LMG Changes

Made some more tweaks to LMG’s based on player feedback, here are the changes on PTS compared to live; we are looking to get these changes to live at this point.

Orion

ADS moving CoF remains 0.4 (same as Live)

ADS movement modifier to 0.5, from 0.75

ADS CoF recoil to 0.04, from 0.05

Horizontal recoil to 0.22/0.22, from 0.2/0.225

Horizontal tolerance to 0.8, from 0.9

Standing hipfire to 2.5, from 2.75

Moving hipfire to 3.25, from 3.5

Projectile velocity to 540, from 570

Short and long reloads to 3.0/3.44, from 3.28/3.655

Betelgeuse

ADS moving CoF remains 0.4 (same as Live)

ADS movement modifier to 0.5, from 0.75

ADS CoF recoil to 0.04, from 0.05

Horizontal recoil to 0.22/0.22, from 0.2/0.225

Horizontal tolerance to 0.8, from 0.9

Standing hipfire to 2.5, from 2.75

Moving hipfire to 3.25, from 3.5

Projectile velocity to 540, from 570

Decreased heat bleedoff speed by 20%

SVA-88 & SVA-88 GG

ADS movement modifier to 0.5, from 0.75

Horizontal recoil to 0.2/0.2, from 0.2/0.225

Horizontal tolerance to 0.8, from 0.9

Vertical recoil to 0.4, from 0.44

Pulsar LSW

Can now equip Extended Magazines

First Shot Multiplier to 1.6, from 2.45

ADS CoF recoil to 0.04, from 0.05

VX29 Polaris

Maximum damage range to 20m, from 10m

Recoil angle to 17/17, from 17/20

Can now equip a Flash Suppressor

Ursa

Moving ADS CoF to 0.35, from 0.4

Flare

Horizontal tolerance to 0.6, from 0.75

Vertical recoil to 0.4, from 0.44

Anchor

First Shot Recoil Multiplier to 2.2, from 2

Horizontal recoil to 0.18, from 0.175

Standing hipfire to 2.75, from 3

Moving hipfire to 3.5, from 3.75

Projectile velocity to 570, from 600

EM1

Maximum damage range to 20m, from 10m

Horizontal recoil to 0.18/0.18, from 0.2/0.2

NC6 Gauss Saw

Moving Aim Down Sights CoF to 0.4, from 0.5

MSW-R

Standing hipfire to 2.75, from 3

Moving hipfire to 3.5, from 3.75

Projectile velocity to 550, from 580

T16 Rhino

Maximum damage range to 20m, from 10m

First Shot Recoil Multiplier to 1.5, from 2

TMG-50

Moving ADS CoF to 0.35, from 0.4

T32 Bull

Reserve ammunition to 240, from 180

Horizontal recoil to 0.18, from 0.2

T9 CARV-S

Horizontal tolerance to 0.7, from 0.8

T9A Butcher

Added Spinup - Rate of Fire from 750 to 780 over 0.3 seconds.

Crouching hipfire to 3, from 3.5

Crouching moving hipfire to 3.5, from 4

Standing hipfire to 3.5, from 4

Moving hipfire to 4, from 4.5

Victory Points

Continents will no longer be captured by alerts and territory control alone. Victory points are a new method of scoring in the game, the more points your faction earns the closer to continental victory you will be; if your faction earns a predetermined number of points then continent is yours.

There are a numbers of ways to earn VP:

Permanent Victory Points

Link your warpgate to enemy warpgate #1 = +1 VP

Link your warpgate to enemy warpgate #2 = +1 VP

Link your warpgate to enemy warpgate #1 + #2 simultaneously = Continental Victory/Lock

Capture all Techplants = +1 VP

Capture all Amp Stations= +1 VP

Capture all Biolabs = +1 VP

Capture all major facilities (Amp, Bio, Tech) simultaneously = Continental Victory/Lock

Win Alerts = +1 VP

Flux Victory Points

Capturing more than 50% of a continents territory can earn you flux Victory Points. Flux Victory Points count towards continental victory but can be won/lost with the territory you control/lose.

Percentage of Territory controlled

55% = +1 VP

60% = +1 VP

65% = +1 VP

70% = +1 VP

75% = +1 VP

80% = +1 VP

85% = +1 VP

90% = +8 VP (Continental Victory)

Misc

Skill line trees are back

All facilities and outpost should now be using the new capture ui that went live on large outposts a few weeks ago

Known Issues

Loadouts (both vehicle and infantry) are not persisting through logout/in

Locking a continent grants 200 certs (this is just test data)

As always, looking for your fededback on these changes.