PlanetSide 2 - DBG_RadarX
GU36 is now available with new weapons and tons of fixes!


NEW Empire Specific Anti Vehicle Weapons (MBT/Harasser)

NC - M96 Mjolnir: Affectionately referred to as "The Boombox" by many NC soldiers, the Mjolnir's burst fire explosive rounds excel against armored targets in close quarters engagements.

TR - MR11 Gatekeeper: Based on a modified Fracture design, the Gatekeeper retains the feel of its forerunner but incorporates a faster fire rate and projectile speed while increasing overall accuracy.

VS - Aphelion VEX-4: This experimental laser weapon can tear through enemies with sustained fire, but an interesting side effect causes a build-up of residual energy while firing that can be harnessed into a devastating blast.

NEW NS Lock-on Rocket Launcher

NS R3 Swarm: The three round clip-fed NSR3 Swarm's relatively low velocity lock-on rockets are capable of tracking targets for an extended period of time. Variable fire modes provide the user extended control over missile velocities, allowing them to tailor the strength of the weapon to their engagement.

UI

Lock-on missiles in air actively tracking you now have unique audio and hud element; additionally the number of missiles actively tracking you is now displayed on the HUD.

Large outposts will now display capture progress differently, there is no more half way point, the capture progress will be displayed and a constant tug of war bar. This also represents a small mechanic change with three-way fights, the third faction can now steal total capture progress from the original attacking force. Once we are confident this is a positive change all small outposts and facilities will be switched over to it as well.
· Missions that direct you to a base now have god beams.

Gameplay

Cut off regions no longer contribute towards territorial control percentage required to capture the continent; this also applies to alert victories

Balance Changes

· Tank primary weapon projectile velocities have been increased to match the armor piercing velocity

Vanguard: Titan-150 HE projectile velocity increased from 175 to 275
Vanguard: Titan-150 HEAT projectile velocity increased from 250 to 275
Prowler: P2-120 HE projectile velocity increased from 175 to 250
Prowler: P2-120 HEAT projectile velocity increased from 225 to 250
Magrider: Supernova VPC projectile velocity increased from 175 to 225
Magrider: Supernova PC projectile velocity increased from 200 to 225
Lightning: L100 Python HE projectile velocity increased from 175 to 225
Lightning: L100 Python HEAT projectile velocity increased from 200 to 225

· Striker changes

ADS COF recoil decreased from 0.2 to 0.1
ADS Standing COF decreased from 0.5 to 0.25
ADS crouch walking COF decreased from 1.0 to 0.5

Misc

· Created a new directive under basic to join an outfit, add 10 friends, and unlock the outfit decal item.

Bug Fixes

· Player shield bug speculative fix.
· Resupplying at a terminal and immediately cloaking causes cloaking to be unable to be manually turned off.
· AM7 Archer sounds muffled when holding breath.
· Sensor shield 4 does not work when within 20 meters of a motion sensor.
· Fixed issue with Eclipse VE3A (and a number of other guns) not remaining in loadout when switching continent and log-in.
· Player Studio decal polish.
· Composite Armor decal fixes.
· Fixed issue where base Turret Kills/Vehicle Kills didn't count towards Launcher Directive/Medals.
· Fixed issue where character would continuously firing their weapon in 3P if fired his weapon before entering and exiting a cloaked Sunderer.
· Fixed issue where when two or missiles were locked onto your vehicle and you use flares to drop them, the lock on audio would persist forever.
· Misc art fixes to various decals, helmets, foliage, etc.
· Fixed issue where the default voice pack could not be re-equipped once the user equips another VO pack.
· Fixed issue where the Eclipse VE3A didn't stay in the vanu light assault loadout, it reverts to default.
PlanetSide 2 - DBG_RadarX
GU36 is now available with new weapons and tons of fixes!


NEW Empire Specific Anti Vehicle Weapons (MBT/Harasser)

NC - M96 Mjolnir: Affectionately referred to as "The Boombox" by many NC soldiers, the Mjolnir's burst fire explosive rounds excel against armored targets in close quarters engagements.

TR - MR11 Gatekeeper: Based on a modified Fracture design, the Gatekeeper retains the feel of its forerunner but incorporates a faster fire rate and projectile speed while increasing overall accuracy.

VS - Aphelion VEX-4: This experimental laser weapon can tear through enemies with sustained fire, but an interesting side effect causes a build-up of residual energy while firing that can be harnessed into a devastating blast.

NEW NS Lock-on Rocket Launcher

NS R3 Swarm: The three round clip-fed NSR3 Swarm's relatively low velocity lock-on rockets are capable of tracking targets for an extended period of time. Variable fire modes provide the user extended control over missile velocities, allowing them to tailor the strength of the weapon to their engagement.

UI

Lock-on missiles in air actively tracking you now have unique audio and hud element; additionally the number of missiles actively tracking you is now displayed on the HUD.

Large outposts will now display capture progress differently, there is no more half way point, the capture progress will be displayed and a constant tug of war bar. This also represents a small mechanic change with three-way fights, the third faction can now steal total capture progress from the original attacking force. Once we are confident this is a positive change all small outposts and facilities will be switched over to it as well.
· Missions that direct you to a base now have god beams.

Gameplay

Cut off regions no longer contribute towards territorial control percentage required to capture the continent; this also applies to alert victories

Balance Changes

· Tank primary weapon projectile velocities have been increased to match the armor piercing velocity

Vanguard: Titan-150 HE projectile velocity increased from 175 to 275
Vanguard: Titan-150 HEAT projectile velocity increased from 250 to 275
Prowler: P2-120 HE projectile velocity increased from 175 to 250
Prowler: P2-120 HEAT projectile velocity increased from 225 to 250
Magrider: Supernova VPC projectile velocity increased from 175 to 225
Magrider: Supernova PC projectile velocity increased from 200 to 225
Lightning: L100 Python HE projectile velocity increased from 175 to 225
Lightning: L100 Python HEAT projectile velocity increased from 200 to 225

· Striker changes

ADS COF recoil decreased from 0.2 to 0.1
ADS Standing COF decreased from 0.5 to 0.25
ADS crouch walking COF decreased from 1.0 to 0.5

Misc

· Created a new directive under basic to join an outfit, add 10 friends, and unlock the outfit decal item.

Bug Fixes

· Player shield bug speculative fix.
· Resupplying at a terminal and immediately cloaking causes cloaking to be unable to be manually turned off.
· AM7 Archer sounds muffled when holding breath.
· Sensor shield 4 does not work when within 20 meters of a motion sensor.
· Fixed issue with Eclipse VE3A (and a number of other guns) not remaining in loadout when switching continent and log-in.
· Player Studio decal polish.
· Composite Armor decal fixes.
· Fixed issue where base Turret Kills/Vehicle Kills didn't count towards Launcher Directive/Medals.
· Fixed issue where character would continuously firing their weapon in 3P if fired his weapon before entering and exiting a cloaked Sunderer.
· Fixed issue where when two or missiles were locked onto your vehicle and you use flares to drop them, the lock on audio would persist forever.
· Misc art fixes to various decals, helmets, foliage, etc.
· Fixed issue where the default voice pack could not be re-equipped once the user equips another VO pack.
· Fixed issue where the Eclipse VE3A didn't stay in the vanu light assault loadout, it reverts to default.
PlanetSide 2 - DBG_RadarX
Hey Everyone,

If you don’t know me, I'm Luke Sigmund, Lead Designer of PlanetSide 2. We’ve seen how excited some of you are for more information about upcoming content and we’re just as excited to share it. We wanted to take some time and fill you in on where the team is taking the game and give a little insight into the future.

As a team, we've spent the last couple weeks discussing and determining the direction of the game moving forward and adjusting our 2015 Roadmap. We started by examining what the game is now and where we and you all would like it to go.

Through the process of several team meetings, we came to the conclusion that we want to put tools in your hands to create gameplay experiences that have a variety of strategies and moment-to-moment tactics. Letting players affect gameplay is a huge component of PlanetSide 2 and we intend to double down on that moving forward.

Our biggest step will be the introduction of a player placed construction system. Using a new vehicle, the ANT, you will be able to hunt down and collect a new resource out in the world. After you collect enough you can travel to an area of your choice, deploy your ANT, then interact with its terminal to deduct the new resource and place a structure. Our first set of structures are planned to be medium sized base turret towers, with more to come as we start gathering suggestions from you and playing with the system. This is just an overview, and we have a lot more details that will be posted in the roadmap section of the forums really soon.

Throughout the rest of the year you will also start seeing adjustments, improvements, and additions to current mechanics and features, kind of like we've been doing for instant action and spawning rules. We will mainly be targeting features that we are eager to make better like continent capture, leadership tools, and implants. With the overall goal of making these systems fit in with the direction of giving you tools to play how you want.

Like I said, this update is just to give you all an idea of where we are headed. This is a journey for all of us so we are all excited about the plan and hope you are too. We look forward to all of your feedback and thoughts on upcoming systems and appreciate all of your passion and support for PlanetSide 2.

- Luke
PlanetSide 2 - DBG_RadarX
Hey Everyone,

If you don’t know me, I'm Luke Sigmund, Lead Designer of PlanetSide 2. We’ve seen how excited some of you are for more information about upcoming content and we’re just as excited to share it. We wanted to take some time and fill you in on where the team is taking the game and give a little insight into the future.

As a team, we've spent the last couple weeks discussing and determining the direction of the game moving forward and adjusting our 2015 Roadmap. We started by examining what the game is now and where we and you all would like it to go.

Through the process of several team meetings, we came to the conclusion that we want to put tools in your hands to create gameplay experiences that have a variety of strategies and moment-to-moment tactics. Letting players affect gameplay is a huge component of PlanetSide 2 and we intend to double down on that moving forward.

Our biggest step will be the introduction of a player placed construction system. Using a new vehicle, the ANT, you will be able to hunt down and collect a new resource out in the world. After you collect enough you can travel to an area of your choice, deploy your ANT, then interact with its terminal to deduct the new resource and place a structure. Our first set of structures are planned to be medium sized base turret towers, with more to come as we start gathering suggestions from you and playing with the system. This is just an overview, and we have a lot more details that will be posted in the roadmap section of the forums really soon.

Throughout the rest of the year you will also start seeing adjustments, improvements, and additions to current mechanics and features, kind of like we've been doing for instant action and spawning rules. We will mainly be targeting features that we are eager to make better like continent capture, leadership tools, and implants. With the overall goal of making these systems fit in with the direction of giving you tools to play how you want.

Like I said, this update is just to give you all an idea of where we are headed. This is a journey for all of us so we are all excited about the plan and hope you are too. We look forward to all of your feedback and thoughts on upcoming systems and appreciate all of your passion and support for PlanetSide 2.

- Luke
Jul 24, 2015
PlanetSide 2 - DBG_RadarX
What’s New:


  • Blink and you might miss it! Providing a new tactical approach to troop deployment, the new Sunderer Cloak is now available for certification points in the Sunderer Loadout screen.
  • Burst weapons feel a bit underwhelming to you? These have now been upgraded to provide a more rewarding experience. Take a look in the Depot!
  • New Player Studio items are now available for purchase! Assault in style with a new helmet, armor decal, and more! Look for additional items to release over the next month!
    Spawn Beacons
  • Squad Beacons near the majority of squads members will be squad spawn options regardless of range
  • Beacon spawn range changed from 600 meters to 1,000 meters

    Valkyrie
  • Small arms do less damage to Valkyries
  • Valkyrie bottom armor increased to 50%
  • Increased weapon thermal range from 50 to 200

    Sunderer Cloak
  • Sunderer stealth cert line has been expanded, a new fifth cert has been added that when equipped not only provides all the perks of rank 4 stealth but also generates a cloaking bubble when deployed that cloaks all friendly infantry within it.

    Infiltrator Cloaking Pass
  • Infiltrator cloaks now have additional states based on movement.
  • Crouching no change
  • Crouch walking is now much less visible
  • Standing is now less visible
  • Running is slightly less visible
  • Sprinting, no change

    Striker
  • Small damage increase to ground vehicles
  • Increased initial projectile speed from 50 to 60
  • Increased max projectile speed from 180 to 220
  • Increased projectile acceleration from 0.75 to 1.25
  • Vehicle stealth no longer prevents rockets from seeking

    Burst Carbines and Assault Rifles

    T1B Cylcer
  • Recoil min magnitude increased from 0.27 to .4
  • Recoil max magnitude increased from 0.27 to .4
  • Burst recoil first shot modifier decreased from 2.50 to 0.75
  • Recoil Increase Crouched increased from 0.1 to 0.15
  • Recoil Increase increased from 0.1 to 0.15
  • Hipfire cof increased by 0.5

    Trac-5 Burst
  • Burst recoil first shot modifier decreased from 2.35 to 0.75
  • Recoil max magnitude increased from 0.3 to .5
  • Recoil Increase Crouched increased from 0to 0.2
  • Recoil Increase increased from 0 to 0.2
  • Hipfire cof increased by 0.5

    Gauss Rifle Burst
  • Horizontal Recoil Min decreased from 0.168 to 0.16
  • Horizontal Recoil Max decreased from 0.168 to 0.16
  • Recoil min magnitude decreased from 0.472 to 0.4
  • Recoil max magnitude increased from 0.472 to 0.5
  • Burst recoil first shot modifier decreased from 1 to 0.5
  • Recoil Increase Crouched increased from 1 to 0.1
  • Recoil Increase decreased from 1 to 0.1
  • Hipfire cof increased by 0.5

    Gauss Compact Burst
  • Recoil max magnitude increased from 0.4 to 0.5
  • Burst recoil first shot modifier decreased from 1.75 to 0.75
  • Recoil Increase increased from 0 to 0.1
  • Hipfire cof increased by 0.5

    Equinox VE2 Burst
  • Recoil min magnitude decreased from 0.22 to 0.23
  • Recoil max magnitude increased from 0.22 to 0.4
  • Burst recoil first shot modifier decreased from 2.75 to 0.75
  • Recoil Increase Crouched increased from 0.05 to 0.17
  • Recoil Increase decreased from 1 to 0.17
  • Recoil shots at min mag increased from 0 to 1
  • Recoil Horizontal Min decreased from 0.16 to 0.15
  • Hipfire cof increased by 0.5

    Solstice VE3 Burst
  • Recoil max magnitude increased from 0.25 to 0.35
  • Burst recoil first shot modifier decreased from 2.8 to 0.75
  • Recoil Increase Crouched increased from 0to 0.1
  • Recoil Increase decreased from 0 to 0.1
  • Hipfire cof increased by 0.5

    New in the Depot

    Several new Player Studio Cosmetics were added to the store. Additional Player Studio items will become available on the Depot each week over the next month.

    Available Immediately:

  • Plague Doctor Armor and Vehicle Decals by DoktorTheAlmighty
  • Serenity Valley Armor and Vehicle Decals by NikkoJT
  • Forward Armor and Vehicle Decals by anadin150
  • Vanguard Loadout Armor by Neko Zero (NC Only)
  • Harasser Reinforced Hubcaps by MajorStorm
  • Skydiver Helmet by Faven (TR Only)
  • Windrunner Helmet by Faven (VS Only)
  • Bivalvia Helmet by CountPoly (VS Only)
  • Skyhawk Helmet by Steveo (NC Only)
  • Thunderstruck Helmet by Faven (TR Only)

    Bug Fixes

  • Sticky Grenades no longer apply damage twice
    reloading with Aegis Shield active could invalidate following shots
  • Godsaw moving ADS changed back to 0.4
  • Small deployables took more than one shot to destroy with the Archer
  • “A” point at Hurakan Secure Storage is in the wrong Hex
  • Speculative Fix - Weapon attachments don’t always go into deepcloak
  • Fix bug with tab screen that made kill tracking unreliable
  • Simply kicking a player from squad will no-longer prevent them from rejoining
  • Instant action could take players to a location nowhere near the displayed location
  • Instant action will now display a conformation box before sending a player to a different continent
  • Lasher out of ammo clicking heard at excessive ranges
  • Denmark Flag decal should no longer be emissive at night
  • Fixed the broken start fire animation for The Butcher
  • Fixed floating offhand in first person for the Phaseshift
  • Improved TR muzzle smoke visibility issues when using iron sights
  • ESF nose guns should now be easier to see even in bright sky conditions
  • Replaced a Station Cash icon the code redemption flow
  • Addressed some issues with Darklight Flashlight attachment effect synchronization
  • Adjusted NC sniper rifles to have longer barrel and adjusted default muzzle break to fix droopy barrel look
  • Adjusted VS bolt action rechamber to take up less screen space
  • Adjusted structure interior texture to be lighter with more grime and a slightly brighter emissive
  • Removed the phantom break lights from the Vanguard since it does not have break lights in the base model
  • Fixed bad camo seam on a rear housing of T5 AMC and TRS-12
  • Adjusted the Archer and Rocket Launcher enter scope animation to help with the ‘pop’
  • Adjusted the length of the Archer Stock to help with penetration with the player
  • Adjusted the material type on the vehicle barrier to be correct
  • Adjusted texture seams on Amerish rocks to be better
  • Fixed many player studio related visual bugs
  • Removed harsh orange rim light from the character/vehicle/weapon screen
  • Adjusted Valkyrie cockpit screens to be visible in direct sunlight
  • Shrike irons sight should now work properly
  • Various texture size optimization to help reduce overall memory usage.
Jul 24, 2015
PlanetSide 2 - DBG_RadarX
What’s New:


  • Blink and you might miss it! Providing a new tactical approach to troop deployment, the new Sunderer Cloak is now available for certification points in the Sunderer Loadout screen.
  • Burst weapons feel a bit underwhelming to you? These have now been upgraded to provide a more rewarding experience. Take a look in the Depot!
  • New Player Studio items are now available for purchase! Assault in style with a new helmet, armor decal, and more! Look for additional items to release over the next month!
    Spawn Beacons
  • Squad Beacons near the majority of squads members will be squad spawn options regardless of range
  • Beacon spawn range changed from 600 meters to 1,000 meters

    Valkyrie
  • Small arms do less damage to Valkyries
  • Valkyrie bottom armor increased to 50%
  • Increased weapon thermal range from 50 to 200

    Sunderer Cloak
  • Sunderer stealth cert line has been expanded, a new fifth cert has been added that when equipped not only provides all the perks of rank 4 stealth but also generates a cloaking bubble when deployed that cloaks all friendly infantry within it.

    Infiltrator Cloaking Pass
  • Infiltrator cloaks now have additional states based on movement.
  • Crouching no change
  • Crouch walking is now much less visible
  • Standing is now less visible
  • Running is slightly less visible
  • Sprinting, no change

    Striker
  • Small damage increase to ground vehicles
  • Increased initial projectile speed from 50 to 60
  • Increased max projectile speed from 180 to 220
  • Increased projectile acceleration from 0.75 to 1.25
  • Vehicle stealth no longer prevents rockets from seeking

    Burst Carbines and Assault Rifles

    T1B Cylcer
  • Recoil min magnitude increased from 0.27 to .4
  • Recoil max magnitude increased from 0.27 to .4
  • Burst recoil first shot modifier decreased from 2.50 to 0.75
  • Recoil Increase Crouched increased from 0.1 to 0.15
  • Recoil Increase increased from 0.1 to 0.15
  • Hipfire cof increased by 0.5

    Trac-5 Burst
  • Burst recoil first shot modifier decreased from 2.35 to 0.75
  • Recoil max magnitude increased from 0.3 to .5
  • Recoil Increase Crouched increased from 0to 0.2
  • Recoil Increase increased from 0 to 0.2
  • Hipfire cof increased by 0.5

    Gauss Rifle Burst
  • Horizontal Recoil Min decreased from 0.168 to 0.16
  • Horizontal Recoil Max decreased from 0.168 to 0.16
  • Recoil min magnitude decreased from 0.472 to 0.4
  • Recoil max magnitude increased from 0.472 to 0.5
  • Burst recoil first shot modifier decreased from 1 to 0.5
  • Recoil Increase Crouched increased from 1 to 0.1
  • Recoil Increase decreased from 1 to 0.1
  • Hipfire cof increased by 0.5

    Gauss Compact Burst
  • Recoil max magnitude increased from 0.4 to 0.5
  • Burst recoil first shot modifier decreased from 1.75 to 0.75
  • Recoil Increase increased from 0 to 0.1
  • Hipfire cof increased by 0.5

    Equinox VE2 Burst
  • Recoil min magnitude decreased from 0.22 to 0.23
  • Recoil max magnitude increased from 0.22 to 0.4
  • Burst recoil first shot modifier decreased from 2.75 to 0.75
  • Recoil Increase Crouched increased from 0.05 to 0.17
  • Recoil Increase decreased from 1 to 0.17
  • Recoil shots at min mag increased from 0 to 1
  • Recoil Horizontal Min decreased from 0.16 to 0.15
  • Hipfire cof increased by 0.5

    Solstice VE3 Burst
  • Recoil max magnitude increased from 0.25 to 0.35
  • Burst recoil first shot modifier decreased from 2.8 to 0.75
  • Recoil Increase Crouched increased from 0to 0.1
  • Recoil Increase decreased from 0 to 0.1
  • Hipfire cof increased by 0.5

    New in the Depot

    Several new Player Studio Cosmetics were added to the store. Additional Player Studio items will become available on the Depot each week over the next month.

    Available Immediately:

  • Plague Doctor Armor and Vehicle Decals by DoktorTheAlmighty
  • Serenity Valley Armor and Vehicle Decals by NikkoJT
  • Forward Armor and Vehicle Decals by anadin150
  • Vanguard Loadout Armor by Neko Zero (NC Only)
  • Harasser Reinforced Hubcaps by MajorStorm
  • Skydiver Helmet by Faven (TR Only)
  • Windrunner Helmet by Faven (VS Only)
  • Bivalvia Helmet by CountPoly (VS Only)
  • Skyhawk Helmet by Steveo (NC Only)
  • Thunderstruck Helmet by Faven (TR Only)

    Bug Fixes

  • Sticky Grenades no longer apply damage twice
    reloading with Aegis Shield active could invalidate following shots
  • Godsaw moving ADS changed back to 0.4
  • Small deployables took more than one shot to destroy with the Archer
  • “A” point at Hurakan Secure Storage is in the wrong Hex
  • Speculative Fix - Weapon attachments don’t always go into deepcloak
  • Fix bug with tab screen that made kill tracking unreliable
  • Simply kicking a player from squad will no-longer prevent them from rejoining
  • Instant action could take players to a location nowhere near the displayed location
  • Instant action will now display a conformation box before sending a player to a different continent
  • Lasher out of ammo clicking heard at excessive ranges
  • Denmark Flag decal should no longer be emissive at night
  • Fixed the broken start fire animation for The Butcher
  • Fixed floating offhand in first person for the Phaseshift
  • Improved TR muzzle smoke visibility issues when using iron sights
  • ESF nose guns should now be easier to see even in bright sky conditions
  • Replaced a Station Cash icon the code redemption flow
  • Addressed some issues with Darklight Flashlight attachment effect synchronization
  • Adjusted NC sniper rifles to have longer barrel and adjusted default muzzle break to fix droopy barrel look
  • Adjusted VS bolt action rechamber to take up less screen space
  • Adjusted structure interior texture to be lighter with more grime and a slightly brighter emissive
  • Removed the phantom break lights from the Vanguard since it does not have break lights in the base model
  • Fixed bad camo seam on a rear housing of T5 AMC and TRS-12
  • Adjusted the Archer and Rocket Launcher enter scope animation to help with the ‘pop’
  • Adjusted the length of the Archer Stock to help with penetration with the player
  • Adjusted the material type on the vehicle barrier to be correct
  • Adjusted texture seams on Amerish rocks to be better
  • Fixed many player studio related visual bugs
  • Removed harsh orange rim light from the character/vehicle/weapon screen
  • Adjusted Valkyrie cockpit screens to be visible in direct sunlight
  • Shrike irons sight should now work properly
  • Various texture size optimization to help reduce overall memory usage.
Jun 17, 2015
PlanetSide 2 - DBG_RadarX
System Requirement Change:
PlanetSide 2 on the PC will now require a 64 bit operating system.

New Weapon:
NS-AM7 Archer (Engineer) - The Archer anti-material rifle was developed by Nanite Systems to counter the heavily armored MAX, providing an effective option at range for dealing with the unique threat of the exo-suits.
Gold/Black variants

Gameplay Changes:
Sunderer Blockade Armor rear armor has been reduce to match the other sides
Awareness/Render changes
Awareness based off damage, players who you damage or damage you are calculated as high propriety and are more likely to be rendered to each other
Infantry awareness/render range now takes loadouts into account, players with a long range weapon in there loadout can be render up to 600 meters away, depending on the weapon; this includes AV MAXs and Sniper Rifles.
Butcher horizontal recoil has been reduced from .225 to .213
Tank Mines will now detonate on MAX units
TR MAX Lockdown deploy/undeploy times have been modified
Undeploy time changed from 2 seconds to 1 second
Deploy time changed from 1 second to 2 seconds

Spawn Rule Changes:
Spawn beacons will now be range based, initial distance is set at 600 meters
Squad spawn on vehicles is now limited to 600 meters if the vehicle is within either an enemy region or friendly region that is being contested (capped).
Squad spawn on vehicles within friendly uncontested regions has no range limit.
Spawn on squad will now take you to the closest available spawn point in the region that’s has the most amount of squad members
Instant Action rules have been simplified
Instant action can now place players at any fight where their empire population is within 20% of an enemy’s population.
Instant action will now spawn you at nearest available spawnpoint to the action; this includes Sunderers and base spawns.

Depot:
Added new Armor/Vehicle flag decals for Portugal and Australia

Misc:
Tank Mine LOD range increased by 25 meters to 70
Updated TR reticule sizes to be smaller across the board
Since the vehicle ejection bug FINALLY (Praise Vanu!) appears to be fixed, we're removing the safe-fall temp fix from exiting vehicles

Bug Fixes:
Enemy vehicles disappearing when the driver exits the vehicle has been addressed
Medic regen device will no longer regen the Sunderer Deployment Shield
Resist shield now resists melee damage
Defensive/Offensive requests will display on the map
Updated the game credits to properly reflect the change to Daybreak Games
Black Horse Company Armor/Vehicle decals have been made available to all factions
Hacked spitfire turrets should now properly track kills, grief, and XP
Magrider Auraxium Lumifiber Trim should now apply properly
Corrected the TR AMP pistol's muzzle flash to be the correct size
TR Amp muzzle flash has been reduced
Fixed issue with not being able to overload SCU or Shield Generators.

Known issues:
Spawn Beacons are not a valid “Spawn on Squad” option; this means that players will not be able to spawn on a beacon unless they are within the 600 meters range even if the majority of their squad members are near the beacon.
Jun 17, 2015
PlanetSide 2 - DBG_RadarX
System Requirement Change:
PlanetSide 2 on the PC will now require a 64 bit operating system.

New Weapon:
NS-AM7 Archer (Engineer) - The Archer anti-material rifle was developed by Nanite Systems to counter the heavily armored MAX, providing an effective option at range for dealing with the unique threat of the exo-suits.
Gold/Black variants

Gameplay Changes:
Sunderer Blockade Armor rear armor has been reduce to match the other sides
Awareness/Render changes
Awareness based off damage, players who you damage or damage you are calculated as high propriety and are more likely to be rendered to each other
Infantry awareness/render range now takes loadouts into account, players with a long range weapon in there loadout can be render up to 600 meters away, depending on the weapon; this includes AV MAXs and Sniper Rifles.
Butcher horizontal recoil has been reduced from .225 to .213
Tank Mines will now detonate on MAX units
TR MAX Lockdown deploy/undeploy times have been modified
Undeploy time changed from 2 seconds to 1 second
Deploy time changed from 1 second to 2 seconds

Spawn Rule Changes:
Spawn beacons will now be range based, initial distance is set at 600 meters
Squad spawn on vehicles is now limited to 600 meters if the vehicle is within either an enemy region or friendly region that is being contested (capped).
Squad spawn on vehicles within friendly uncontested regions has no range limit.
Spawn on squad will now take you to the closest available spawn point in the region that’s has the most amount of squad members
Instant Action rules have been simplified
Instant action can now place players at any fight where their empire population is within 20% of an enemy’s population.
Instant action will now spawn you at nearest available spawnpoint to the action; this includes Sunderers and base spawns.

Depot:
Added new Armor/Vehicle flag decals for Portugal and Australia

Misc:
Tank Mine LOD range increased by 25 meters to 70
Updated TR reticule sizes to be smaller across the board
Since the vehicle ejection bug FINALLY (Praise Vanu!) appears to be fixed, we're removing the safe-fall temp fix from exiting vehicles

Bug Fixes:
Enemy vehicles disappearing when the driver exits the vehicle has been addressed
Medic regen device will no longer regen the Sunderer Deployment Shield
Resist shield now resists melee damage
Defensive/Offensive requests will display on the map
Updated the game credits to properly reflect the change to Daybreak Games
Black Horse Company Armor/Vehicle decals have been made available to all factions
Hacked spitfire turrets should now properly track kills, grief, and XP
Magrider Auraxium Lumifiber Trim should now apply properly
Corrected the TR AMP pistol's muzzle flash to be the correct size
TR Amp muzzle flash has been reduced
Fixed issue with not being able to overload SCU or Shield Generators.

Known issues:
Spawn Beacons are not a valid “Spawn on Squad” option; this means that players will not be able to spawn on a beacon unless they are within the 600 meters range even if the majority of their squad members are near the beacon.
May 22, 2015
PlanetSide 2 - DBG_RadarX
Membership benefit improvements:
  • Removing the Copper, Silver and Gold tiers and everyone who is a member is treated like they have max-level-Auraxium membership going forward, with all the benefits that entails.
Intra-Facility Missions:
  • Intra-facility missions are dynamically created missions that point you towards the important objectives inside a mission facility based on distance. So, if you're near Cap Point A, your mission will say "Capture A". If you're an Engineer and you're near a destroyed generator, your mission will be "Repair Generator". This system is intended to give new players a better sense of a facility's objectives and some direction on how to find them.
MBT and Harraser Weapon Tuning:
  • Enforcer ML85/Enforcer ML65-H: The Enforcer now has a different reload mechanic, ammo will be reloaded one round at a time and the weapon can be fired at anytime during the reload process.
  • C85 Canister: The C85 Canister now has a different reload mechanic, ammo will be reloaded one round at a time and the weapon can be fired at anytime during the reload process.
  • C85 Canister-H: The C85 Canister-H now has a different reload mechanic, ammo will be reloaded one round at a time and the weapon can be fired at anytime during the reload process. Additionally, the clip size reduced to 8
  • Proton II PPA: PPA COF Recoil reduced to .3 and max COF reduced to 2.25
  • Proton II PPA-H: PPA COF Recoil reduced to .45 and max COF reduced to 2.25
  • Prowler G30 Vulcan: COF reduced to 0.9
  • Saron can aim lower than previously
New Galaxy Defensive Slot Items
  • Vehicle Ammo Dispenser: Resupply ammunition of nearby vehicles
  • Nanite Proximity Repair System: Repair nearby damaged vehicles
Battle Rank Certs Until 15
  • We felt the cert gain rate at low levels was too restrictive for new players trying to grow their characters. With this change, each battle rank achieved through BR 15 now provides 100 free certs to help new players get their characters rolling.
Depot Pricing Changes
  • We’ve made some pretty significant changes to our cert and DBC pricing across the Depot. The vast majority of DBC prices will be dropping, some only slightly, but in many cases pretty significantly. There is one noteworthy exception, and that’s NS weapons that are available to all factions on purchase – those are going up slightly to account for the extra value they bring to the table. We also updated many of our cert prices to account for the two years we've let them go unattended – and this meant that in addition to many prices going down, or staying the same, cert prices increased for a number of weapons as well. To give some context and hopefully alleviate some fears, our updated weapon cert prices range from 200-1000 certs, so there’s no drastic departure on that front.
Vehicle Optics
  • Zoom optics can now be purchased independently
  • Vehicle optics can now also be purchased with DBC
  • Vehicle optics will be removed from loadouts and the certs spent to unlock refunded. You will need to repurchase them .
Spawning Adjustments
  • [FONT=Arial] You can no longer spawn at a base that is not connected to your warp gate via lattice unless you die in that base’s region; the idea here is to add more strategic importance to territory and logistics
Misc
  • Changes have been made to how we track awareness in an effort to fix issues where you can take damage from a player you cannot see.
  • The tank mine now has a unique trigger sound
  • [FONT=Arial] Pass on all of the icons and text in the HUD, Map, and Minimap to make them more readable and well, iconic. We've also changed the settings for things like when HUD icons get pinned to the side of your screen and the distance at which the opacity changes.
Bug Fixes

  • Speculative fix for the vehicle ejection seat bug
  • Updated Interceptor Windshield and Bumper for Harasser
  • Added grime overlay to Harrasser
  • Fixed Neutron armor to LOD farther out
  • Slat armor adjustment to work with composite armor on Lightning
  • Fix for NC heavy assualt shoulder pads going yellow on LODs
  • Launcher projectile trail effect appears larger and denser than before last update
  • Fixed Vindicator Badge Decal
  • Corrected several Decal Alphas
  • Hunter Cloaking 1 now has the ability description
  • Updated infantry rocket smoke trail FXs to be directly dependant on particle quality settings.
  • Adjusted Vanguard Mammoth plating to not block as much of gunners view
  • Typo displays in the Adrenalin Shield description
  • Adjusted NS Blackhand: Default cross reticle scope aimpoint
  • ESF: Wing Mount: A2AM: Utility: Lock-on Range certification is now functioning
  • Spitfire turret proximity no deploy zone was removed from the spitfire and applied to the AV/AI turrets
  • Now only one vehicle terminal at the bio lab facilities spawns MBTs
  • NC Infantry and MAX weapons tint mask fixed to allow weapon to tint correctly now
  • Magrider Callisto exterior cosmetic adjusted to not look deformed at range
  • Fixed Galaxy intake right rear panel to not have a ‘hole’
  • NS Blackhand: Camo now applies in the 3d preview
  • UI: Loyalty Level: Copper [[[ text displays for membership level
  • Deployables at Saurva Overflow no longer Explode
  • Sky box no longer turns to black if if an UI screen has a GUI model on it
  • Harasser: Shatterguard windshield adjusted to display camo
  • VS: Composite armor leg piece no longer separates from the body if a female heavy assault is killed
  • Zepher and Dalton will now be more visible for first person
  • FX: scaled shotgun bullet impacts to be about 1/4 current size
  • Fixed Death Screen issue where the kill info was from previous kill and not last kill
May 22, 2015
PlanetSide 2 - DBG_RadarX
Membership benefit improvements:
  • Removing the Copper, Silver and Gold tiers and everyone who is a member is treated like they have max-level-Auraxium membership going forward, with all the benefits that entails.
Intra-Facility Missions:
  • Intra-facility missions are dynamically created missions that point you towards the important objectives inside a mission facility based on distance. So, if you're near Cap Point A, your mission will say "Capture A". If you're an Engineer and you're near a destroyed generator, your mission will be "Repair Generator". This system is intended to give new players a better sense of a facility's objectives and some direction on how to find them.
MBT and Harraser Weapon Tuning:
  • Enforcer ML85/Enforcer ML65-H: The Enforcer now has a different reload mechanic, ammo will be reloaded one round at a time and the weapon can be fired at anytime during the reload process.
  • C85 Canister: The C85 Canister now has a different reload mechanic, ammo will be reloaded one round at a time and the weapon can be fired at anytime during the reload process.
  • C85 Canister-H: The C85 Canister-H now has a different reload mechanic, ammo will be reloaded one round at a time and the weapon can be fired at anytime during the reload process. Additionally, the clip size reduced to 8
  • Proton II PPA: PPA COF Recoil reduced to .3 and max COF reduced to 2.25
  • Proton II PPA-H: PPA COF Recoil reduced to .45 and max COF reduced to 2.25
  • Prowler G30 Vulcan: COF reduced to 0.9
  • Saron can aim lower than previously
New Galaxy Defensive Slot Items
  • Vehicle Ammo Dispenser: Resupply ammunition of nearby vehicles
  • Nanite Proximity Repair System: Repair nearby damaged vehicles
Battle Rank Certs Until 15
  • We felt the cert gain rate at low levels was too restrictive for new players trying to grow their characters. With this change, each battle rank achieved through BR 15 now provides 100 free certs to help new players get their characters rolling.
Depot Pricing Changes
  • We’ve made some pretty significant changes to our cert and DBC pricing across the Depot. The vast majority of DBC prices will be dropping, some only slightly, but in many cases pretty significantly. There is one noteworthy exception, and that’s NS weapons that are available to all factions on purchase – those are going up slightly to account for the extra value they bring to the table. We also updated many of our cert prices to account for the two years we've let them go unattended – and this meant that in addition to many prices going down, or staying the same, cert prices increased for a number of weapons as well. To give some context and hopefully alleviate some fears, our updated weapon cert prices range from 200-1000 certs, so there’s no drastic departure on that front.
Vehicle Optics
  • Zoom optics can now be purchased independently
  • Vehicle optics can now also be purchased with DBC
  • Vehicle optics will be removed from loadouts and the certs spent to unlock refunded. You will need to repurchase them .
Spawning Adjustments
  • [FONT=Arial] You can no longer spawn at a base that is not connected to your warp gate via lattice unless you die in that base’s region; the idea here is to add more strategic importance to territory and logistics
Misc
  • Changes have been made to how we track awareness in an effort to fix issues where you can take damage from a player you cannot see.
  • The tank mine now has a unique trigger sound
  • [FONT=Arial] Pass on all of the icons and text in the HUD, Map, and Minimap to make them more readable and well, iconic. We've also changed the settings for things like when HUD icons get pinned to the side of your screen and the distance at which the opacity changes.
Bug Fixes

  • Speculative fix for the vehicle ejection seat bug
  • Updated Interceptor Windshield and Bumper for Harasser
  • Added grime overlay to Harrasser
  • Fixed Neutron armor to LOD farther out
  • Slat armor adjustment to work with composite armor on Lightning
  • Fix for NC heavy assualt shoulder pads going yellow on LODs
  • Launcher projectile trail effect appears larger and denser than before last update
  • Fixed Vindicator Badge Decal
  • Corrected several Decal Alphas
  • Hunter Cloaking 1 now has the ability description
  • Updated infantry rocket smoke trail FXs to be directly dependant on particle quality settings.
  • Adjusted Vanguard Mammoth plating to not block as much of gunners view
  • Typo displays in the Adrenalin Shield description
  • Adjusted NS Blackhand: Default cross reticle scope aimpoint
  • ESF: Wing Mount: A2AM: Utility: Lock-on Range certification is now functioning
  • Spitfire turret proximity no deploy zone was removed from the spitfire and applied to the AV/AI turrets
  • Now only one vehicle terminal at the bio lab facilities spawns MBTs
  • NC Infantry and MAX weapons tint mask fixed to allow weapon to tint correctly now
  • Magrider Callisto exterior cosmetic adjusted to not look deformed at range
  • Fixed Galaxy intake right rear panel to not have a ‘hole’
  • NS Blackhand: Camo now applies in the 3d preview
  • UI: Loyalty Level: Copper [[[ text displays for membership level
  • Deployables at Saurva Overflow no longer Explode
  • Sky box no longer turns to black if if an UI screen has a GUI model on it
  • Harasser: Shatterguard windshield adjusted to display camo
  • VS: Composite armor leg piece no longer separates from the body if a female heavy assault is killed
  • Zepher and Dalton will now be more visible for first person
  • FX: scaled shotgun bullet impacts to be about 1/4 current size
  • Fixed Death Screen issue where the kill info was from previous kill and not last kill
...