2 Certs for each SC spent X number of characters on account. So 1000 SC becomes 2000 Certs for each character on account. F2P has three character slots so that 1000 SC becomes 6000 certs if you had bothered to make alts.
2 Certs for each SC spent X number of characters on account. So 1000 SC becomes 2000 Certs for each character on account. F2P has three character slots so that 1000 SC becomes 6000 certs if you had bothered to make alts.
I've spent approximately 10k on one character, 3k on another, none on a third that I started first week of release. You're saying when I'm able to log in I'm going to have 78k certs?
Hahaha, that video. Smed at the end "What the FUCK"
also.. these timers are unbelievably fucked. They need to increase XP from capping or switch the timers back because there's like no reason that a small base should take 5+ minutes to flip with like 30 people on it.
I've spent approximately 10k on one character, 3k on another, none on a third that I started first week of release. You're saying when I'm able to log in I'm going to have 78k certs?
I spent about 12k each on two chars then another 3k ish on a third and only got about 7400 certs on all three characters /shrug still a welcome surprise since I hadn't logged in in a couple months.
Hahaha, that video. Smed at the end "What the FUCK"
also.. these timers are unbelievably fucked. They need to increase XP from capping or switch the timers back because there's like no reason that a small base should take 5+ minutes to flip with like 30 people on it.
Are you talking about today's mini patch? I agree, abandoned bases should be taken over faster if no combat is detected for x number of time. :
All servers will come down at 6:00 AM PT (3:00 PM CEST) for a brief update to address a few outstanding issues. Downtime is anticipated to be approximately two hours. Players may note the following changes:
All capture times have now been standardized:
Small Outposts take 4 minutes
Large Outposts take 7 minutes
Facilities take 10 minutes
Influence bonus during capture has been removed
Bonus for number of players on the point has been removed
Fixed an issue preventing players from accessing certain equipment slots if they were switching between loadouts within the same class or vehicle AND had an item equipped in that slot in the first loadout, but not in the second
The 1st person pump action shotgun reload animation will no longer appear to be stuck
The NS11C compensator attachment will now be properly attached to the weapon
The main Rashnu Biolab is now capturable again (forward spawns are still being worked on)
Missing spawn shields at The Crown have been replaced.
Fixed an issue which prevented the engineer's AV Turret from being previewed in the Depot
Fixed tint issue with the Black and Gold versions of the Underboss and Commissioner pistols when previewed on your character
Fixed a missing resupply button on the Utility page
Fix for generator timers displaying incorrect values in the HUD and minimap
Updated some weapons to match the values we initially called out in the GU07 release notes that we didn't manage to get to Live servers the first time around:
VS Blueshift VM5
VS Nebula VM20
VS Cosmos VM3
Fixed issue preventing players from viewing the Hvar Northgate Garrison redeployment option
Fixed issue causing players deploying at The Crown to end up at the wrong location
Actually I just logged on, I missed the mini patch. I'm okay with this but last night the bases were taking like 15+ minutes to cap no matter how many people are there. These changes are alright I suppose.
I'm glad they've done away with the players on the cap tbh
After rofling around in somebodies lib with a dalton, I decided to buy that lib pack that was on sale and am in the process of blowing all my certs on it. There's an overabundance of AA but it's still pretty fun.
Highlights include:
New anti-ground vehicle weapon for MAX (all factions)
New Common Pool Vehicle -The Harasser
The Harasser is a speedy armored assault buggy that plays a dual role as both a transport and a strike vehicle.
Carries three units:
Driver
Gunner
Passenger in rumble seat (supports a MAX unit)
New in the Depot
MAX Weapons:
NCM3 Raven
The NCM3 Raven is a laser guided rocket launcher that deals heavy damage to vehicles. (NC only)
MR1 Fracture
The MR1 Fracture is a dual rotary cannon that fires high velocity rockets designed specifically to penetrate vehicle armor. (TR only)
Vortex VM21
The VM21 particle accelerator is capable of firing a beam that punches through vehicles. Charging the weapon will increase damage at the cost of more ammunition used per shot. (VS only)
MAX Ogre Armor
Harasser cosmetic items including Lumifiber Trim, Chassis Lights and a Horn
Single Use Camos have been removed from the Depot
Vehicle Updates
New Common Pool Vehicle - The Harasser
The Harasser is a speedy armored assault buggy that plays a dual role as both a transport and a strike vehicle.
Carries three units:
Driver
Gunner
Passenger in rumble seat (supports a MAX unit)
A pass was done on the elevation ranges of some vehicle turrets:
M20 Basilisk
Increased upward elevation range from 35 to 65 degrees
Increased downward elevation range from 17 to 24 degrees on Sunderer Only
M12 Kobalt
Increased upward elevation range from 50 to 65 degrees
Increased downward elevation range from 20 to 25 degrees on Sunderer Only
ES540 Halberd
Increased upward elevation range from 25 to 30 degrees
Increased downward elevation range from 7 to 14 degrees
Saron HRB
Increased upward elevation range from 25 to 30 degrees
Increased downward elevation range from 7 to 10 degrees
Enforcer ML85
Increased upward elevation range from 25 to 30 degrees
Increased downward elevation range from 7 to 10 degrees
Vehicle Weapon Adjustments:
M20 Basilisk
Upped base cone of fire, but removed additional blooming
Min COF increased from .25 to .75
Max COF decreased from 1 to .75
Lowered projectile speed from 650 to 500
M20 Drake
Upped base cone of fire slightly, but removed CoF blooming
Min COF increased from .25 to .66
Max COF decreased from 1 to .66
Lowered projectile speed from 750 to 650
G40-F Ranger
Reduced Flak Damage from 56 to 38
Decreased time between shots from 272 to 182
Increased Clip Size from 24 to 32
Magazine Size certs now gives 3 rounds per rank.
Increased Ammo Capacity from 288 to 384
Ammo Capacity certs now gives 16 rounds per rank.
Increased CoF from 1 to 1.25
Reaver M30 Mustang AH
Damage per pellet reduced from 175 to 150
Scythe Light PPA
Increased projectile speed from 250 to 300
Mosquito M14 Banshee
Direct hit damage increased from 140 to 150
Tank Armor Changes. In general the below changes will allow tanks to sustain one more anti-tank round to the front and sides and about 1.5 to 2 more tank rounds to the rear. Armor certifications are listed as decreasing, this was to keep them able to absorb roughly one addition anti-tank round to that side. Also smoothed out some unnecessary inconsistencies between the tanks.
Lightning
Front Armor Increased from 55 to 65
Front Armor certification bonus decreased from 10 to 7
Side & Top Armor Increased from 45 to 58
Side Armor certification bonus decreased from 10 to 8
Top Armor certification bonus decreased from 15 to 8
Rear & Bottom Armor Increased
Magrider
Front Armor Increased from 55 to 63
Side & Top Armor Increased from 50 to 58
Side Armor certification bonus decreased from 10 to 8
Top Armor certification bonus decreased from 10 to 8
Rear Armor Increased from -20 to 30
Prowler
Front Armor Increased from 55 to 63
Side & Top Armor Increased from 50 to 58
Side Armor certification bonus decreased from 10 to 8
Top Armor certification bonus decreased from 10 to 8
Rear & Bottom Armor Increased from -20 to 30
Vanguard
Front Armor Increased from 62 to 68
Front Armor certification bonus decreased from 5 to 4
Side & Top Armor Increased from 60 to 65
Rear & Bottom Armor Increased from -20 to 35
New Armor Piercing 30mm Resist Type: A new resist type has been created for Tank Busting caliber chain guns. Tanks have been given a vulnerability to this resist type. This makes these weapons nearly as effective as they were before the above armor increases.
The following weapons use this new resist type
AP30 Shredder
CAS30 Tank Buster
New Armor Piercing Round Resist Type: A new resist type has been created for AP tanks rounds (and a few other weapons). Tanks have been given a vulnerability to this resist type. This makes these weapons nearly as effective as they were before the above armor increases.
Lightning (-25)
Magrider (-20)
Vanguard (-18)
Prowler (-20)
The following weapons use this new resist type
Lightning L100 Python AP
Magrider Supernova FPC
Vanguard Titan-150 AP
Prowler P2-120 AP
Phalanx Spear AV Turret
Liberator C150 Dalton
Sunderer:
Resistance to C4 increased from -50 to -40
Critical damage state on Sunderer begins at 13% health remaining instead of 12.5%
Two C4 will still place a full health stock Sunderer in critical damage state.
Annihilator
Damage increased from 1150 to 1200
Bug Fixes:
Fix for ESF external afterburners not being able to be re-equipped if a secondary weapon is selected in VR training
Fix for ESF external afterburners not being able to be re-equipped if a secondary weapon is selected in VR training
Fixed issue where Vanguard Shield would sometimes immediately shut off or shut off after taking a little bit of damage
The Prowler should now have appropriate 3rd and 1st person audio while in Anchored Mode
Infantry Updates
Improved MAX Flak Armor. Flak armor explosion resist is now increased 10% each tier.
Renamed to Nanite Auto Repair System.
Damage delay reduced to 8 seconds.
Increased Healing rate
Tier 1: 0.5% per second
Tier 2: 0.75% per second
Tier 3: 1.0% per second
Tier 4: 1.25% per second
Tier 5: 1.5% per second
Infantry Weapon Changes
The majority of infantry weapons have been adjusted to better even out the performance of the different types. Assault rifles, carbines, and small magazine LMGs have had their equip speeds and reload times tuned to allow them to be more competitive with the larger magazine LMGs. Short range assault rifles and carbines are being reduced in effectiveness at long range. Long range weapons are being increased in effectiveness through individual weapon tuning and related attachment changes. Burst variants are now more accurate. Exact changes are detailed below.
Weapon Misc. Changes
Increased the hold breath time by 1 second when looking through a 6x or higher scope.
All rocket launchers now have a short delay between ammo pickups from engineer ammunition packs.
All shotguns with a 20 meter max damage range had that max range reduced to 18 meters.
Fixed a bug that was causing pump-action shotguns to start their chamber timer early. This will result in the below weapons having a longer delay between each shot.
NC GD-66 Claw
NC LA39 Bruiser
TR TRS-12 Uppercut
TR TAS-16 Blackjack
VS Phobos VX86
VS Deimos VA29
Weapon Equip Times
All Assault Rifles except the below: 0.75 to 0.65 seconds
NC Reaper DMR: 0.875 to 0.78 seconds
All Carbine Rifles except the below: 0.575 to 0.55 seconds
NC AC-X11: 0.7 to 0.65 seconds
All Sniper Rifles: 0.75 to 0.85 seconds
All Shotguns: 0.7 to 0.75 seconds
All SMGs: 0.75 to 0.65 seconds
All Scout Rifles: 0.75 to 0.65 seconds
TR T7 Mini-Chaingun & VS Lasher X2: 1.3 to 0.9 seconds
Both Medical Kit Types: 0.3 to 0.4 seconds
LMG equip times are more varied and will be listed below.
Weapon Attachment Changes
Compensator
Increased vertical recoil reduction on all weapons.
Suppressor
Carbines: These now slow the projectile by 35%, instead of the previous 40%.
SMGs: These now slow the projectile by 20%, increased from 18%.
Velocity Ammunition
The velocity increase from this ammo type was increased on the majority of weapon types. The benefit given differs per weapon.
Forward Grips
LMG Forward Grips no longer reduce vertical recoil.
Weapons with direction recoil will now lean more toward center when a forward grip is attached.
The maximum horizontal recoil cap is now lowered when a grip is attached.
All forward grips now have an equip penalty. It ranges from 20ms to 150ms, depending on the weapon, with long range weapons and weapons with an innate slow equip speed being penalized less. In general, it drops all weapons down by one weight class. For example, fast equipping 50 round LMGs will drop to the equip speed of 75 round LMGs.
Grenade & Smoke Launchers
These now have a 4 second delay between ammo pickups from engineer ammunition packs.
6x Scopes
All 6x scopes now have weapon sway.
Weapon Specific Changes
NC Gauss Rifle
Long Reload: 2.725 to 2.6 seconds
Short Reload: 2.05 to 1.95 seconds
First Shot Recoil: 2 to 2.15
NC GR-22
Min Damage Range: 65 to 60 meters
Short Reload: 2.31 to 2.455 seconds
Stand move aimed accuracy: 0.3 to 0.35
Max horizontal recoil: 0.225 to .0275
NC Reaper DMR
Long Reload: 3.03 to 2.565 seconds
Short Reload: 1.8 to 1.86 seconds
NC Gauss Rifle Burst
Long Reload: 2.725 to 2.6 seconds
Short Reload: 2.05 to 1.95 seconds
Horizontal Recoil: 0.175 to 0.15
Aimed accuracy, crouch moving: 0.15 to 0.075
Aimed accuracy, stand moving: 0.3 to 0.15
Added Velocity Ammo
NC Gauss Rifle S
Vertical Recoil: 0.35 to 0.34
First Shot Recoil: 1.65 to 1.5
NC Carnage
Long Reload: 3.2 to 2.6 seconds
Short Reload: 2.55 to 2.285 seconds
First Shot Recoil: 3 to 2.25
Projectile Speed: 580 to 600
Aimed accuracy, stand moving: 0.35 to 0.3
Min horizontal recoil: 0.3 to 0.275
NC AF-19 Mercenary
Long Reload: 3.2 to 2.75 seconds
Short Reload: 1.760 to 1.8 seconds
NC GD-7F
Min horizontal recoil: 0.2 to 0.225
Max horizontal recoil: 0.2 to 0.3
Made pull to the left more predictable
NC AC-X11
Long Reload: 3.05 to 2.425 seconds
Short Reload: 2.3 to 1.855 seconds
NC Gauss Compact Burst
Long Reload: 3.2 to 2.75 seconds
Short Reload: 1.760 to 1.8 seconds
Aimed accuracy, crouch moving: 0.15 to 0.075
Aimed accuracy, stand moving: 0.3 to 0.15
Added Velocity Ammo
NC Gauss Compact S
Short Reload: 2.05 to 2.365 seconds
NC Razor
Long Reload: 2.4 to 2.275 seconds
Short Reload: 1.55 to 1.66 seconds
Vertical Recoil: 0.4 to 0.35
Made recoil direction more predictable
NC NC6 Gauss SAW
Long Reload: 7.4 to 7.5 seconds
Short Reload: 6.3 to 6.5 seconds
Recoil Settle: 13 to 12
Equip Time: 1.0 to 1.2 seconds
NC EM1
Long Reload: 4.6 to 4.465 seconds
Short Reload: 3.585 to 3.5 seconds
Projectile Speed: 590 to 600 m/s
First Shot Recoil: 2.6 to 2.3
Equip Time: 1.0 to 0.9 seconds
NC GD-22S
Long Reload: 4.3 to 3.765
Short Reload: 3.44 to 3.135
Equip Time: 0.9 to 0.8 seconds
Increased hip accuracy by 0.5 in all movement states.
NC Gauss SAW S
Long Reload: 5.1 to 5.02 seconds
Short Reload: 4.235 to 4.24 seconds
Vertical Recoil: 0.5 to 0.45
Equip Time: 1.0 to 0.9 seconds
NC EM6
Long Reload: 5.4 to 5.5 seconds
Short Reload: 4.32 to 4.655 seconds
First Shot Recoil: 1.5 to 1.8
Equip Time: 1.0 to 1.1 seconds
NC Anchor
Long Reload: 4.1 to 4.0 seconds
Short Reload: 3.075 to 3.37 seconds
First Shot Recoil: 2.25 to 2
Equip Time: 1.0 to 0.8 seconds
Increased hip accuracy by 0.5 in all movement states.
NC Rebel
Aimed Accuracy: 0.5 to 0.3
NC AF-4 Cyclone
Projectile Speed: 375 to 360
NC NCM2 Falcon
Reload: 2.4 to 2.1 seconds
Direct Damage: 700 to 850
Indirect damage: Max damage reduced from 250 to 80.
TR T1 Cycler
Long Reload: 3.7 to 3.55 seconds
Short Reload: 2.8 to 2.755 seconds
TR Cycler TRV
Long Reload: 4.1 to 4.13 seconds
Short Reload: 3.007 to 3.12 seconds
Min damage range: 65 to 60
Aimed stand move accuracy: 0.3 to 0.35
Aimed crouch move accuracy: 0.25 to 0.2
Max horizontal recoil: 0.275 to 0.3
TR SABR-13
Short Reload: 2.425 to 2.665 seconds
Vertical Recoil: 0.35 to 0.4
First shot recoil: 1.4 to 0.75
Projectile Velocity: 620 to 600
TR T1B Cycler
Long Reload: 3.7 to 3.55 seconds
Short Reload: 2.8 to 2.755 seconds
Aimed accuracy, crouch moving: 0.2 to 0.1
Aimed accuracy, stand moving: 0.3 to 0.15
TR T1S Cycler
Long Reload: 3.885 to 3.65 seconds
TR Tar
Long Reload: 4.1 to 4.11
Short Reload: 3.280 to 2.96
Min Damage Range: 65 to 60
Aimed accuracy, crouch moving: .25 to 0.2
Aimed accuracy, stand moving: .3 to .35
TR TRAC-5
Short Reload: 2.6 to 2.595 seconds
TR LC2 Lynx
Short Reload: 2.8 to 2.96 seconds
Min horizontal recoil: 0.2 to 0.225
Max horizontal recoil: 0.225 to 0.25
TR T5 AMC
Long Reload: 3.1 to 3.13 seconds
Short Reload: 2.17 to 2.265 seconds
First Shot Recoil Multiplier: 2.5 to 1.5
TR TRAC-5 Burst
Short Reload: 2.6 to 2.595 seconds
Aimed accuracy, crouch moving: .2 to 0.1
Aimed accuracy, stand moving: .3 to .15
Added Velocity Ammunition
TR TRAC-5 S
Long Reload: 3.885 to 3.87 seconds
Vertical Recoil: 0.336 to 0.34
First Shot Recoil: 1.88 to 1.85
TR LC3 Jaguar
Long Reload: 3.85 to 3.88 seconds
Short Reload: 2.8 to 2.755 seconds
Max horizontal recoil: 0.25 to 0.275
TR T9 CARV S
Long Reload: 6.5 to 6.11 seconds
Short Reload: 5.5 to 5.11 seconds
Equip Time: 1200 to 1100
TR MSW-R
Long Reload: 4.25 to 3.65 seconds
Short Reload: 3.4 to 3.045 seconds
Equip Time: 0.9 to 0.8 seconds
TR T16
Long Reload: 4.95 to 4.925 seconds
First Shot Recoil: 3 to 2
Equip Time: 1.0 to 1.1 seconds
TR TMG-50
Long Reload: 5.098 to 5.225 seconds
Short Reload: 4.233 to 4.24
Equip Time: 1.0 to .9 seconds
TR T32 Bull
Long Reload: 4.0 to 3.565 seconds
Short Reload: 3.4 to 3.195 seconds
Equip Time: 900 to 800
TR TX2 Emperor
Aimed Accuracy: 0.5 to 0.3
TR Armistice
Long Reload: 3.0 to 2.92 seconds
Short Reload: 2.275 to 2.25 seconds
TR PDW-16 Hailstorm
Made recoil more consistently pull to the right.
TR T2 Striker
Chamber Time: 0.7 to 0.5 seconds
Lock-On Time: 2.5 to 2.25 seconds
Note: The fix that lowered the pump-action shotgun rate of fire also lowered the Striker's. These changes are to compensate for that.
TR M3 Pounder HEG
Direct Damage: 350 to 425
Indirect damage: Max damage reduced from 150 to 75.
VS H-V45
Short Reload: 2.55 to 2.565 seconds
Damage min range: 65 to 60 meters
Aimed accuracy, stand moving: 0.3 to 0.35
VS CME
Long Reload: 3.0 to 2.34 seconds
Short Reload: 2.4 to 2.0 seconds
First Shot Recoil: 3 to 2.5
Min Horizontal Recoil: 0.225 to 0.2
VS Equinox VE2 Burst
Aimed accuracy, crouch moving: 0.15 to 0.75
Aimed accuracy, stand moving: 0.25 to 0.125
Added Velocity Ammo
VS Equinox VE2
Long Reload: 2.415 to 2.3 seconds
Short Reload: 1.8 to 1.875 seconds
Vertical Recoil: 0.245 to 0.25
First Shot Recoil: 2.25 to 2
VS Corvus VA55
First Shot Recoil: 2 to 1.85
Long Reload: 2.4 to 2.47 seconds
Short Reload: 1.8 to 2.015 seconds
VS Solstice
Long Reload: 2.2 to 2.28
VS VX6-7
Long Reload: 2.7 to 2.755
VS Pulsar C
Vertical Recoil: 0.42 to 0.4
Long Reload: 2.65 to 2.61 seconds
Short Reload: 2.0 to 1.82 seconds
VS Solstice Burst
Long Reload: 2.2 to 2.28
Aimed accuracy, crouch moving: 0.15 to 0.075
Aimed accuracy, stand moving: 0.25 to 0.125
Added Velocity Ammo
VS Solstice SF
Long Reload: 2.65 to 2.78 seconds
Short Reload: 1.730 to 1.875 seconds
VS Serpent
Long Reload: 3.8 to 2.89 seconds
Short Reload: 2.65 to 2.59 seconds
VS Orion
Long Reload: 4.6 to 4.0 seconds
Short Reload: 2.8 to 3.045 seconds
Maximum horizontal recoil: 0.2 to 0.225
Equip Time: 0.9 to 0.8 seconds
VS VX29 Polaris
Short Reload: 4.182 to 4.2 seconds
Hip accuracy, stand moving: 3.25 to 3.0
VS Pulsar LSW
Equip Time: 1.0 to 0.9 seconds
VS SVA-88
Short Reload: 3.845 to 3.065 seconds
Recoil Settle: 15 to 13
Equip Time: 1.0 to 0.9 seconds
VS Flare
Long Reload: 5.0 to 5.225
Short Reload: 4.0 to 4.24
Equip Time: 1.0 to 0.9 seconds
VS Ursa
Aimed accuracy, stand moving: 0.4 to 0.35
Hip accuracy, crouch moving: 3 to 2.5
Hip accuracy, stand: 3 to 2.5
Hip accuracy, stand moving: 4 to 3.25
Equip Time: 1.0 to 0.9 seconds
VS Eridani SX5
Aimed Accuracy: 0.4 to 0.3
Long Reload: 2.85 to 2.8 seconds
Short Reload: 1.75 to 1.74
VS Sirius SX12
Aimed Accuracy: 0.4 to 0.3
VS Comet VMT
Direct damage: 430 to 475
Indirect damage: Max damage reduced from 110 to 80.
The new version of the Enforcer ML85 seems so not-NC. went from 1 big hit to slow moving, medium drop darts; have to land 3 to equal pre gu09 damage numbers. I had the choice between the Halberd and the Enforcer way back when, it appears I choose poorly.
The new version of the Enforcer ML85 seems so not-NC. went from 1 big hit to slow moving, medium drop darts; have to land 3 to equal pre gu09 damage numbers. I had the choice between the Halberd and the Enforcer way back when, it appears I choose poorly.
This is the only MMO-ish thing I'm playing right now and I'm having fun with it. I really need to look into actually understanding it outside of looking for the exploding spots on the map and trying to shoot people in the face. It's pretty generous what they give for free, so that's nice. I wish the upgrade system was a little clearer because the menu system is a fucking mess compared to competitors.