The Planetside 2 PS4 (EU) servers will be coming down at 4pm (PST) for an update. The approximate downtime is 1.5 hours and will require a client download. Additions and changes are listed below:

New Weapons

NSX Tanto

The newest member of the Nanite Systems Export family of weapons is the NSX Tanto, a carbine with specialized stabilizers that allow for excellent initial accuracy from the hip. This functionality gives the Tanto the ability to fight up close or at range while maintaining a substantial mobility advantage for experienced shooters. Firing in short bursts is recommended, as the stabilizers require some time to recalibrate during sustained fire.

Infantry Balance

Phaseshift VX-S

Semi-auto and Bolt-action are now separate firing modes

Semi-auto and Bolt Action firing modes now use different crosshairs

The charge-up mechanic has been removed

Weapon can no longer be manually reloaded

Adjusted bolt-action muzzle special effects

Semi-auto heat per shot from 200 to 190 (6 rounds per mag)

Bolt-action heat per shot from 1000 to 800 (2 rounds per mag)

Upon overheat, 1 second cooldown

Heat bleedoff from 334 to 500

Heat delay per shot from 700ms to 1000ms

Recoil recovery delay from 0ms to -150ms

Recoil recovery of semi-auto from 10 to 15

Recoil recovery rate acceleration from 1000 to 300

Bolt-action vertical recoil from 1.2 to 4.5

Bolt-action headshot multiplier from 2.1x to 2.2x

Max damage range from 8m to 10m

Min damage range from 260@200m to 334@85m

Dev Note: This weapon has been revamped to provide two firing modes (semi-auto and bolt-action) that can be swapped between mid-stream. The result should be a weapon that has similar effectiveness to traditional bolt-action weapons, with the flexibility to compete at shorter ranges.

T7 Mini-Chaingun

Magazine from 100 to 125

Ammo capacity from 400 to 500

Cone of fire bloom from 0.05 to 0

Standing hipfire CoF from 2.25 to 2.50

Walking hipfire CoF from 2.75 to 2.50

Crouching hipfire CoF from 1.75 to 2.50

Crouch-walking hipfire CoF from 2.25 to 2.50

Velocity from 600 to 500

Dev Note: These changes tighten up the weapon’s walking cone of fire, and push it closer to being a competitive weapon, while also allowing the player to equip a laser sight in a way that significantly alters the performance of the weapon.

Lasher X2

Heavy Shield will no longer obscure optics while firing

Hipfire cone of fire bloom from 0.1 to 0

ADS cone of fire bloom from 0.05 to 0

Dev Note: This is a minor change to increase the sustained fire capabilities of what could be considered one of the most suppression-dedicated weapons in the game.

Anti-Vehicle MANA Turret

Projectile lifespan from 4.75sec. to 3.2sec.

Dev Note: This change effectively reduces the max range of the weapon from 450m to 300m, which is the range at which infantry most often render. As a vehicle player, it’s no fun getting hit by targets you can’t see, and the AV MANA Turret has frequently created issues to that end. Shortening up the impact of precision long-range AV weapons also helps foster the new infantry to vehicle interaction we’ll be moving toward in the coming days.

Falloff range adjustments to Assault Rifles and LMGs

Dev note: The previous one-tiered damage falloff scaled too well with damage over distance, marginalized the value of certain attachment choices, and restricted design freedom. These changes should help more weapons and weapon classes shine in their intended engagement ranges.

Damage range and damage value adjustments for LMG and Assault Rifles are listed below, and are unmodified by Soft Point Ammo and High Velocity Ammo. Directive Weapon adjustments are listed further down.

Carnage AR and Terminus VX9

Damage from 143@10m-125@65m to 143@10m-112@60m

Pulsar VS1, Equinox Burst, T1 Cycler, T1S Cycler, T1B Cycler

Damage from 143@10m-125@65m to 143@10m-112@80m

SABR-13, NC1 Gauss Rifle, Gauss Rifle S, Gauss Rifle Burst

Damage from 167@10m-143@75m to 167@10m-125@90m

HV-45, TAR, Cycler TRV, GR-22

Damage from 143@10m-125@60m to 143@10m-100@60m

Orion, Pulsar LSW, SVA-88, Polaris, T9 CARV, T16 Rhino, T9 CARV-S, MSW-R, EM1

Damage from 143@10m-125@60m to 143@10m-112@65m

Assault Rifles

Darkstar

Damage from 143@10m-125@65m to 143@10m-112@80m

Vertical recoil from 0.198 to 0.187

Horizontal recoil from 0.16 to 0.15

Horizontal recoil tolerance from 0.7 to 0.525

T1 Unity

Damage from 143@15m-125@65m to 143@15m-112@80m

Horizontal recoil from 0.18 to 0.16875

Horizontal recoil tolerance from 0.5 to 0.375

Muzzle velocity from 550 to 551 (bug fix)

Gauss Prime

Damage from 167@10m-143@95m to 167@8m-125@110m

Vertical recoil from 0.2850 to 0.255

Horizontal recoil from 0.14 to 0.13125

Horizontal recoil tolerance from 0.4 to 0.3

Projectile velocity from 650 to 651 (bug fix)

Light Machine Guns

T9A Butcher

Dev Note: We wanted to enable the 400 round magazine that was previously on PTS, but there is a bug barring a proper implementation at the moment. We'll look to changing this in the future, but in the meantime, the Butcher has received a minor rate of fire increase alongside the removal of the spinup mechanic.

Damage from 143@10m-125@65m to 143@10m-112@65m

Removed spinup mechanic.

Refire rate from 80ms to 78ms

Min damage from 125 to 112

Equip time from 1250ms to 1300ms

Betelgeuse

Damage from 143@10m-125@65m to 143@10m-112@65m

GODSAW

The GODSAW now has a secondary firing mode which deals minor damage to heavy vehicles, but reduces its damage against infantry by 50%.

Submachine Guns

Skorpios

Now properly restores one magazine per tick from ammo boxes

Max damage range from 10 to 8

Min damage range from 48 to 60

ADS Cone of Fire from 0.2 to 0.3

Vertical recoil from 0.3 to 0.2

Recoil angle from 20 to 15

Horizontal recoil from 0.3/0.392 to 0.225/0.294

Horizontal recoil tolerance from 0.9 to 0.675

Short reload from 1.74sec. to 2.08sec.

Long reload from 2.8sec. to 3.36sec.

Shuriken

Now properly restores one magazine per tick from ammo boxes

Max damage range from 6 to 4

Min damage range from 50 to 62

Velocity from 388 to 370

ADS Cone of Fire from 0.2 to 0.3

Vertical recoil from 0.225 to 0.15

Horizontal recoil from 0.3470/0.3760 to 0.26/0.282

Horizontal recoil tolerance from 0.9 to 0.675

Short reload from 2.25sec. to 2.7sec.

Long reload from 2.92sec. to 3.5sec.

Tempest

Now properly restores one magazine per tick from ammo boxes

Max damage range from 6 to 4

Min damage range from 54 to 66

ADS Cone of Fire from 0.2 to 0.3

Vertical recoil from 0.36 to 0.3

First shot recoil multiplier from 2.25 to 2.5

Horizontal recoil from 0.212/0.304 to 0.159/0.3

Horizontal recoil tolerance from 0.7 to 0.675

Short reload from 1.855sec. to 2.23sec.

Long reload from 3sec. to 3.6sec.

Pistols

The Immortal

Velocity from 163 to 325

ADS CoF bloom from 0.12 to 0.06

Magazine size from 17 to 15

Ammo capacity from 85 to 90

The Executive

Velocity from 188 to 375

ADS CoF bloom from 0.14 to 0.07

Magazine size from 15 to 13

Ammo capacity from 75 to 78

The President

Velocity from 188 to 375

ADS CoF bloom from 0.1 to 0.05

Magazine size from 21 to 18

Ammo capacity from 105 to 108

Vehicle changes

Aspis Anti-Air turrets (lattice base version)

Projectile lifespan from 3sec. to 1.2sec.

Projectiles now detonate at the end of their lifespan.

Dev Note: This change brings the maximum effective range of base turrets to 450 meters to focus their role on the defense of the base, instead of influencing far-off fights.

Vehicle Thermal Optics

Renamed "Threat Detection Optics"

No longer highlights infantry

Now highlights projectiles and some NPCs

Ground-vehicle thermal range from 150 to 350

Aircraft thermal range from 350 to 500

Dev Note: The intention behind these changes is to increase the skill required to hunt down infantry (especially while using natural cover, like tree canopies or underbrush,) while increasing the optic’s ability to detect vehicle-based threats.

Sunderer

Deployment Shield maximum health from 2000 to 2500.

Dev Note: This change aims to lengthen the time it takes for a single infantryman to destroy a Deploy Shield Sunderer while uncontested, allowing for more time for defenders to respond to the threat.

ESF

Hornet Missiles

Direct damage from 2000 to 1500

Indirect damage from 550 to 250

Indirect damage max range from 4m to 3m

Dev Note: These changes keep Hornets as the ESF secondaries with the highest burst potential, but the lengthened time to kill helps discourage hovering above targets for prolonged periods, pushed them more toward hit and run gameplay, and reduces their effectiveness against infantry.

Vehicle third person cameras have been adjusted.

Dev Note: Opened the viewing angles on most vehicle cameras for drivers to allow for increased awareness in third person.

Valkyrie

Pelter Rocket Pods

In-game stats now display correct indirect damage range.

Magazine from 8 to 10

Ammunition capacity cert line from 8 rockets per rank to 10 rockets per rank

Velocity from 150 to 250

Ammo capacity from 64 to 100

Dev Note: Pelters were not only difficult to use on moving targets, but also didn’t yield comparable rewards for the skill required. These adjustments make landing shots easier, and the increased magazine size and ammo pool allows for more damage over time and staying power.

Prowler, Magrider, Vanguard

Ranger

Pitch down limit from 0 to 5

Walker

Pitch down limit from 0 to 5

Dev Note: Adjusting the pitch down limits on Ranger and Walker helps reduce the situations you’ll find a vehicle on your horizon and unable to be damaged. This is more a quality of life adjustment than anything else, though Walker receives at least a bit more viability against infantry at longer distances.

Harasser, Flash, Sunderer, ANT

Fury

Indirect damage from 334 to 150

Dev Note: Fury received some splash adjustments across the board, since the weapon currently performs well in an anti-vehicle role, while maintaining high effectiveness versus infantry. The direct damage remains, but it pays more for its versatility on the anti-infantry front.

Galaxy

Pelter Rocket Pods

The Galaxy may now purchase Pelter Rocket Pods for the left and right wing mounts.

Hyena Rocket Pods

The Galaxy may now purchase Hyena Rocket Pods for the top weapon mount.

Dev Note: Galaxy has been the least-touched vehicle over the years by far, and hasn’t received anything new in the weapons department since the Walker. These new options aren’t anticipated to adjust the overall Galaxy meta, but it does open up some new options for Galaxy pilots and gunners to explore.

Bulldog

Direct damage from 1000 to 600

Indirect damage from 500 to 400

Double Dev Note: As an aerial platform with some of the highest health in the game, bulldog was simply too powerful a farming tool, especially in smaller scale fights. These changes increase the importance of direct hits for gunners, while giving victims a better chance to respond to incoming damage.

Pitch and Indirect damage adjustments

Dev Note: With a few exceptions, the pitch angle adjustments listed below are intended to create small pockets of infantry vulnerability close to the vehicle. This change was especially important for the ANT, which has the maneuverability to get into tight spots occupied by infantry, while also maintaining an immunity to small arms fire.

Sunderer

Basilisk

Pitch down limit from 24 to 18

Bulldog

Pitch down limit from 17 to 11

Fury

Pitch down limit from 17 to 11

Refill ammo per tick from 32 to 16

Walker

Pitch down limit from 0 to 5

Ranger

Pitch down limit from 0 to 5

ANT

Fixed various third person cameras

Basilisk

Pitch down limit from 24 to 15

Fury

Pitch down limit from 17 to 11

Refill ammo per tick from 32 to 16

Kobalt

Pitch down limit from 25 to 18

Walker

Pitch down limit from 0 to 5

Ranger

Pitch down limit from 0 to 5

Bulldog

Pitch down limit from 17 to 11