Gaunty wrote: » I am now a VS soldier on miller server. Seem to be getting our arses kicked most of the time by zergs but i like being the underdog.
Nody wrote: » 4th faction is sitting comfortable with TR on Miller anyway so no change for us :P (we even got "normal" TR who're creating alts on NC/VS to get more/better fights).
PirateShampoo wrote: » Im VS on Ceres, we got a NC problem atm. Saying that though its more of a North Indar gate problem unless its VS who holds it.
SOE needs to remove the ability to have Alts on the same server.
The below are the major weapon and vehicle changes planned for GU011. Vehicle and MAX Resource Costs The majority of vehicles and the MAX units will be getting a resource cost increase with this update. The new values are based on data that we have collected from the Live servers, and our goal is to even out the resource costs with their related income rates. New Costs: Flash: 150 Sunderer: 400 Lightning: 400 Magrider: 450 Vanguard: 450 Prowler: 450 Scythe: 250 Reaver: 250 Mosquito: 250 Liberator: 350 Galaxy: 350 Harasser: 400 MAX: 350 MAX Abilities The Burster buffs when using the VS ZOE and TR Lockdown abilities will be reduced. The damage received when the VS ZOE ability is active will be getting increased. Note: The timer currently on the test server for the ZOE ability is not planned to go live. Shotguns All shotguns will be getting a small reduction in damage per pellet. The goal with this change is to reduce slop while keeping the effective kill ranges of the shotguns the same. So glancing hits and spamming without aiming will not be as rewarding, but well-aimed shots should just be as effective as before. The default ammo count on the pump-action shotguns will be dropping from 5 to 4 rounds. This brings their potential kills per magazine and kills over time more in line with the other weapon classes. Faction Heavy Weapons All faction weapons will be getting a pass to make them more effective at their various roles. Jackhammer: The ammunition capacity of this weapon is being increased to 9 rounds. Also, the burst mode will be gaining a rate of fire increase. MCG: The fire delay is being removed. Instead, the weapon will fire immediately and the rate of fire will ramp up over time. The hip accuracy is being adjusted to better allow sustained fire. Lasher: This weapon will receive a rate of fire increase and a slight damage buff, which should allow it to be viable in more situations. Also, ally players will no longer take the full AOE damage. IRNV Scopes We feel that the current downsides to this optic (less visibility at range) are negligible when compared to its benefits. We’re going to be adding a very small delay before the night vision is active and a small amount of scope sway to better balance the attachment out. Flak Bursters will be getting an accuracy penalty when moving and COF bloom is being added over sustained fire. The goal with this change is keep them just as effective at near range while dropping their effectiveness at extreme ranges (300+ meters). Skyguards will be getting a projectile speed increase and other stat changes to make them better at range. Vulcan The Vulcan has been updated to be more effective at range and now has a larger clip size. In addition, it has been given a spin up time. The Vulcan still fires during the spin up time, but at a reduced rate. Sunderer Deployment Facilities and Outposts on Indar and Amerish now have Sunderer No Deploy Zones. These function just the like No Deploy Radius around allied deployed Sunderers. These zones prevent you from parking your Sunderer right on top of the capture points. You’ll have to fight to the capture points on foot. Edit: Forgot one. Edit 2: Spelling Underbarrel Attachments These have been removed from the weapon selection list and are now mapped to the primary weapon key. Press 1 to swap between the weapon and its attachment.
Varik wrote: » Striker needs to be nerfed, a lock on with 5 shots means that smoke means nothing to it.
Nody wrote: » I honestly can only agree; we had 3 platoons camping over Xeno camp today. Nothing could remove them since between the Fracture MAXes making sure nothing stood on the ground, the medics/Engi to keep everything running and the 10+ strikers shooting at anything in the sky you could not get there even with flares out...
Varik wrote: » or you get your flares off and they've still 4 more shots to go.
Sarky wrote: » Eh, they'll learn. Or die. Either way.
Varik wrote: » 3: The prat who who walked in front of eng turret and died instantly so I assume he was already hurt as I stopped as soon as he got hit, and then him again after he came after me and he ended up on the losing side of that fight. Also he may have purposely gone after someone in my outfit later.
kearneybobs wrote: » Downloaded and looked up some videos on how it all starts out. Looks like they drop you into the action straight away. Seems like I have a good idea on how it all works. Not sure which faction to go for. What do most people on here go for? Any specific server?