PlanetSide 2 - Roxxlyy
“From this day forward, you will be a guiding light for our brothers and sisters, and an avatar of what they may one day become. Every step you take advances our evolution; each action will spread our influence; you will breathe our victories and bleed our progress.”
– Primarch Nora Therren, Horizon Division Officer




Advanced Specialization Program

Each faction has its elites, and you’ve been invited to join their ranks. The Advanced Specialization Program allows characters to unlock options specific to their playstyle, and enter a new tier of progression.

When characters reach Battle Rank 100 (or higher) they can opt into the A.S.P. by visiting the "My Character" page. Upon entering the A.S.P. the following changes are made:
  • Battle Rank is reset to 1, and characters can earn up to Battle Rank 100.
  • This new prestige of Battle Rank 100 cannot be reset more than once.
  • Characters retain all certifications and unlocks.
  • Characters gain a new Title and Rank icon.
  • At BR 1, BR 25, BR 50, BR 75, and BR 100, the player will earn an A.S.P. token.
  • The player can spend earned A.S.P. tokens to unlock new class permissions and benefits.




Unlocks Available through A.S.P.
Universal

  • Sidearm Primaries - Allows use of sidearms in the primary weapon slot.
  • Universal Smoke Grenade Access - Unlocks access to Smoke Grenades on all classes.
  • Universal Decoy Grenade Access - Unlocks access to Decoy Grenades on all classes.
  • Light Ground Discount - Reduces Flash cost by 50% and Harasser cost by 20%.
  • Ground Transport Discount - Reduces ANT and Sunderer vehicle cost by 20%.
  • Combat Armor Discount - Reduces Lightning and Main Battle Tank vehicle cost by 20%.
  • Light Air Discount - Reduces ESF and Valkyrie vehicle cost by 20%.
  • Heavy Air Discount - Reduces Liberator and Galaxy vehicle cost by 20%.

Engineer
  • Shotgun Secondary - Allows use of Shotguns in the secondary weapon slot.
  • LMG Access - Unlocks access to LMGs on the Engineer.
  • Assault Rifle Access - Unlocks access to Assault Rifles on the Engineer class.
  • Anti-Vehicle Grenade Access - Unlocks access to Anti-Vehicle Grenades on the Engineer.
  • EMP Grenade Access - Unlocks access to EMP Grenades on the Engineer.

Light Assault
  • SMG Secondary - Allows use of SMGs in the secondary weapon slot.
  • Concussion Grenade Access - Unlocks access to Concussion Grenades on the Light Assault.

Heavy Assault
  • Reserve Hardlight Barrier Access - Allows use of Reserve Hardlight Barriers in the Utility slot.
  • Flash Grenade Access - Unlocks access to Flash Grenades on the Heavy Assault.
  • Heavy Weapon Secondary - Allows use of Heavy Weapons in the secondary weapon slot.

Infiltrator
  • Sticky Grenade Access - Unlocks access to Sticky Grenades on the Infiltrator.
  • Flash Grenade Access - Unlocks access to Flash Grenades Grenades on the Infiltrator.

Combat Medic
  • Battle Rifle Secondary - Allows use of Battle Rifles in the secondary weapon slot.
  • Carbine Access - Unlocks access to Carbines on the Combat Medic.
  • Concussion Grenade Access - Unlocks access to Concussion Grenades on the Combat Medic.

UI Changes

Event "Alerts"
In anticipation of the upcoming mini-alerts, you'll see any non-Meltdown alert shown as an "Event." For the time being, the only "alerts" that meet this criteria are the Warpgate Stablization alerts.



Squad Browser
The squad browser has been reformatted for better viewing. The Leader's name is now listed first, and description listed last. In a later update, a player's Mentor rating will show to the left of their name, and creating squads will allow you to list them with a default description.
In addition, players can now press the "Create Squad" button to start a squad as the sole member.



Infantry Adjustments

Engineer
A new Utility Item, the Reserve Hardlight Barrier, has been added.
Reserve Hardlight Barriers function similar to the standard Hardlight Barrier, except that you can only carry up to two before needing to resupply, and they cost 50 nanites a piece.
Reserve Hardlight Barriers may be placed in close proximity to the Engineer's standard Hardlight Barriers.
Engineer Turrets can no longer be stacked on top of Hardlight Barriers, and they are now more easy to climb over.

Pistol Changes
In light of the A.S.P. system, we've made improvements to most of the pistols in the game to keep them as desirable choices in the secondary weapon slot. The buffs primary focus on spammability from the hip, though some pistols received balances that held solidify their niche or differentiate them more from alternatives.

NS Pistols

NS-44L Blackhand
  • Max damage range from 5m to 20m
  • Equip time from 250ms to 450ms
  • Hipfire CoF while standing and crouching from 2 to 1.75
  • Hipfire CoF while walking and crouchwalking from 3 to 2.5
NS-44L Showdown
  • Max damage range from 5m to 8m
  • Refire rate while ADS from 500ms to 333ms
NS-44 Commissioner
  • Equip time from 250ms to 450ms
NS-45 Pilot
  • Hipfire CoF bloom from 0.2 to 0.15
  • Hipfire CoF while standing or crouching from 1.25 to 1
  • Hipfire CoF while walking or crouchwalking from 1.75 to 1.5
  • Now has access to an extended magazine option that increases magazine size by 3.

NC Pistols

NC4 Mag-Shot
  • Hipfire CoF bloom from 0.28 to 0.14
  • Hipfire CoF while standing or crouching from 1.5 to 1.25
  • Hipfire CoF while crouchwalking from 1.5 to 1.25
LA8 Rebel
  • Hipfire CoF bloom from 0.36 to 0.18
  • Hipfire CoF while walking or crouchwalking from 1.5 to 1.25
  • ADS CoF while standing, crouching, walking, or crouchwalking from 0.3 to 0.1
LA3 Desperado
  • Hipfire CoF bloom from 0.24 to 0.18
  • Hipfire CoF while standing or crouching from 1.5 to to 1
  • Hipfire CoF while walking or crouchwalking from 2 to 1.5
NC08 Mag-Scatter
  • CoF bloom from 0.5 to 0
  • Hipfire CoF while standing or crouching from 1.25 to 0.5
  • Hipfire CoF while walking or crouchwalking from 1.75 to 1
  • ADS CoF while standing or crouching from 0.1 to 0.5
  • ADS CoF while walking or crouchwalking from 0.7 to 0.5
  • Vertical recoil while ADS from 1 to 2
  • Magscatter's Laser Sight attachment has been renamed the "MPL" and reduces hipfire pellet spread by -0.25
The Executive
  • Hipfire CoF bloom from 0.28 to 0.14
  • Hipfire CoF while walking or crouchwalking from 1.5 to 1.25

TR Pistols

TX1 Repeater
  • Hipfire CoF while standing or crouching from 1.5 to 1
  • Hipfire CoF while walking or crouchwalking from 2 to 1.5
  • Hipfire maximum CoF from 7 to 2.5
  • Removed the semi-auto firing mode
TX2 Emperor
  • Hipfire CoF bloom from 0.24 to 0.12
  • ADS CoF while standing, crouching, walking, or crouchwalking from 0.3 to 0.1
TS2 Inquisitor
  • Hipfire CoF bloom from 0.2 to 0.15
  • Hipfire CoF while walking or crouchwalking from 1.5 to 1.25
The President
  • Hipfire CoF while standing or crouching from 1.5 to 1
  • Hipfire CoF while walking or crouchwalking from 2 to 1.5
  • Hipfire maximum CoF from 7 to 2.5
  • Removed the semi-auto firing mode

VS Pistols

Beamer VS3
  • Hipfire CoF bloom from 0.24 to 0.12
Manticore SX40
  • Hipfire CoF bloom from 0.28 to 0.14
  • Max damage range from 10m to 15m
Cerberus
  • Hipfire CoF bloom from 0.36 to 0.18
  • Hipfire CoF while walking or crouchwalking from 1.5 to 1.25
Spiker
  • Hipfire bloom from 0.22 to 0.15
  • ADS bloom from 0.11 to 0.1
The Immortal
  • Hipfire CoF bloom from 0.24 to 0.12

Vehicle Adjustments

Galaxy
  • Resistance type 12 (Flak Explosive) from -120 to -50
Dev Note: This increases kill time from a dual burster MAX from about 24 seconds to 36 seconds. For comparison, pre-CAI, the TTK of a burster max was roughly 38 seconds. An MBT/Harasser's Ranger versus the vehicle follows a similar pattern, from 26 seconds TTK to 39 seconds TTK.

Liberator
  • Bottom armor from 50% to 20%
  • Resistance type 12 (Flak Explosive) from -130 to -75
Dev Note: Not taking the belly armor into consideration, the new Flak resistance increases the Liberator's time to kill versus a dual burster MAX from roughly 15 seconds to 22 seconds. With the addition of default Afterburner, the vehicle's ability to get in and out of combat made it less necessary to lean on the belly armor as a defense mechanism. We've reeled in that benefit, from 50% to 20%, which also helps make air to air combat less tedious. Dalton shots to kill versus another Liberator's belly armor, for example, goes from a 9 shot kill to a 6 shot kill.

Valkyrie
  • Resistance type 12 (Flak Explosive) from -126 to -100
Dev Note: Valkyrie is the vehicle most prone to keeping its belly armor facing a damage source, and most likely to break line of sight with threats due to the vehicle's agility. Even so, we wanted to give the vehicle a bit more breathing room in those close situations.

Misc. Changes, Fixes, and Additions
  • Using "/squad create" will create a squad for you. You currently have access to Squad Beacons, but they will not work correctly until you have more than one person in your squad.
  • Bastion Fleet Carrier's new model now has a collision mesh associated with it. (Meaning you can shoot at, and walk around on it agai... oh wait.)
  • Continent Control no longer appears in the TAB menu while Warp Gates are unstable.
  • Battle Rank icon descriptors now escalate every 10 Battle Ranks instead of each rank, this is only viewable on the death screen and My Character screen.
  • Armistice and Hailstorm SMGs should once again use suppressed audio when a suppressor is equipped.
  • Replaced the Implant Nav Menu icon with something more fitting.
  • Getting within 10 meters of a Cortium vein should no longer create a hitch.
  • Single Use Gold Camo's description is now more... descriptive.
  • Blackhand and Holiday sidearms now count as a Sidearm for the purposes of directives and implant usage.

PlanetSide 2 - Roxxlyy
“From this day forward, you will be a guiding light for our brothers and sisters, and an avatar of what they may one day become. Every step you take advances our evolution; each action will spread our influence; you will breathe our victories and bleed our progress.”
– Primarch Nora Therren, Horizon Division Officer




Advanced Specialization Program

Each faction has its elites, and you’ve been invited to join their ranks. The Advanced Specialization Program allows characters to unlock options specific to their playstyle, and enter a new tier of progression.

When characters reach Battle Rank 100 (or higher) they can opt into the A.S.P. by visiting the "My Character" page. Upon entering the A.S.P. the following changes are made:
  • Battle Rank is reset to 1, and characters can earn up to Battle Rank 100.
  • This new prestige of Battle Rank 100 cannot be reset more than once.
  • Characters retain all certifications and unlocks.
  • Characters gain a new Title and Rank icon.
  • At BR 1, BR 25, BR 50, BR 75, and BR 100, the player will earn an A.S.P. token.
  • The player can spend earned A.S.P. tokens to unlock new class permissions and benefits.




Unlocks Available through A.S.P.
Universal

  • Sidearm Primaries - Allows use of sidearms in the primary weapon slot.
  • Universal Smoke Grenade Access - Unlocks access to Smoke Grenades on all classes.
  • Universal Decoy Grenade Access - Unlocks access to Decoy Grenades on all classes.
  • Light Ground Discount - Reduces Flash cost by 50% and Harasser cost by 20%.
  • Ground Transport Discount - Reduces ANT and Sunderer vehicle cost by 20%.
  • Combat Armor Discount - Reduces Lightning and Main Battle Tank vehicle cost by 20%.
  • Light Air Discount - Reduces ESF and Valkyrie vehicle cost by 20%.
  • Heavy Air Discount - Reduces Liberator and Galaxy vehicle cost by 20%.

Engineer
  • Shotgun Secondary - Allows use of Shotguns in the secondary weapon slot.
  • LMG Access - Unlocks access to LMGs on the Engineer.
  • Assault Rifle Access - Unlocks access to Assault Rifles on the Engineer class.
  • Anti-Vehicle Grenade Access - Unlocks access to Anti-Vehicle Grenades on the Engineer.
  • EMP Grenade Access - Unlocks access to EMP Grenades on the Engineer.

Light Assault
  • SMG Secondary - Allows use of SMGs in the secondary weapon slot.
  • Concussion Grenade Access - Unlocks access to Concussion Grenades on the Light Assault.

Heavy Assault
  • Reserve Hardlight Barrier Access - Allows use of Reserve Hardlight Barriers in the Utility slot.
  • Flash Grenade Access - Unlocks access to Flash Grenades on the Heavy Assault.
  • Heavy Weapon Secondary - Allows use of Heavy Weapons in the secondary weapon slot.

Infiltrator
  • Sticky Grenade Access - Unlocks access to Sticky Grenades on the Infiltrator.
  • Flash Grenade Access - Unlocks access to Flash Grenades Grenades on the Infiltrator.

Combat Medic
  • Battle Rifle Secondary - Allows use of Battle Rifles in the secondary weapon slot.
  • Carbine Access - Unlocks access to Carbines on the Combat Medic.
  • Concussion Grenade Access - Unlocks access to Concussion Grenades on the Combat Medic.

UI Changes

Event "Alerts"
In anticipation of the upcoming mini-alerts, you'll see any non-Meltdown alert shown as an "Event." For the time being, the only "alerts" that meet this criteria are the Warpgate Stablization alerts.



Squad Browser
The squad browser has been reformatted for better viewing. The Leader's name is now listed first, and description listed last. In a later update, a player's Mentor rating will show to the left of their name, and creating squads will allow you to list them with a default description.
In addition, players can now press the "Create Squad" button to start a squad as the sole member.



Infantry Adjustments

Engineer
A new Utility Item, the Reserve Hardlight Barrier, has been added.
Reserve Hardlight Barriers function similar to the standard Hardlight Barrier, except that you can only carry up to two before needing to resupply, and they cost 50 nanites a piece.
Reserve Hardlight Barriers may be placed in close proximity to the Engineer's standard Hardlight Barriers.
Engineer Turrets can no longer be stacked on top of Hardlight Barriers, and they are now more easy to climb over.

Pistol Changes
In light of the A.S.P. system, we've made improvements to most of the pistols in the game to keep them as desirable choices in the secondary weapon slot. The buffs primary focus on spammability from the hip, though some pistols received balances that held solidify their niche or differentiate them more from alternatives.

NS Pistols

NS-44L Blackhand
  • Max damage range from 5m to 20m
  • Equip time from 250ms to 450ms
  • Hipfire CoF while standing and crouching from 2 to 1.75
  • Hipfire CoF while walking and crouchwalking from 3 to 2.5
NS-44L Showdown
  • Max damage range from 5m to 8m
  • Refire rate while ADS from 500ms to 333ms
NS-44 Commissioner
  • Equip time from 250ms to 450ms
NS-45 Pilot
  • Hipfire CoF bloom from 0.2 to 0.15
  • Hipfire CoF while standing or crouching from 1.25 to 1
  • Hipfire CoF while walking or crouchwalking from 1.75 to 1.5
  • Now has access to an extended magazine option that increases magazine size by 3.

NC Pistols

NC4 Mag-Shot
  • Hipfire CoF bloom from 0.28 to 0.14
  • Hipfire CoF while standing or crouching from 1.5 to 1.25
  • Hipfire CoF while crouchwalking from 1.5 to 1.25
LA8 Rebel
  • Hipfire CoF bloom from 0.36 to 0.18
  • Hipfire CoF while walking or crouchwalking from 1.5 to 1.25
  • ADS CoF while standing, crouching, walking, or crouchwalking from 0.3 to 0.1
LA3 Desperado
  • Hipfire CoF bloom from 0.24 to 0.18
  • Hipfire CoF while standing or crouching from 1.5 to to 1
  • Hipfire CoF while walking or crouchwalking from 2 to 1.5
NC08 Mag-Scatter
  • CoF bloom from 0.5 to 0
  • Hipfire CoF while standing or crouching from 1.25 to 0.5
  • Hipfire CoF while walking or crouchwalking from 1.75 to 1
  • ADS CoF while standing or crouching from 0.1 to 0.5
  • ADS CoF while walking or crouchwalking from 0.7 to 0.5
  • Vertical recoil while ADS from 1 to 2
  • Magscatter's Laser Sight attachment has been renamed the "MPL" and reduces hipfire pellet spread by -0.25
The Executive
  • Hipfire CoF bloom from 0.28 to 0.14
  • Hipfire CoF while walking or crouchwalking from 1.5 to 1.25

TR Pistols

TX1 Repeater
  • Hipfire CoF while standing or crouching from 1.5 to 1
  • Hipfire CoF while walking or crouchwalking from 2 to 1.5
  • Hipfire maximum CoF from 7 to 2.5
  • Removed the semi-auto firing mode
TX2 Emperor
  • Hipfire CoF bloom from 0.24 to 0.12
  • ADS CoF while standing, crouching, walking, or crouchwalking from 0.3 to 0.1
TS2 Inquisitor
  • Hipfire CoF bloom from 0.2 to 0.15
  • Hipfire CoF while walking or crouchwalking from 1.5 to 1.25
The President
  • Hipfire CoF while standing or crouching from 1.5 to 1
  • Hipfire CoF while walking or crouchwalking from 2 to 1.5
  • Hipfire maximum CoF from 7 to 2.5
  • Removed the semi-auto firing mode

VS Pistols

Beamer VS3
  • Hipfire CoF bloom from 0.24 to 0.12
Manticore SX40
  • Hipfire CoF bloom from 0.28 to 0.14
  • Max damage range from 10m to 15m
Cerberus
  • Hipfire CoF bloom from 0.36 to 0.18
  • Hipfire CoF while walking or crouchwalking from 1.5 to 1.25
Spiker
  • Hipfire bloom from 0.22 to 0.15
  • ADS bloom from 0.11 to 0.1
The Immortal
  • Hipfire CoF bloom from 0.24 to 0.12

Vehicle Adjustments

Galaxy
  • Resistance type 12 (Flak Explosive) from -120 to -50
Dev Note: This increases kill time from a dual burster MAX from about 24 seconds to 36 seconds. For comparison, pre-CAI, the TTK of a burster max was roughly 38 seconds. An MBT/Harasser's Ranger versus the vehicle follows a similar pattern, from 26 seconds TTK to 39 seconds TTK.

Liberator
  • Bottom armor from 50% to 20%
  • Resistance type 12 (Flak Explosive) from -130 to -75
Dev Note: Not taking the belly armor into consideration, the new Flak resistance increases the Liberator's time to kill versus a dual burster MAX from roughly 15 seconds to 22 seconds. With the addition of default Afterburner, the vehicle's ability to get in and out of combat made it less necessary to lean on the belly armor as a defense mechanism. We've reeled in that benefit, from 50% to 20%, which also helps make air to air combat less tedious. Dalton shots to kill versus another Liberator's belly armor, for example, goes from a 9 shot kill to a 6 shot kill.

Valkyrie
  • Resistance type 12 (Flak Explosive) from -126 to -100
Dev Note: Valkyrie is the vehicle most prone to keeping its belly armor facing a damage source, and most likely to break line of sight with threats due to the vehicle's agility. Even so, we wanted to give the vehicle a bit more breathing room in those close situations.

Misc. Changes, Fixes, and Additions
  • Using "/squad create" will create a squad for you. You currently have access to Squad Beacons, but they will not work correctly until you have more than one person in your squad.
  • Bastion Fleet Carrier's new model now has a collision mesh associated with it. (Meaning you can shoot at, and walk around on it agai... oh wait.)
  • Continent Control no longer appears in the TAB menu while Warp Gates are unstable.
  • Battle Rank icon descriptors now escalate every 10 Battle Ranks instead of each rank, this is only viewable on the death screen and My Character screen.
  • Armistice and Hailstorm SMGs should once again use suppressed audio when a suppressor is equipped.
  • Replaced the Implant Nav Menu icon with something more fitting.
  • Getting within 10 meters of a Cortium vein should no longer create a hitch.
  • Single Use Gold Camo's description is now more... descriptive.
  • Blackhand and Holiday sidearms now count as a Sidearm for the purposes of directives and implant usage.

PlanetSide 2 - Roxxlyy
The Unstable Update

Unstable Warpgates

“This is not a decision we take lightly, we know now that travel through these unstable warpgates leads to abnormal behaviors and higher rates of pattern incoherence syndrome.
All corpsman are directed to pay special attention to the mental health of our forces, especially in combat areas reliant on an unstable warpgate.”

- Dispatch from the office of Colonel Everhart, 5th Division Chief Medical Officer




The Unstable Warpgates system is here!

Newly opened continents will be put in an “unstable” state where the majority of territories will remain offline until population reaches a certain threshold. For the time being, Unstable continents will also automatically go online after two hours so that off-peak times of day still have an opportunity to rotate the continent.

While in an unstable state…
  • HIVEs cannot be placed.
  • Meltdown alerts cannot be triggered, meaning that the continent cannot be locked in this state.
  • Many regions become disconnected from the lattice and made uncapturable.
  • Disabled regions can still be traversed, and the terminals remain hackable.
  • A population of more than 96 players will cause the Warpgates to stabilize.
  • These regions will also automatically stabilize after two-hours unstable. This functionality may change in the future.

The intent of this system is to…
  • Increase fight density on off continents, or during off-peak hours.
  • Mitigate the “free” Meltdown wins taking place on off continents.
  • Give players in queue for main continents an alternative to waiting in VR zones.

Koltyr VR

The continent of Koltyr has been re-purposed as a VR training area where players of all factions can join in and test weapons and equipment on one another in a casual environment that doesn’t record statistics. Players can reach Koltyr VR from the world map screen, or through a Warp Gate Terminal.



Some additional information about this zone…
  • VR loadouts are used, meaning all weapons and equipment are at max level, unlocked, and do not need to be purchased for use.
  • Up to 33 players on each of the three factions (99 total players) can make use of this continent.
  • Up to two instances of Koltyr can exist at any time currently.
  • Flash, Sunderer, and Lightning are the only available ground vehicles.
  • Experience gain is disabled.
  • Friendly fire is disabled.

Vehicle Bases and Lattice Adjustments

Three new vehicle-capturable bases have been added to Esamir and Indar, and two additional vehicle-capturable bases have been added to Amerish. These open-areas contain a single capture point, and can be fortified with construction objects to create a fortress of your own design. In addition to the new base areas, we’ve made adjustments to some base capture points and lattice connections to reduce map stagnation and increase lane flexibility.



Indar
(New) Sunken Relay Station has lattice links to Howling Pass and Mao Watchtower.
Removed the lattice link from Howling Pass to Mao Watchtower.

(New) Berjess Checkpoint has lattice links to Regent Rock Garrison and Scarred Mesa Skydock.
Removed the lattice link from Regent Rock Garrison to Scarred Mesa Skydock.

(New) Lowlands Trading Post has lattice links to Indar Excavation and Quartz Ridge Camp.
Removed the lattice link from Indar Excavation to Quartz Ridge Camp.

Other Adjustments
Removed the construction no-deploy zone from where the Abandoned NS Offices used to be.

Amerish
(New) Solus Nature Annex has lattice links to Xelas North Gate and Silver Valley Arsenal.
Removed the lattice link from Xelas North Gate and Silver Valley Arsenal.

(New) Cobalt Geological Outpost has links to Cobalt Communications, West Pass Watchtower, and The Scarfield Reliquary.
Removed the lattice link from Cobalt Communications and West Pass Watchtower.

Other Adjustments
Lith Corps. Central, expanded Sunderer and Construction no-deploy zones.
Adjusted some BioLab capture point building geometry.
Sungrey West Gate received more spawn room cover.

Esamir
(New) Tapp Waystation has lattice links to Andvari Frozen Reservoir and Pale Canyon Chemical.
Removed a lattice link from Andvari Frozen Reservoir and Pale Canyon Chemical.

(New) BL-4 Recovery Point has lattice links to East River Sky Station and Terran BL-4 Crash Site.
Removed the lattice link between East River Sky Station and Terran BL-4 Crash Site.

(New) Untapped Reservoir has lattice links to Rime Analytics and Mattherson’s Triumph.
Removed the lattice link between Mattherson’s Triumph and Untapped Reservoir.

Mani Biolab
  • Added a lattice link from Mani Fortress to Mani Tower.
  • Added a lattice link from Mani Tower to Mani Lake Satellite.

Andvari Biolab
  • Added a lattice link from Andvari Barracks to Andvari Frozen Reservoir.
  • Added a lattice link from Andvari Frozen Reservoir to Andvari South Bank.

Ymir Biolab
  • Added a lattice link from Ymir Southern Reach to Ymir Mine Watch.
  • Added a lattice link from Ymir Mine Watch to Ymir Eastern Way Station.

Other Adjustments
  • Echo Valley Substation now has a lattice link to Nott Communications.
  • Apex Genetics now has a lattice link to Rime Analytics.
  • Removed a lattice link between Rime Analytics and Saerro Listening Post.
  • East River Sky Station, expanded Sunderer No-Deploy Zone.
  • Saerro Listening Post, [A] point has been moved out of the tower and converted into a vehicle capture point east of the base.
  • The Traverse, [A] point is now a vehicle capturable point.

New Empire Specific LMGs
The next batch of empire specific weapons, designed by D0ku, have been released to the public. You’ll find three new LMGs in the Depot, as well as Fully Loaded bundles for each.

VE-H Maw (Vanu Sovereignty)
The newly developed Maw LMG provides Vanu soldiers with a decisive mix of reload speed and stopping power, thanks to advances in cooling techniques. It’s equipped with a 60 round magazine that fires 167 damage projectiles at 600 rounds per minute.



MGR-L1 Promise (New Conglomerate)
Designed with sustained fire in mind, the Promise LMG is an accurate, high rate of fire weapon without a harsh penalty for laying on the trigger. It’s equipped with a 100 round magazine that fires 143 damage projectiles at 698 rounds per minute.



MG-H1 Watchman (Terran Republic)
With the highest rate of fire of any light machine gun, the Watchman excels in sending metal down range, and its large magazine size ensures you have enough lead to share. It’s equipped with a 125 round magazine that fires 125 damage projectiles at 857 rounds per minute.



Infantry Adjustments

VE-S Canis (VS SMG)
  • Unstable Ammunition no longer penalizes cone of fire.
  • Base rate of fire from 500rpm to 550rpm
Dev Note: The baseline rate of fire increase helps push Canis into a more competitive position. Unstable Ammunition dropped the cone of fire penalty, as the more recent headshot multiplier reduction was sufficient to balance out the power of the attachment.

MG-S1 Jackal (TR SMG)
  • Base projectile velocity from 350 to 400.
  • Suppressed audio now uses the correct rate of fire.
  • BX Adapter icon changed.
  • BX Adapter received an updated tooltip.
  • BX Adapter no longer reduces ammo capacity.
  • BX Adapter reload speed from 2.25sec./2.92sec. to 2sec./2.6sec. (Same as the default reload.)
  • BX Adapter can no longer be equipped at the same time as the Hybrid Suppressor.
Dev Note: We decided to keep the BX Adapter a niche attachment while fixing some quality of life issues it created. The velocity increase helps the weapon play more nicely with Hybrid Suppressor, and complements the accuracy focus of the base weapon.

MGR-S1 Gladius (NC SMG)
  • Default magazine size from 28 to 26.
  • Ammo capacity from 168 to 182.
Dev Note: This weapon was mostly where we wanted it to be, but needed a bit of tuning in the damage per magazine department. The mag size reduction removes some of that damage per magazine, while still keeping it between an unmodified Cyclone and the Blitz SMG. The magazine reduction indirectly creates a more substantial tradeoff for the SPRW attachment as well.

Vehicle Adjustments
Lightning
  • Removed braking penalty on Racer chassis.
Dev Note: The previous brake reduction was causing issues with the lateral friction while moving over hills and rough terrain. This change makes the vehicle easier to control all around.

Saron LRB (Scythe Nosegun)
  • Magazine from 65 to 60
Dev Note: Adjustment based on player feedback to help reel in some of the Scythe's strength against other ESF with the default weapon.

Galaxy
Lockon Jamming Field
Added the Lockon Jamming Field defensive slot.
While equipped, the Lockon Jamming Field will passively protect allied vehicles from lockon attempts and proximity-based lockons, but not the galaxy itself.
Operates within 100/125/140/150m.
Dev Note: The addition of this defense slot opens a new route for support capabilities when accompanied by allied vehicles faced with the specific threat of lock-on or proximity-lock projectiles from ground or air. Vehicles are still susceptible to flak while this affect is active. This ability will receive a new mini-map icon, similar to Proximity Repair or Ammunition Galaxies as well as new visual FX, in a later update.

Nanite Proximity Repair System
Increased the maximum range of the Galaxy’s proximity repair for air vehicles from 50m to 75m.
Updated the tooltips to better describe the repair rate and distances.

Vehicle Ammo Dispenser
The Galaxy’s vehicle ammo dispenser no longer has different resupply ranges for air and ground vehicles. The ranges have received a slight increase, and now affect all vehicle types equally.
Ranges have been changed as follows…
  • Rank 1: 50/40m for air/ground to 50m for all vehicles.
  • Rank 2: 65/55m for air/ground to 75m for all vehicles
  • Rank 3: 80/70m for air/ground to 90m for all vehicles.
  • Rank 4: 95/85m for air/ground to 100m for all vehicles.
Dev Note: Increasing the range of Proximity Repair and Ammo Dispenser is intended to promote the support capabilities of the Galaxy, and reduce mid-air collisions from friendly vehicles…

Liberator
LF-100 Afterburner (Utility Slot)
  • No longer takes up the utility slot, and has been integrated into the vehicle.
  • This skill line can now be upgraded from the Passive Certs area of the vehicle.
  • The regeneration rate of the default afterburner is 40 seconds.
  • The first rank of the passive cert line now reduces the regeneration rate to 30 seconds.
  • Corrected an incorrect tooltip in rank 4.
  • Certification cost from 250/375/550/750/1000 to 100/150/200/400/1000.
Dev Note: Afterburner has been best-in-slot on the Liberator for as long as it has existed. With the recent pivot to a more sustained fire role, the value of fire suppression and flares has been increased, but the trade for afterburner remained too high. A default afterburner should make the vehicle more enjoyable to fly, add more flexibility for which engagements it can participate in, and lower the cert investment for players looking to make use of the Liberator.

M60-A Bulldog (Liberator Tailgun)
  • Direct damage from 250 to 400
Dev Note: This change is primarily intended to reward aim against light-armored targets, like ESF and Harasser, moving the shots to burn/kill from 5/6 to 3/4 for ESF and from 7/8 to 4/5 for Harasser.

Harasser
  • Tank Cannon (type 7) resistance from -20 to -50
Dev Note: In most cases, this reduces the number of main cannon shots to kill a Harasser by one.

Player Studio
Fuzzbuket’s Arbiter Helmet and Armor set (Terran Republic) can now be found bundled in the Depot.



Bug Fixes and Misc.
  • Fixed a bug where remote clients would see players replay their firing animation after reloading a burst weapon.
  • Fixed a bug with players being ejected from squad-spawned vehicles whose pilot is not the owner of the vehicle.
  • A Join Combat prompt will appear for idle players below BR20, encouraging them to join the fight.
  • Modified Koltyr-related tooltips.
  • You should no longer see padlocks over capture points while in an enemy territory that is connected to another enemy territory.
  • Removed the wildly inaccurate queue timer from continent queue UI.
  • Removed server population indicators on character creation.
  • Headshots will now display a headshot damage indicator.
  • Wielded knives should no longer break when entering or exiting a vehicle.
  • MAX units may now flip vehicle capture points.
  • Bastion fleet carrier received a makeover, and is still a work in progress.
  • The /squad promoteme command now provides a more descriptive prompt.
  • Added various messaging for squad actions when promoting or petitioning players.
  • Implants on the death screen now show their proper rank.
  • Bounties have been disabled in VR training zones.
  • Speculative fix for newly opened servers setting correct continent control.
  • Tank Mine responsiveness fix pushed to Live. It was missed in the last update, and remained on PTS. This is unlikely to fix server/client issues, but they should still function more smoothly in more situations.
  • Modified reward messaging during a Meltdown alert.
  • Modified forward grip position for Canis SMG.
  • Modified description for NC6 Gauss SAW and LA1 Anchor.
  • Solid Dark Green Camo icon should now more accurately represent the color of the camo.
  • Nanoweave Armor no longer prevents Resist Shield from protecting against headshot damage.
  • Mini-map UI population chart properly reflects faction color settings.
PlanetSide 2 - Roxxlyy
The Unstable Update

Unstable Warpgates

“This is not a decision we take lightly, we know now that travel through these unstable warpgates leads to abnormal behaviors and higher rates of pattern incoherence syndrome.
All corpsman are directed to pay special attention to the mental health of our forces, especially in combat areas reliant on an unstable warpgate.”

- Dispatch from the office of Colonel Everhart, 5th Division Chief Medical Officer




The Unstable Warpgates system is here!

Newly opened continents will be put in an “unstable” state where the majority of territories will remain offline until population reaches a certain threshold. For the time being, Unstable continents will also automatically go online after two hours so that off-peak times of day still have an opportunity to rotate the continent.

While in an unstable state…
  • HIVEs cannot be placed.
  • Meltdown alerts cannot be triggered, meaning that the continent cannot be locked in this state.
  • Many regions become disconnected from the lattice and made uncapturable.
  • Disabled regions can still be traversed, and the terminals remain hackable.
  • A population of more than 96 players will cause the Warpgates to stabilize.
  • These regions will also automatically stabilize after two-hours unstable. This functionality may change in the future.

The intent of this system is to…
  • Increase fight density on off continents, or during off-peak hours.
  • Mitigate the “free” Meltdown wins taking place on off continents.
  • Give players in queue for main continents an alternative to waiting in VR zones.

Koltyr VR

The continent of Koltyr has been re-purposed as a VR training area where players of all factions can join in and test weapons and equipment on one another in a casual environment that doesn’t record statistics. Players can reach Koltyr VR from the world map screen, or through a Warp Gate Terminal.



Some additional information about this zone…
  • VR loadouts are used, meaning all weapons and equipment are at max level, unlocked, and do not need to be purchased for use.
  • Up to 33 players on each of the three factions (99 total players) can make use of this continent.
  • Up to two instances of Koltyr can exist at any time currently.
  • Flash, Sunderer, and Lightning are the only available ground vehicles.
  • Experience gain is disabled.
  • Friendly fire is disabled.

Vehicle Bases and Lattice Adjustments

Three new vehicle-capturable bases have been added to Esamir and Indar, and two additional vehicle-capturable bases have been added to Amerish. These open-areas contain a single capture point, and can be fortified with construction objects to create a fortress of your own design. In addition to the new base areas, we’ve made adjustments to some base capture points and lattice connections to reduce map stagnation and increase lane flexibility.



Indar
(New) Sunken Relay Station has lattice links to Howling Pass and Mao Watchtower.
Removed the lattice link from Howling Pass to Mao Watchtower.

(New) Berjess Checkpoint has lattice links to Regent Rock Garrison and Scarred Mesa Skydock.
Removed the lattice link from Regent Rock Garrison to Scarred Mesa Skydock.

(New) Lowlands Trading Post has lattice links to Indar Excavation and Quartz Ridge Camp.
Removed the lattice link from Indar Excavation to Quartz Ridge Camp.

Other Adjustments
Removed the construction no-deploy zone from where the Abandoned NS Offices used to be.

Amerish
(New) Solus Nature Annex has lattice links to Xelas North Gate and Silver Valley Arsenal.
Removed the lattice link from Xelas North Gate and Silver Valley Arsenal.

(New) Cobalt Geological Outpost has links to Cobalt Communications, West Pass Watchtower, and The Scarfield Reliquary.
Removed the lattice link from Cobalt Communications and West Pass Watchtower.

Other Adjustments
Lith Corps. Central, expanded Sunderer and Construction no-deploy zones.
Adjusted some BioLab capture point building geometry.
Sungrey West Gate received more spawn room cover.

Esamir
(New) Tapp Waystation has lattice links to Andvari Frozen Reservoir and Pale Canyon Chemical.
Removed a lattice link from Andvari Frozen Reservoir and Pale Canyon Chemical.

(New) BL-4 Recovery Point has lattice links to East River Sky Station and Terran BL-4 Crash Site.
Removed the lattice link between East River Sky Station and Terran BL-4 Crash Site.

(New) Untapped Reservoir has lattice links to Rime Analytics and Mattherson’s Triumph.
Removed the lattice link between Mattherson’s Triumph and Untapped Reservoir.

Mani Biolab
  • Added a lattice link from Mani Fortress to Mani Tower.
  • Added a lattice link from Mani Tower to Mani Lake Satellite.

Andvari Biolab
  • Added a lattice link from Andvari Barracks to Andvari Frozen Reservoir.
  • Added a lattice link from Andvari Frozen Reservoir to Andvari South Bank.

Ymir Biolab
  • Added a lattice link from Ymir Southern Reach to Ymir Mine Watch.
  • Added a lattice link from Ymir Mine Watch to Ymir Eastern Way Station.

Other Adjustments
  • Echo Valley Substation now has a lattice link to Nott Communications.
  • Apex Genetics now has a lattice link to Rime Analytics.
  • Removed a lattice link between Rime Analytics and Saerro Listening Post.
  • East River Sky Station, expanded Sunderer No-Deploy Zone.
  • Saerro Listening Post, [A] point has been moved out of the tower and converted into a vehicle capture point east of the base.
  • The Traverse, [A] point is now a vehicle capturable point.

New Empire Specific LMGs
The next batch of empire specific weapons, designed by D0ku, have been released to the public. You’ll find three new LMGs in the Depot, as well as Fully Loaded bundles for each.

VE-H Maw (Vanu Sovereignty)
The newly developed Maw LMG provides Vanu soldiers with a decisive mix of reload speed and stopping power, thanks to advances in cooling techniques. It’s equipped with a 60 round magazine that fires 167 damage projectiles at 600 rounds per minute.



MGR-L1 Promise (New Conglomerate)
Designed with sustained fire in mind, the Promise LMG is an accurate, high rate of fire weapon without a harsh penalty for laying on the trigger. It’s equipped with a 100 round magazine that fires 143 damage projectiles at 698 rounds per minute.



MG-H1 Watchman (Terran Republic)
With the highest rate of fire of any light machine gun, the Watchman excels in sending metal down range, and its large magazine size ensures you have enough lead to share. It’s equipped with a 125 round magazine that fires 125 damage projectiles at 857 rounds per minute.



Infantry Adjustments

VE-S Canis (VS SMG)
  • Unstable Ammunition no longer penalizes cone of fire.
  • Base rate of fire from 500rpm to 550rpm
Dev Note: The baseline rate of fire increase helps push Canis into a more competitive position. Unstable Ammunition dropped the cone of fire penalty, as the more recent headshot multiplier reduction was sufficient to balance out the power of the attachment.

MG-S1 Jackal (TR SMG)
  • Base projectile velocity from 350 to 400.
  • Suppressed audio now uses the correct rate of fire.
  • BX Adapter icon changed.
  • BX Adapter received an updated tooltip.
  • BX Adapter no longer reduces ammo capacity.
  • BX Adapter reload speed from 2.25sec./2.92sec. to 2sec./2.6sec. (Same as the default reload.)
  • BX Adapter can no longer be equipped at the same time as the Hybrid Suppressor.
Dev Note: We decided to keep the BX Adapter a niche attachment while fixing some quality of life issues it created. The velocity increase helps the weapon play more nicely with Hybrid Suppressor, and complements the accuracy focus of the base weapon.

MGR-S1 Gladius (NC SMG)
  • Default magazine size from 28 to 26.
  • Ammo capacity from 168 to 182.
Dev Note: This weapon was mostly where we wanted it to be, but needed a bit of tuning in the damage per magazine department. The mag size reduction removes some of that damage per magazine, while still keeping it between an unmodified Cyclone and the Blitz SMG. The magazine reduction indirectly creates a more substantial tradeoff for the SPRW attachment as well.

Vehicle Adjustments
Lightning
  • Removed braking penalty on Racer chassis.
Dev Note: The previous brake reduction was causing issues with the lateral friction while moving over hills and rough terrain. This change makes the vehicle easier to control all around.

Saron LRB (Scythe Nosegun)
  • Magazine from 65 to 60
Dev Note: Adjustment based on player feedback to help reel in some of the Scythe's strength against other ESF with the default weapon.

Galaxy
Lockon Jamming Field
Added the Lockon Jamming Field defensive slot.
While equipped, the Lockon Jamming Field will passively protect allied vehicles from lockon attempts and proximity-based lockons, but not the galaxy itself.
Operates within 100/125/140/150m.
Dev Note: The addition of this defense slot opens a new route for support capabilities when accompanied by allied vehicles faced with the specific threat of lock-on or proximity-lock projectiles from ground or air. Vehicles are still susceptible to flak while this affect is active. This ability will receive a new mini-map icon, similar to Proximity Repair or Ammunition Galaxies as well as new visual FX, in a later update.

Nanite Proximity Repair System
Increased the maximum range of the Galaxy’s proximity repair for air vehicles from 50m to 75m.
Updated the tooltips to better describe the repair rate and distances.

Vehicle Ammo Dispenser
The Galaxy’s vehicle ammo dispenser no longer has different resupply ranges for air and ground vehicles. The ranges have received a slight increase, and now affect all vehicle types equally.
Ranges have been changed as follows…
  • Rank 1: 50/40m for air/ground to 50m for all vehicles.
  • Rank 2: 65/55m for air/ground to 75m for all vehicles
  • Rank 3: 80/70m for air/ground to 90m for all vehicles.
  • Rank 4: 95/85m for air/ground to 100m for all vehicles.
Dev Note: Increasing the range of Proximity Repair and Ammo Dispenser is intended to promote the support capabilities of the Galaxy, and reduce mid-air collisions from friendly vehicles…

Liberator
LF-100 Afterburner (Utility Slot)
  • No longer takes up the utility slot, and has been integrated into the vehicle.
  • This skill line can now be upgraded from the Passive Certs area of the vehicle.
  • The regeneration rate of the default afterburner is 40 seconds.
  • The first rank of the passive cert line now reduces the regeneration rate to 30 seconds.
  • Corrected an incorrect tooltip in rank 4.
  • Certification cost from 250/375/550/750/1000 to 100/150/200/400/1000.
Dev Note: Afterburner has been best-in-slot on the Liberator for as long as it has existed. With the recent pivot to a more sustained fire role, the value of fire suppression and flares has been increased, but the trade for afterburner remained too high. A default afterburner should make the vehicle more enjoyable to fly, add more flexibility for which engagements it can participate in, and lower the cert investment for players looking to make use of the Liberator.

M60-A Bulldog (Liberator Tailgun)
  • Direct damage from 250 to 400
Dev Note: This change is primarily intended to reward aim against light-armored targets, like ESF and Harasser, moving the shots to burn/kill from 5/6 to 3/4 for ESF and from 7/8 to 4/5 for Harasser.

Harasser
  • Tank Cannon (type 7) resistance from -20 to -50
Dev Note: In most cases, this reduces the number of main cannon shots to kill a Harasser by one.

Player Studio
Fuzzbuket’s Arbiter Helmet and Armor set (Terran Republic) can now be found bundled in the Depot.



Bug Fixes and Misc.
  • Fixed a bug where remote clients would see players replay their firing animation after reloading a burst weapon.
  • Fixed a bug with players being ejected from squad-spawned vehicles whose pilot is not the owner of the vehicle.
  • A Join Combat prompt will appear for idle players below BR20, encouraging them to join the fight.
  • Modified Koltyr-related tooltips.
  • You should no longer see padlocks over capture points while in an enemy territory that is connected to another enemy territory.
  • Removed the wildly inaccurate queue timer from continent queue UI.
  • Removed server population indicators on character creation.
  • Headshots will now display a headshot damage indicator.
  • Wielded knives should no longer break when entering or exiting a vehicle.
  • MAX units may now flip vehicle capture points.
  • Bastion fleet carrier received a makeover, and is still a work in progress.
  • The /squad promoteme command now provides a more descriptive prompt.
  • Added various messaging for squad actions when promoting or petitioning players.
  • Implants on the death screen now show their proper rank.
  • Bounties have been disabled in VR training zones.
  • Speculative fix for newly opened servers setting correct continent control.
  • Tank Mine responsiveness fix pushed to Live. It was missed in the last update, and remained on PTS. This is unlikely to fix server/client issues, but they should still function more smoothly in more situations.
  • Modified reward messaging during a Meltdown alert.
  • Modified forward grip position for Canis SMG.
  • Modified description for NC6 Gauss SAW and LA1 Anchor.
  • Solid Dark Green Camo icon should now more accurately represent the color of the camo.
  • Nanoweave Armor no longer prevents Resist Shield from protecting against headshot damage.
  • Mini-map UI population chart properly reflects faction color settings.
PlanetSide 2 - Roxxlyy
This Wednesday at 2:00 PM PT the PlanetSide 2 dev team will be hosting their first livestream of the year. Join us at http://twitch.tv/planetside2 to learn about the upcoming game update, chat with the devs, and (if you're lucky) win some Daybreak Cash! See you there!

PlanetSide 2 - Roxxlyy
This Wednesday at 2:00 PM PT the PlanetSide 2 dev team will be hosting their first livestream of the year. Join us at http://twitch.tv/planetside2 to learn about the upcoming game update, chat with the devs, and (if you're lucky) win some Daybreak Cash! See you there!

PlanetSide 2 - Roxxlyy
The holiday season has arrived, bringing an army of icy new enemies onto the battlefields of Auraxis!



The Esamir snowfall has given rise to a slew of snowmen that you can use for target practice and XP, but those aren't the only snowmen you'll see popping up across Auraxis this year! Players will find a deployable Snowman Soldier in their infantry utility slot. Deploy this snowman on the battlefield and it will dutifully protect you from incoming enemies.

You can also get your squad in the holiday spirit by picking up festive hats and weapons in the Depot! Holiday hats come in ES and NS versions, and weapons include the Icikill Knife and the Snowball Gun. During the event, you'll also find C4 models appearing as presents and ammo boxes looking more like candy boxes.

To top off the festive fun, there are also a number of special holiday directives for you to complete, both old and new:
  • Seasons Beatings: Take out your enemies while donning a festive holiday hat
  • Slay Ride: Run over enemies while your vehicle is decorated with holiday cosmetics
  • Auraximas Cheer: Be a gift-giver and revive your fallen allies
  • Golden Snow-Manslaughter: Find and destroy the elusive golden snowman
  • Snowman Bodyguard: Deploy your own snowman soldier and protect it from enemy damage
Complete these directives and you can earn yourself some festive rewards, including the Valkyrie Mint Lumifiber Trim.



This event will be available in game throughout the holidays up until January 8th, 2018, so soldier up your snowman and head out to the battlefield!
PlanetSide 2 - Roxxlyy
The holiday season has arrived, bringing an army of icy new enemies onto the battlefields of Auraxis!



The Esamir snowfall has given rise to a slew of snowmen that you can use for target practice and XP, but those aren't the only snowmen you'll see popping up across Auraxis this year! Players will find a deployable Snowman Soldier in their infantry utility slot. Deploy this snowman on the battlefield and it will dutifully protect you from incoming enemies.

You can also get your squad in the holiday spirit by picking up festive hats and weapons in the Depot! Holiday hats come in ES and NS versions, and weapons include the Icikill Knife and the Snowball Gun. During the event, you'll also find C4 models appearing as presents and ammo boxes looking more like candy boxes.

To top off the festive fun, there are also a number of special holiday directives for you to complete, both old and new:
  • Seasons Beatings: Take out your enemies while donning a festive holiday hat
  • Slay Ride: Run over enemies while your vehicle is decorated with holiday cosmetics
  • Auraximas Cheer: Be a gift-giver and revive your fallen allies
  • Golden Snow-Manslaughter: Find and destroy the elusive golden snowman
  • Snowman Bodyguard: Deploy your own snowman soldier and protect it from enemy damage
Complete these directives and you can earn yourself some festive rewards, including the Valkyrie Mint Lumifiber Trim.



This event will be available in game throughout the holidays up until January 8th, 2018, so soldier up your snowman and head out to the battlefield!
PlanetSide 2 - Roxxlyy
Dedicated, resilient, and loyal are just a few of the words that describe those who have committed their time to the battlefields of Auraxis. Each and every soldier has fought valiantly beside their empire throughout the relentless battle, for what has now been five long years - that's certainly something to be proud of.





5th Anniversary Decal

Show your allegiance for PlanetSide 2! Starting November 20th, 2017, redeem the promo code 5YearsPS2 and you'll receive a special decal celebrating the game's 5th anniversary! (You can log in to your Daybreak account and redeem that code here)

 

We're thrilled to be celebrating five years of PlanetSide 2 - share your favorite memories from Auraxis with us using the hashtag #5YearsPS2 on Facebook, Twitter, or the PlanetSide 2 Forums!
PlanetSide 2 - Roxxlyy
Dedicated, resilient, and loyal are just a few of the words that describe those who have committed their time to the battlefields of Auraxis. Each and every soldier has fought valiantly beside their empire throughout the relentless battle, for what has now been five long years - that's certainly something to be proud of.





5th Anniversary Decal

Show your allegiance for PlanetSide 2! Starting November 20th, 2017, redeem the promo code 5YearsPS2 and you'll receive a special decal celebrating the game's 5th anniversary! (You can log in to your Daybreak account and redeem that code here)

 

We're thrilled to be celebrating five years of PlanetSide 2 - share your favorite memories from Auraxis with us using the hashtag #5YearsPS2 on Facebook, Twitter, or the PlanetSide 2 Forums!
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