurper Plating
Prowler Cavalier Armor
Prowler Peacekeeper Armor
HELMETS:
Spartan Helmet
Farseet Hood
Shwarz Corp Culture Helmet
Shwarz Corp Storm Helmet
Shwarz Corp Skull Helmet
Schwarz Corp Medic Helmet
Schwarz Corp Bulwark Helmet
Inspector Cap (no not Inspector Spacetime)
MK 4 Brute Helmet (This is for the MAX)
Singularity Helmet
Lucanis Helmet
Buyce Helmet
Rift Helmet
*Unlike the Double XP + Sale, which are only available for a limited time, the Player Studio items will remain in the Depot.
Take advantage of the Double Experience and the AMAZING Boost Sale (did we mention the return of the 30-Day Boost? We did, yeah? Just making sure you saw it!), before it’s too late!
***UPDATE: To celebrate our biggest update ever, we’re going all out with 2XP for everyone from 5/13 – 5/22! And, XP boosts will be 20% OFF during double XP week. So get out there soldier, and grab your extra certs while you can! ***
In case you missed it, the construction system is now live on PC! The discovery of the powerful new mineral Cortium has given rise to all new objects, tools, and vehicles – so here’s all the intel you’ll need to start building your way to victory!
HOW IT WORKS
ANTs Players can summon an Advanced Nanite Transport (ANT) at any vehicle terminal. ANTs are 4-man transports that have mining lasers for harvesting Cortium nodes, which are scattered around the map. The ANT can be deployed at any time, which will reveal access to a building terminal from which you can equip and then place fortifications (at a cost to Cortium). Placing Construction Objects When placing fortifications, you can rotate the object using left or right click. Move the object closer or further from you by holding left and right click at the same time. Raise or lower an object by looking up or down without clicking the mouse. All objects have blue and green “placement points” which help the player determine the right height of an object. Blue points must be beneath the terrain, while green points must be above the terrain. When your object is in position, press “E” to place it.
Silos A “Cortium Silo” can store large quantities of Cortium, and also “claims” the land for you and your squad. Claimed land means that players cannot deconstruct any of your fortifications with the “Decon Tool” (also found in the ANT terminal). ANTs can offload Cortium to friendly Silos using the same method as harvesting minerals: just approach the Silo and hold the firing button.
Powered Construction Objects Some construction objects require a nearby Silo (with stored Cortium!) to remain active. Modules, for example, are constructs that can improve surrounding fortifications, but go offline if the Silo runs out of Cortium. While a module is near a Silo, Cortium will be drained automatically. The more objects that require power, the faster your Cortium Silo will drain. HIVEs Hardline Interference Volume Emitters or “HIVEs” are structures which can generate Victory Points over time. These structures also require a nearby Silo for power, but only when they are active. A HIVE becomes “active” when your faction has an available core.
Victory Cores When a continent unlocks, each faction has a certain amount of cores available. By default, each faction gets 2 cores, with an additional core given to whichever faction unlocked the current continent. Cores are automatically placed in HIVEs closest to an enemy Warp Gate. The closer the HIVE is to an enemy Warp Gate, the faster it will generate Victory Points. When an active HIVE is destroyed, the faction who destroyed it will recover that core for their faction, and it will then automatically activate the most ideal HIVE, provided another empty HIVE exists. It’s worth noting that Silos must be restocked with Cortium constantly, as HIVEs, like modules, require an active power source to function. If a Silo runs out of Cortium, an active HIVE will no longer generate Victory Points. Lastly, Victory Cores will occasionally jump from HIVE to HIVE. Cores gravitate to whichever HIVE is capable of generating the most Victory Points, but will not do so if there are too many enemies in the target region, and cores will also not leave a HIVE currently under attack.
CONSTRUCTION OBJECTS By default, each player is given access to Rampart Walls, Bunkers, Anti-Infantry Phalanx Turrets, Silos, and Repair Modules as default construction objects, and HIVEs are also unlocked at Battle Rank 15 for free. New types of fortifications may be purchased with Certs or DBC. All structures are much weaker while being constructed than they are when they’ve been completed, and at the moment, each structure type takes 45 seconds to complete.
CURRENTLY AVAILABLE TOOLS AND CONSTRUCTS
Decon Tool Can be used to deconstruct misplaced structures.
Rampart Wall Long, horizontal wall with high health and firing areas for infantry.
Bunker Small, durable fortification with firing areas for infantry and an open area on top.
Sunderer Garage Small garage with enough cover to house a single Sunderer.
Cortium Silo Small, durable, and provide power to a base. A single Silo can store up to 50,000 Cortium at a time. It also claims the nearby area for you and your squad, which prevents unsquadded allies from deconstructing nearby objects.
HIVE Initially a vulnerable “chassis” when unpowered. While housing a Victory Core, the chassis becomes indestructible, and a small shielded area becomes the only point where it can receive damage. Active HIVEs generate Victory Points based on their proximity to the enemy Warp Gate, and require Cortium from a nearby Silo to operate.
Repair Module Cortium-powered module which quickly repairs nearby structures. This is an extremely important component of any base.
Structure Shield Module Cortium-powered module that creates one-way shields for most of the openings on Bunkers, Rampart Walls, and Sunderer Garages.
Skywall Shield Module Cortium-powered module which projects a shield above, protecting from aerial bombardment.
Turret AI Module Cortium-powered module which provides nearby deployed turrets with automated tracking abilities, allowing them to fire on enemies who stray too close.
Anti-Infantry Phalanx Turret Mannable turret which excels at taking down enemy infantry.
Anti-Vehicle Phalanx Turret Mannable turret which excels at destroying enemy vehicles.
Anti-Air Phalanx Turret Mannable turret which excels at destroying enemy aircraft.
Ready soldiers? It’s time to put your new construction system training to test on the battlefield!
***UPDATE: To celebrate our biggest update ever, we’re going all out with 2XP for everyone from 5/13 – 5/22! And, XP boosts will be 20% OFF during double XP week. So get out there soldier, and grab your extra certs while you can! ***
In case you missed it, the construction system is now live on PC! The discovery of the powerful new mineral Cortium has given rise to all new objects, tools, and vehicles – so here’s all the intel you’ll need to start building your way to victory!
HOW IT WORKS
ANTs Players can summon an Advanced Nanite Transport (ANT) at any vehicle terminal. ANTs are 4-man transports that have mining lasers for harvesting Cortium nodes, which are scattered around the map. The ANT can be deployed at any time, which will reveal access to a building terminal from which you can equip and then place fortifications (at a cost to Cortium). Placing Construction Objects When placing fortifications, you can rotate the object using left or right click. Move the object closer or further from you by holding left and right click at the same time. Raise or lower an object by looking up or down without clicking the mouse. All objects have blue and green “placement points” which help the player determine the right height of an object. Blue points must be beneath the terrain, while green points must be above the terrain. When your object is in position, press “E” to place it.
Silos A “Cortium Silo” can store large quantities of Cortium, and also “claims” the land for you and your squad. Claimed land means that players cannot deconstruct any of your fortifications with the “Decon Tool” (also found in the ANT terminal). ANTs can offload Cortium to friendly Silos using the same method as harvesting minerals: just approach the Silo and hold the firing button.
Powered Construction Objects Some construction objects require a nearby Silo (with stored Cortium!) to remain active. Modules, for example, are constructs that can improve surrounding fortifications, but go offline if the Silo runs out of Cortium. While a module is near a Silo, Cortium will be drained automatically. The more objects that require power, the faster your Cortium Silo will drain. HIVEs Hardline Interference Volume Emitters or “HIVEs” are structures which can generate Victory Points over time. These structures also require a nearby Silo for power, but only when they are active. A HIVE becomes “active” when your faction has an available core.
Victory Cores When a continent unlocks, each faction has a certain amount of cores available. By default, each faction gets 2 cores, with an additional core given to whichever faction unlocked the current continent. Cores are automatically placed in HIVEs closest to an enemy Warp Gate. The closer the HIVE is to an enemy Warp Gate, the faster it will generate Victory Points. When an active HIVE is destroyed, the faction who destroyed it will recover that core for their faction, and it will then automatically activate the most ideal HIVE, provided another empty HIVE exists. It’s worth noting that Silos must be restocked with Cortium constantly, as HIVEs, like modules, require an active power source to function. If a Silo runs out of Cortium, an active HIVE will no longer generate Victory Points. Lastly, Victory Cores will occasionally jump from HIVE to HIVE. Cores gravitate to whichever HIVE is capable of generating the most Victory Points, but will not do so if there are too many enemies in the target region, and cores will also not leave a HIVE currently under attack.
CONSTRUCTION OBJECTS By default, each player is given access to Rampart Walls, Bunkers, Anti-Infantry Phalanx Turrets, Silos, and Repair Modules as default construction objects, and HIVEs are also unlocked at Battle Rank 15 for free. New types of fortifications may be purchased with Certs or DBC. All structures are much weaker while being constructed than they are when they’ve been completed, and at the moment, each structure type takes 45 seconds to complete.
CURRENTLY AVAILABLE TOOLS AND CONSTRUCTS
Decon Tool Can be used to deconstruct misplaced structures.
Rampart Wall Long, horizontal wall with high health and firing areas for infantry.
Bunker Small, durable fortification with firing areas for infantry and an open area on top.
Sunderer Garage Small garage with enough cover to house a single Sunderer.
Cortium Silo Small, durable, and provide power to a base. A single Silo can store up to 50,000 Cortium at a time. It also claims the nearby area for you and your squad, which prevents unsquadded allies from deconstructing nearby objects.
HIVE Initially a vulnerable “chassis” when unpowered. While housing a Victory Core, the chassis becomes indestructible, and a small shielded area becomes the only point where it can receive damage. Active HIVEs generate Victory Points based on their proximity to the enemy Warp Gate, and require Cortium from a nearby Silo to operate.
Repair Module Cortium-powered module which quickly repairs nearby structures. This is an extremely important component of any base.
Structure Shield Module Cortium-powered module that creates one-way shields for most of the openings on Bunkers, Rampart Walls, and Sunderer Garages.
Skywall Shield Module Cortium-powered module which projects a shield above, protecting from aerial bombardment.
Turret AI Module Cortium-powered module which provides nearby deployed turrets with automated tracking abilities, allowing them to fire on enemies who stray too close.
Anti-Infantry Phalanx Turret Mannable turret which excels at taking down enemy infantry.
Anti-Vehicle Phalanx Turret Mannable turret which excels at destroying enemy vehicles.
Anti-Air Phalanx Turret Mannable turret which excels at destroying enemy aircraft.
Ready soldiers? It’s time to put your new construction system training to test on the battlefield!
The Planetside 2 PC servers will be coming down at 6am (Pacific) / 13:00 (UTC) for an update. The estimated downtime is 1.5 hours and will require a client download.
Below is a list of the additions/changes in the publish:
The Construction System has been released!
The battlefields of Auraxis are changing. Cortium, a powerful new mineral, allows for the near instantaneous deployment of player-built fortifications. This limited resource has prompted the deployment of Advanced Nanite Transports (ANTs), which harvest Cortium and convert it into battle-ready building material.
New Rescource: Cortium Appearing across the wilder areas of Auraxis, Cortium crystals can be harvested and used to create and power player-constructed objects, defenses, and fortifications.
New Vehicle: The ANT ANTs are 4 man transports that have mining lasers for harvesting Cortium nodes. They can store Cortium in an on-board tank or drop it off at constructed Cortium Silos. The ANT can be deployed at any time, which will reveal access to a building terminal, from which you can equip and then place fortifications, at cost to Cortium.
With the right upgrades and a tank full of Cortium, the ANT has some other interesting abilities as well…
C300 Turbo Engine: The Cortium Turbo Engine grants powerful thrust by converting stored minerals into fuel.
Transport Cloak: While active, the Transport Cloak drains the ANT's stored Cortium in exchange for limited invisibility.
C-Barrier: While active, a barrier forms around the ANT, absorbing incoming damage at the cost of stored Cortium.
New Construction Objects
In order to place a construction object, you’ll need to first have access to its schematic. Once you own the schematic, you’ll be able to use the terminals on the ANT or Silo to deploy those items with Cortium.
These schematics can be obtained from either the Depot’s new Construction section, or directly from an ANT or Silo terminal.
Each item has a limited number that can be active at once, so keep an eye on the counter or you’ll end up deconstructing earlier objects.
All players are granted the following schematics/items for free with the release of the new system:
Cortium Silo
The heart of any large base, this silo stores large quantities of Cortium. ANTs can offload Cortium to Silos using the same method as harvesting minerals; just approach the Silo and hold the firing button.
Many objects require a nearby Silo (with stored Cortium!) to remain active, as the Silo acts as a fuel source for their abilities. Modules, for example, are constructs that can improve surrounding fortifications, but go offline if the Silo runs out of Cortium. While a module is near a Silo, Cortium will be drained automatically. The more objects that require power, the faster your Cortium Silo will drain.
They can store up to 50,000 Cortium at a time.
Claims the nearby area for you and your squad, which allows you to deconstruct (see Decon Tool) the fortifications of un-squadded allies near your Silo.
HIVE
Hardline Interference Volume Emitters or “HIVEs” are structures which can generate Victory Points over time.
The “chassis” is vulnerable when unpowered, but while housing a Victory Core, the chassis becomes indestructible, and a small, shielded area becomes the only point where it can receive damage.
Active HIVEs generate Victory Points based on their proximity to the enemy Warp Gate, and require Cortium from a nearby Silo to operate.
Players must be BR 15 or higher to place a HIVE
Rampart Walls
Long, horizontal wall with high health, and firing areas for infantry.
Bunkers
Small, durable fortification with firing areas for infantry, and an open area on the top.
Xiphos (Anti-Infantry) Phalanx Turret
Mannable turret which excels at taking down enemy infantry.
Decon Tool
Can be used to deconstruct misplaced structures.
Other available schematics include:
Sunderer Garage
Small garage with enough cover to house a single Sunderer, ANT, or perhaps some other things you’d want to keep safe.
Repair Module
Cortium-powered module which quickly repairs nearby structures. This is an extremely important component of any base, especially for keeping hard targets like walls and bunkers alive
Structure Shield Module
Cortium-powered module that creates one-way shields for most of the openings on Bunkers, Rampart Walls, and Sunderer Garages.
Skywall Shield Emitter
Cortium-powered module which projects a shield above, protecting from aerial bombardment and severely injuring enemy infantry which drop through it.
Turret AI Module
Cortium-powered module which provides nearby deployed turrets with automated tracking abilities, allowing them to fire on enemies who stray too close.
Spear (Anti-Vehicle) Phalanx Turret
Mannable turret which excels at destroying enemy vehicles.
Aspis (Anti-Air Phalanx) Turret
Mannable turret which excels at destroying enemy aircraft.
Construction Placement
Added a new system to help with construction object placement.
A series of highlights and rings that appear when you are holding a construction item should help you determine what objects are affecting/being affected by other construction objects.
Red highlights/rings show no deploy areas and objects that are creating that conflict for deployment
Blue highlights/rings show active repair modules and their radius of effect
Green highlights/rings show the things in the radius of effect of the object you are currently trying to place and/or objects other than the repair mod that will affect what you’re placing
Orange ring shows the range of what can be powered by a placed Cortium Silo
These effects should only appear when relevant to keep the display from becoming overly cluttered.
Victory Cores
With the HIVE, we’re introducing the concept of Victory Cores. These cores are shared across each faction and can be viewed in the VP UI.
When a continent unlocks, each faction has a certain amount of cores available. By default, each faction gets 2 cores, with an additional core given to whichever faction unlocked the current continent. Cores are automatically placed in HIVEs the system thinks are the most viable every 180 seconds, with the following rules:
The closer the HIVE is to an enemy Warp Gate, the faster it will generate Victory Points. HIVEs that can generate more VP are prioritized over those generating less
If your active HIVE is in a contested area, your core can not be relocated.
If you overextend into enemy territory without enough support, the system will determine your HIVE to be too dangerous to provide a core too. If you’re setting up in enemy territory, bring some significant backup or you won’t get a core.
When an active HIVE is destroyed, the faction who destroyed it will steal that core for their faction, and it will then automatically activate the most ideal HIVE, provided another empty HIVE exists.
It’s worth noting that Silos must be restocked with Cortium constantly, as HIVEs, like modules, require an active power source to function. If a Silo runs out of Cortium, an active HIVE will no longer generate Victory Points.
VP Scoring Changes
Additionally, the overall VP scoring has been updated as follows:
All continents now require 15 Victory points to capture (including Indar)
Indar alerts are now worth 5 VP
Linking a single warpgate VP reward has been increased to 2, from 1
Linking both warpgate simultaneously VP reward has been increased to 4, from 3
Capturing all of any facility type VP reward has been increased to 3, from 2
Capturing all facilities VP reward has been increased to 15, from 10
VP reward has been increased to 2, from 1
Continent Faction Population Queue
Any player trying to zone into a continent where their faction has 10% more population than the lowest populated faction will be placed into a queue.
At least one continent must have over 150 players on it for the queue to be active
The target continent must have at least 50 players on for the queue to be active
If the player’s faction is severely overpopulated on all unlocked continents, they will be able to play on the continent where their faction has the least population advantage
New Weapon: NS-20 Gorgon
Developed as a more mobile version of the M20 Basilisk, the NS-20 Gorgon provides MAX units with a balanced mix of anti-infantry and anti-vehicle firepower. Gold and Black variants are also available.
Welcome to New Indar
Massive changes have been made to the continent of Indar. The terrain, lattice, and bases have all received revisions to facilitate better gameplay and a fresh experience.
Warpgates:
All warpgates are now updated using the newer updated Koltyr style layout. Moved ocean WG over to the west slightly, added bridge crossing chasm that leads to the Ocean WG’s next lattice base, Indar Waste Treatment
Small Outposts:
NS Salvage Yard
Removed outpost from the Lattice
Indar Waste Treatment
Added additional sunderer cover
Added larger CyA bldg on south side
Added hackable equipment terminal to CyA building
Redirected flow from warpgate, now uses a bridge going over the oceanbed chasm
Briggs Labs
Added additional sunderer cover
Replaced Mini Spawn with Main Spawn
Adjusted cap point area, cover
Indar Comm Array
Lowered top of mesa approximately 20-30m~
Added small Sunderer garage
Added better cover for attackers coming from Dahaka Southern Post
Increase pain field size on spawn
Moved vehicle spawn to front of base (goodbye ridiculous vehicle pads!)
West Highlands Checkpoint
Removed outpost from the Lattice
Replaced with Large Sunderer Garage
East Canyon Checkpoint
Removed outpost from the Lattice
Replaced with Large Sunderer Garage
Sandstone Gulch
Removed outpost from the Lattice
Replaced with Large Sunderer Garage
Blackshard Iridium Mine
Removed outpost from the Lattice
Abandoned NS Offices
Removed outpost from the Lattice.
Moved the buildings about 200m east and added an additional road around it.
NS Secure Datalab
Added Sunderer Garage
Increased spawn room area defensibility
Severed Vanu Archives link.
NS Research Labs
Removed outpost from Lattice
Peris Field tower will now link to Vanu Archives with an Outpost Garage replacing NS Research Labs approximately 200m to the northwest.
Galaxy Solar Plant
Upgraded spawn room to Barracks.
Replaced CyA cap point building with new BldgP.
Added a Sunderer Garage for attackers, as well as an extra road that properly reflects the lattice connection with Ceres Hydroponics.
The Palisade
Lowered height of the Palisade’s plateau as well as its static AV turrets
Added Sunderer Garages.
Upgraded spawn room to Barracks and removed the SCU.
Added 1-way jump-down platform allowing defenders to better access to cap point from pedestrian bridge.
Lowered height of high road leading to Crimson Bluff.
Red Ridge Communications
Removed outpost from Lattice.
Added Outpost Garage on opposite side of road.
Reduced grade of road from Tawrich Recycling to Scarred Mesa slightly.
The Old Stockpile
Upgraded spawn room to Barracks + aligned it with lattice.
Added Sunderer Garages
Improved the attacker’s approach from Feldspar Canyon.
NS Refinery
Upgraded spawn room to barracks.
Replaced CyA cap point building with BldgP.
Added Sunderer Garage and adjusted flow in core of base.
Removed teleporter in Med-Wing building.
Scarred Mesa Skydock
Upgraded spawn room to barracks.
Lowered height of mesa significantly.
Entrances are now accessible primarily by foot.
Moved Veh Term up onto Scarred Mesa.
Added Sunderer Garages and battlefield cover.
Highlands Solar Station
Upgraded spawnroom to barracks, moved to ‘rear’ of base
Added sundy garage
Adjusted capture point area cover
Ayani Labs
Added sundy garage, bridge for attacker path
Upgraded spawn to Barracks
Replaced large building with a non-roof accessible variant
Vanu Archives
Readjusted cap point locations
Added grav lifts to ease attacking the base
Added a sunderer garage, footpaths to attacker launch pads
Howling Pass Checkpoint
Added additional sundy cover on the eastern side to support attackers
NS Material Storage Revamped base to be more defensible + align with a lattice better
Large Outposts:
Camp Connery
Moved Cap Point out of Tower into nearby building
Added additional road on north side
Added additional cover + sunderer spots
Indar Excav
Moved Cap Point out of Tower into nearby CyA building
Added additional road on north side
Added additional cover + sunderer spots
Redid B Cap point to be covered
Added equip term in J Building
Indar Bay Point
Moved cap Point out of Tower into newly designed BldgO
Moved cap point into CyA building near Tower
Added extra roads to reduce chokepoints
Made it easier for attackers to progress over the vehicle bridge
Added under-truss maintenance bridge under vehicle bridge
Added additional roads to reduce chokepoints around base
Quartz Ridge Camp
Removed teleporter building
Replaced MiniSpawn with Barracks
Added stairs to allow Infiltrators to hack vehicle terms, but not up to spawn plateau
Camp Waterson
Aligned spawn room with Lattice and moved it to the back.
Moved shooting range cap point to old spawn location.
Reduced number of AV turrets.
Added Sunderer Garage and additional cover in battlefield.
Regent Rock Garrison
Moved Cap Point out of Tower into nearby BldgP.
Added Sunderer Garages.
Added additional road + routes when attacking base.
Facilities & Facility Satellites:
Hvar Tech Plant
Greater Hvar Region – Lowered the height of Hvar plateau significantly
Disabled AV turrets from the flight deck
Moved superstructure farther back on plateau, opening up more space for fights between the Tech Plant and its satellite bases
Hvar Northgate
Renamed to Hvar Databank.
Complete redesign
Pulled much of the fortification (walls, gate shield) out of the base to better balance its defensibility (still has a big height advantage)
Added sundy garages out front to allow fights to stick better
Hvar Southgate
Renamed to Hvar Physics Lab
Complete redesign
Added sundy garage
Hvar West Post
Complete redesign
Added sundy garage
Tawrich Tech Plant
Removed unintuitive road between Tawrich Depot and Tawrich Tower
Disabled AV turrets from the flight deck
Tawrich Depot
Readjusted base to better fit Lattice
Moved gate shield gen building in front of gate
Changed cap point building from CyA to BldgP
Widened road that leads to Tawrich tech plant
Adjusted spawn room platform and vehicle spawn
Added additional cover; should be easier to defend the base now.
Tawrich Tower
Can now attack Stronghold and Gravel Pass directly from Tawrich Tower
Added additional buildings and cover leading to Tawrich tech plant
Tawrich Recycling
Switched positions of spawn room and generator building.
Added better Sunderer cover at entrances to outpost from both sides.
Mao Southwest
Switched spawn + cap point locations
Increased size of base
Added extra gate shield facing Tech Plant Mao
Moved Gate Gen outside of base
Mao Watchtower
Aligned base with lattice & roads
New cap point BldgO, Sunderer
Added Garages
Added extra roads.
Peris Amp Station
Added Sunderer Garage to eastern side of base.
Peris Eastern Grove
Revamped base entirely expanding on original concept/feel.
Moved spawn room to back side of base
Added Sunderer Garages
Improved under-truss service bridge to Peris.
Peris Field Tower
Added Sunderer cover
Added additional cover and buildings.
Allatum & Rashnu
Added Sundy Garages next to the lift platforms
Allatum Botany Wing
Adjusted vehicle pad road to not be part of the main route when attacking the base
Closed off the road leading to Snake Ravine, players will need to route around the rock to get there
Added better cover for defenders to exit spawn
Rashnu Watchtower
Redid layout to be less funnely for attackers. Tower & cap point swapped, added an extra route from Rashnu to its watchtower
Battlefields:
Quartz Ridge Hvar Databank
Should now be much easier to fight from Quartz Ridge up to Hvar now due to the hill being less steep.
Added additional road to the east.
Hvar Hvar Satellites
Much more room between all of its satellites now, should be better fights here as a result
Quartz Ridge Indar Comm Array
Added road that was missing to better reflect its lattice connectivity
Mao Southwest Briggs Labs
Added additional roads + cover between these bases
Howling Pass NS Material
Redid roads leading to base, now has one road that splits, but does not surround the base as before
Snake Ravine Vanu Archives Allatum Botany
Area received a road to better direct players/vehicles into the fight
Ti Alloys The Crown
Added vehicle and infantry cover on the bridge between Ti Alloys and The Crown
Added additional rock cover on the rock arch between Ti Alloys and The Crown
Added a few extra trees to deter the west AV turret on the Crown from shelling Ti Alloys
Ti Alloys Ceres Hydroponics
Added a low road under the rock arch to Ceres
Added additional cover to the field between Ceres & Ti
Ti Alloys Allatum Botany Wing
Redirected road to Botany Wing to not pass by the veh pad
Even More Updates!
The Squad browser now shows a squad’s “cohesion” level. Higher cohesion means squad members are playing more closely to one another; squad leaders are weighted more heavily than other squad members.
Annihilator, Decimator, and Kraken have received updated models and textures.
Map tactical overlays (map drawing) are now available for personal use
Map tactical overlays are now visible at the highest map zoom level but at a higher transparency
Hold CTRL when viewing map to disable indicator interactions. This will allow players to click through to place waypoints without the indicators getting in the way.
Vehicles/MAX at low health will see nearby engineer callouts on the minimap / HUD indicators
Outfit “invite all to group” functionality now will only send invite to outfit members who are not in a squad already or if they are a squad leader
Squad center of mass distance metric shown in the squad browser. The leader is weighted higher than other squad members.
Squad cohesion metric (average inter-member distance) shown in the squad browser.
Deployable status indication on the HUD
Green IFF on main weapon reticles
HUD loadout UI polish and update: equipment slots with timers on them ( e.g. squad beacon ) now persist on the HUD until the timer is complete.
Fix for vehicle turbo bars not functioning when first entering vehicles
Fix for overlapping deploy ability indicator with implant icon on the HUD vitals
Fix for deployment spawn indicators intermittently appearing on the wrong continent and becoming stuck
Fix for damaged squad vehicles not showing up on minimap at close distances to the vehicle
Speculative fix for the “spawning at wrong location than what I clicked on” bug
Speculative fix for bug where minimap indicators, esp. vehicles, intermittently do not appear
Hydroponics Lettuce Shelf Prop can no longer be seen through or shot through to fix occlusion issues related to the small opening.
The Planetside 2 PC servers will be coming down at 6am (Pacific) / 13:00 (UTC) for an update. The estimated downtime is 1.5 hours and will require a client download.
Below is a list of the additions/changes in the publish:
The Construction System has been released!
The battlefields of Auraxis are changing. Cortium, a powerful new mineral, allows for the near instantaneous deployment of player-built fortifications. This limited resource has prompted the deployment of Advanced Nanite Transports (ANTs), which harvest Cortium and convert it into battle-ready building material.
New Rescource: Cortium Appearing across the wilder areas of Auraxis, Cortium crystals can be harvested and used to create and power player-constructed objects, defenses, and fortifications.
New Vehicle: The ANT ANTs are 4 man transports that have mining lasers for harvesting Cortium nodes. They can store Cortium in an on-board tank or drop it off at constructed Cortium Silos. The ANT can be deployed at any time, which will reveal access to a building terminal, from which you can equip and then place fortifications, at cost to Cortium.
With the right upgrades and a tank full of Cortium, the ANT has some other interesting abilities as well…
C300 Turbo Engine: The Cortium Turbo Engine grants powerful thrust by converting stored minerals into fuel.
Transport Cloak: While active, the Transport Cloak drains the ANT's stored Cortium in exchange for limited invisibility.
C-Barrier: While active, a barrier forms around the ANT, absorbing incoming damage at the cost of stored Cortium.
New Construction Objects
In order to place a construction object, you’ll need to first have access to its schematic. Once you own the schematic, you’ll be able to use the terminals on the ANT or Silo to deploy those items with Cortium.
These schematics can be obtained from either the Depot’s new Construction section, or directly from an ANT or Silo terminal.
Each item has a limited number that can be active at once, so keep an eye on the counter or you’ll end up deconstructing earlier objects.
All players are granted the following schematics/items for free with the release of the new system:
Cortium Silo
The heart of any large base, this silo stores large quantities of Cortium. ANTs can offload Cortium to Silos using the same method as harvesting minerals; just approach the Silo and hold the firing button.
Many objects require a nearby Silo (with stored Cortium!) to remain active, as the Silo acts as a fuel source for their abilities. Modules, for example, are constructs that can improve surrounding fortifications, but go offline if the Silo runs out of Cortium. While a module is near a Silo, Cortium will be drained automatically. The more objects that require power, the faster your Cortium Silo will drain.
They can store up to 50,000 Cortium at a time.
Claims the nearby area for you and your squad, which allows you to deconstruct (see Decon Tool) the fortifications of un-squadded allies near your Silo.
HIVE
Hardline Interference Volume Emitters or “HIVEs” are structures which can generate Victory Points over time.
The “chassis” is vulnerable when unpowered, but while housing a Victory Core, the chassis becomes indestructible, and a small, shielded area becomes the only point where it can receive damage.
Active HIVEs generate Victory Points based on their proximity to the enemy Warp Gate, and require Cortium from a nearby Silo to operate.
Players must be BR 15 or higher to place a HIVE
Rampart Walls
Long, horizontal wall with high health, and firing areas for infantry.
Bunkers
Small, durable fortification with firing areas for infantry, and an open area on the top.
Xiphos (Anti-Infantry) Phalanx Turret
Mannable turret which excels at taking down enemy infantry.
Decon Tool
Can be used to deconstruct misplaced structures.
Other available schematics include:
Sunderer Garage
Small garage with enough cover to house a single Sunderer, ANT, or perhaps some other things you’d want to keep safe.
Repair Module
Cortium-powered module which quickly repairs nearby structures. This is an extremely important component of any base, especially for keeping hard targets like walls and bunkers alive
Structure Shield Module
Cortium-powered module that creates one-way shields for most of the openings on Bunkers, Rampart Walls, and Sunderer Garages.
Skywall Shield Emitter
Cortium-powered module which projects a shield above, protecting from aerial bombardment and severely injuring enemy infantry which drop through it.
Turret AI Module
Cortium-powered module which provides nearby deployed turrets with automated tracking abilities, allowing them to fire on enemies who stray too close.
Spear (Anti-Vehicle) Phalanx Turret
Mannable turret which excels at destroying enemy vehicles.
Aspis (Anti-Air Phalanx) Turret
Mannable turret which excels at destroying enemy aircraft.
Construction Placement
Added a new system to help with construction object placement.
A series of highlights and rings that appear when you are holding a construction item should help you determine what objects are affecting/being affected by other construction objects.
Red highlights/rings show no deploy areas and objects that are creating that conflict for deployment
Blue highlights/rings show active repair modules and their radius of effect
Green highlights/rings show the things in the radius of effect of the object you are currently trying to place and/or objects other than the repair mod that will affect what you’re placing
Orange ring shows the range of what can be powered by a placed Cortium Silo
These effects should only appear when relevant to keep the display from becoming overly cluttered.
Victory Cores
With the HIVE, we’re introducing the concept of Victory Cores. These cores are shared across each faction and can be viewed in the VP UI.
When a continent unlocks, each faction has a certain amount of cores available. By default, each faction gets 2 cores, with an additional core given to whichever faction unlocked the current continent. Cores are automatically placed in HIVEs the system thinks are the most viable every 180 seconds, with the following rules:
The closer the HIVE is to an enemy Warp Gate, the faster it will generate Victory Points. HIVEs that can generate more VP are prioritized over those generating less
If your active HIVE is in a contested area, your core can not be relocated.
If you overextend into enemy territory without enough support, the system will determine your HIVE to be too dangerous to provide a core too. If you’re setting up in enemy territory, bring some significant backup or you won’t get a core.
When an active HIVE is destroyed, the faction who destroyed it will steal that core for their faction, and it will then automatically activate the most ideal HIVE, provided another empty HIVE exists.
It’s worth noting that Silos must be restocked with Cortium constantly, as HIVEs, like modules, require an active power source to function. If a Silo runs out of Cortium, an active HIVE will no longer generate Victory Points.
VP Scoring Changes
Additionally, the overall VP scoring has been updated as follows:
All continents now require 15 Victory points to capture (including Indar)
Indar alerts are now worth 5 VP
Linking a single warpgate VP reward has been increased to 2, from 1
Linking both warpgate simultaneously VP reward has been increased to 4, from 3
Capturing all of any facility type VP reward has been increased to 3, from 2
Capturing all facilities VP reward has been increased to 15, from 10
VP reward has been increased to 2, from 1
Continent Faction Population Queue
Any player trying to zone into a continent where their faction has 10% more population than the lowest populated faction will be placed into a queue.
At least one continent must have over 150 players on it for the queue to be active
The target continent must have at least 50 players on for the queue to be active
If the player’s faction is severely overpopulated on all unlocked continents, they will be able to play on the continent where their faction has the least population advantage
New Weapon: NS-20 Gorgon
Developed as a more mobile version of the M20 Basilisk, the NS-20 Gorgon provides MAX units with a balanced mix of anti-infantry and anti-vehicle firepower. Gold and Black variants are also available.
Welcome to New Indar
Massive changes have been made to the continent of Indar. The terrain, lattice, and bases have all received revisions to facilitate better gameplay and a fresh experience.
Warpgates:
All warpgates are now updated using the newer updated Koltyr style layout. Moved ocean WG over to the west slightly, added bridge crossing chasm that leads to the Ocean WG’s next lattice base, Indar Waste Treatment
Small Outposts:
NS Salvage Yard
Removed outpost from the Lattice
Indar Waste Treatment
Added additional sunderer cover
Added larger CyA bldg on south side
Added hackable equipment terminal to CyA building
Redirected flow from warpgate, now uses a bridge going over the oceanbed chasm
Briggs Labs
Added additional sunderer cover
Replaced Mini Spawn with Main Spawn
Adjusted cap point area, cover
Indar Comm Array
Lowered top of mesa approximately 20-30m~
Added small Sunderer garage
Added better cover for attackers coming from Dahaka Southern Post
Increase pain field size on spawn
Moved vehicle spawn to front of base (goodbye ridiculous vehicle pads!)
West Highlands Checkpoint
Removed outpost from the Lattice
Replaced with Large Sunderer Garage
East Canyon Checkpoint
Removed outpost from the Lattice
Replaced with Large Sunderer Garage
Sandstone Gulch
Removed outpost from the Lattice
Replaced with Large Sunderer Garage
Blackshard Iridium Mine
Removed outpost from the Lattice
Abandoned NS Offices
Removed outpost from the Lattice.
Moved the buildings about 200m east and added an additional road around it.
NS Secure Datalab
Added Sunderer Garage
Increased spawn room area defensibility
Severed Vanu Archives link.
NS Research Labs
Removed outpost from Lattice
Peris Field tower will now link to Vanu Archives with an Outpost Garage replacing NS Research Labs approximately 200m to the northwest.
Galaxy Solar Plant
Upgraded spawn room to Barracks.
Replaced CyA cap point building with new BldgP.
Added a Sunderer Garage for attackers, as well as an extra road that properly reflects the lattice connection with Ceres Hydroponics.
The Palisade
Lowered height of the Palisade’s plateau as well as its static AV turrets
Added Sunderer Garages.
Upgraded spawn room to Barracks and removed the SCU.
Added 1-way jump-down platform allowing defenders to better access to cap point from pedestrian bridge.
Lowered height of high road leading to Crimson Bluff.
Red Ridge Communications
Removed outpost from Lattice.
Added Outpost Garage on opposite side of road.
Reduced grade of road from Tawrich Recycling to Scarred Mesa slightly.
The Old Stockpile
Upgraded spawn room to Barracks + aligned it with lattice.
Added Sunderer Garages
Improved the attacker’s approach from Feldspar Canyon.
NS Refinery
Upgraded spawn room to barracks.
Replaced CyA cap point building with BldgP.
Added Sunderer Garage and adjusted flow in core of base.
Removed teleporter in Med-Wing building.
Scarred Mesa Skydock
Upgraded spawn room to barracks.
Lowered height of mesa significantly.
Entrances are now accessible primarily by foot.
Moved Veh Term up onto Scarred Mesa.
Added Sunderer Garages and battlefield cover.
Highlands Solar Station
Upgraded spawnroom to barracks, moved to ‘rear’ of base
Added sundy garage
Adjusted capture point area cover
Ayani Labs
Added sundy garage, bridge for attacker path
Upgraded spawn to Barracks
Replaced large building with a non-roof accessible variant
Vanu Archives
Readjusted cap point locations
Added grav lifts to ease attacking the base
Added a sunderer garage, footpaths to attacker launch pads
Howling Pass Checkpoint
Added additional sundy cover on the eastern side to support attackers
NS Material Storage Revamped base to be more defensible + align with a lattice better
Large Outposts:
Camp Connery
Moved Cap Point out of Tower into nearby building
Added additional road on north side
Added additional cover + sunderer spots
Indar Excav
Moved Cap Point out of Tower into nearby CyA building
Added additional road on north side
Added additional cover + sunderer spots
Redid B Cap point to be covered
Added equip term in J Building
Indar Bay Point
Moved cap Point out of Tower into newly designed BldgO
Moved cap point into CyA building near Tower
Added extra roads to reduce chokepoints
Made it easier for attackers to progress over the vehicle bridge
Added under-truss maintenance bridge under vehicle bridge
Added additional roads to reduce chokepoints around base
Quartz Ridge Camp
Removed teleporter building
Replaced MiniSpawn with Barracks
Added stairs to allow Infiltrators to hack vehicle terms, but not up to spawn plateau
Camp Waterson
Aligned spawn room with Lattice and moved it to the back.
Moved shooting range cap point to old spawn location.
Reduced number of AV turrets.
Added Sunderer Garage and additional cover in battlefield.
Regent Rock Garrison
Moved Cap Point out of Tower into nearby BldgP.
Added Sunderer Garages.
Added additional road + routes when attacking base.
Facilities & Facility Satellites:
Hvar Tech Plant
Greater Hvar Region – Lowered the height of Hvar plateau significantly
Disabled AV turrets from the flight deck
Moved superstructure farther back on plateau, opening up more space for fights between the Tech Plant and its satellite bases
Hvar Northgate
Renamed to Hvar Databank.
Complete redesign
Pulled much of the fortification (walls, gate shield) out of the base to better balance its defensibility (still has a big height advantage)
Added sundy garages out front to allow fights to stick better
Hvar Southgate
Renamed to Hvar Physics Lab
Complete redesign
Added sundy garage
Hvar West Post
Complete redesign
Added sundy garage
Tawrich Tech Plant
Removed unintuitive road between Tawrich Depot and Tawrich Tower
Disabled AV turrets from the flight deck
Tawrich Depot
Readjusted base to better fit Lattice
Moved gate shield gen building in front of gate
Changed cap point building from CyA to BldgP
Widened road that leads to Tawrich tech plant
Adjusted spawn room platform and vehicle spawn
Added additional cover; should be easier to defend the base now.
Tawrich Tower
Can now attack Stronghold and Gravel Pass directly from Tawrich Tower
Added additional buildings and cover leading to Tawrich tech plant
Tawrich Recycling
Switched positions of spawn room and generator building.
Added better Sunderer cover at entrances to outpost from both sides.
Mao Southwest
Switched spawn + cap point locations
Increased size of base
Added extra gate shield facing Tech Plant Mao
Moved Gate Gen outside of base
Mao Watchtower
Aligned base with lattice & roads
New cap point BldgO, Sunderer
Added Garages
Added extra roads.
Peris Amp Station
Added Sunderer Garage to eastern side of base.
Peris Eastern Grove
Revamped base entirely expanding on original concept/feel.
Moved spawn room to back side of base
Added Sunderer Garages
Improved under-truss service bridge to Peris.
Peris Field Tower
Added Sunderer cover
Added additional cover and buildings.
Allatum & Rashnu
Added Sundy Garages next to the lift platforms
Allatum Botany Wing
Adjusted vehicle pad road to not be part of the main route when attacking the base
Closed off the road leading to Snake Ravine, players will need to route around the rock to get there
Added better cover for defenders to exit spawn
Rashnu Watchtower
Redid layout to be less funnely for attackers. Tower & cap point swapped, added an extra route from Rashnu to its watchtower
Battlefields:
Quartz Ridge Hvar Databank
Should now be much easier to fight from Quartz Ridge up to Hvar now due to the hill being less steep.
Added additional road to the east.
Hvar Hvar Satellites
Much more room between all of its satellites now, should be better fights here as a result
Quartz Ridge Indar Comm Array
Added road that was missing to better reflect its lattice connectivity
Mao Southwest Briggs Labs
Added additional roads + cover between these bases
Howling Pass NS Material
Redid roads leading to base, now has one road that splits, but does not surround the base as before
Snake Ravine Vanu Archives Allatum Botany
Area received a road to better direct players/vehicles into the fight
Ti Alloys The Crown
Added vehicle and infantry cover on the bridge between Ti Alloys and The Crown
Added additional rock cover on the rock arch between Ti Alloys and The Crown
Added a few extra trees to deter the west AV turret on the Crown from shelling Ti Alloys
Ti Alloys Ceres Hydroponics
Added a low road under the rock arch to Ceres
Added additional cover to the field between Ceres & Ti
Ti Alloys Allatum Botany Wing
Redirected road to Botany Wing to not pass by the veh pad
Even More Updates!
The Squad browser now shows a squad’s “cohesion” level. Higher cohesion means squad members are playing more closely to one another; squad leaders are weighted more heavily than other squad members.
Annihilator, Decimator, and Kraken have received updated models and textures.
Map tactical overlays (map drawing) are now available for personal use
Map tactical overlays are now visible at the highest map zoom level but at a higher transparency
Hold CTRL when viewing map to disable indicator interactions. This will allow players to click through to place waypoints without the indicators getting in the way.
Vehicles/MAX at low health will see nearby engineer callouts on the minimap / HUD indicators
Outfit “invite all to group” functionality now will only send invite to outfit members who are not in a squad already or if they are a squad leader
Squad center of mass distance metric shown in the squad browser. The leader is weighted higher than other squad members.
Squad cohesion metric (average inter-member distance) shown in the squad browser.
Deployable status indication on the HUD
Green IFF on main weapon reticles
HUD loadout UI polish and update: equipment slots with timers on them ( e.g. squad beacon ) now persist on the HUD until the timer is complete.
Fix for vehicle turbo bars not functioning when first entering vehicles
Fix for overlapping deploy ability indicator with implant icon on the HUD vitals
Fix for deployment spawn indicators intermittently appearing on the wrong continent and becoming stuck
Fix for damaged squad vehicles not showing up on minimap at close distances to the vehicle
Speculative fix for the “spawning at wrong location than what I clicked on” bug
Speculative fix for bug where minimap indicators, esp. vehicles, intermittently do not appear
Hydroponics Lettuce Shelf Prop can no longer be seen through or shot through to fix occlusion issues related to the small opening.
Continents will no longer be captured by alerts and territory control alone! Victory Points are a new method of scoring within the game. If your faction earns the required number of Victory Points, then the continent is yours! The continental VP scoreboard is shown at the top of the Map screen. Mousing over each faction will bring up the “Points to Victory” window, which breaks down progress and overall score.
There are a numbers of ways to earn VP:
Permanent Victory Points
Link your warpgate to enemy warpgate = +1 VP Link your warpgate to both enemy warpgates simultaneously = Continental Victory/Lock Capture all Techplants = +1 VP Capture all Amp Stations= +1 VP Capture all Biolabs = +1 VP Capture all major facilities (Amp, Bio, Tech) simultaneously = Continental Victory/Lock Win Alerts = +2 VP
Flux Victory Points Capturing more than 45% of a continent’s territory can earn you “Flux” Victory Points. Flux Victory Points count toward continental victory, but can be won/lost with the territory you control/lose.
Continent Benefit Changes Hossin Benefit – 50% off MAXs has been removed, controlling Hossin will now provide vehicle and aircraft repairs at friendly ammo resupply towers/pads.
Facility Benefit Changes
AMP Station Benefit Allows facility turrets to fire for much longer before overheating; also allows facility turrets to auto repair over time.
BioLab Benefit Auto heal rate has been increased significantly.
New Bounty Directive Awards a “Bounty Hunter” title and the NS-15 Gallows LMG as the final tier reward.
LMG Changes
Orion
ADS moving CoF remains 0.4 (same as Live) ADS movement modifier to 0.5, from 0.75 ADS CoF recoil to 0.04, from 0.05 Horizontal recoil to 0.22/0.22, from 0.2/0.225 Horizontal tolerance to 0.8, from 0.9 Standing hipfire to 2.5, from 2.75 Moving hipfire to 3.25, from 3.5 Projectile velocity to 540, from 570 Short and long reloads to 3.0/3.44, from 3.28/3.655
Betelgeuse
ADS moving CoF remains 0.4 (same as Live) ADS movement modifier to 0.5, from 0.75 ADS CoF recoil to 0.04, from 0.05 Horizontal recoil to 0.22/0.22, from 0.2/0.225 Horizontal tolerance to 0.8, from 0.9 Standing hipfire to 2.5, from 2.75 Moving hipfire to 3.25, from 3.5 Projectile velocity to 540, from 570 Decreased heat bleedoff speed by 20%
SVA-88 & SVA-88 GG
ADS movement modifier to 0.5, from 0.75 Horizontal recoil to 0.2/0.2, from 0.2/0.225 Horizontal tolerance to 0.8, from 0.9 Vertical recoil to 0.4, from 0.44
Pulsar LSW
Can now equip Extended Magazines First Shot Multiplier to 1.6, from 2.45 ADS CoF recoil to 0.04, from 0.05
VX29 Polaris
Maximum damage range to 20m, from 10m Recoil angle to 17/17, from 17/20
Ursa
Moving ADS CoF to 0.35, from 0.4
Flare
Horizontal tolerance to 0.6, from 0.75 Vertical recoil to 0.4, from 0.44
Anchor
First Shot Recoil Multiplier to 2.2, from 2 Horizontal recoil to 0.18, from 0.175 Standing hipfire to 2.75, from 3 Moving hipfire to 3.5, from 3.75 Projectile velocity to 570, from 600
EM1
Maximum damage range to 20m, from 10m Horizontal recoil to 0.18/0.18, from 0.2/0.2
NC6 Gauss Saw
Moving Aim Down Sights CoF to 0.4, from 0.5
MSW-R
Standing hipfire to 2.75, from 3 Moving hipfire to 3.5, from 3.75
T16 Rhino
Maximum damage range to 20m, from 10m First Shot Recoil Multiplier to 1.5, from 2
TMG-50
Moving ADS CoF to 0.35, from 0.4
T32 Bull
Reserve ammunition to 240, from 180 Horizontal recoil to 0.18, from 0.2
T9 CARV-S
Horizontal tolerance to 0.7, from 0.8
T9A Butcher
Added Spinup - Rate of Fire from 750 to 780 over 0.3 seconds. Crouching hipfire to 3, from 3.5 Crouching moving hipfire to 3.5, from 4 Standing hipfire to 3.5, from 4 Moving hipfire to 4, from 4.5
Misc You can now set multiple bounties on a target at once. Skill line trees are back! (*there is a known issue where some weapons are listed multiple times and/or bring up a different weapon to unlock then what is listed*) All facilities and outposts should now be using the new capture UI that went live on large outposts a few weeks ago. Fixed an issue that would cause the bounty counter on the HUD to display "x0". Fight for Flight decals are now only viewable in the inventory of the appropriate faction. Deployed Sunderers should once again properly display their no deploy zones to other friendly Sunderers and show on their minimaps.
Continents will no longer be captured by alerts and territory control alone! Victory Points are a new method of scoring within the game. If your faction earns the required number of Victory Points, then the continent is yours! The continental VP scoreboard is shown at the top of the Map screen. Mousing over each faction will bring up the “Points to Victory” window, which breaks down progress and overall score.
There are a numbers of ways to earn VP:
Permanent Victory Points
Link your warpgate to enemy warpgate = +1 VP Link your warpgate to both enemy warpgates simultaneously = Continental Victory/Lock Capture all Techplants = +1 VP Capture all Amp Stations= +1 VP Capture all Biolabs = +1 VP Capture all major facilities (Amp, Bio, Tech) simultaneously = Continental Victory/Lock Win Alerts = +2 VP
Flux Victory Points Capturing more than 45% of a continent’s territory can earn you “Flux” Victory Points. Flux Victory Points count toward continental victory, but can be won/lost with the territory you control/lose.
Continent Benefit Changes Hossin Benefit – 50% off MAXs has been removed, controlling Hossin will now provide vehicle and aircraft repairs at friendly ammo resupply towers/pads.
Facility Benefit Changes
AMP Station Benefit Allows facility turrets to fire for much longer before overheating; also allows facility turrets to auto repair over time.
BioLab Benefit Auto heal rate has been increased significantly.
New Bounty Directive Awards a “Bounty Hunter” title and the NS-15 Gallows LMG as the final tier reward.
LMG Changes
Orion
ADS moving CoF remains 0.4 (same as Live) ADS movement modifier to 0.5, from 0.75 ADS CoF recoil to 0.04, from 0.05 Horizontal recoil to 0.22/0.22, from 0.2/0.225 Horizontal tolerance to 0.8, from 0.9 Standing hipfire to 2.5, from 2.75 Moving hipfire to 3.25, from 3.5 Projectile velocity to 540, from 570 Short and long reloads to 3.0/3.44, from 3.28/3.655
Betelgeuse
ADS moving CoF remains 0.4 (same as Live) ADS movement modifier to 0.5, from 0.75 ADS CoF recoil to 0.04, from 0.05 Horizontal recoil to 0.22/0.22, from 0.2/0.225 Horizontal tolerance to 0.8, from 0.9 Standing hipfire to 2.5, from 2.75 Moving hipfire to 3.25, from 3.5 Projectile velocity to 540, from 570 Decreased heat bleedoff speed by 20%
SVA-88 & SVA-88 GG
ADS movement modifier to 0.5, from 0.75 Horizontal recoil to 0.2/0.2, from 0.2/0.225 Horizontal tolerance to 0.8, from 0.9 Vertical recoil to 0.4, from 0.44
Pulsar LSW
Can now equip Extended Magazines First Shot Multiplier to 1.6, from 2.45 ADS CoF recoil to 0.04, from 0.05
VX29 Polaris
Maximum damage range to 20m, from 10m Recoil angle to 17/17, from 17/20
Ursa
Moving ADS CoF to 0.35, from 0.4
Flare
Horizontal tolerance to 0.6, from 0.75 Vertical recoil to 0.4, from 0.44
Anchor
First Shot Recoil Multiplier to 2.2, from 2 Horizontal recoil to 0.18, from 0.175 Standing hipfire to 2.75, from 3 Moving hipfire to 3.5, from 3.75 Projectile velocity to 570, from 600
EM1
Maximum damage range to 20m, from 10m Horizontal recoil to 0.18/0.18, from 0.2/0.2
NC6 Gauss Saw
Moving Aim Down Sights CoF to 0.4, from 0.5
MSW-R
Standing hipfire to 2.75, from 3 Moving hipfire to 3.5, from 3.75
T16 Rhino
Maximum damage range to 20m, from 10m First Shot Recoil Multiplier to 1.5, from 2
TMG-50
Moving ADS CoF to 0.35, from 0.4
T32 Bull
Reserve ammunition to 240, from 180 Horizontal recoil to 0.18, from 0.2
T9 CARV-S
Horizontal tolerance to 0.7, from 0.8
T9A Butcher
Added Spinup - Rate of Fire from 750 to 780 over 0.3 seconds. Crouching hipfire to 3, from 3.5 Crouching moving hipfire to 3.5, from 4 Standing hipfire to 3.5, from 4 Moving hipfire to 4, from 4.5
Misc You can now set multiple bounties on a target at once. Skill line trees are back! (*there is a known issue where some weapons are listed multiple times and/or bring up a different weapon to unlock then what is listed*) All facilities and outposts should now be using the new capture UI that went live on large outposts a few weeks ago. Fixed an issue that would cause the bounty counter on the HUD to display "x0". Fight for Flight decals are now only viewable in the inventory of the appropriate faction. Deployed Sunderers should once again properly display their no deploy zones to other friendly Sunderers and show on their minimaps.