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Liste des sujets

Patchnotes 05/08

onitony
onitony
Niveau 10
05 août 2014 à 08:30:11

https://forums.station.sony.com/ps2/index.php?threads/update-notes-8-5.196032/

Downtime start: 4am PDT

The Devs want to thank the PS2 players who helped out on Test over the past week. To show our appreciation, we’re granting Analyst helmets to the Live accounts to anyone who spent an hour total on the Test environment between 12:01 am Thursday July 24th and 11:59 pm Sunday August 3rd.

Also, special thanks to the following who went above and beyond and really helped our QA team out: Sir_Kane, DarkTexas, Shaql, Kalakhina, Shadoiex, MUCHO, Itzhaki, LCTR, GustavoM, and KleenexTissues.

Directives
We’ve added a brand new prestige/achievement-style system.

Showcase Your Honors: Build up your Directive Score and show off your prowess with others!
Ramp Up Stats: Earn points and certs with each Directive Tier completion (4 per Directive Tree)
Build Your Arsenal: Obtain exclusive Auraxium prestige weapons and appearance items upon each Directive Tree completion
Choose Your Direction: Directives reinforce all roles available in game; from aircraft to tanks to grunts to generals, there are options for every soldier!

For a very detailed write up on the system see this post.

New Ribbons

Kill Streak: Earning a kill streak bonus awards credit towards this ribbon.
Logistics: Awarded by Sunderers equipped with resupply or repair modules when they give repairs and resupplies to other vehicles. Amount required is comparable to the Resupply Ribbon. Players must be in the Sunderer for this ribbon to be credited.
Resupply Ribbon (updated): Resupplies by Sunderer will no longer count towards the Resupply ribbon; it is now exclusively from Engineer ammunition resupplies.

Faction Pistols

VS Spiker: Reverse-engineered from ancient Vanu tech, the Spiker's hovering powercore allows the standard 2x burst to be held and charged into an accurate 6-round salvo.
NC NC08 Mag-Scatter: The NC08 Mag-Scatter's powerful tungsten buckshot and compact frame make it an excellent close-range sidearm that can quickly dispatch nearby targets.
TR T4 AMP: The Terran Republic's Automatic Machine Pistol functions similarly to an SMG thanks to its lightning-fast, fully automatic fire.

Resource Consolidation
The three resource types have been consolidated down to one; Nanites. The old resource system was a common source of frustration for many players. To alleviate numerous pains of that system and pave the way for future strategic improvements, we have consolidated all of the resources into a single new resource, rebalanced costs, and normalized resource income.

Infantry resources, Mechanized resources, and Aerospace resources have all been combed into a single new resource called Nanites.
Nanite income has replaced all other resource incomes and occurs at a steady 50 resources per minute, with a max pool of 750.
Resource boosts such as those from Membership now apply to Nanites.
Nanite income is tied to the warpgates, so it does not change with territory ownership or vary by continent. Players will always receive 50 nanites per minute.
New players will start with 600 nanites.
You can now see your current value of Nanites on the lower sections of the Mini Map.
All vehicles and MAX now cost Nanites to be created. Vehicle and MAX costs have been rebalanced to account for the consolidation.
Infantry consumables are now purchased with Nanites. Costs of consumables have been rebalanced.
Acquisition timers have been removed from vehicles and MAX. The ability to pull additional vehicles and MAX is now purely based on available resources to the player.
Acquisition timer cert lines have been deprecated,and all certs spent on them refunded.
Auto resupply is now defaulted to on for all items. This is now the way to restock consumables. An auto-resupply toggle checkbox has replaced the “+” resupply button on the main loadout page.
Consumable stack sizes have been reduced to the max possible carrying capacity. Players who have more than the new stack size will still have all the consumables they purchased previously, but will be unable to see that amount and will eventually use enough to get down to the new limit.
Nanite Costs of Vehicles and Consumables:
450 - Galaxy, Liberator, MBTs
350 - ESFs, Lightning, MAX
200 - Sunderer
150 - Harasser
75 - Revive Grenade, C4, Prox/Betty/Claymore mines
50 - Flash, Tank Mine, Concussion Grenade, AV Grenade, Sticky Grenade, Frag Grenade, Medkit
25 - Restoration Kit, Flash Grenade, Smoke Grenade, EMP grenade, Heal Grenade, Decoy Grenade

Spawning Changes

Quick Deploy:The death recap screen now has a quick deploy option.
When you spawn at a location it will become your quick spawn location, respawning at that location will be 5 seconds quicker than a normal respawn.
When your quick spawn location becomes invalidated (destroyed/capped/too far away) a new one will be chosen based on your death location.
Quick spawn can be bypassed using Escape or Mouse Click. Those will open the Deploy Screen as normal to pick a new class or deploy location.
Respawning at Facilities or Sunderers that are within 300m of your death location should no longer require a loading screen.
The canopies on top of most spawn rooms has been removed. This will allow you to shoot up out of the spawn rooms a little easier, hopefully shooing away those pesky Liberator campers.
The painfields around most spawn rooms have been increased in size. This should force campers to back up a bit.
New defensive certification for Sunderer: Deployment Shield.
Generates a shield for the Sunderer when deployed that will absorb up to a certain amount of damage, but will regenerate over time. Damage done to the Sunderer or the shield will delay the shields regeneration for several seconds.

Outfits & Recruitment
We polished up the interface, fixed bugs, and added a couple things to Outfits and Recruitment.

Outfit Leaders now have the ability to give permissions to set the Outfit Decal, Update Recruitment Details, and Manage Recruitment Applications.
If an outfit rejects a player's petition to join them while that player is offline, a notification will be played the next time that player logs on.
Outfit leaders will now receive a notification when someone applies to your outfit.
As an applicant you will now receive a notification that your application was sent successfully.
If you drop your outfit for a different one your decal will now update correctly.
You can now type way more information when listing your outfit for recruitment.
Added a filter to the outfit recruitment browser for outfit size.
Outfit base capture now calculates play contribution before xp buffs are applied.
All faction banners have been redesigned for better visibility and for outfit decals.
Pending requests that were in a bugged state should now be removed.

Continent Locking
We did some polish and bug fixing. We also added new adversarial alerts.

Adversarial Alerts
All existing alerts have been retired and replaced with Adversarial Alerts
An Adversarial Alert triggers whenever an empire controls at least 75% of a continent
The "attacking" empire who triggered the alert wins by either conquering the continent (by having 85% territory control) or by maintaining their 75% control by the end of the time limit.
The "defending" empire wins the alert by gaining 35% territory control
The continent locks in the case of an attacker win
It is considered a draw if neither the attacker nor defenders meet their win condition
All adversarial alerts have a 1 hour time limit
The 2 minute countdown to the start of an alert was removed
Alerts now have a participation bonus of +30% XP (up from +20%)
Adversarial Alert Rewards
There are 4 possible end conditions and the reward scheme is as follows:
Attacker Dominating Victory (attacker territory is equal to or greater than 85%)
Attacker reward = 5000 XP
Defender reward = 500 XP
Defender Victory (defender territory is equal to or greater than 35%)
Winning Defender reward = 5000 XP
Losing Defender reward = Portion of 5000 XP (based on their territory control)
Attacker reward = Portion of 5000 XP (based on their territory control)
Attacker Victory (attacker territory is greater than or equal to 75% but less than 85%)
Attacker reward = Portion of 5000 XP (based on their territory control)
Defender reward = Portion of 5000 XP (based on their territory control)
Draw (attacker territory is less than 75% and defender territory is less than 35%)
Attacker reward = Portion of 5000 XP (based on their territory control)
Defender reward = Portion of 5000 XP (based on their territory control)
Concurrent alerts are now supported
Multiple alerts can now be active at the same time
You must be on the continent of the alert to see alert status information on the Tab screen
The continent selector on the map screen now displays active alerts and their timers
The warpgate terminal also shows active alerts and their timers
Outfit capture data will clear if continent locking or unlocking changes base to faction other than what captured it.
If the last continent you were on is now locked, it will try to find another continent for you before resorting to VR.
Capture Progress is now reset when a continent becomes locked.
Added lock icon on continent selection drop down to show if a continent is locked.

onitony
onitony
Niveau 10
05 août 2014 à 08:31:06

Lethality Changes (Rocket Launchers, Tank Primaries, Bulldog)

We have a long term goal to remove some of the excessive lethality in the game. The Liberator belly gun changes made last June were a step in meeting this goal. This goal is not just about reducing vehicle lethality against infantry, but lethality across the board (infantry against vehicles, infantry against infantry, aircraft vs infantry, etc). For this update, we are adjusting the lethality of heavy assault rocket launchers, tank primary weapons and the M60 Bulldog.

For most Heavy Assault rocket launchers we are reducing infantry vs infantry lethality by lowering the the blast damage and inner blast radius. The blast damage reduction will render the rocket launchers incapable of a 1 hit kill against full health infantry with blast damage alone. In addition, this will prevent a 1 hit kill on a direct hit against targets using max rank flak armor:

Inner blast damage reduced from 1000 to 750
Inner blast radius reduced from 0.5 meters to 0.35 meters
Affected launchers
S1
Nemesis
Hades
Hawk
Shrike
Crow
Grounder
Skep Launcher
ML-7
Annihilator
Decimator
Inner Blast damage reduced from 1000 to 650
The decimator required a larger blast damage reduction to make it possible for a soldier with max rank flak armor to survive the direct hit
Inner Blast radius reduced from 0.5 meters to 0.35 meters

For tank primary weapons, we want to reduce the blast effectiveness of HEAT and HE. HEAT will no longer be able to 1 shot infantry with splash damage alone. For HE, the blast radius will be reduced in size (matching HEAT) but will still retain the ability to 1 shot infantry. The time to reload will also be reduced on the HE to match HEAT/AP. These changes combined should make the difference between HE and HEAT more clean:

HEAT does more damage to tanks on a single hit, can’t 1 hit kill infantry with blast.
HE does less damage to tanks on a single hit but can 1 hit kill infantry with the blast.
All other stats except muzzle velocity should be identical between them.

Change Details:

Lightning HEAT
Blast damage reduced from 1000 to 750
Lightning HE
Time to reload reduced from 3750 to 3000
Outer blast radius reduced from 8 meters to 5 meters
Inner blast radius reduced from 1.5 meters to 1 meter
Lightning Viper
Blast damage reduced to 450
Magrider HEAT
Blast damage reduced from 1000 to 750
Inner blast radius reduced from 1.5 meters to 1 meter
Magrider HE
Time to reload reduced from 4750ms to 3750ms
Outer blast radius reduced from 8 meters to 5 meters
Inner blast radius reduced from 2 meters to 1 meter
Vanguard HEAT
Blast damage reduced from 1000 to 750
Inner blast radius reduced from 1.5 meters to 1 meter
Vanguard HE
Time to reload reduced from 4750ms to 4000ms
Outer blast radius reduced from 8 meters to 5 meters
Inner blast radius reduced from 2 meters to 1 meter
Prowler AP
Blast damage reduced from 500 to 375
Prowler Heat
Blast damage reduced from 650 to 450
Prowler HE
Time to reload reduced from 3500ms to 2500ms
Outer blast radius reduced from 8 meters to 5 meters
Inner blast radius reduced from 1.5 meters to 1 meter

Bulldog:Blast damage is being adjusted so that the weapon requires more accurate shots. For the air version, we are making a reduction in its projectile velocity to reduce its effectiveness against air. The velocity will be reduced to the same level of the Zepher.

Blast damage reduced from 600 to 500
Inner blast radius reduced from 2 meters to 1 meter
Outer blast radius reduced from 6 meters to 5 meters
Air version only: Projectile speed reduced from 250 to 200 mps

Canister, PPA, Marauder
Tank anti-personnel secondary weapons are all receiving some adjustments to bring them closer together. These changes are intended to be a first step; we may have additional changes for these weapons based on how well these changes work.

C85 Canister
The area the canister is lacking in the most is range. To increase the effective range we are making two changes. We are increasing the minimum damage and tightening the pellet spread a little. We are also changing it to use a shotgun crosshair.

Pellet spread decreased from 1 degree to 0.9 degrees (1.33 degrees to 1.1 degrees on Harasser)
Minimum damage increased from 80 to 100
Crosshair changed from standard crosshair to a shotgun crosshair.

The minimum damage change should noticeably reduce the amount of hits required against targets outside the max range (42 meters for Van, 31 meters for Harasser). For example, if you were far enough away and only landing an average of two pellets a shot, the min damage change will change that from a 7 shot kill to a 5 shot kill.

Proton II PPA
We want to address how much the weapon can be spammed and how effective it is at suppressing an area, so we will be reducing its magazine size and ammo capacity. In addition, we are reducing the visual size of the projectile. The projectile was as big as the resulting explosion visual, and that felt weird.

Magazine size reduced from 50 to 20
Certifications reduced from 5/10/15/20 per rank to 3/6/11/15 per rank
Stock Ammo capacity reduced from 350 to 200
Certifications reduced from 50 per rank to 20 per rank
Projectile visual scaled down 50%
This has no bearing on its collision detection

P525 Marauder
For the marauder we are starting with its ability to hit. We are increasing the projectile speed.

Projectile speed increased from 150 to 175 (125 to 150 for Harasser)

G30 Walker, A30 Walker and M20 Drake
These weapons are intended to be effective against fast moving aircraft but they are simply missing too many shots. So we’re increasing their projectile velocity and normalizing their cone of fires to be similar.

M20 Drake

Projectile speed increased from 550 to 750 meters per second
CoF increased from 0.5 degrees to 0.65 degrees

A30 / G30 Walker

Projectile speed increased from 750 to 1000 meters per second
CoF decreased from 0.75 degrees to 0.65 degrees

Repair Tool
Repair tool targeting has been adjusted to be based off the vehicles bounding box instead of the origin. This should make the range of the repair tool more consistent regardless of where you are in relation to the vehicle and fix locations where you seem like you should be able to repair the vehicle but can’t.

Cruise Control
The vehicle version of auto-run, cruise control, should now continue to function when controller focus is no longer on the vehicle; for example when opening the map or alt tabbing.

Misc

New Player Studio items have been added! Rejoice in your new potential for beauty.
New loading screen! Out with the old and busted, in with the new hotness.
Changed standard C4 description text and added colored text with instructions how to use.
Updated the default dumbfire VS rocket launcher S1's description.
Updated the NS Decimator description.
Updated the NS Annihilator description.
Changed all NS-7 PDW ribbon/medal strings to no longer contain the word "commissioner" in any of them.
Reworded many consumable descriptions: Nanite Healing Grenade, Nanite Revive Grenade, Medical Kit, Restoration Kit, Concussion Grenade, Anti-Vehicle Grenade, Flash Grenade.
Facility Turrets now use the same vehicle shader as common pool vehicles. They have been optimized and should be easier to discern from a distance.
Base Turrets have had their textures optimized.
Polish to small placeable objects:
Ammo pack - increased deploy size
Ammo pack, C4, Tank Mine, Proxy Mine, Bouncing Mine - improved physics
Removed the option to toggle motion blur from settings because the feature itself has been temporarily disabled (see Known Issues section below)

onitony
onitony
Niveau 10
05 août 2014 à 08:31:29

Bugs Fixed
Everything listed below has been fixed.

Fixed various zone crashes and memory leaks.
Fixed issue where Dalton and Zepher rounds impacting a vehicle would not play the correct impact audio for the vehicle occupants.
Fixed an issue with the /bug UI that allowed the text being typed to be a larger area than the background.
Solstice VE3: Unable to unlock VMS optic attachment with SC
Fixed various animation issues.
Made various fixes to claymore collision.
Fixed various terrain issues on all continents, including indoor plants, broken gravity lifts, weird invisible barriers, and terrain gaps.
ADS is broken with iron sight rocket launchers if dying with full scope weapon previously
Ammo kit icon will now appear in the world correctly.
Barons attachments purchased with certs don't stay unlocked after relogging
Capture points flip factions regardless of players being in the area
Compare Stats: Pellet Count doesn't appear to highlight green on the weapon with more spread
Continent Locking: Lock and Unlock notifications do not appear in chat
Decals: Galaxies only display decals on one side of the vehicle
Deployed vehicles no longer get weapon recoil applied to the vehicle chassis. Recoil is still apply to the weapon.
Drop Pods will sometimes cause death or launch into space after hitting the ground
Engineer: Ammo pack icon appears in the ground
Explosives/Spawn Beacon cannot be destroyed if deployed over water areas
Fixed the shields at Chac Tech Plant.
Implant icon and ammo counter icon overlap while in secondary vehicle positions
Fixed broken LOD skinning on the Xiphos Anti Personnel Turret
Fixed the reversed SCU shields at The Crown and Crossroads Watchtower
Lightnings and Vanguards turrets are showing stretched textures when the turret is turned
Loadout: Functionality of icon button is larger than icon
Medical Applicator firing instructions run off the textbox
NC Infiltrator Lumifiber armor has stretched textures while on the flash
NC05 jackhammer description display auto for fire mode
Added text to better explain the limitations of the NS-10 Burster
NS-30 Vandal: Scope disappears if the darklight flashlight is equipped
The claymore damage now applies 100% if at least one of part of a player intersects the cone of the weapon
Players are no longer able to manipulate the position of claymores by walking through them. Claymores are no longer a physics object after they land on a solid surface they become a sticky object.
Claymores are once again a directional mine with a 180 degree blast radius and it is safe to stand behind them.
Players gravity becomes reversed if they exit a vehicle onto a grav pad
Squad beacon cooldown timer is incorrect if squad member respawns with squad deploy. [Special thanks to Itzhaki (Woodman) for the repro steps]
Fixed an issue where No Deploy zones would sometimes prevent base owners from deploying.
The color of the NS-15M should be the same tan color as the NS-11
TR MAX Lockdown/release missing the usual 'stomping' audio asset
Tutorial directions are missing speaker image
Players should no longer occasionally get stuck at a black screen while logging in with a new character.
Corrected a bug that could cause your implant icon to show over top of your ability or ammo display on the centralized hud.
Unable to unlock the HS/NV Scope for the AS16 NightHawk with SC
Unable to unlock the HS/NV scope for the EM1 with SC
Unable to unlock the HS/NV Scope for the LC2 Lynx with SC
Unable to unlock the S3 (6X) scope for the T1S Cycler with SC
Instant join HUD notification for leaders will no longer appear at all and therefore will no longer get stuck on the user's screen.
Error feedback now given for unsuccessful squad deploy attempts. Should be a visual and aural cue.

Known Issues

The tutorial has been disabled temporarily. We had a problem with the scripting when you exit that got into a bad state with the new spawning changes. We have a fix ready to go up with the first hotfix after the update.
Motion Blur has been disabled. It was a factor in the input lag issue, and needs to be retooled to work correctly. We're going to gauge the demand but currently didn't have the bandwidth to add it back in for this update.
Directives help page missing. We wanted to launch with it, but it came in a bit late. This is also ready for the first hotfix.
Directive Tooltips Missing. We are planning on adding these in a future update.
Commissioner Reload is missing an asset. Will be fixed in the first full downtime after the patch.
The Tier 4 Launcher Directives cannot be completed by VS or NC. For each of these factions two launchers are missing directives. This will be fixed in a hotfix later this week. Don’t worry, any medals on the missing weapons will count when we fix it.
The Tier 2 Sidearms directive for the NS-38 Underboss is erroneously wanting the gold medal instead of the silver. This will be fixed in a hotfix later this week.
Ejection seat in the Sunderer. A couple seats in the Sundy will launch players out with too much force. We’ll be hotfixing this, but have fun with it over the next day or so.

onitony
onitony
Niveau 10
05 août 2014 à 08:31:57

et le lien qui explique les directives : https://forums.station.sony.com/ps2/index.php?threads/directives.196013/

onitony
onitony
Niveau 10
05 août 2014 à 08:39:14

TL ; DR :

Directives!

nouveaux rubans!

nouveaux pistolets!

nouveau systeme de ressources!

nouveau systeme de spawn!

tweaking du systeme de recrutement d'outift!

tweaking du lock de continents!

nerf du splash des tanks!

nerf du rocket primary!

nerf du bulldog!

NERF DE CETTE MERDE DE PPA!

buff des deux autres!

buff du walker!

tweaking du drake!

fix du repair tool! la hitbox c'est tout le véhicule maintenant!

pilotage automatique enfin fonctionnel sur les véhicules terrestres!

et du bug fix a la pelle!

Pseudo supprimé
Pseudo supprimé 05 août 2014 à 09:19:18

Hééé ben, ça c'est de la maj :hap:

gt00
gt00
Niveau 6
05 août 2014 à 09:46:53

Moi qui attendait tellement le nouveau pistolet vanu.. Je suis vraiment déçu.

Ont dirait qu'il compte le laisser tel quel. C'est à dire un pistolet qui ne sert a rien. Quand je vous ce qu'on les factions d'en face, je suis dégouté...

Pseudo supprimé
Pseudo supprimé 05 août 2014 à 09:50:34

J'ai testé l'ancienne version qui faisait x4, et déjà là, les RPM étaient un peu faiblards. Tout ce qu'on voulait c'était un pistolet avec le potentiel du Repeater TR :-(

Par contre, je suis entrain de tout lire (oui parce que j'avais juste survolé)

Et le fait que les territoires n'influent plus comme avant sur le gain de ressources (de nanites), ça rend le jeu carrément moins intéressant stratégiquement. C'est grâce à ça que Cobalt a joué un coup de maître pendant le MergeSmash, en visant l'AMP station pour réduire les ressources aériennes de l'ennemi.

Maintenant c'est 50 par minute pour tout le monde. Peu importe les territoires. Réfléchissez pas, consommez :hap:

Pseudo supprimé
Pseudo supprimé 05 août 2014 à 09:58:16

Les médikits coûtent 50 nanites? Les kits de restauration coûtent 25?

Sérieusement, ça me fait chier d'avoir investi dans les medikits, ils sont carrément dépassés par les kits de restauration maintenant, qui t'offrent un heal similaire au heal du médic (mais plus efficace) pendant 10 secondes environ, même si tu te fais tirer dessus. Ca permet de tanker un peu. Et la régénération est pas si lente. Je vois pas le mauvais côté des kits de restauration, là .-.

ALL HAIL THE RESTORATION KIT

gt00
gt00
Niveau 6
05 août 2014 à 10:00:13

C'est bien mieux comme ça. Au moins ça permettra de pouvoir retourner la situation.

Sans ressource, comment tu veux faire face à un zerg juste en face de la base mère ?

gt00
gt00
Niveau 6
05 août 2014 à 10:06:02

Pour ceux qui ne sont pas convaincu de la différence de puissance entre le pistolet minable des vanu et ceux des autres faction:

http://www.youtube.com/watch?v=pCtzMvEfIOs

Pseudo supprimé
Pseudo supprimé 05 août 2014 à 10:16:36

"Retourner des situations"

Mouais, c'était mérité quand même, même si mes exemple c'est surtout au niveau des Server Smash, puisqu'ils sont obligés d'être un peu plus stratégiques qu'en général.

Maintenant c'est quoi PS2? Zerg aussi fort que possible en mode braindead, parce qu'au fond il y à plus vraiment de côté tactique / stratégique?

C'est pourtant ce que mettent en avant les devs.

Moi perso je m'en fout, je prends mon pied en tuant des gens, pas en cappant des bases pour retirer X ressources à l'ennemi, mais ça réduit quand même la diversité / complexité du gameplau-y, et je trouve ça dommage.

Pseudo supprimé
Pseudo supprimé 05 août 2014 à 10:16:59

Ah sinon, le Spiker il est beau :hap:

DrKirk
DrKirk
Niveau 25
05 août 2014 à 10:29:44

C'est pas du patch de fillettes :non: par contre va falloir que j'utilise mes certs parce qu'avec la disparition du timer je vais atteindre les 10000 :rire:

onitony
onitony
Niveau 10
05 août 2014 à 10:57:35

je vais frôler les 20K personellement :o))

gt00
gt00
Niveau 6
05 août 2014 à 10:59:42

"Ah sinon, le Spiker il est beau"

C'est à croire que les dev se disent "Bon on va leur faire un jolie design et ils seront content. C'est pas grave si l'arme est la plus pourrit de tout le jeu.. Il y aura bien quelques pigeons qui l’achèteront juste pour son design !"

Personnellement les trois choses qui me fait hésiter à quitter les vanu, sont:
- Le skin des armures.
- Mon perso BR 80 avec un paquet d'arme acheté via SC.
- Les piou piou :fier:

Maintenant que je vois la daube de pistolet qu'ils nous sort, je viens enfin d'ouvrir les yeux. Ils ne feront jamais rien pour rendre les vanu "sympa à jouer".

Ils ont été sortir un pistolet spécifique à la faction:
- Pompe pour les NC (Normal, gros dommage au cac)
- mini smg pour les TR (Normal, RPM amélioré)
- Pistolet douteux avec une charge... (hmm ? )

Vous ne croyez pas qu'il aurait été mieux de nous filet une sorte de mini snipe à courte porté ? Ca aurait été plus logique de mon point de vue...

Exemple tout con.. :
- L'arme des avions à 100CERT est la seul de toute les faction à être inutilisable contre d'autre avion.
- Les projectiles des armes du tank sont les plus lent de toute les faction et vu qu'il sont plus lent ils retombe aussi plus rapidement.
- L'arme de l'assaut lourd spécifique à la faction (le Fouettard) est l'arme la moins utile de toute les faction (Beaucoup trop situationnelle).
- On a les pistolet les plus pourrit ou alors c'est des copie des autres faction..
- La capacité du XAM est la plus pourrit (depuis une certaine MAJ) comparé au autres faction...

Et si je cherche je peux trouver encore beaucoup de chose comme ça...

Pseudo supprimé
Pseudo supprimé 05 août 2014 à 11:03:44

De toute façon pour les nouveaux pistolets, il y en à aucun qui vaut vraiment le coup, ni le NC ni le TR, au vu de la vidéo

gt00
gt00
Niveau 6
05 août 2014 à 11:07:31

J'ai joué pas mal sur le serveur TEST et je peux t'assurer que le pistolet TR est monstrueux.

Celui des NC l'est moins mais il est quand même très bon. De mon point de vu c'est le pistolet TR qui est trop fort. Mais bon, il est pas plus fort que celui de base. En fait, les TR on un très bon pistolet depuis le début du jeu et visiblement ça ne changera pas.

Pseudo supprimé
Pseudo supprimé 05 août 2014 à 11:13:18

L'idée d'un pistolet full auto est bonne, mais il manque de munitions, et le spread est quand même monstrueux.

Tu tues une cible par chargeur, et tu peines à le faire apparemment. C'est pas le cas pour le Repeater, et il reste quand même le meilleur choix à mes yeux.

Les NC et leur mini pompe qui permet même pas de tir / cut, la bonne blague. T'es un pompe ou tu l'es pas quoi :rire:

onitony
onitony
Niveau 10
05 août 2014 à 11:17:55

@gt00 :

"VS players are funny, they don't use stuff unless it's obviously OP"
Matt Higby, directeur créatif.

- L'arme des avions à 100CERT est la seul de toute les faction à être inutilisable contre d'autre avion.

La Banshee en A2A c'est aussi de la merde. Et puis le PPA c'est de l'anti infanterie a la base. Après oui le Air Hammer est a moitié pété contre les autres ESF.

- Les projectiles des armes du tank sont les plus lent de toute les faction et vu qu'il sont plus lent ils retombe aussi plus rapidement.

en compensation vous etes extrêmement chiants a viser passé 200m. Puis le drop ca s'apprend et ca se compense.

- L'arme de l'assaut lourd spécifique à la faction (le Fouettard) est l'arme la moins utile de toute les faction (Beaucoup trop situationnelle).

ca fait pourtant partie des armes les plus fun a utiliser a mon avis.

- On a les pistolet les plus pourrit ou alors c'est des copie des autres faction..

et nous on a le TX2 AKA "le mag shot mais en moins bien" ou bien l'emperor aka "syndrome du tunnel carpien". Et le T4 il sert plus a rien passé 10m. sans oublier le chargeur un poil trop court pour le ROF.

- La capacité du XAM est la plus pourrit (depuis une certaine MAJ) comparé au autres faction...

T'a déja testé le lockdown des TR avant d'avancer des conneries pareilles?

La vidéo du moment