PlanetSide 2 - Blaster
All PC servers will be offline for the following update on Wednesday, January 18, at 6:00am PT (3:00pm CET). The downtime for this update is expected to last up to 2 hours.
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Lunar New Year
2023 is the year of the Rabbit, and you'll find a new bundle alongside returning ones, available from Jan. 18 - Feb. 19!

Lunar New Year 2023 - 1499 DBC
  • NS-61 "Jackrabbit" Emissary (Common Pool Sidearm)
  • Year of the Rabbit Banner
  • Year of the Rabbit Decal (Useable as Outfit Decal)

You could say that this new Emissary has a... hare trigger. But we won't. We won't say that.

Capture the Conduit
  • Repository HUD indicators now blink when being overloaded.
  • Repository now has a visible timer associated with it on the map and HUD.

Misc. Changes, Fixes, and Additions
  • Fixed an reload animation issues on the MG-A1 Arbalest, UBR-100 Frogman, UBR-150 Sea Lion, MGR-C1 Charger, MGR-S1 Gladius, and MGR-A1 Vanquisher.
  • Fixed an animation issue causing some bolt-action rifles to skip rechamber animations on remote clients while walking. This issue affected the AF-8 Railjack, EM4 Longshot, LA80, NC14 Bolt Driver, SAS-R, M77-B, RAMS .50M, SR-7, and TSAR-42.
  • Fixed an animation issue where you could enter a walking animation while sprinting, after falling from a height.
  • Adjusted the Gauss Prime to use the Arsenal Update's actual values, which removes the innate HVA velocity and penalties.
  • NSO speech packs no longer appear in the dropdown for non-NSO factions.
  • Fixed typos in the Battlefield Supremacy mission.
  • The Flak Attack mission is no longer capable of earning progress in VR Training.
  • Disabled all "unused" missions. This change is intended to fix an issue with certain legacy missions persisting in a mission list for some players.

Other Notes
Be sure to check out our thoughts on revisiting Construction in 2023: https://www.planetside2.com/news/construction-in-2023
PlanetSide 2 - Blaster
Hey there, folks. In this letter we'll be sharing our intentions for the first major update of 2023, a Construction System overhaul.

One of our goals for this year is to be more transparent with content we're excited about, which includes letting you know our plans further in advance, showing off more work-in-progress material, encouraging more feature testing on the Public Test Server, and engaging in more discussion with you all when possible.

To kick things off, below you'll find an overview of our goals and planned design for a revamped construction system. This should be viewed as somewhat of a conversation starter, and you can find a discussion thread to post feedback in here.


Construction – What it does well, and what needs work.
Since its introduction in 2016, the Construction System has been leveraged as a way to fill the "in-between spaces" of a continent by providing a low-intensity form of gameplay that can be done off of the front lines. By giving players a variety of pieces and control over a base's layout, each Construction fight will be a little bit different. This increases the diversity of play, adds intrinsic progression for builders in the form of acquired map knowledge and the perfecting of base layouts, and has loads of potential for teamplay due to the nature of the system.

That said...

Construction is difficult to get into, can be borderline tedious to participate in as a defender, frustrating to fight against as an attacker, infrequently creates well-developed back and forth fights, and only recently (with the increase in open-field capture points and a map to support it) was even made capable of adding value to the most common form of map-based play, being capturing and defending bases.

So how do we tap the potential good of this almost-seven-year-old system?

Goals
For this overhaul, we're focused on two main objectives:
  • Allow builders to develop bases that non-builders enjoy fighting at.
  • Reduce barrier to entry for players looking to engage with the system.
  • If we nail the first one – everything else kind of falls into place. So here are the focus areas we're planning to address.

Lattice-based Construction Outposts
One of the more game-changing features we'd like to deliver is the conversion of vehicle capture points found at lattice-based construction outposts into slowly, but infinitely refilling, faction-controlled Cortium Silos. These special silos will double as the capture point of a base, and the heart of one. No longer will you arrive at an open-field capture point with nothing to do. By adding a Silo right to the capture point, there should almost always be a base to fight against, and the ability to construct one, without all the initial friction of cortium runs and setup. When the base is captured by an opposing faction, all of the resources in range of the Silo will flip to the capturer's faction, meaning that it may sometimes be better to leave structures standing, instead of knocking them over.

Combat In and Around a Base
In general we'd like more construction objects with interiors that can be used as combat spaces (community member Lorrmaster made some great mockups to this effect.) It's a tricky balance to strike, because of how difficult placement can be when the bases of an object get too large, but the goal would be to have interior spaces at especially powerful construction objects. For example: The Elysium Spawn Tube might be converted into a Rebirth Center, and the Orbital Strike Uplink might be incorporated into a larger structure. New structures would be added that serve other niches as well – for example, a Command Center might have a spawn room, vehicle bay, and equipment terminal incorporated within it, but also require a larger, flatter area to place.

Going the other direction, we'd also like to add more small-scale construction objects that provide cover while traversing a base. Objects like tunnels, awnings, or tree-stand-like platforms for infantry. More pieces overall.


Modules Reworked
Cortium no longer passively drains based on the modules you have scattered around a base, instead, we're revamping modules to move toward an active form of base upkeep. In this updated version, modules are pulled from a Silo (or another dispenser,) and placed into the socket of a structure. The module then provides a benefit to the structure depending on the type of module slotted in, and it will stay powered until the module runs dry. After that, a new module will need to be inserted.

For example: A Bunker might have 2 module sockets, and be able to accept Repair Modules, Durability Modules, and Heavy Repair Modules. A Repair Module might increase the maximum health of a structure, and passively heal it over time, while lasting for 20 minutes, a Durability module may just increase the maximum health by a greater amount, and last for the same length of time. A Heavy Repair Module may last for a much shorter duration, but have a greater impact. We refer to these modules as "High-Pressure" and they're meant to be inserted when combat heats up and the base needs additional support.
Between these changes, players will be given an active role in maintaining the health of a base (by slotting in new modules when needed,) newly formed bases won't be so difficult to get going, on account of the removal of cortium drain, and the "drain" on cortium will only need to take place when a base is in a combat area – so you won't need to keep doing cortium runs just to maintain bases that aren't yet under attack.

On the flip side of this, attacking individual structures can now also be done with the help of modules. If an enemy breaches the interior of a structure, they can destroy any socketed modules within the object, and replace them with a Cortium Bomb. The revamped Cortium Bomb will no longer be able to be able to be placed out in the open, and will instead act like a module that attackers have access to. Still held in the Tactical Slot, a Cortium Bomb must be defended until it explodes, dealing heavy damage to the structure it's housed within.


Finding the Fun in Attacking Construction
The flow of a construction base is a bit different than a designer-built one because of the design intent. A defender attempts to build the most impenetrable base they can, either to protect a capture point or to create an impassable object. The goal of the attacker is to stop the enemy from spawning there, or to get through the obstacle. This methodology is more similar to a Rush game mode, than a Control one. Control is a tug of war, whereas Rush is a one-and-done, attrition-based objective. Construction operates similarly – once the heart of the base is destroyed (the Silo or spawns) the rest of the base is just debris.

For this reason, the fun of a construction base fight needs to be in the approach, and overcoming obstacles as you work toward a heavily guarded center. Unfortunately, some "un-fun" mechanics make it difficult to really enjoy the core of the combat experience, which is vehicle and infantry play. With the update, the intention would be to convert non-Skywall shields to two-way shields (and revamp which structures have access to them and how they use them,) remove the Pain Spire, remove (or revamp) Automated Turrets, remove the EMP effect from Skywalls, as well as increase the overall resilience of larger bases by increasing defensability when modules are placed within them.


Barrier to Entry
There are very few moments that Construction is introduced to a player, and almost all of them happen randomly. Adding a Construction-based training mission, and construction dailies will help introduce players to the system. We've also tossed around the idea of leveraging the campaign system to create a series of missions players can use to get acclimated to a certain concept of the game, Construction included. Aside from that, reducing the overall unlock cost of construction schematics, and expanding the base kit of items available to new players would be on the docket as well.

Harvesting and the ANT
We'll be taking a pass on the amount of Cortium nodes on each map to ensure that there's enough of it to go around at prime time, as well as integrate the ANT's max-rank mineral radar and cortium capacities by default. Cortium nodes themselves are also going to change. To make the experience less left-click-and-wait, and add a bit more interactivity, we'd like to convert harvesting tools like the Mandibles into a more traditional (albeit short range) weapon that can chip pieces of Cortium nodes away. These pieces would then be driven over to collect. The intention would be to make these nodes change shape as they fall apart, too, allowing you to clearly see how much cortium is available from a distance. Mandibles would deal heavy damage to Cortium, deal reasonable damage as anti-construction vehicles, and light damage to everything else.

Additionally, the Orbital Mining Drill is planned to make a comeback as a War Asset that Outfits can summon to the battlefield. The drill would churn up Cortium that can then be collected to help supplement a base.

Quality of Life
There's a lot of quality of life improvements that we've identified to improve already. Things like... slowing down the default rotation rate on construction objects; turning the colored building socket spheres into upward and downward arrows; showing the placement controls on-screen while holding a construction object; making it easier to read the ANT's mining HUD, and surfacing cortium capacity in third person; having an easier place to see and unlock construction objects; making it easier to unlock construction objects in general; showing the nearest friendly Silo on your HUD while you're in an ANT; showing allied Silos on the map in general; showing which terminal types a construction base has access to on the redeploy screen; expanding buildable areas where possible; aaaaaaand the list goes on.

Odds and Ends
More in the realm of cleanup and balance, Orbital Strikes won't be able to two-click a base away any more, as damage will be reduced against construction objects. Targeting devices for the Flail, Glaive, and Orbital Strikes would also all be converted to a "laze" system that requires the user to remain exposed with eyes on target for a time before the strike is confirmed – this offers more counterplay than the fire-and-forget targeting dart was capable of.

We've also discussed the ability to generate points toward Empire Strength through construction objects. If anyone remembers HIVEs and the old Victory Point system in 2016, you'll probably also remember how abruptly and out-of-nowhere a continent would capture because of backline HIVEs generating Victory Points. If that system worked more similar to Empire Strength now a days, where points lead toward an Alert firing, instead of a map's closure, it may be a different situation. This is something I consider the weakest portion of the current proposed design though, as the rate of Alerts firing on continents at the moment is pretty high, and includes population-triggered alerts. Whether or not we have too many or too few alerts seems to be an opinion that's oscillated back and forth over the years, and I'd be interested in your feedback about this portion of the game as well.

There's Plenty More
While I'm describing a large, multi-month initiative above, you'll still see plenty of bug cleanup, quality of life improvements, balance iteration, as well as monthly Prime Gaming content and seasonal events in between major releases.


Let me know what you think. Thanks folks.

-Wrel, Lead Designer
PlanetSide 2 - Blaster
All PC servers will come down for the following update on Wednesday, January 11, at 6:00am PT (3:00pm CET). The downtime for this update is expected to last up to 2 hours.
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Mission System
  • As of this update, completed missions will automatically provide rewards when completed.
  • Fallback mission rewards have been added for players capped on the reward currency a mission would provide.
  • Removed the mission accepted messages from the Message Courier and Bounty Hunter missions.
  • Added an additional "soldiering" (infantry-focused) mission to the daily pool, increasing the total daily mission count to 7 for all players.
Upcoming Missions Changes
  • Starting in February, changes to the Overview screen will prevent stockpiled missions from being redeemable. Please claim any stockpiled missions you have before February to ensure you receive the rewards.
  • Additionally, a few of the Subterfuge Directive missions will be making their way into the Black Market and Nanite Systems mission pools to diversify mission types further.

Capture the Conduit (CTF)
  • You can now see the flag counts on contested CTF bases from any zoom level, and we've drawn more attention to the map icons.
  • Added Codex entries for Conduit Repositories and Conduit Podiums.
  • Reverted Elli Tower on Esamir back to a Control-style base.
  • Picking up a Conduit while Infravision is equipped no longer blinds the user.
Upcoming CTF changes, but not in for this update:
  • A countdown timer will be added to the Repo when hacked, similar to a generator.
  • Repo HUD indicators will blink while being hacked (currently only the map icon does.)
Misc. Changes, Fixes, and Additions
  • Conquest (Prime Time) alert conditions now trigger at 750 on all non-Oshur continents (was previously 800,) and 600 on Oshur.
  • Also fixed an issue preventing Conquest alerts from taking place on Hossin at all.
  • Unstable Meltdowns once again use their restricted region layouts when activated.
  • Fixed an issue that could cause a black, circular shadow to appear in the center of the screen.
  • Did a consistency pass on the settings menu in the Character Create screen.
  • Fixed an issue causing some ANT mining lasers to show as having critical ammo counts on the vehicle right-side HUD.
  • Fixed a camo issue with the Usurper cockpit cosmetic.
  • Fixed an issue causing some weapon magazines to disappear during reloads.
  • Elysium Spawn Tube and Caltrops are once again immune to Sniper Rifle (resist type 20) damage.
  • Fixed a geometry exploit possible at Nason's Defiance on Hossin.
  • Adjusted FoV of VX29 Polaris to put it in line with other VS LMGs.
  • Fixed an issue with the NS-30 "Gungnir" Vandal's bolt sliding during the short reload animation.
Looking Forward
Hey there. While we're still lining up the calendar for the entirety of 2023, we're currently working to stabilize some aspects of the game here in January. That includes better in-game anti-cheat measures, diagnosing problems with server performance (particularly on Emerald,) and improvements to Capture the Conduit. This year we'll be making a major effort to return to systems that have untapped potential, and tighten the game up as much as we can. We'll be sharing more of the plan for this year later in the month.
-Wrel, Lead Designer
PlanetSide 2 - Blaster

🎉Anniversary Bundles 40% OFF!🎉
4th, 5th and 6th year anniversary bundles are 40% off Dec. 16 through Dec. 18.

⭐️Find them in the depot tomorrow!
PlanetSide 2 - Blaster
All PC servers will come down for the following update on Wednesday, December 14, at 6:00am PT (3:00pm CET). The downtime for this update is expected to last up to 2 hours.
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Capture the Flag
  • Hacking a Repo now initiates and overload that lasts for 30 seconds before it converts the Repo to your faction.
  • This 30-second countdown can be interrupted by the opposing faction.
Dev Note: The changes here will prevent easy re-secures, and was a major missing piece in the overall flow of the CTF capture type. Please share your feedback on the updated CTF mechanics after the update goes Live.
Misc. Changes, Fixes, and Additions
  • Perihelion's charged fire now shows projectiles correctly on remote clients.
  • Firing a weapon and switching to a repair/healing tool no longer causes a player to be stuck in an infinite firing loop on remote clients.
  • Fixed an issue where entering/re-entering a vehicle as a MAX suit could hide your ability HUD display.
  • NS-R3 Swarm variants no longer mention "Flak Detonation" in their descriptions.
  • Various model and animation cleanup on the NS-11C Frostbite.
  • Amerish Sky adjustments.
  • Outfit War statues on Sanctuary now display outfit information once again.
  • Doubled the amount of Snowman that can be spawned on a continent at once.
  • Snowmen no longer spawn on locked continents.
  • Chimera's Avalanche Tire Trails now appear on the middle set of tires.
  • Removed campaign currencies from the handful of store items that still used them.
  • Fixed an issue preventing NSO from using faction-based jump pads at the following bases:
  • Howling Pass (Indar)
  • Saurva Bio Lab (Indar)
  • Dahaka Amp Station (Indar)
  • Zurvan Amp Station (Indar)
  • Peris Amp Station (Indar)
  • Freyr Amp Station (Esamir)
  • Jord Amp Station (Esamir)
  • Naum Amp Station (Hossin)
  • Hurakan Amp Station (Hossin)
  • Ixtab Amp Station (Hossin)
  • Broken Vale Garrison (Hossin)
PlanetSide 2 - Blaster

🎉Anniversary Bundles 40% OFF!🎉
Get your favorite 1st, 2nd and 3rd year anniversary bundles 40% off today through Dec. 11th.
⭐️Which bundle do you enjoy the most?
PlanetSide 2 - Blaster

ExtraLife Gift!
Thank you for helping us raise over $15,000 for ExtraLife! We still have until Dec. 31st to reach our goal!
⭐️Please enjoy the new Benefactor Helmet, use promo code: EXTRALIFE2022

If you're interested in contributing for a good cause and help us reach our goal, head on over to our Extra Life fundraising page here.
PlanetSide 2 - Blaster

Auraximas is here!
The winter season brings with it the sights and sounds of Auraximas. New events, items, missions, and more will be available throughout December.

Double Experience Schedule!
Load up on tons of double experience this Auraximas with the following schedule:
  • Double Experience for ALL from Dec. 02 - Dec. 04
  • Double Experience for ALL from Dec. 09 - Dec. 11
  • Double Experience for ALL from Dec. 16 - Dec. 18
  • Double Experience for MEMBERS from Dec. 23 - Dec. 25
  • Double Experience for ALL from Dec. 26 - Jan. 02, 2023

This and more! Check the full patch notes here.

All PC servers will come down for the following update on Wednesday, December 7, at 6:00am PT (3:00pm CEST). The downtime for this update is expected to last up to 2 hours.
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Follow us on Twitter and Like us on Facebook for more news!
Dec 2, 2022
PlanetSide 2 - Blaster

❄️Warm up with Double XP For All❄️
Starting today through Jan 2nd, enjoy double XP each weekend.

Double Experience Schedule
Dec. 02 - Dec. 04
Dec. 09 - Dec. 11
Dec. 16 - Dec. 18
Dec. 23 - Dec. 25 (Members Only)
Dec. 26 - Jan. 02

Follow Us on Twitter and Like Us on Facebook for more news!
PlanetSide 2 - Blaster
All PC servers will come down for the following update on Wednesday, November 30, at 6:00am PT (3:00pm CEST). The downtime for this update is expected to last up to 2 hours.
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Galaxy
  • Infantry Lock-on Resist (type 68) from -50 to -40.
Liberator
  • Infantry Lock-on Resist (type 68) from -75 to -50.
Valkyrie
  • Infantry Lock-on Resist (type 68) from -100 to -45.
Dev Note: The above changes reel in the effectiveness of lock-ons against these larger, slower targets.

MAX
  • Burster flak damage from 28 to 34.
  • Zealot Overdrive's Burster flak damage from 31 to 38.
  • Cone of Fire from 2 to 3.
  • Projectile lifespan from 3sec. to 2sec.
  • Dev Note: The above changes increase the MAX's firepower against close-range aircraft, while making them less effective at dispensing targets at very long ranges.

Misc. Changes, Fixes, and Additions
  • Fixed an ajar vehicle pad at Indar Excavation Site.
  • Fixed various issues related to the NS-11A Frontline, and added a 1x and 4x optic.
  • Mining Drills and associated Missions have been disabled.
  • Water on low graphical settings no longer looks black.
  • Successfully triggering the Bastion's Anchor, Assault, or Lockdown command will trigger a 60sec. cooldown before the command can be reused.
  • Dropping a Conduit while close to the ceiling will no longer place the Conduit on the roof of that building.
  • Hacked Repos now reset when a Conduit's timer expires and the Facility Defended notification appears.
  • Updated the Infiltrator's cloak to use the same "shattered cloak" visual language as enemies in a cloaked Sunderer bubble have.
  • Teleporters at Palaso Supply Depot on Oshur are now two-way from the spawn to teleporter room.
  • Fixed an issue with the Diving Device playing audio incorrectly.
  • Fixed an issue with the Gift button being out of place on the Member's Sale section of the Depot.
  • Teamkills can no longer count toward the Invisible Stalker directive.
  • Removed the mention of "flak" from the NS-R3 Swarm description.
  • The Stormbringer and NS SQU-34K melee weapons now use the same projectile size as other weapons with the same attributes.
  • Javelin's exterior cosmetics are no longer visible in first person.
  • The following cosmetics are no longer purchasable in the Depot: Raid Hat, Purge Helmet, Lynx Helmet, Strike Enforcer Mask, Armageddon Helmet, First Strike Helmet.
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