PlanetSide 2 Wiki - New Conglomerate
mercredi 9 janvier 2013
patch-notes-3101
Source
.General performance increases, particularly for lower end GPUs
.Experience (XP) system enhancements:
.Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. .Freshly spawned players will be worth a fraction of the current kill reward.
.Partial damage XP for dealing damage to vehicles that you don't end up killing
.Population XP / Resource bonus moved over to continent population instead of global
.Better display of XP sources for things like defensive bonuses & population bonuses
.Rebalancing of XP rewards to help support tasks
.Server transfer token available in Depot
.UI changes to emphasize score per minute as a primary metric of player comparison
.Sortable columns on outfit management & addition of "last online" column
.New weapon type for all empires: SMG
.Short period of invulnerability will be added to freshly spawned / revived players - breaks upon game actions such as entering a vehicle or using a weapon.
.Dynamic / player configurable colors for minimap & overhead indicators for enemies, friendlies, and squads within a platoon
.New Hot Spot system that displays where active fights are occurring on the map
.New spawn buildings with more exits, protected balconies and easy roof access to make them less campable.
.Tunnel systems for amp and tech facilities to give access from spawn rooms to interior of bases and base walls without having to go above ground.
.Making MAXes render more reliably at long distances for players in vehicles
.AA improvements, notably flak changes for turrets and skyguards, giving them some better ability to aim, although not drastically impacting their DPS.
.Fixes to missiles so that they more reliably detonate and actually blow stuff up
.Air vehicle weapon tweaks
.Increases to reload speed for certain HE ground vehicle weapons
.And of course... lots of bug fixes
.General performance increases, particularly for lower end GPUs
.Experience (XP) system enhancements:
.Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. .Freshly spawned players will be worth a fraction of the current kill reward.
.Partial damage XP for dealing damage to vehicles that you don't end up killing
.Population XP / Resource bonus moved over to continent population instead of global
.Better display of XP sources for things like defensive bonuses & population bonuses
.Rebalancing of XP rewards to help support tasks
.Server transfer token available in Depot
.UI changes to emphasize score per minute as a primary metric of player comparison
.Sortable columns on outfit management & addition of "last online" column
.New weapon type for all empires: SMG
.Short period of invulnerability will be added to freshly spawned / revived players - breaks upon game actions such as entering a vehicle or using a weapon.
.Dynamic / player configurable colors for minimap & overhead indicators for enemies, friendlies, and squads within a platoon
.New Hot Spot system that displays where active fights are occurring on the map
.New spawn buildings with more exits, protected balconies and easy roof access to make them less campable.
.Tunnel systems for amp and tech facilities to give access from spawn rooms to interior of bases and base walls without having to go above ground.
.Making MAXes render more reliably at long distances for players in vehicles
.AA improvements, notably flak changes for turrets and skyguards, giving them some better ability to aim, although not drastically impacting their DPS.
.Fixes to missiles so that they more reliably detonate and actually blow stuff up
.Air vehicle weapon tweaks
.Increases to reload speed for certain HE ground vehicle weapons
.And of course... lots of bug fixes
mardi 18 décembre 2012
Combat Medic - Certifications
Medical Kit
Grants access to a consumable medical kit that can be used to instaly restore the user's health
Rank 1 : 1 kit - Cost 50
Rank 2 : 2 kits - Cost 100
Rank 3 : 3 kits - Cost 150
Rank 4 : 4 kits - Cost 500
Restoration Kit
Grants access to a consumable medical kit that can be used to regenerate the user's health over 6sec
Rank 1 : 1 kit - Cost 30
Rank 2 : 2 kits - Cost 100
Rank 3 : 3 kits - Cost 200
Rank 4 : 4 kits - Cost 500
Triage
Allows medic to passively heal others that share a vehicle with them
Rank 1 : heal - Cost 100
Rank 2 : health +0.8% per sec - Cost 150
Rank 3 : health +1.4% per sec - Cost 200
Rank 4 : health +2% per sec - Cost 400
Rank 5 : health +2.8% per sec - Cost 500
Medical Applicator
Repair and revive infantry soldiers
Rank 1 : heal and revive - Cost 0
Rank 2 : +10% healing speed, revive infantry at 30%, MAX units at 7.5%, +0.5m range - Cost 10
Rank 3 : +20% healing speed, revive infantry at 40%, MAX units at 10%, +1m range - Cost 30
Rank 4 : +30% healing speed, revive infantry at 50%, MAX units at 12.5%, +1.5m range - Cost 50
Rank 5 : +40% HS, revive speed 45%, RI at 75%, MAX units at 15%, +2m range - Cost 100
Rank 6 : +50% HS, revive speed 65%, RI at 100%, MAX units at 20%, +4m range - Cost 500
Nano-Regen Device
Regenerates health in a radius around the medic
Rank 1 : heal - Cost 0
Rank 2 : reduces the nano-regen device cooldown - Cost 1
Rank 3 : reduces the nano-regen device cooldown - Cost 10
Rank 4 : reduces the nano-regen device cooldown - Cost 30
Rank 5 : reduces the nano-regen device cooldown - Cost 50
Rank 6 : reduces the nano-regen device cooldown - Cost 200
Advanced Shield Capacitor
Reduce the recharge delay for damaged personal shield
Rank 1 : reduced by 0.5sec - Cost 1
Rank 2 : reduced by 1sec - Cost 10
Rank 3 : reduced by 1.5sec - Cost 30
Rank 4 : reduced by 2sec - Cost 100
Rank 5 : reduced by 2.5sec - Cost 200
Ammunition Belt
Additional magazines for primary and sidearm weapons
Rank 1 : 1 additional mag prmary and sidearm - Cost 150
Rank 2 : 2 additional mag prmary and sidearm - Cost 200
Rank 3 : 3 additional mag prmary and sidearm - Cost 400
Rank 4 : 4 additional mag prmary and sidearm - Cost 500
Flak Armor
Reduces the amount of damage taken from explosions
Rank 1 : -15% received - Cost 1
Rank 2 : -22% received - Cost 10
Rank 3 : -30% received - Cost 50
Rank 4 : -39% received - Cost 150
Rank 5 : -50% received - Cost 1000
Grenade Bandolier
Allow additional grenade of any type
Rank 1 : +1grenade - Cost 100
Rank 2 : +2grenades - Cost 500
Nanoweave Armor
Absorbing more damage
Rank 1 : increases users healh by 10% - Cost 1
Rank 2 : increases users healh by 12.5% - Cost 10
Rank 3 : increases users healh by 15% - Cost 50
Rank 4 : increases users healh by 20% - Cost 150
Rank 5 : increases users healh by 25% - Cost 1000
Nanite Healing Grenade
Heal nearby friendly soldiers upon detonation
Rank 1 : Heal - Cost 200
Nanite Revive Grenade
Revive nearby friendly soldiers upon detonation
Rank 1 : revive - Cost 400
C4
Capable of indredible damage to infantry and vehicle alike
Rank 1 : allow c4 - Cost 200
Rank 2 : increases total c4 capacity - Cost 500
dimanche 16 décembre 2012
Flash - Certifications
Flash Acquire Timer Reduction
Reduces the timer for acquiring flash
Rank 1 : -30sec - Cost 1
Rank 2 : -60sec - Cost 10
Rank 3 : -90sec - Cost 30
Rank 4 : -120sec - Cost 50
Rank 5 : -150sec - Cost 100
Rank 6 : -180sec - Cost 150
Rank 7 : -210sec - Cost 200
Rank 8 : -240sec - Cost 400
Rank 9 : -270sec - Cost 500
Rank 10 : -300sec - Cost 1000
IR Smoke
Create a smoke sreeen around the vehicle that make prevents lock-on for 6sec
Rank 1 : reusetime 30sec - Cost 50
Rank 2 : reusetime 25sec - Cost 100
Rank 3 : reusetime 20sec - Cost 200
Rank 4 : reusetime 15sec - Cost 500
Scout Radar
Hostiles near the vehicle are revealed on the minimap
Rank 1 : range 25m - Cost 50
Rank 2 : range 50m - Cost 100
Rank 3 : range 75m - Cost 200
Rank 4 : range 100m - Cost 500
NFI-2000 Turbo
Burns fuel to increase the vehicle's speed
Rank 1 : increases speed - Cost 150
Rank 2 : fuel regeneration 12% faster - Cost 200
Rank 3 : fuel regeneration 25% faster - Cost 400
Rank 4 : fuel regeneration 37% faster - Cost 500
Fire Supresion System
Nanite repair a critically damaged vehicle (no effect if not critically damaged)
Rank 1 : activated once every 40sec - Cost 30
Rank 2 : activated once every 35sec - Cost 50
Rank 3 : activated once every 30sec - Cost 100
Rank 4 : activated once every 25sec - Cost 200
Nanite Auto Repair System
Nanite repair damage over time as long as the vehicle not taken damage
Rank 1 : +0.83% every 5sec (damage disables for 14sec) - Cost 30
Rank 2 : +1.17% every 5sec (damage disables for 13sec) - Cost 50
Rank 3 : +1.5% every 5sec (damage disables for 12sec) - Cost 100
Rank 4 : +1.83% every 5sec (damage disables for 11sec) - Cost 200
Rank 5 : +2.17% every 5sec (damage disables for 10sec) - Cost 500
Vehicle Stealth
Increases the time for seeking weapons to establish a lock
Rank 1 : +0.25sec to lock-on - Cost 30
Rank 2 : +0.5sec to lock-on - Cost 50
Rank 3 : +0.75sec to lock-on - Cost 100
Rank 4 : +1sec to lock-on - Cost 150
Rank 5 : +1.25sec to lock-on - Cost 200
Rank 6 : +1.5sec to lock-on - Cost 400
Rank 7 : +1.75sec to lock-on - Cost 500
Rank 8 : +2sec to lock-on - Cost 1000
Mine Guard
Damage from impact striking the chassis below the vehicle will be reduced
Rank 1 : -37% damage - Cost 30
Rank 2 : -50% damage - Cost 50
Rank 3 : -62% damage - Cost 100
Rank 4 : -75% damage - Cost 150
Screapper Combat Chassis
Improves lightning ability : traction, rotation speed, brake power, reverse speed
Rank 1 : improve ability - Cost 100
Rank 2 : more effective - Cost 200
Rank 3 : more effective - Cost 400
Racer High Speed Chassis
Improves the top speed and acceleration
Rank 1 : improve speed - Cost 100
Rank 2 : more effective - Cost 200
Rank 3 : more effective - Cost 400
Surger Power Chassis
Improves hill climbing
Rank 1 : improve climbing - Cost 100
Rank 2 : more effective - Cost 200
Rank 3 : more effective - Cost 400
Galaxy - Certifications
Galaxy Acquire Timer Reduction
Reduces the timer for acquiring galaxy
Rank 1 : timer down to 18.5min - Cost 1
Rank 2 : timer down to 17min - Cost 10
Rank 3 : timer down to 15.5min - Cost 30
Rank 4 : timer down to 14min - Cost 50
Rank 5 : timer down to 12.5min - Cost 100
Rank 6 : timer down to 11min - Cost 150
Rank 7 : timer down to 9.5min - Cost 200
Rank 8 : timer down to 8min - Cost 400
Rank 9 : timer down to 6.5min - Cost 500
Rank 10 : timer down to 5min - Cost 1000
Decoy Flares
Activate to disrupte locks-on and prevent new lock for 5 sec
Rank 1 : reuse 40sec - Cost 100
Rank 2 : reuse 35sec - Cost 200
Rank 3 : reuse 30sec - Cost 500
Rank 4 : reuse 25sec - Cost 1000
Fire Supresion System
Nanite repair a critically damaged vehicle (no effect if not critically damaged)
Rank 1 : activated once every 40sec - Cost 30
Rank 2 : activated once every 35sec - Cost 50
Rank 3 : activated once every 30sec - Cost 100
Rank 4 : activated once every 25sec - Cost 200
Nanite Auto Repair System
Nanite repair damage over time as long as the vehicle not taken damage
Rank 1 : +1.14% every 5sec (damage disables for 14sec) - Cost 50
Rank 2 : +1.29% every 5sec (damage disables for 13sec) - Cost 100
Rank 3 : +1.43% every 5sec (damage disables for 12sec) - Cost 150
Rank 4 : +1.57% every 5sec (damage disables for 11sec) - Cost 200
Rank 5 : +1.71% every 5sec (damage disables for 10sec) - Cost 500
Vehicle Stealth
Increases the time for seeking weapons to establish a lock
Rank 1 : +0.25sec to lock-on - Cost 30
Rank 2 : +0.5sec to lock-on - Cost 100
Rank 3 : +0.75sec to lock-on - Cost 200
Rank 4 : +1sec to lock-on - Cost 1000
Composite Armor
Reduces damage taken from flak
Rank 1 : -4% damage - Cost 30
Rank 2 : -6% damage - Cost 50
Rank 3 : -8% damage - Cost 150
Rank 4 : -10% damage - Cost 400
Precision Drops Airframe
Improves galaxy ability : turn rate, roll rate and airbrake power
Rank 1 : improve ability - Cost 100
Rank 2 : more effective - Cost 200
Rank 3 : more effective - Cost 400
High G-Airframe
Improved vertical thrust, pitch manueverability and agility
Rank 1 : improved manuevers - Cost 100
Rank 2 : more effective - Cost 200
Rank 3 : more effective - Cost 400
Racer High-Speed Airframe
Improved speed and acceleration
Rank 1 : improved speed - Cost 100
Rank 2 : more effective - Cost 200
Rank 3 : more effective - Cost 400
Reaver - Certifications
Reaver Acquire Timer Reduction
Reduces the timer for acquiring reaver
Rank 1 : -60sec - Cost 1
Rank 2 : -120sec - Cost 10
Rank 3 : -180sec - Cost 30
Rank 4 : -240sec - Cost 50
Rank 5 : -300sec - Cost 100
Rank 6 : -360sec - Cost 150
Rank 7 : -420sec - Cost 200
Rank 8 : -480sec - Cost 400
Rank 9 : -540sec - Cost 500
Rank 10 : -600sec - Cost 1000
Scout Radar
Hostiles near the vehicle are revealed on the minimap
Rank 1 : range 50m - Cost 50
Rank 2 : range 100m - Cost 100
Rank 3 : range 150m - Cost 200
Rank 4 : range 200m - Cost 500
Decoy Flares
Activate to disrupte locks-on and prevent new lock for 5 sec
Rank 1 : reuse 40sec - Cost 100
Rank 2 : reuse 35sec - Cost 200
Rank 3 : reuse 30sec - Cost 500
Rank 4 : reuse 25sec - Cost 1000
Ejection System
When exiting vehicle, all occupants will not take fall damage
Rank 1 : - Cost 500
Fire Supresion System
Nanite repair a critically damaged vehicle (no effect if not critically damaged)
Rank 1 : activated once every 40sec - Cost 30
Rank 2 : activated once every 35sec - Cost 50
Rank 3 : activated once every 30sec - Cost 100
Rank 4 : activated once every 25sec - Cost 200
Composite Armor
Reduces damage taken from flak and infantry small arms
Rank 1 : flak -15, small arms -2% damage - Cost 100
Rank 2 : flak -20%, small arms -4% damage - Cost 200
Rank 3 : flak -25%, small arms -6% damage - Cost 500
Rank 4 : flak -30%, small arms -8% damage - Cost 400
Vehicle Stealth
Increases the time for seeking weapons to establish a lock
Rank 1 : +0.25sec to lock-on - Cost 30
Rank 2 : +0.5sec to lock-on - Cost 100
Rank 3 : +0.75sec to lock-on - Cost 200
Rank 4 : +1sec to lock-on - Cost 1000
Nanite Auto Repair System
Nanite repair damage over time as long as the vehicle not taken damage
Rank 1 : +2.4% every 5sec (damage disables for 14sec) - Cost 50
Rank 2 : +2.8% every 5sec (damage disables for 13sec) - Cost 100
Rank 3 : +3.2% every 5sec (damage disables for 12sec) - Cost 150
Rank 4 : +3.6% every 5sec (damage disables for 11sec) - Cost 200
Rank 5 : +4% every 5sec (damage disables for 10sec) - Cost 500
Dogfighting Airframe
More precise manuevers by improving its turn power, roll power and agility
Rank 1 : improved agility - Cost 100
Rank 2 : more effective - Cost 200
Rank 3 : more effective - Cost 400
Hover Stability Airframe
Improved hover strengtht and power of vertical thrusters
Rank 1 : improved power - Cost 100
Rank 2 : more effective - Cost 200
Rank 3 : more effective - Cost 400
Racer High-Speed Airframe
Improved speed (cruising and afterburner)
Rank 1 : improved speed - Cost 100
Rank 2 : more effective - Cost 200
Rank 3 : more effective - Cost 400
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