Planetside 2 game error g15 как исправить
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Game Error G15
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Planetside 2 game error g15 как исправить
All players can enjoy Double EXP starting today through April 10th!
Want to see what’s new? Check out the latest Arsenal Update here.
See you in game, soldier!
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4 апр. 2022
PlanetSide 2 — dsosa
All PC servers will be offline for the following update, Apr. 05, at 6:00am PT (3:00pm CEST). Downtime is expected to last up to two hours.
Notes on Server/Client Performance
Periodic Hitching: Hitching should be resolved with this update’s downtime. With last week’s repeated rolling zone restarts, the expectation is that we introduced a mismatch between data on certain environments that was causing the hitching. (Side note: This issue has nothing to do with the nanite timer, as some have theorized.)
G15 errors: We’re currently experiencing intermittent issues with gateways getting into a bad state. Sometimes a gateway will stop letting traffic through, which means that certain people won’t be able to reach the server (resulting in the G15 error.) Those bad gateways need to be restarted manually after a problem is identified. We’ve added additional logging to the Live environment that will help us diagnose the cause of these gateway collapses. We’re trying to stay on top of these problems as best as our current resources allow, but we can look for a more permanent fix once the data comes in.
Connery Server Latency: We’re aware of extremely high latency for players connecting to Connery from Asia and Australia. This may be due to routing issues from those environments. It would be extremely helpful if you could submit tickets to CS through this portal: https://help.daybreakgames.com/hc/en-us/categories/204228447-PLANETSIDE-2
We need your character name, server, the time of the incident, ISP, and PC specs if possible. CS will work with you if they need more specific information beyond that point. We realize there is a lot of friction associated with this process, but if we can find the exact jumps where these slowdowns occur, we can work with network providers to try to circumvent these problem areas. Fixing this issue for one person tends to fix it for many people, so thank you in advance for those of you submitting tickets.
High-Pop Performance Issues: We continue to investigate how we can make the high-pop server performance better, but the analysis done until this point mainly points to it being something we need to address from a gameplay side. Reintroducing the spawn priority system has certainly increased the performance overhead, and we’re looking at ways to make that less cost intensive. (As a refresher: We initially disabled this system with Oshur’s release, but using the more efficient pre-2019 spawn system garnered a lot of negative feedback on non-Oshur continents.) Alternatively, we can reduce the maximum populations on a continent, as performance tends to really starts feel a negative impact 750ish players, but that’s probably the least favorable bullet we have in the chamber, as it doesn’t truly solve problems when players are all clumped up in the same location. Long story short, we’re not ignoring these issues, there just aren’t great answers at the moment.
Double Experience Weekend Two, Electric Boogaloo
Because our last double experience weekend was riddled with server issues, we’re going to run another one this weekend. The hope is that we have performance issues hammered out by then.
Double experience for ALL players will take place Apr. 08, 09, and 10.
Balance Adjustments
- Semi-auto shotguns now use the same Slug Ammunition as automatic shotguns, changing their damage from 600-400 to 475-300.
- 19A Fortuna, CB-ARX Newton, TRAC-Shot, Eclipse VE3A now all have access to Soft Point Ammunition.
Misc. Changes, Fixes, and Additions
- Compensators for the Eclipse VE3A, TRAC-Shot, and 19A Fortuna now operate as expected.
- NSO’s HCG turrets no longer have view model issues in first person while looking up.
- Heavy Magazine attachment no longer prevents rail attachments from being equipped on weapons that were affected by this bug.
- Heavy Magazine attachment no longer increases the magazine size of underbarrel grenade launchers.
- Compensator’s attachment description has been updated, and properly conveys the increased hipfire penalty.
- NS-45P Pilot now has compensator and flash suppressor like it’s base weapon counterpart.
- Havoc Mines no longer show the tactical grenade indicator above them.
- Mines added in the last update no longer stick to surfaces.
- Updated the cert line description of Nano-armor Cloaking.
- EMP, Flash, Concussion, and Havoc grenades now all grant assist experience.
- Equipping a laser sight on the «Treasured» LA1 Anchor no longer conflicts with barrel attachments.
- MG-A1 Arbalest now has proper barrel attachment models.
- Earning a Flashbang Mine medal no longer also grants a Flashbang Grenade medal.
- The My Stats page have had the missing grenades added to it.
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1 апр. 2022
PlanetSide 2 — dsosa
Hey there, folks.
In my view, PlanetSide 2 has always been a game about possibility. With a wealth of playstyles, from boots on the ground infantry, to armored vehicle specialists, to elite fighter pilots, and supportive construction specialists, we make an effort to ensure that every player who sets foot in this game has a niche to call their own. Sadly, one segment of the playerbase has gone underserved for the entirety of the game’s almost 10 years of life. We’d like to change that. Players who prefer non-combat roles, or are staunch supporters of pacifism amidst the battleworn landscapes, should finally be granted a well-deserved reprieve from the war on Auraxis.
When this update rolls around, we will be taking our first steps toward introducing the serene art of fishing to PlanetSide 2.
Making Preparations
While on Sanctuary, speak to Representative Nalla to apply for the Auraxis Anglers Society, and unlock the NS NanoCaster tactical slot item.
Auraxis Anglers Society
The Auraxis Anglers Society operates on a «capture and document» policy, where participants compete to acquire NFTs (new fish targets) that have yet to be tagged.
Before you become a full fledged member, Nalla will ask you to prove your worth with various fishing-related tasks in the form of the new Gone Fishing directive line.
Taking the Bait
The NanoCaster can be used on any body of water to scan and document fish native to that environment.
Right-click will toss the NanoBobber into the body of water. The NanoBobber will attempt to lure aquatic creatures to the device. When the NanoBobber receives a «hit,» left-click to «capture» that fish.
Permits and Competition
Upon completing the Gone Fishing directive, you will gain the ability to fish on certain continents during the appropriate seasons, provided your permits are paid for and up to date.
All continents have unique fish to discover, and fish size and weight leaderboards will be made available in the Sanctuary during each season.
Wen fishing?
We hope you’re all excited as we are for this highly requested feature, and want to make sure we take the time to get it right.
Be sure to follow us on Twitter @planetside2, and be on the lookout for updates that may possibly discuss the implementation of this feature in some timeline.
-Wrel, Lead Angler
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31 мар. 2022
PlanetSide 2 — dsosa
All players can enjoy Double EXP starting today through April 3rd!
What’s more, if you equip your Schnoz mask starting April 1st — April 3rd, you can get +20% EXTRA XP!
Want to see what’s new? Check out the latest Arsenal Update here.
See you in game, soldier! ːsteamthumbsupː
Поделиться:
31 мар. 2022
PlanetSide 2 — dsosa
From today through April 3rd, get infantry weapons at a discount!
Equip your best weapon and move out, soldier!
Like us on Facebook and Follow Us on Twitter!
Поделиться:
30 мар. 2022
PlanetSide 2 — dsosa
The Arsenal Update
With this massive update, we’ve re-tuned many weapons, added more than 800 weapon attachments, revisited aspects of vehicle and infantry balance, and added new equipment that will expand your combat capabilities. Brace yourself for some very, very long patch notes.
NSO Legacy Outfits
When NSO went free to play (and received a revamped arsenal, new vehicles, and the ability to permanently align with a home faction,) in summer of last year, we mentioned allowing existing NSO outfits to migrate their members to a home faction, instead of having to disband and reform the outfit. This functionality has finally arrived, and the handful of legacy NSO outfits that are still holding on can properly migrate to a separate faction. NSO players without active memberships will remain in Freelancer status (functionality fixed in this update,) and will not be booted from their existing Outfit if membership lapses. Leaders of legacy NSO Outfits can now permanently align their Outfit to a home faction by speaking to Emerson on Sanctuary. This is a one-time transaction that will cause all the current members in our Outfit to move to the selected faction. Members who are online will need to relog (or re-zone into Sanctuary) for their home faction to be updated proper.
Black Market
In celebration of the Arsenal Update, FL-34 and SPRK-33 got some new digs on Sanctuary. You can visit them in the same spot they’ve been holding down, but now with a totally new look. Additionally.
- All Black Market weapons are now purchasable with Daybreak Cash, as an alternative to the normal A7 currency costs.
- A new «Black Market» directive can be found in the Specialty directive tree. Progress through this tree by showing your expertise with Black Market weapons.
- New to the Black Market: SPRK-33’s Stomper — This heavily modified Thumper fires anti-vehicle sabot rounds capable of shredding enemy armor over moderate distances.
The new Black Market directive, with new banner and Punisher variant rewards.
New Faction-specific Mines
Tactical mine options have been added to each faction to add more defensive layers during point defense.
- Vanu Sovereignty Infiltrators and Engineers now have access to the new Flashbang Mine.
- Flashbang Mines blind enemies within 12m when triggered.
- New Conglomerate Infiltrators and Engineers now have access to the new EMP Mine.
- EMP Mines deplete shields and scramble the HUD of infantry within 12m, as well as destroy or disable deployables caught in the blast.
- Terran Republic Infiltrators and Engineers now have access to the new Concussion Mine.
- Concussion Mines slow and disorient enemies within 12m when triggered.
- NSO Infiltrators and Engineers now have access to the new Havoc Mine.
- Havoc Mines prevent repairs of mechanical targets within a 12m radius when triggered.
- These mines only trigger when vehicles or MAX units come within range (or are destroyed.)
New Class-specific Grenades
- Combat Medics now have access to the new Cleansing Grenade.
- Cleansing Grenades detonate on impact, removing most status effects and healing 100hp/sec. for 3sec.
- Heavy Assault now have access to the new Havoc Grenade.
- Havoc Grenades detonate on impact in an 8m radius, preventing repairs for 6sec.
- Infiltrators now have access to the new Timed EMP grenade.
- Timed EMPs detonate after 3 seconds in a 10m radius, depleting shields and scrambling the HUD.
- Light Assault now have access to the new Impulse Grenade.
- Impulse Grenades detonate on impact in a 5m radius, knocking back enemies or yourself.
- When used on enemies, the knockback is less extreme than when used to propel yourself.
Grenade Balance and UI
- A new HUD grenade warning indicator has been added for offensive tactical grenades like Flash and Concussion Grenades.
- Detonation visuals for EMP, Flash, and Concussion Grenades have been updated.
- Targets who are Flashed or Concussed now display small debuff visuals.
- Effective radius from 12m to 10m.
- Effective radius from 12m to 10m.
- Effective radius from 15m to 10m. (Dev Note: You should still have no problem hitting spawn beacons.)
- Renamed to Nano-Regen Grenade.
- Healing over time from 150hp/sec. to 175hp/sec.
New Vehicle Top Guns
New empire-specific «Basilisk» (jack-of-all-trades) top gun options have made their way to the game. These new weapons have statistical variations that set them apart from the common pool Basilisk, and will be available on multiple vehicles. The Prowler, Vanguard, and Magrider will receive these new weapons as a part of the default equipment, and the Sunderer, ANT, and Harasser will be capable of unlocking them as an option.
N30 Trawler (New Conglomerate)
The Trawler is a slow firing, 30mm heavy machine gun that dishes out heavy damage over short distances.
M18 Palisade (Terran Republic)
The M18 Palisade increases rate of fire over the first second, unleashing a barrage of machine gun rounds from its large magazine.
V42 Pariah (Vanu Sovereignty)
The Pariah is a stable, rapid fire plasma platform that offers consistent high-caliber damage over even long-range engagements.
Vehicle Adjustments
- Tank shell tracers have received new visuals.
- The reload speed certification lines for main cannons, noseguns, ESF wing mounts, Liberator bellyguns, and Flash weapons have been standardized at 5/7/8.5/9.5/10% reload speed.
- The reload speed certification lines for top guns, air vehicle non-nosegun (and non-bellygun) weapons have been standardized at 10/14/17/19/20% reload speed.
- Weapons with no magazine size option are an exception to the above, and remain at the 10% reload speed cap (Halberd and Gatekeeper, as examples.)
Chimera
The changes here help compensate for the Chimera being a larger target, and give the non-Satyr main cannons more presence on the battlefield.
- Chimera Health from 5000 to 5500
- Direct damage from 550 to 600
- Reload speed from 2.5sec. to 2.25sec.
- Direct damage from 800 to 900
- Projectile velocity from 550 to 650
- Max damage range from 10m to 50m
- Min damage range from 100m to 250m
- Min damage from 167 to 143
- Refire rate from 150ms to 171ms
- Now has an Extended Magazine certification line.
Valkyrie
Changes below help move the Valkyrie a bit further away from piñata territory by increasing its overall movement capabilities and its anti-vehicle effectiveness with non-VLG weaponry.
- Increased forward speed by roughly 25kph.
- Increased downward thrust speed.
- Increased forward and rise acceleration.
- Increased braking capabilities.
- Tank shell resist from -65 to -80
- Damage resist type from 28 (Armor Piercing Chaingun) to 4 (Heavy Machine Gun)
- Minimum damage from 143 to 150
- Minimum damage range from 100m to 200m
- Reserve ammunition from 300 to 480
- Reload speed from 3.5sec. to 2.25sec.
- Direct damage from 125 to 145
- Reserve ammunition from 100 to 200
- Magazine size from 60 to 90
- Reserve ammunition from 450 to 720
- Deploy Shield now uses hex shield visuals to show when it’s active.
- Basilisk (top guns) refire rate from 171ms to 150ms
- Added Deliverer Module as a defensive slot option.
- Deliverer Module passively dispenses ammunition to nearby vehicles, and acts as a global spawn point while deployed. Additionally, The Deliverer Module allows Squad Members to spawn directly into the vehicle.
- Added the Lodestar Module as as defensive slot option.
- Lodestar module now allows the Galaxy to deploy into a global spawn point, with a defensive shield layer and attached equipment terminals.
Infantry Suit, Ability, and Implant Changes
- Rank 1 Nanoweave now reduces Sniper Rifle (resist type 20) damage received by 20%, instead of Small Arms (resist type 2).
- No longer reduces movement speed.
- Reduced the energy return on kill from 31/35/38/41/44% to 15/18/21/23/25%.
- Removed the 100 extra shield provided by Nano-Armor Cloaking.
- The damage reduction from Nano-Armor Cloak is now 35% at all ranks, instead of just the last one.
- Healing provided by Symbiote’s activation from 50 to 125.
- Added visual FX when healing is triggered.
- Damage taken while already at full health no longer triggers the healing effect, and thus the cooldown.
- Now passively allows you to equip 1 additional stim (Restoration Kit, Medical Kit, or Infradine) on top of its previous benefits.
- Enabled attachment customization on all applicable directive reward weapons.
- Directive weapons can now be used with the Advanced Specialization Program.
- Anti-infantry sniper rifles now use a separate Sniper Rifle resistance (type 20).
- Being struck by a sniper rifle now has more prominent audio.
- Activated knife damage from 1050 to 900
- Most sidearms now have their ADS CoF bloom set to half of their hipfire CoF bloom. Weapons impacted by this are noted further down.
- Select fire modes that aren’t an important part of the weapon’s capabilities have been removed.
- Starting CoF for all shotguns is now 0.15 in all non-jumping/sprinting/falling movement states.
- Pellet spread values while aiming and firing from the hip have been standardized using the wider hipfire values.
- Cone of fire now blooms per shot by 0.3 from the hip, and 0.15 while aiming.
Attachment Changes
More than 800 new weapon attachments have been added, allowing for much more customizability. Those changes and additions can be found here, in quite possibly the most anxiety inducing way imaginable: https://imgur.com/a/zBKaoBw
- 650-500 damage, pump shotguns.
- 600-400 damage, semi-auto shotguns.
- 475-300 damage, auto-shotguns.
- Shortened the firemode switch timer for underbarrels from 0.8sec. to 0.4sec.
- Weapon equip time penalty for having an underbarrel equipped has been standardized at 0.25sec.
- (The above changes do not affect integrated underbarrels, like the one on the Punisher.)
- Increased Compensator’s vertical recoil reduction from 15% to 30%.
- Decreased Compensator’s hipfire cone of fire penalty from 20% to 15%.
- Advanced Forward Grips have all been converted to Forward Grips.
- The equip time penalty for these grips have been standardized to 0.15sec. across all weapons.
- Advanced Laser Sights have all been converted to Laser Sights.
- Penalty now increases vertical recoil by 20%, instead of increasing hipfire cone of fire by this amount.
- Most Shotguns, Sniper Rifles, and Scout Rifles now use Comfort Grips, instead of Forward Grips.
- An MPL now reduces vertical and horizontal recoil by 60% when fired from the hip, instead of reducing hipfire pellet spread.
Disruptor Ammunition
- Now reduces total per-shot damage by 20% at all ranges, and strips maximum shield energy on hit, instead of a flat value.
- The amount of shield and energy stripped varies from weapon to weapon, this is unchanged.
Dev Note: Overall this results in a buff to any weapon using Disruptor Ammunition, and further increases its effectiveness against enemies with higher-than-typical shield pools.
New Weapon Attachments
- Reduces cone of fire bloom by 20% while aiming down sights.
- Reduces aim down sights movement speed by 20%.
- Reduces cone of fire bloom by 40% when firing from the hip.
- Increases vertical recoil by 20% while aiming down sights.
- Reduces first shot recoil by 60%.
- Increases overall horizontal recoil by 10%.
- Triples maximum and minimum damage falloff ranges, but reduces the number of pellets fired (weapon dependent.)
- Reduces headshot damage by 50%.
- Increases legshot damage by 20% and removes the legshot damage penalty.
- Reduces infantry movement speed by 20% for 2 seconds on impact, reduces projectile velocity while equipped by 40%.
- Causes the weapon to fire a 3-pellet spread horizontally from the hip, and vertically while ADS.
Vanu Sovereignty Weapons
- Hipfire Cone of Fire reduced by 0.25 in most movement states.
- Movement speed while aiming from 0.5x to 0.75x.
- Recoil angle from 17/18 to 0
- Horizontal recoil from 0.22 to 0.18
- Horizontal recoil tolerance from 0.5 to 0.2
- Renamed to Pulsar Burst.
- Maximum ADS CoF to 1.2 in most states.
- Hipfire CoF bloom from 0.8 to 0.6
- ADS starting CoF while moving from 0.55 to 0.25
- Max damage from 400 to 450
- Min damage from 260 to 280
- ADS starting CoF while moving from 0.55 to 0.25
- ADS CoF bloom from 0.8 to 0.2
- Max damage range from 8m to 15m
- Min damage from 260 to 280
- ADS CoF bloom from 0.3 to 0.1
- Long reload from 3.4sec. to 2.6sec.
- Short reload from 2.5sec. to 2.0sec.
- Underbarrel ammo restock cooldown from 5sec. to 2.5sec.
- Short reload from 4.72sec. to 3.86sec.
- Long reload from 6.575sec. to 5sec.
- Renamed to: Prominence VE4
- Hipfire minimum cone of fire values reduced by 0.25 across the board.
- ADS CoF bloom from 0.04 to 0.05
- CoF bloom while ADS from 0.12 to 0.06
- Hipfire CoF bloom from 0.18 to 0.16
- ADS CoF bloom from 0.18 to 0.08
- ADS CoF bloom from 0.14 to 0.07
- Hipfire CoF bloom from 0.15 to 0.12
- ADS CoF bloom from 0.1 to 0.06
VS Directive Weapons
We’ve moved to a new formula for VS’ heat-based weapons that are based on a non-heat based weapon. Adding a heat mechanic to a weapon now (in most cases) reduces the magazine size by 20% of the base weapon, heat recovery delay is now based on damage per magazine, heat bleed-off is based on a percentage of the long-reload of a weapon, and overheat penalties are now equivalent to the base weapon’s long reload speed.
Additionally, reloading these weapons only makes use of their overheat penalties, instead of short and long reload times, and isn’t affected by reload speed modifiers through implants or suit slots. This is a bug we caught too late into development to correct, and will need to be amended in a later update. Lastly, the changes below are very strict and will likely need tuning. We can take these weapons in a couple of different directions, but will need to observe Live conditions before choosing which path to take.
- Aim down sights CoF bloom from 0.04 to 0.05
- Consecutive shots before overheat from 50 to 40.
- Overheat penalty from 3.28sec. to 3.444sec.
- Heat recovery delay from 0.5sec. to 0.572sec.
- Heat ammo recovery from 10 rounds per second to 9.28 rounds per second.
- Now has access to the Underbarrel Cure Grenade Launcher by default.
- Can now engage a manual reload.
- Consecutive shots before overheat from 30 to 24.
- Overheat penalty from 1.75sec. to 2.2sec.
- Heat recovery delay from 0.5sec. to 0.343sec.
- Heat ammo recovery from 17.1 rounds per second to 8.74 rounds per second.
- Now has access to the Underbarrel Impulse Grenade Launcher by default.
- Can now engage a manual reload.
- Consecutive shots before overheat from 30 to 24.
- Overheat penalty from 1.65sec. to 2.28sec.
- Heat recovery delay from 0.5sec. to 0.343sec.
- Reduced max-damage range from 15m to 10m.
- Heat ammo recovery from 17.55 rounds per second to 8.42 rounds per second.
- Is now a heat-based weapon with manual reload.
- Consecutive shots before overheat 14.
- Overheat penalty set to 1.75sec.
- Heat recovery delay set to 0.233sec.
- Heat ammo recovers 6.4 rounds per second.
- Removed integrated Suppressor.
- Is now a heat-based weapon with manual reload.
- Consecutive shots before overheat 16.
- Overheat penalty set to 2.6sec.
- Heat recovery delay set to 0.35sec.
- Heat ammo recovers 3.76 rounds per second.
- Is now a heat-based weapon with manual reload.
- Consecutive shots before overheat 4.
- Overheat penalty set to 5.575sec.
- Heat recovery delay set to 1.83sec.
- Heat ammo recovers 0.9 rounds per second.
- Max damage from 750@10m to 700@10m
- Min damage from 400@325m to 450@325m
- Is now a heat-based weapon with manual reload.
- Consecutive shots before overheat 6.
- Overheat penalty set to 3.22sec.
- Heat recovery delay 0.36sec.
- Heat ammo recovers 1.49 rounds per second.
- Is now a heat-based weapon with manual reload.
- Consecutive shots before overheat set to 20.
- Overheat penalty set to 1.74sec.
- Heat recovery delay set to 0.28sec.
- Heat ammo recovers 5.72 rounds per second.
New Conglomerate Weapons
- Hipfire and ADS cone of fire standardized to 0.15 in most movement states.
- Burst-fire mode no longer has hidden damage falloff over range.
- Laser Sight converted to MPL.
- Max damage from 167@10m to 200@10m
- Min damage from 125@75m to 167@85m
- Refire rate from 104ms to 126ms
- Hipfire walk/stand/move starting CoF values increased by 0.25 (on par with the NC6 Gauss SAW.)
- Hipfire crouchwalk starting CoF increased by 0.5 (on par with the NC6 Gauss SAW.)
- ADS walk/stand starting CoF from 0.03 to 0.00 (on par with the NC6 Gauss SAW.)
- Projectile velocity from 630 to 580
- Hipfire CoF bloom from 0.12 to 0.14
- ADS CoF bloom from 0.06 to 0.07
- Maximum ADS CoF to 1.2 in most states.
- Renamed AF-20 Rogue.
- Renamed NC2 Gauss Compact.
- When «uncharged» this weapon no longer drops to a 143 damage model, and instead scales back rate of fire.
- Refire rate when uncharged from 92ms to 100ms
- Refire rate from 128ms to 126ms
- Short reload from 2.1sec. to 1.85sec.
- Long reload from 2.8sec. to 2.5sec.
- Projectiles now pierce through infantry targets, with no limit.
To view the rest of the patch notes, head on over to our website!
https://www.planetside2.com/patch-notes/arsenal-update-patch-notes
Join the conversation on the Steam discussion board!
Be sure to Like Us on Facebook and Follow Us on Twitter!
Поделиться:
24 мар. 2022
PlanetSide 2 — dsosa
All Access Members can enjoy a Double XP weekend starting March 25th through March 27th!
Interested in being a member?
Learn more about Daybreak All Access Membership here.
Check the latest news on the upcoming Aresenal Update here!
Want to learn what’s next for PlanetSide 2? Check our 2022 Roadmap here!
Follow us on Twitter and Like our Facebook page for more news!
Поделиться:
16 мар. 2022
PlanetSide 2 — dsosa
Hey there, folks. We’ve been working on the Arsenal Update, a heavily gameplay-focused update that expands customization options for infantry weapons, uplifts some of the less-used faction weapons, and touches a fair amount of game balance on the infantry and vehicle side at the same time. There’s a lot to go through, and you won’t see all the details until the patch notes hit later this week, but we’ll break down some of the larger beats in this dev note.
New Angled Forward Grips, for all factions.
Weapon Attachments
Let’s talk about where the majority of work has gone in for this update: attachments. At the time of writing this, we’ve added 829 new attachments between 241 weapons with more in progress. You’ll see a handful of new mainstays, like an Angled Forward Grip that heavily reduces first shot recoil, or a Heavy Barrel that reduces cone of fire bloom while aiming down sights, and there have been plenty of adjustments to existing attachments as well. Compensators, for example, were made more powerful, and attachments that didn’t affect weapons much were swapped with something different (Forward Grips on Sniper Rifles, for example.) You’ll also be seeing more weapons with extended magazines, barrel, and ammo options, and directive weapons will now all be able to equip attachments as well. Speaking of which.
Directive Weapons
We’re taking a pass at directive weapons again to make them something you want to play with. Now that directive weapons will be capable of equipping attachments, some of the «baked in» attachment benefits and detriments will be going away, especially the ones that tried to push a weapon outside of the roles it would otherwise excel in (directive SMGs with built-in HVA and forward grips, are a good example of this.) Some weapons will expand on faction flavor, (for example: TR’s Havoc shotgun will go fully automatic,) while others will emphasize class strengths (carbines will have new underbarrel Impulse Launchers.) Not every weapon will be quirky, but they will all be more worthwhile additions to your current weapon lineup. Lastly, directive weapons will be able to be used alongside A.S.P. benefits that give you access to weapons from another class, or be put into another loadout slot.
FL-34 and SPRK-33 have some new digs in the Sanctuary.
Balance in General
With the Arsenal Update, we’ll be making some noteworthy balance changes in the realm of infantry and vehicles, and will be iterating on previous experiments. For example, some of the less-used weapons will receive additional tuning beyond the attachment changes; Nanoweave’s small arms resistance will be moved to a sniper rifle resistance, and the movement speed penalty will be removed; Adrenaline Shield’s energy recovery will be reeled in a bit; Nano-Armor Cloak loses its passive 100 shield benefit; Power Knives move to a two-bodyshot kill; shotguns are overhauled to become more consistent to use. In the realm of vehicles, the Chimera will gain some added health and main cannon damage, while the Valkyrie will gain some speed, damage output, and ammo capacity for most of its weapons. None of this is final, but it will be a part of what goes with our first test build, which we’ll talk about later.
Empire-Specific Basilisks
New top guns will be defaulted to each empire’s main battle tank (with the exception of NSO,) and Sunderers, Harassers, and ANTs will have access to these new weapons as optional unlocks. I’m referring to these weapons as «Basilisks» in that each weapon fits the «jack of all trades» mentality that the common pool Basilisk uses as an introduction to the game. However, each of these weapons have unique statistics, along with audio and visuals. Chimera’s forward guns will receive slight stat adjustments as well, to differentiate it from the common pool Basilisk. All of this is an attempt to push our faction flavor a little bit further whenever we can, and create more opportunities for new art.
The new M18 Palisade on a Terran Republic Sunderer.
Mines, Grenades, and More
Along with the new vehicle weapons, we’re also introducing some infantry deployables. Empire-specific mines (Concussion/EMP/Flash/Havoc,) and class-specific grenades (Cleansing/Havoc/Timed EMP/Impulse,) will make their way into the mix. The ANT will get a new «Deliverer Module,» allowing it to become a spawn point wherever it can deploy (which is not in no-construction zones,) and provide vehicle ammunition in an area. The Galaxy will be offered the Lodestar Module as well, providing a deploy shield, and the ability to spawn in allies like the campaign’s Prototype Lodestar currently has access to. Lastly, there’s a new Black Market directive tree, so you can put all those Black Market weapons to good use. You’ll see at least a couple of new Black Market weapons making their way to the store as well, and you will be able to purchase them with Daybreak Cash in addition to the A7 currency.
So When We Testing?
This weekend we plan to get our first build to the Public Test Server, and will follow it up with another build the following week. The expectation between the first and second build is that there will still be a lot of cleanup and polish to take place, but much of the functionality in the update will be available to start getting eyes on with the first build. We will not be conducting wide-scale playtests for this particular update, as the changes are a bit too nuanced to pull focused feedback, but we encourage everyone to jump on and report their findings via forums or Reddit. Patch notes will be posted late Thursday or early Friday in full and. it’s a lot.
I hope this dev letter helps lend some insight on some of what we’re currently working toward, and what you will be seeing and testing here very soon.
Planetside 2 game error g15 как исправить
Bonjour, si vous avez cliqué c’est sans doute que vous vouliez dire «rohh un topic pour une erreur c’est useless go rechercher» ou que vous vouliez m’aider te je vous en suis reconnaissant d’avance.
Bref,
j’ai ce prob’ depuis aujourd’hui alors qu’avant tout allai normalement, donc je lance mon jeu, j’arrive au choix des persos et puis «logging in» qui tourne 2s puis freeze et après 1minutes ça m’affiche «error g15».
Je sais que cette erreur peut être due au pare feu ou a l’antivirus mais je l’ai autorisé dans le pare feu et dans l’antivirus.
Détail bizarre, a chaque fois que je le lance (ps2), dans l’autorisation des programmes dans le parefeu créé un nouveau «planetside 2» qu’il met en domaine public