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Archive 2004 | Archive 2005 | Archive 2006
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Live Version 3.2.7 - 22/12/2004
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- Fixed an issue where Gunner BFR's could not aim up or down in first person view.
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Live Version 3.2.6 - 21/12/2004
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Battle Islands: Global Benefits! December's Combat Event focuses on the Battle Islands, creating unique combat scenarios and offering benefits for locking the facilities on those continents. Check out all the details here!
BFR Adjustments
- Standard BFR's will no longer be available for purchase. The Gunner variants will be available to players after Imprinting in the caverns without requiring the Advanced BFR merit. The Gunner variants will be renamed Colossus, Aphelion and Peregrine.
- Adjusted the armor on the Gunner variants to all be the same, equaling the current Colossus.
- Adjusted the movement characteristics (top speed, turning radius, etc) of all Gunner variants to be the same, roughly equaling the current Colossus. Run speed is now 35 kph for all.
- Moderately increased the effectiveness of BFR Gunner weaponry.
- Lowered the damage absorption and regeneration rate (while moving and crouching) for the Flight BFR's.
- Reduced the armor on all Flight BFR's.
- Reduced damage done by BFR pilot weaponry.
- Adjusted movement characteristics of the Flight BFR's to be roughly equal or better than the current Eclipse.
- The Advanced BFR kill streak has been adjusted to required 15 kills.
- Caverns Facilities will count toward BFR acquisition if they merit 450 or more Experience.
Other Updates
- Holiday hats, gift corpses and lights on the frozen continents will be back again to celebrate the holidays.
- The stats pane will reflect driver assisted kills, meaning that if a gunner scores a kill, the driver will also have a kill registered to their stats. Driver assisted kills will be tracked in their own section of the stats pane.
- Bail malfunctions will now have a chance to occur when a vehicle has 35% or less armor remaining.
- Corrected a bug that could cause door IFF locks to disappear at certain Level of Detail settings.
- Corrected a joystick slider center point default that was not being applied properly.
- Corrected a issue that could lead to a crash to desktop when respawning.
- Lodestars can no longer repair vehicles while they are flying.
- Corrected a problem that could cause you to stop hacking a control console when your vehicle was attacked.
- Removed the possibility for a gunner to take damage when bailing from colliding with the back of the vehicle.
- Fixed invisible collision issues with removed BFR bays on Battle Island maps.
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Live Version 3.1.5 - 29/11/2004
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- Implemented the win condition for the weekend's Run for the Guns event.
- Actions mapped to the mouse wheel will work reliably again.
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Live Version 3.1.2 - 23/11/2004
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- Implemented the Global Warp Queuing system, which gives players information that they can use to decide whether to continue trying to enter a continent or move on to another.
- Implemented Joystick Support. For a description of the Joystick UI, click here.
- Vehicle Experience Sharing is now live, allowing unsquadded drivers and gunners to share the rewards for each kill that the vehicle crew makes. Experience gained by gunners of a vehicle will split out to the driver and other gunners of the vehicle equally, just like they were in a squad, but without the 20% squad EXP bonus. The vehicle's occupants can organize into a squad to bring in the bonus! Passengers will not receive any experience.
- Players will be able to unlearn Certifications that are pre-requisites for other Certs. When a player does this, that Cert and all dependent certifications will be unlearned, freeing up those certification points so they can be spent immediately. This change will give players many more options for changing their character's build over shorter periods of time.
- When a player attempts to bail from a heavily damaged air vehicle, there will be a chance that the bail malfunctions. The chance of malfunction will not activate until a certain threshold of damage is reached. As the craft takes more damage, there will be a greater chance of malfunction. Malfunctions will affect Galaxy pilots and gunners but not passengers.
- Passengers and Gunners will be able to bail from vehicles moving at any speed, without making the vehicle slow down. Passengers and gunners will always be able to bail from ground vehicles. Malfunctions will only occur with flight vehicles.
- Flail damage has been changed. The flail projectile will do less damage at short ranges, and do more damage as the projectile travels further.
- Players who destroy enemy vehicles will not accrue grief for friendlies damaged in the explosion.
- The nanodispenser, BANK, and medical applicator will be usable when a character has weapons locked from Grief. This will allow players working their way through a Grief Lock to still contribute to their Empire through support activities.
- Fixed an issue where if the BFR servos were damaged while a BFR was crouched, it would retrigger the crouch animations.
- Slightly tightened the CoF of the Peregrine Dual Rocket Pod Gunner weapon.
- Fixed an issue that would cause BFR's to get stuck under bridges.
- The /ignore command will properly ignore global broadcasts.
- Players will be limited to deploying 20 Boomers at a time.
- The Punisher will be able to fire three shots before its Cone of Fire begins to bloom.
- Substantially increased the Sunderer's armor.
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Live Version 3.0.29.1 - 09/11/2004
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- Fixed an issue that required the BFR AI cert to use the TR Gunner Mortar weapon.
- Increased Decimator damage against BFR's.
- Slightly reduced Decimator range.
- Slightly increased Empire handheld AV weapon (Phoenix, Stryker, Lancer) damage against BFR's.
- Slightly lowered BFR chassis armor absorption vs. small arms fire.
- Adjusted BFR Flight version shield regen slightly lower and total absorption slightly higher.
- Once BFR shields are beat down to zero they take slightly longer to come back online.
- Increased the Fury's Hellfire projectile damage against BFRs.
- Slightly increased Medium Battle Tank main gun damage against BFRs.
- Moderately increased Empire Specific Assault Buggies' main guns damage against BFRs.
- Increased EMP duration against BFRs to 20 seconds if shields are up and 30 seconds if shields are down.
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Live Version 3.0.29 - 05/11/2004
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- The basic BFR certification will now only give access to the AV weapon systems along with the NTU siphon and armor siphon weapons.
- Added BFR Anti Infantry and BFR Anti Aircraft certifications at 1 cert point cost. These must be taken in order for a BFR pilot to outfit their BFR with these other weapon systems. There is no dependence on the BFR Gunner weapons; the BFR pilot can buy whatever gunner weapons he wants to outfit his battleframe with. This was to keep the gunner from having to actually have the certification to use the gun.
- In light of the certification changes for BattleFrame Robotics, we have reset all character certifications to allow everyone to reset their character build as they desire.
- Slight reduction of BFR weapon systems against secondary and tertiary targets. For example, the default AV loadouts did not change in their performance against vehicle targets, but are slightly less effective against infantry, aircraft and MAXs.
- Moderately reduced BFR shield regeneration rate, but increased the overall amount of absorption the shield will take before being beat to zero.
- Slightly reduced BFR chassis armor absorption of damage from small arms fire, making small arms, especially AP ammo, more effective.
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Live Version 3.0.27 - 03/11/2004
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- Halloween pumpkins have been removed.
- Cavern facility resecures will count toward BFR imprinting. Since resecures will award less experience than captures, the experience requirement for imprinting is less for a resecure. Only one resecure in a 20 minute period will count toward BFR imprinting.
- Reduction in BFR shield regeneration designed to reduce its battlefield staying power. BFR vs. BFR balance will change with a 1 on 1 able to bust through each other's shields in 25-35 seconds (currently 40-60 seconds, depending on pilot accuracy).
- Set BFR Batterdown time (the duration the BFR shield stays down after being reduced to 0 absorption) to 1.5 seconds for Gunner variants, 2 seconds for standard BFRs and 3 seconds for Flight variants.
- BFRs shields regenerate more slowly during their battered down period.
Increased the time the BFR shield stays down once it is "beat down". This is intended to moderately reduce the BFRs ability to run away.
- BFR shield regeneration while crouched will only be slightly reduced, to reinforce the tactic (and inherent limitations) of crouching while taking sustained fire.
- Small reduction to BFR shield's shield total absorption.
- Increased experience multiplier for destroying a BFR.
- Reduced BFR explosion radius when it is destroyed.
- Slightly reduced BFR AA Pilot weapon damage vs. air targets.
- Reduced BFR AV weapons damage.
- Increased effectiveness of handheld AV weapons (Striker, Phoenix, Lancer, Decimator) against BFR's.
- Increased the effectiveness of EMP's vs. BFR's.
- Increased the effectiveness of the bolt driver against BFRs.
- Slightly increased effectiveness of Boomers against BFRs.
- Increased AV MAX effectiveness against BFR's.
- Splash damage that hits a BFR shield will incur less grief.
- Reduced Flail and Liberator AV damage against BFRs a similar percent to what the BFR shield was reduced to keep current balance.
- Slightly decreased the range of the VS Continuous Laser weapon.
- Slightly increased the range of the NC Hammer weapon.
- Extended the pain field to the doors of the Vanu Control Center spawn location in Core Combat, to make it harder to spawn camp.
slightly reduced the effectiveness of Maelstrom grenades.
- Increased base turret armor by 50%. Base turrets fire 25% slower when on automatic. Slightly increased base turret rotation speed.
- Slightly increased the range of the TR Pounder projectiles.
- Released The exploration commendation, which is awarded for visiting certain areas, located on the nine original battle continents, and learning some history of the War for Auraxis.
- Storm clouds will no longer appear stretched across the sky.
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Live Version 3.0.26 - 27/10/2005
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- Happy Halloween! Enjoy the Halloween art over the holiday.
- Fixed an issue that would cause players to receive a message that the zone is full when they try and respawn in Sanctuary.
- BFR�s will no longer deconstruct on base walkways.
- Enemy Equipment cannot be loaded from or saved to a BFR Favorite.
- Medium Battle Tanks, Reavers, Liberators and Sunderers can no longer be purchased in the caverns.
- BFR�s can no longer enter the caverns.
- Fixed certain crash to desktop issues.
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Version 3.0.25 - 25/10/2004
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- BFR Acquisition is now fully operational! For full details on imprinting and certification requirements, click here.
- Decreased Galaxy Guns Cone of Fire and slightly decreased its Rate of Fire.
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A Note About Version 3.0.19 - 18/10/2004
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BFR Mayhem is upon us! For this week's release of PlanetSide: Aftershock, we're adjusting the servers so that EVERYONE who has Core Combat registered can purchase BFRs (no certification or imprinting requirements) starting Monday October 18th. Please note they will have a long re-purchase timer. Additionally, we're adding several in game events that cause damage and sometimes fatal consequences to facilitate the game lore. There will be suitable in game warnings of course! These events are intentional and by design.
Once the lore-driven event is finished, BFRs will have 100% functionality and require proper certifications and imprinting to use. Also, cavern captures will not yet count for BFR imprinting until they are a required part of the BFR system. Be prepared - the outcome of this week's events will be driven by the actions of the Empires at war! The battle plans are set; the equipment is available, jump on a server and cause some mayhem!
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Live Version 3.0.19 - 18/10/2004
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- Players will no longer gain grief when their vehicles are in auto-drive from the vehicle terminal.
- The Galaxy's side guns will now rotate properly.
- The Liberator's cluster bombs will now properly damage players again.
- Armor Piercing shotgun pellets will damage a Generator.
- The Lasher will properly damage BFR's.
- Mosquitos will again do proper damage against MAX armor.
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Live Version 3.0.18 - 16/10/2004
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- The Beamer should now do correct damage to infantry when in primary fire mode.
- MAX armor now correctly protects against small arms fire
- Corrected an issue that could lead to a zone crash
- Avatars should no longer be partially invisible after despawning and respawning.
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Live Version 3.0.17 - 15/10/2004
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- BFR Assets are included in this update, however BFR�s will not be available to players. BFR Hangars will be present in facility courtyards. Cavern Captures will not lead to BFR imprinting until further notice.
- All players will need to be aware that we will be recertifying all characters in PlanetSide tomorrow morning at 3 AM Pacific to introduce new elements to the existing certification process. When you first login to PlanetSide after tomorrow morning, all of your characters will be without any certifications. You will have all of your certification points restored and may spend them again at a Certification Terminal.
- Kill Stats are now tracking vehicle occupants as individual kills in the stats UI. For more information, see the Development Doc on this feature.
- Implemented the Vehicle Viewing Direction Indicator and Advanced Color Options. The Direction Indicator can be toggled on and off by mapping a key in the Options UI.
- Created a new certification tree for Armored Assault that includes acquisition for BattleFrame Robotics.
- Armored Assault 1 - Access to the Lightning Tank - cost 2
- Armored Assault 2 - Access to the empire specific Medium Battle Tank - cost 1 (requires that you have Armored Assault 1)
- Flail - Access to the Flail - Cost 1 (requires that you have Armored Assault 2)
- BattleFrame Robotics - Cost 2 (requires that you have Armored Assault 2)
- The Harasser is now also included in the Assault Buggy certification.
- While the Light Scout vehicles are now located in other certs (Lightning in Armored Assault 1 and Harasser in Assault Buggies), the Light Scout certification will remain for anyone who is interested in keeping the Lightning/Harasser combination.
- The Striker and MAX lock-on weaponry now function after deconstructing in a spawn tube.
- Repeater refire rate improves and a little bit tighter on cone of fire bloom.
- Flak weapons (Skyguard and Bursters) no loger detonate on contact with the ground causing radius splash damage. The flak projectile will only detonate in the proximity to air vehicles or at the end of it's lifespan.
- Skyguard's ammo load out has been improved with significantly more flak ammunition.
- Capturing Core Combat Cavern zones will now grant Battle or Command experience.
- Increased SOI of Core Combat bases by 50% to cover a larger area of possible combat to count toward base hack exp.
- Increased Buggy and Tank maximum speeds .
- Prowler - 57
- Vanguard - 60
- Magrider - 65
- Marauder - 80
- Enforcer - 80
- Thresher - 85
- Harasser - 85
- Removed the Tech Plant requirement for the Router and Sunderer.
- Increased the Sunderer's armor by 10%.
- Decreased the Flail�s rate of fire.
- Decreased Flail armor.
- Slightly increased the refire rate of the TR Pounder and Dual Cycler MAX armor when locked down
- The Lightning and Skyguard's 12mm machinegun cone of fire and recoil have been adjusted to make it much more accurate.
- Increased the Lightning�s armor.
- Telefragging (killing another soldier by running into a Cavern or Router telepad while another player is standing on the destination) will only occur against enemy soldiers.
- Moved "Toggle Chat" and "Toggle Radar" buttons from Hud Items (status bar with health, shortcuts, etc) to Hud Management (button bar with other toggle buttons like Inventory, Character, etc).
- Vehicles' access permissions can now be controlled for each type of mount point (Driver, Gunner, Passenger, Trunk). Galaxy and Lodestar cargo use the passenger access setting.
- Repair Silos and BFR Buildings are now present in Sanctuary and Virtual Training.
- Vehicle deconstruction distance from vehicle pads has been reduced to make it less aggressive.
- Vehicle deconstruction times have been increased to 30 seconds of warning.
- Zipline nodes now have a 30 second vehicle deconstruct timer.
- Fixed a client crash bug related to cloaking and equipping weapons.
- Players can now see enemy names during heavy firefights.
Archive 2004 | Archive 2005 | Archive 2006
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