The PlanetSide 2 Public Test Server will come down this evening for an update.

Vehicle Bases and Lattice Adjustments

Three new vehicle-capturable bases have been added to Esamir and Indar, and two additional vehicle-capturable bases have been added to Amerish. These open-areas contain a single capture point, and can be fortified with construction objects to create a fortress of your own design. In addition to the new base areas, we’ve made adjustments to some base capture points and lattice connections to reduce map stagnation and increase lane flexibility.

Indar

(New) Sunken Relay Station has lattice links to Howling Pass and Mao Watchtower.

Removed the lattice link from Howling Pass to Mao Watchtower.

(New) Berjess Checkpoint has lattice links to Regent Rock Garrison and Scarred Mesa Skydock.

Removed the lattice link from Regent Rock Garrison to Scarred Mesa Skydock.

(New) Lowlands Trading Post has lattice links to Indar Excavation and Quartz Ridge Camp.

Removed the lattice link from Indar Excavation to Quartz Ridge Camp.

Other Adjustments

Removed the construction no-deploy zone from where the Abandoned NS Offices used to be.

Amerish

(New) Solus Nature Annex has lattice links to Xelas North Gate and Silver Valley Arsenal.

Removed the lattice link from Xelas North Gate and Silver Valley Arsenal.

(New) Cobalt Geological Outpost has links to Cobalt Communications, West Pass Watchtower, and The Scarfield Reliquary.

Removed the lattice link from Cobalt Communications and West Pass Watchtower.

Other Adjustments

Lith Corps. Central, expanded Sunderer and Construction no-deploy zones.

Adjusted some BioLab capture point building geometry.

Sungrey West Gate received more spawn room cover.

Esamir

(New) Tapp Waystation has lattice links to Andvari Frozen Reservoir and Pale Canyon Chemical.

Removed a lattice link from Andvari Frozen Reservoir and Pale Canyon Chemical.

(New) BL-4 Recovery Point has lattice links to East River Sky Station and Terran BL-4 Crash Site.

Removed the lattice link between East River Sky Station and Terran BL-4 Crash Site.

(New) Untapped Reservoir has lattice links to Rime Analytics and Mattherson’s Triumph.

Removed the lattice link between Mattherson’s Triumph and Untapped Reservoir.

Mani Biolab

Added a lattice link from Mani Fortress to Mani Tower.

Added a lattice link from Mani Tower to Mani Lake Satellite.

Andvari Biolab

Added a lattice link from Andvari Barracks to Andvari Frozen Reservoir.

Added a lattice link from Andvari Frozen Reservoir to Andvari South Bank.

Ymir Biolab

Added a lattice link from Ymir Southern Reach to Ymir Mine Watch.

Added a lattice link from Ymir Mine Watch to Ymir Eastern Way Station.

Other Adjustments

Echo Valley Substation now has a lattice link to Nott Communications.

Apex Genetics now has a lattice link to Rime Analytics.

Removed a lattice link between Rime Analytics and Saerro Listening Post.

East River Sky Station, expanded Sunderer No-Deploy Zone.

Saerro Listening Post, [A] point has been moved out of the tower and converted into a vehicle capture point east of the base.

The Traverse, [A] point is now a vehicle capturable point.

Construction Refresh

We’ve started adjusting construction with the goal of improving the combat dynamic, lowering the barrier to entry, and integrating the system in a way that aligns more with the spirit of the game (which means that the most useful bases are not the ones in a hole at the corner of the map.) We would like to see construction bases require more teamwork to endure attacks, instead of having an individual create something that takes a platoon to clean up without being defended. If you want your structures defended, you’ll need allies to do that. Beyond what is listed below, expect additional changes to hit PTS in later updates.

Cortium Costs have been heavily reduced for placing construction objects. Most of these cost reductions range from 50% to 75%. We are discussing future reductions to certification prices as well.

Repair Modules will no longer cast invulnerability on construction objects. They will instead repair nearby constructs based on their type. Fortified constructs, turrets, and modules all repair at different rates. These rates are not yet final.

Skywall Shield Emitter now EMPs enemy infantry who fall through it (instead of setting them on fire,) and damage to vehicles has been increased.

Elysium Spawn Tube received some resistance adjustments to make it more susceptible to certain types of attacks that could be out-repaired from engineers sitting inside of the spawn tube.

Small Arms resist (type 2) from 92 to 90.

Infantry Rocket Launcher resist (while building) from -10 to -100

Infantry Rocket Launcher resist from 37 to -50

Anti-Materiel Rifle resist from -5 to -50

Tank Shell resistance from -25 to -50

Light Anti-Vehicle resistance from -60 to -50

A2G Warhead resistance from -25 to -100

A Welding Device is now accessible from ANTs and Silos in the Field Tools category. This tool allows players of any class to repair construction objects (and not vehicles) at a reduced rate.

Yellowjacket and Howler mining lasers are now effective as siege weaponry, and deal damage over time to constructed objects. Currently this action provides no experience, and is still a work in progress.

Construction Categories have been reorganized to be more conducive to the flow of base building… and make more sense.

In the future, we may be removing or repurposing HIVEs so that alerts do not require cortium refinement to trigger, but before we do that, we would like to get a better account of how these construction revisions play out to ensure construction still feels like a valuable service to each faction’s war effort.

New Empire Specific LMGs

You can find three new empire specific light machine guns on test server. These are still a work in progress, and will be receiving art and audio passes in a later update.

VE-H Maw (Vanu Sovereignty)

The newly developed Maw LMG provides Vanu soldiers with a decisive mix of reload speed and stopping power, thanks to advances in cooling techniques. It’s equipped with a 60 round magazine that fires 167 damage projectiles at 600 rounds per minute.

MGR-L1 Ballast (New Conglomerate)

Built with sustained fire in mind, the Ballast LMG is an accurate, high rate of fire weapon without a harsh penalty for laying on the trigger. It’s equipped with a 100 round magazine that fires 143 damage projectiles at 698 rounds per minute.

MG-H1 Watchman (Terran Republic)

With the highest rate of fire of any light machine gun, the Watchman excels in sending metal down range, and its large magazine size ensures you have enough lead to share. It’s equipped with a 125 round magazine that fires 125 damage projectiles at 857 rounds per minute.

Infantry Adjustments

VE-S Canis (VS SMG)

Unstable Ammunition no longer penalizes cone of fire.

Base rate of fire from 500rpm to 550rpm

MG-S1 Jackal (TR SMG)

Base projectile velocity from 350 to 400.

BX Adapter will likely receive some adjustments in the future.

MGR-S1 Gladius (NC SMG)

Default magazine size from 28 to 26.

Ammo capacity from 168 to 182.

Vehicle Adjustments

Saron LRB (Scythe Nosegun)

Magazine from 65 to 60

Dev Note: Adjustment based on player feedback to help reel in some of the Scythe's strength against other ESF.

Galaxy

Lockon Jamming Field

Added the Lockon Jamming Field defensive slot.

While equipped, the Lockon Jamming Field will passively protect allied vehicles from lockon attempts and proximity-based lockons, but not the galaxy itself.

Operates within 100/125/140/150m.

Dev Note: The addition of this defense slot opens a new route for support capabilities when accompanied by allied vehicles faced with the specific threat of lock-on or proximity-lock projectiles from ground or air. Vehicles are still susceptible to flak while this affect is active. This ability is a work in progress.

Nanite Proximity Repair System

Increased the maximum range of the Galaxy’s proximity repair for air vehicles from 50m to 75m.

Redid the tooltips to better describe the repair rate and distances.

Vehicle Ammo Dispenser

The Galaxy’s vehicle ammo dispenser no longer has different resupply ranges for air and ground vehicles. The ranges have received a slight increase, and now affect all vehicle types equally.

Ranges have been changed as follows…

Rank 1: 50/40m for air/ground to 50m for all vehicles.

Rank 2: 65/55m for air/ground to 75m for all vehicles

Rank 3: 80/70m for air/ground to 90m for all vehicles.

Rank 4: 95/85m for air/ground to 100m for all vehicles.

Dev Note: Increasing the range of Proximity Repair and Ammo Dispenser is intended to promote the support capabilities of the Galaxy, and reduce mid-air collisions from friendly vehicles…

Liberator

LF-100 Afterburner (Utility Slot)

No longer takes up the utility slot, and has been integrated into the vehicle.

This skill line can now be upgraded from the Passive Certs area of the vehicle.

The regeneration rate of the default afterburner is 40 seconds.

The first rank of the passive cert line now reduces the regeneration rate to 30 seconds.

Corrected an incorrect tooltip in rank 4.

Certification cost from 250/375/550/750/1000 to 100/150/200/400/1000.

Dev Note: Afterburner has been best-in-slot on the Liberator for as long as it has existed. With the recent pivot to a more sustained fire role, the value of fire suppression and flares has been increased, but the trade for afterburner remained too high. A default afterburner should make the vehicle more enjoyable to fly, add more flexibility for which engagements it can participate in, and lower the cert investment for players looking to make use of the Liberator.

M60-A Bulldog (Liberator Tailgun)

Direct damage from 250 to 400

Dev Note: This change is primarily intended to reward aim against light-armored targets, like ESF and Harasser, moving the shots to burn/kill from 5/6 to 3/4 for ESF and from 7/8 to 4/5 for Harasser.

Harasser

Tank Cannon (type 7) resistance from -20 to -50

Dev Note: In most cases, this reduces the number of main cannon shots to kill a Harasser by one.

Bug Fixes and Misc.

Fixed a bug with horizontal recoil tolerance introduced in the last update.

The /squad promoteme command should now show a name and description for the person making the request.

Added various messaging for squad actions when promoting or petitioning players.

Implants on the death screen now show their proper rank.

A Join Combat prompt will appear for idle players below BR20, encouraging them to join the fight.

Bounties have been disabled in VR training zones.

Friendly fire has been disabled on Koltyr.

Fixed a bug with players being ejected from squad-spawned vehicles whose pilot is not the owner of the vehicle.

Submitted a new fix for the Phoenix’ screen effect that has more extensibility in the future, let us know if you run into any issues with the Phoenix’ overlay beyond this update.

Known Issues