PlanetSide 2 Client Changelog

What's new in PlanetSide 2 Client 20.08.2018

Oct 10, 2018
  • Code Changes:
  • We've made numerous changes to the code base that should not only remedy many of the performance issues found in the last major update, but should positively impact other areas of the game moving forward.
  • Developer Note: This is a very long road we are following towards getting the game more performant. This is a step in the right direction we hope, but still a long way to the finish line.
  • Meta:
  • Unstable Warpgates:
  • Unstable Warpgates will remain unstable for 3 hours at most before stabilizing. This will help servers like Briggs move through the continent rotations more quickly, as well as participate in continent events outside of peak hours.
  • Charging Warpgates:
  • Warpgates now take less time to charge overall, bringing it closer to the three hour mark before you can start triggering a continent-wide alert.
  • Aerial Anomalies:
  • Anomalies now spawn closer to the center of the map.
  • Anomalies will now never spawn in the same location more than once, and will respawn at every available spawn location before beginning another "loop."
  • Anomalies have also received a new look that appears from further away, lines up with the range at which you can receive points, and encourages players to leave the anomaly to do battle with incoming hostiles.
  • Added a speculative fix for ASP air vehicle discounts not being applied after an Anomaly alert ends.
  • Meltdown:
  • Meltdown Alerts now increase experience gain by 25% for the duration of the alert.
  • Gaining Ground (New Event):
  • A new continent event has been added to the lineup.
  • The "Gaining Ground" event, similar to Biolab, Tech Plant, and Amp Station Facility Capture events, will ask each faction to control the most Large Outposts on the continent in order to win the event.
  • We've greatly reduced the frequency of the old facility capture alerts at the same time, as the intent has always been to phase them out when enough new event types made their way into the game.
  • Join Combat (Instant Action)
  • We've reduced the distance the center of a combat area will search for a valid spawn location nearby.
  • This change will reduce the amount of available instant action locations, but it will also be less likely to drop you into spawn locations that aren't very close to fights.
  • In short, better quality by sacrificing quantity. We'll be able to adjust this setting (or revert these changes) on Live without downtime, if need be.

New in PlanetSide 2 Client 06.08.2017 (Jun 13, 2017)

  • New Additions:
  • NSX Tengu:
  • The newest addition to the Nanite Systems export family of weapons is the NSX Tengu. This mischievous SMG is defined by its automatic firemode that releases four pellets per shot, perfect for dispensing of close quarters adversaries. From the hip, the weapon has a wider spread, and while aiming down sights, a built-in smart choke narrows the pellet spread for engaging mid-range targets.
  • Implants System:
  • New implants have been added to the drop tables of Novice, Basic, Deluxe implant packs, and the ISO-4 Recycler.
  • Carapace - Replaces your shield bar with an additional health bar.
  • Infravision - Provides you with permanent infrared vision.
  • Nightmare - Knife kills cloak the user for a short time.
  • Ocular Shield - Reduces the effectiveness of tactical grenades used against you.
  • Sensor Shield - Allows you to move undetected among recon devices.
  • Aerial Combatant - Regenerates jump jet fuel upon killing enemies. (Light Assaulty only.)
  • Combat Surgeon - Revives and kills restore Nano-Regen Device energy. (Combat Medic only.)
  • Nanomesh Specialist - Reduces down time for depleted overshields. (Heavy Assault only.)
  • Robotics Technician - Increases the armor of nearby deployables you own. (Engineer only.)
  • Deep Operative - Increases the refractive capabilities of the Infiltrator's cloak. (Infiltrator only.)
  • Adjustments:
  • Target Focus and Safeguard (the default starting implants) and Tier 2 version of common implants have been removed from all implant bundles.
  • Drop rates for less common implants have been improved.
  • World Updates:
  • Vehicle Terminals:
  • Terminal types have been consolidated for all non-Koltyr continents.
  • Ground vehicle terminals now spawn all ground vehicle types with the proper benefits.
  • Air vehicle terminals now spawn all air vehicle types with the proper benefits.
  • All vehicles can be spawned in the Warp Gate regardless of benefits
  • Facility Benefits:
  • Tech Plant:
  • Is now required for both Main Battle Tanks and Liberators.
  • Hacked Tech Plant terminals will always yield MBT and Liberator spawns, regardless of whether that faction owns a Tech Plant or not.
  • Amp Station:
  • No longer increases heat efficiency for base turrets. This benefit is now awarded on Indar continent lock, instead.
  • Amp Stations still provide turret repair over time, same as Live.
  • BioLab:
  • BioLabs still provide infantry health regeneration in friendly regions, same as Live.
  • Continent Benefits:
  • Amerish:
  • No longer reduces infantry consumable costs.
  • Now allows base generators to regenerate 5 health per second when destroyed.
  • This is equivalent to a 10 minute self-repair on non-SCU targets, and slightly more than a 13 minute self-repair on SCUs.
  • Indar:
  • No longer reduces air vehicle costs.
  • Now increases heat efficiency for base turrets (previously the Amp Station benefit.)
  • Esamir:
  • No longer reduces ground vehicle costs.
  • Connected bases you own now regenerate 10 infantry shield per second.
  • Hossin:
  • Remains unchanged.
  • Amerish Refresh:
  • The grassy continent of Amerish has been refreshed with improved environment art, and many bases have received adjustments and additional polish as well.
  • Ikanam BioLab:
  • The Ikanam BioLab has been replaced with an entirely new superstructure.
  • Two new vehicle-capturable control points can be found on the outskirts of the base.
  • From there, infantry can fight their way deep into the superstructure to capture a third and final control console.
  • Construction bases can be built atop Ikanam, allowing for quick access to the underground structure.
  • The lattice links surrounding Ikanam have been adjusted to allow for players to move through satellite bases without having to pass directly through Ikanam itself.
  • Xelas and Onatha Biolabs:
  • The two remaining traditional Biolabs have received a pass on cover and overall combat flow.
  • Subterranean Nanite Analysis:
  • SNA has been removed, as well as its link on the lattice.
  • The area has been replaced with areas prime for vehicular combat and construction bases.
  • Ikanam Triage Station:
  • Added more cover with improved sight lines geared toward defenders.
  • Refined terrain and increased pain field size around spawn and teleporter rooms.
  • Sungrey West Gate:
  • Restructured spawn room flow and added an additional vehicle pad facing west.
  • Various cover improvements and terrain polish.
  • Lithcorp Central:
  • Moved the teleporter room to bypass camping from the banana building.
  • Minor additions and adjustments to attack and defense routes.
  • Made the vehicle pad more accessible.
  • AuraxiCom Network Hub to The NC Arsenal:
  • The road between these two bases has been completely redone to create a more open flow that doesn’t contest The Auger directly.
  • The NC Arsenal:
  • A new road down the mountain north of NC Arsenal allows players to cut close to Moss Ravine, and fight in the field north of Sungrey West Gate.
  • The Ascent:
  • Refined Sunderer locations.
  • Increased cover and restructured flow over capture points.
  • Removed a number of jump pads and added anti-infantry turrets to the tower.
  • The lifts on the northern side of the base now only go down, and a hackable vehicle pad can be found at the bottom.
  • Attackers from Rockslide Outlook can assault the base using two new paths that scale the mountain.
  • Hossin:
  • The continent of Hossin has received a new, clearer sky.
  • BioLabs:
  • The BioLab domes have been made opaque. This change increases performance when fighting in or around BioLab areas. All BioLabs have received this new opaque dome (and new interior lighting,) but the performance increase is currently only available to Amerish, Hossin, and Esamir, with Indar coming in a later patch.
  • Warp Gates:
  • Players will now log in at a continent's Warp Gate.
  • Construction:
  • Elysium Spawn Tube:
  • The spawn tube can now be exited from any direction, and is surrounded by a one-way shield. Damage to this shield will also damage the spawn tube.
  • Respawn time from 3sec. to 20sec.
  • Health from 12000 to 8000.
  • Vehicles:
  • Lightning, Vanguard, Prowler:
  • These vehicles have received overall improvements to their traction on slopes, braking power, acceleration, and turn rates.
  • Infantry:
  • Motion Spotters, Recon Devices, Scout Radar, Proximity Radar
  • Detection versus infantry is no longer contingent on player speed
  • Now detects infantry targets that are not crouching, standing, or crouch-walking
  • Hardlight Barrier:
  • Deploy time from 1000ms to 100ms
  • Deploy slope limit from 20 degrees to 30 degrees
  • Draw Fire Ribbon kill requirement from 20 to 15
  • Claymore:
  • Detonation angle from 90 to 135 degrees (does not widen trigger area.)
  • EMP Grenade:
  • Cost from 75 to 50
  • No longer drains ability energy
  • No longer disables Sunderer Deployment Shield
  • (Still drains Minor Cloak implant, Sunderer cloak, and infantry affected by a Sunderer cloak.)
  • No longer clears HUD indicators (but still shows HUD static)
  • Fixed an issue where players within line of sight, and greater than 12 meters, but less than 15 meters would only have their shields reset, instead of take them offline.
  • AV MANA Turret:
  • The AV MANA Turret will now render more often at further ranges.
  • Underbarrel Grenade Launcher:
  • Ammo capacity from 2 to 3
  • Underbarrel Smoke Launcher:
  • Ammo capacity from 2 to 3
  • Ammunition resupply tick rate from 4000ms to 5000ms
  • Now has a 2x headshot multiplier (like Underbarrel Grenade Launcher)
  • Emergency Repair:
  • MAX Emergency Repair has received new particle effects on use.
  • Fixed an issue with where using this ability would create broken Infiltrator cloak states after use.
  • Bugs:
  • Fixed an issue with Trooper Immortal helmet showing headless at certain ranges.
  • Fixed attachments on NS-15 Gallows.
  • NS-15 Gallows can now equip camouflage.
  • Mended broken fingers on wielded knife animations.
  • Fixes for Saron muzzle flash.
  • Knifing from rumble seats now uses new animations.
  • Infantry no longer inherit a strange glow when getting struck with explosives.
  • Explosions are now more consistent on different material types.
  • Usurper cosmetics should now show.
  • Fixed a bug where the Medic's Shield Recharging Field would not show its special effects to some players.

New in PlanetSide 2 Client 04.20.2017 (Apr 26, 2017)

  • Cosmetics:
  • The "Stop Killing Yourself" decal is now available in the Depot.
  • Doku’s Nomad armor set is now available to New Conglomerate soldiers, and may be found on the depot.
  • Misc. Adjustments and Additions:
  • Ammo Printer:
  • Necessary proximity to vehicle to restock ammo from 15m to 50m (Dev note: This change was necessary to allow fast-moving air vehicles to restock ammunition.)
  • Made adjustments to ammo printer so that it is more consistent
  • Changed implant description
  • Infiltrator Cloak:
  • Ammo Printer now resupplies cloaked Infiltrators.
  • Ammo boxes now resupply cloaked Infiltrators.
  • Bug Fixes:
  • Fixed typo in Valkyrie’s Scout Radar tooltip.
  • Corrected typo on Harasser Nanite Systems cosmetic kit.
  • You can now correctly enter the Valkyrie from the top of the vehicle.
  • Fixed faction color on infantry terminals inside constructed bunkers.
  • Target Focus implant now shows the correct description in the skill line.
  • Fixed missing texture on Sunderer Riot Armor.
  • Catlike Rank 4 now correctly uses Rank 4 benefits.
  • Fixed missing icons for Counter-Intelligence in the loadout screen.
  • Fix for impact effects not appearing on certain Hossin mud tiles.
  • Using the Deconstruction Tool on a constructed Bunker will now also deconstruct the terminal inside.
  • Fixed a bug with Orbital Strikes not correctly verifying strike zones.
  • Fixed a bug with nanites incorrectly resupplying.
  • Reduced the overlap of Hossin's moon over terrain during certain times of day

New in PlanetSide 2 Client 07.12.2016 (Dec 8, 2016)

  • Performance:
  • Server Performance Improvements have been made.
  • Utilities:
  • Restoration Kit
  • Overwriting a Restoration Kit will now properly restart the use duration.
  • Medical Kit:
  • Medkits now using the correct icon.
  • Construction:
  • Cortium is now more likely to spawn near Warp Gates.
  • Glaive IPC:
  • Glaive IPC range increased to 1000 from 750
  • Construction Damage Resist:
  • Corrected significant irregularities with the damage resists of construction objects while building; for the most part construction objects will now be easier to destroy while being built.
  • Bug Fixes:
  • Medic Revive should now correctly cancel the death counter.
  • NC female infiltrator Hard Light armor is once again the correct size.
  • Glaive IPC targeting dart FX fixed
  • Fixed various broken decals.
  • Implant icons on centered HUD should no longer overlap ability icons after swapping from the Engineer class.
  • Forward flap animation on the mosquito while hovering/landing added.

New in PlanetSide 2 Client Update 37 (Oct 30, 2015)

  • Victory Points:
  • Continents will no longer be captured by alerts and territory control alone! Victory Points are a new method of scoring within the game. If your faction earns the required number of Victory Points, then the continent is yours! The continental VP scoreboard is shown at the top of the Map screen. Mousing over each faction will bring up the “Points to Victory” window, which breaks down progress and overall score.
  • There are a numbers of ways to earn VP
  • Permanent Victory Points:
  • Link your warpgate to enemy warpgate = +1 VP
  • Link your warpgate to both enemy warpgates simultaneously = Continental Victory/Lock
  • Capture all Techplants = +1 VP
  • Capture all Amp Stations= +1 VP
  • Capture all Biolabs = +1 VP
  • Capture all major facilities (Amp, Bio, Tech) simultaneously = Continental Victory/Lock
  • Win Alerts = +2 VP
  • Flux Victory Points:
  • Capturing more than 45% of a continent’s territory can earn you “Flux” Victory Points. Flux Victory Points count toward continental victory, but can be won/lost with the territory you control/lose.
  • Percentage of Territory controlled:
  • 45% = +1 VP
  • 50% = +1 VP
  • 55% = +1 VP
  • 60% = +1 VP
  • 65% = +1 VP
  • 70% = +1 VP
  • 75% = +1 VP
  • 80% = +1 VP
  • 85% = +1 VP
  • 90% = +1 VP (Continental Victory)
  • Continent Benefit Changes:
  • Hossin Benefit – 50% off MAXs has been removed, controlling Hossin will now provide vehicle and aircraft repairs at friendly ammo resupply towers/pads.
  • Facility Benefit Changes:
  • AMP Station Benefit:
  • Allows facility turrets to fire for much longer before overheating; also allows facility turrets to auto repair over time.
  • BioLab Benefit:
  • Auto heal rate has been increased significantly.
  • New Bounty Directive:
  • Awards a “Bounty Hunter” title and the NS-15 Gallows LMG as the final tier reward.
  • LMG Changes:
  • Orion:
  • ADS moving CoF remains 0.4 (same as Live)
  • ADS movement modifier to 0.5, from 0.75
  • ADS CoF recoil to 0.04, from 0.05
  • Horizontal recoil to 0.22/0.22, from 0.2/0.225
  • Horizontal tolerance to 0.8, from 0.9
  • Standing hipfire to 2.5, from 2.75
  • Moving hipfire to 3.25, from 3.5
  • Projectile velocity to 540, from 570
  • Short and long reloads to 3.0/3.44, from 3.28/3.655
  • Betelgeuse:
  • ADS moving CoF remains 0.4 (same as Live)
  • ADS movement modifier to 0.5, from 0.75
  • ADS CoF recoil to 0.04, from 0.05
  • Horizontal recoil to 0.22/0.22, from 0.2/0.225
  • Horizontal tolerance to 0.8, from 0.9
  • Standing hipfire to 2.5, from 2.75
  • Moving hipfire to 3.25, from 3.5
  • Projectile velocity to 540, from 570
  • Decreased heat bleedoff speed by 20%
  • SVA-88 & SVA-88 GG:
  • ADS movement modifier to 0.5, from 0.75
  • Horizontal recoil to 0.2/0.2, from 0.2/0.225
  • Horizontal tolerance to 0.8, from 0.9
  • Vertical recoil to 0.4, from 0.44
  • Pulsar LSW:
  • Can now equip Extended Magazines
  • First Shot Multiplier to 1.6, from 2.45
  • ADS CoF recoil to 0.04, from 0.05
  • VX29 Polaris:
  • Maximum damage range to 20m, from 10m
  • Recoil angle to 17/17, from 17/20
  • Ursa:
  • Moving ADS CoF to 0.35, from 0.4
  • Flare:
  • Horizontal tolerance to 0.6, from 0.75
  • Vertical recoil to 0.4, from 0.44
  • Anchor:
  • First Shot Recoil Multiplier to 2.2, from 2
  • Horizontal recoil to 0.18, from 0.175
  • Standing hipfire to 2.75, from 3
  • Moving hipfire to 3.5, from 3.75
  • Projectile velocity to 570, from 600
  • EM1:
  • Maximum damage range to 20m, from 10m
  • Horizontal recoil to 0.18/0.18, from 0.2/0.2
  • NC6 Gauss Saw:
  • Moving Aim Down Sights CoF to 0.4, from 0.5
  • MSW-R:
  • Standing hipfire to 2.75, from 3
  • Moving hipfire to 3.5, from 3.75
  • T16 Rhino:
  • Maximum damage range to 20m, from 10m
  • First Shot Recoil Multiplier to 1.5, from 2
  • TMG-50:
  • Moving ADS CoF to 0.35, from 0.4
  • T32 Bull:
  • Reserve ammunition to 240, from 180
  • Horizontal recoil to 0.18, from 0.2
  • T9 CARV-S:
  • Horizontal tolerance to 0.7, from 0.8
  • T9A Butcher:
  • Added Spinup - Rate of Fire from 750 to 780 over 0.3 seconds.
  • Crouching hipfire to 3, from 3.5
  • Crouching moving hipfire to 3.5, from 4
  • Standing hipfire to 3.5, from 4
  • Moving hipfire to 4, from 4.5
  • Misc:
  • You can now set multiple bounties on a target at once.
  • Skill line trees are back! (*there is a known issue where some weapons are listed multiple times and/or bring up a different weapon to unlock then what is listed*)
  • All facilities and outposts should now be using the new capture UI that went live on large outposts a few weeks ago.
  • Fixed an issue that would cause the bounty counter on the HUD to display "x0".
  • Fight for Flight decals are now only viewable in the inventory of the appropriate faction.
  • Deployed Sunderers should once again properly display their no deploy zones to other friendly Sunderers and show on their minimaps.

New in PlanetSide 2 Client 09.05.15 (Sep 5, 2015)

  • GU36 is now available with new weapons and tons of fixes!
  • NEW Empire Specific Anti Vehicle Weapons (MBT/Harasser)
  • NC - M96 Mjolnir: Affectionately referred to as "The Boombox" by many NC soldiers, the Mjolnir's burst fire explosive rounds excel against armored targets in close quarters engagements.
  • TR - MR11 Gatekeeper: Based on a modified Fracture design, the Gatekeeper retains the feel of its forerunner but incorporates a faster fire rate and projectile speed while increasing overall accuracy.
  • VS - Aphelion VEX-4: This experimental laser weapon can tear through enemies with sustained fire, but an interesting side effect causes a build-up of residual energy while firing that can be harnessed into a devastating blast.
  • NEW NS Lock-on Rocket Launcher:
  • NS R3 Swarm: The three round clip-fed NSR3 Swarm's relatively low velocity lock-on rockets are capable of tracking targets for an extended period of time. Variable fire modes provide the user extended control over missile velocities, allowing them to tailor the strength of the weapon to their engagement.
  • UI :
  • Lock-on missiles in air actively tracking you now have unique audio and hud element; additionally the number of missiles actively tracking you is now displayed on the HUD.
  • Large outposts will now display capture progress differently, there is no more half way point, the capture progress will be displayed and a constant tug of war bar. This also represents a small mechanic change with three-way fights, the third faction can now steal total capture progress from the original attacking force. Once we are confident this is a positive change all small outposts and facilities will be switched over to it as well.
  • · Missions that direct you to a base now have god beams.
  • Gameplay:
  • Cut off regions no longer contribute towards territorial control percentage required to capture the continent; this also applies to alert victories
  • Balance Changes:
  • Tank primary weapon projectile velocities have been increased to match the armor piercing velocity:
  • Vanguard: Titan-150 HE projectile velocity increased from 175 to 275
  • Vanguard: Titan-150 HEAT projectile velocity increased from 250 to 275
  • Prowler: P2-120 HE projectile velocity increased from 175 to 250
  • Prowler: P2-120 HEAT projectile velocity increased from 225 to 250
  • Magrider: Supernova VPC projectile velocity increased from 175 to 225
  • Magrider: Supernova PC projectile velocity increased from 200 to 225
  • Lightning: L100 Python HE projectile velocity increased from 175 to 225
  • Lightning: L100 Python HEAT projectile velocity increased from 200 to 225
  • Striker changes:
  • ADS COF recoil decreased from 0.2 to 0.1
  • ADS Standing COF decreased from 0.5 to 0.25
  • ADS crouch walking COF decreased from 1.0 to 0.5
  • Misc:
  • Created a new directive under basic to join an outfit, add 10 friends, and unlock the outfit decal item.
  • Bug Fixes:
  • Player shield bug speculative fix.
  • Resupplying at a terminal and immediately cloaking causes cloaking to be unable to be manually turned off.
  • AM7 Archer sounds muffled when holding breath.
  • Sensor shield 4 does not work when within 20 meters of a motion sensor.
  • Fixed issue with Eclipse VE3A (and a number of other guns) not remaining in loadout when switching continent and log-in.
  • Player Studio decal polish.
  • Composite Armor decal fixes.
  • Fixed issue where base Turret Kills/Vehicle Kills didn't count towards Launcher Directive/Medals.
  • Fixed issue where character would continuously firing their weapon in 3P if fired his weapon before entering and exiting a cloaked Sunderer.
  • Fixed issue where when two or missiles were locked onto your vehicle and you use flares to drop them, the lock on audio would persist forever.
  • Misc art fixes to various decals, helmets, foliage, etc.
  • Fixed issue where the default voice pack could not be re-equipped once the user equips another VO pack.
  • Fixed issue where the Eclipse VE3A didn't stay in the vanu light assault loadout, it reverts to default.

New in PlanetSide 2 Client 07.23.15 (Jul 25, 2015)

  • What’s New:
  • Blink and you might miss it! Providing a new tactical approach to troop deployment, the new Sunderer Cloak is now available for certification points in the Sunderer Loadout screen.
  • Burst weapons feel a bit underwhelming to you? These have now been upgraded to provide a more rewarding experience. Take a look in the Depot!
  • New Player Studio items are now available for purchase! Assault in style with a new helmet, armor decal, and more! Look for additional items to release over the next month!
  • Spawn Beacons:
  • Squad Beacons near the majority of squads members will be squad spawn options regardless of range
  • Beacon spawn range changed from 600 meters to 1,000 meters
  • Valkyrie :
  • Small arms do less damage to Valkyries
  • Valkyrie bottom armor increased to 50%
  • Increased weapon thermal range from 50 to 200
  • Sunderer Cloak :
  • Sunderer stealth cert line has been expanded, a new fifth cert has been added that when equipped not only provides all the perks of rank 4 stealth but also generates a cloaking bubble when deployed that cloaks all friendly infantry within it.
  • Infiltrator Cloaking Pass:
  • Infiltrator cloaks now have additional states based on movement.
  • Crouching no change
  • Crouch walking is now much less visible
  • Standing is now less visible
  • Running is slightly less visible
  • Sprinting, no change
  • Striker:
  • Small damage increase to ground vehicles
  • Increased initial projectile speed from 50 to 60
  • Increased max projectile speed from 180 to 220
  • Increased projectile acceleration from 0.75 to 1.25
  • Vehicle stealth no longer prevents rockets from seeking
  • Burst Carbines and Assault Rifles
  • T1B Cylcer:
  • Recoil min magnitude increased from 0.27 to .4
  • Recoil max magnitude increased from 0.27 to .4
  • Burst recoil first shot modifier decreased from 2.50 to 0.75
  • Recoil Increase Crouched increased from 0.1 to 0.15
  • Recoil Increase increased from 0.1 to 0.15
  • Hipfire cof increased by 0.5
  • Trac-5 Burst:
  • Burst recoil first shot modifier decreased from 2.35 to 0.75
  • Recoil max magnitude increased from 0.3 to .5
  • Recoil Increase Crouched increased from 0to 0.2
  • Recoil Increase increased from 0 to 0.2
  • Hipfire cof increased by 0.5
  • Gauss Rifle Burst:
  • Horizontal Recoil Min decreased from 0.168 to 0.16
  • Horizontal Recoil Max decreased from 0.168 to 0.16
  • Recoil min magnitude decreased from 0.472 to 0.4
  • Recoil max magnitude increased from 0.472 to 0.5
  • Burst recoil first shot modifier decreased from 1 to 0.5
  • Recoil Increase Crouched increased from 1 to 0.1
  • Recoil Increase decreased from 1 to 0.1
  • Hipfire cof increased by 0.5
  • Gauss Compact Burst:
  • Recoil max magnitude increased from 0.4 to 0.5
  • Burst recoil first shot modifier decreased from 1.75 to 0.75
  • Recoil Increase increased from 0 to 0.1
  • Hipfire cof increased by 0.5
  • Equinox VE2 Burst:
  • Recoil min magnitude decreased from 0.22 to 0.23
  • Recoil max magnitude increased from 0.22 to 0.4
  • Burst recoil first shot modifier decreased from 2.75 to 0.75
  • Recoil Increase Crouched increased from 0.05 to 0.17
  • Recoil Increase decreased from 1 to 0.17
  • Recoil shots at min mag increased from 0 to 1
  • Recoil Horizontal Min decreased from 0.16 to 0.15
  • Hipfire cof increased by 0.5
  • Solstice VE3 Burst:
  • Recoil max magnitude increased from 0.25 to 0.35
  • Burst recoil first shot modifier decreased from 2.8 to 0.75
  • Recoil Increase Crouched increased from 0to 0.1
  • Recoil Increase decreased from 0 to 0.1
  • Hipfire cof increased by 0.5
  • New in the Depot:
  • Several new Player Studio Cosmetics were added to the store. Additional Player Studio items will become available on the Depot each week over the next month.
  • Available Immediately:
  • Plague Doctor Armor and Vehicle Decals by DoktorTheAlmighty
  • Serenity Valley Armor and Vehicle Decals by NikkoJT
  • Forward Armor and Vehicle Decals by anadin150
  • Vanguard Loadout Armor by Neko Zero (NC Only)
  • Harasser Reinforced Hubcaps by MajorStorm
  • Skydiver Helmet by Faven (TR Only)
  • Windrunner Helmet by Faven (VS Only)
  • Bivalvia Helmet by CountPoly (VS Only)
  • Skyhawk Helmet by Steveo (NC Only)
  • Thunderstruck Helmet by Faven (TR Only)
  • Bug Fixes:
  • Sticky Grenades no longer apply damage twice reloading with Aegis Shield active could invalidate following shots
  • Godsaw moving ADS changed back to 0.4
  • Small deployables took more than one shot to destroy with the Archer
  • “A” point at Hurakan Secure Storage is in the wrong Hex
  • Speculative Fix - Weapon attachments don’t always go into deepcloak
  • Fix bug with tab screen that made kill tracking unreliable
  • Simply kicking a player from squad will no-longer prevent them from rejoining
  • Instant action could take players to a location nowhere near the displayed location
  • Instant action will now display a conformation box before sending a player to a different continent
  • Lasher out of ammo clicking heard at excessive ranges
  • Denmark Flag decal should no longer be emissive at night
  • Fixed the broken start fire animation for The Butcher
  • Fixed floating offhand in first person for the Phaseshift
  • Improved TR muzzle smoke visibility issues when using iron sights
  • ESF nose guns should now be easier to see even in bright sky conditions
  • Replaced a Station Cash icon the code redemption flow
  • Addressed some issues with Darklight Flashlight attachment effect synchronization
  • Adjusted NC sniper rifles to have longer barrel and adjusted default muzzle break to fix droopy barrel look
  • Adjusted VS bolt action rechamber to take up less screen space
  • Adjusted structure interior texture to be lighter with more grime and a slightly brighter emissive
  • Removed the phantom break lights from the Vanguard since it does not have break lights in the base model
  • Fixed bad camo seam on a rear housing of T5 AMC and TRS-12
  • Adjusted the Archer and Rocket Launcher enter scope animation to help with the ‘pop’
  • Adjusted the length of the Archer Stock to help with penetration with the player
  • Adjusted the material type on the vehicle barrier to be correct
  • Adjusted texture seams on Amerish rocks to be better
  • Fixed many player studio related visual bugs
  • Removed harsh orange rim light from the character/vehicle/weapon screen
  • Adjusted Valkyrie cockpit screens to be visible in direct sunlight
  • Shrike irons sight should now work properly
  • Various texture size optimization to help reduce overall memory usage.

New in PlanetSide 2 Client 06.17.15 (Jul 10, 2015)

  • System Requirement Change:
  • PlanetSide 2 on the PC will now require a 64 bit operating system.
  • New Weapon:
  • NS-AM7 Archer (Engineer) - The Archer anti-material rifle was developed by Nanite Systems to counter the heavily armored MAX, providing an effective option at range for dealing with the unique threat of the exo-suits.
  • Gold/Black variants
  • Gameplay Changes:
  • Sunderer Blockade Armor rear armor has been reduce to match the other sides
  • Awareness/Render changes
  • Awareness based off damage, players who you damage or damage you are calculated as high propriety and are more likely to be rendered to each other
  • Infantry awareness/render range now takes loadouts into account, players with a long range weapon in there loadout can be render up to 600 meters away, depending on the weapon; this includes AV MAXs and Sniper Rifles.
  • Butcher horizontal recoil has been reduced from .225 to .213
  • Tank Mines will now detonate on MAX units
  • TR MAX Lockdown deploy/undeploy times have been modified
  • Undeploy time changed from 2 seconds to 1 second
  • Deploy time changed from 1 second to 2 seconds
  • Spawn Rule Changes:
  • Spawn beacons will now be range based, initial distance is set at 600 meters
  • Squad spawn on vehicles is now limited to 600 meters if the vehicle is within either an enemy region or friendly region that is being contested (capped).
  • Squad spawn on vehicles within friendly uncontested regions has no range limit.
  • Spawn on squad will now take you to the closest available spawn point in the region that’s has the most amount of squad members
  • Instant Action rules have been simplified
  • Instant action can now place players at any fight where their empire population is within 20% of an enemy’s population.
  • Instant action will now spawn you at nearest available spawnpoint to the action; this includes Sunderers and base spawns.
  • Depot:
  • Added new Armor/Vehicle flag decals for Portugal and Australia
  • Misc:
  • Tank Mine LOD range increased by 25 meters to 70
  • Updated TR reticule sizes to be smaller across the board
  • Since the vehicle ejection bug FINALLY (Praise Vanu!) appears to be fixed, we're removing the safe-fall temp fix from exiting vehicles
  • Bug Fixes:
  • Enemy vehicles disappearing when the driver exits the vehicle has been addressed
  • Medic regen device will no longer regen the Sunderer Deployment Shield
  • Resist shield now resists melee damage
  • Defensive/Offensive requests will display on the map
  • Updated the game credits to properly reflect the change to Daybreak Games
  • Black Horse Company Armor/Vehicle decals have been made available to all factions
  • Hacked spitfire turrets should now properly track kills, grief, and XP
  • Magrider Auraxium Lumifiber Trim should now apply properly
  • Corrected the TR AMP pistol's muzzle flash to be the correct size
  • TR Amp muzzle flash has been reduced
  • Fixed issue with not being able to overload SCU or Shield Generators.
  • Known issues:
  • Spawn Beacons are not a valid “Spawn on Squad” option; this means that players will not be able to spawn on a beacon unless they are within the 600 meters range even if the majority of their squad members are near the beacon.

New in PlanetSide 2 Client 05.20.15 (May 25, 2015)

  • Membership benefit improvements:
  • Removing the Copper, Silver and Gold tiers and everyone who is a member is treated like they have max-level-Auraxium membership going forward, with all the benefits that entails.
  • Intra-Facility Missions:
  • Intra-facility missions are dynamically created missions that point you towards the important objectives inside a mission facility based on distance. So, if you're near Cap Point A, your mission will say "Capture A". If you're an Engineer and you're near a destroyed generator, your mission will be "Repair Generator". This system is intended to give new players a better sense of a facility's objectives and some direction on how to find them.
  • MBT and Harraser Weapon Tuning:
  • Enforcer ML85/Enforcer ML65-H: The Enforcer now has a different reload mechanic, ammo will be reloaded one round at a time and the weapon can be fired at anytime during the reload process.
  • C85 Canister: The C85 Canister now has a different reload mechanic, ammo will be reloaded one round at a time and the weapon can be fired at anytime during the reload process.
  • C85 Canister-H: The C85 Canister-H now has a different reload mechanic, ammo will be reloaded one round at a time and the weapon can be fired at anytime during the reload process. Additionally, the clip size reduced to 8
  • Proton II PPA: PPA COF Recoil reduced to .3 and max COF reduced to 2.25
  • Proton II PPA-H: PPA COF Recoil reduced to .45 and max COF reduced to 2.25
  • Prowler G30 Vulcan: COF reduced to 0.9
  • Saron can aim lower than previously
  • New Galaxy Defensive Slot Items:
  • Vehicle Ammo Dispenser: Resupply ammunition of nearby vehicles
  • Nanite Proximity Repair System: Repair nearby damaged vehicles
  • Battle Rank Certs Until 15:
  • We felt the cert gain rate at low levels was too restrictive for new players trying to grow their characters. With this change, each battle rank achieved through BR 15 now provides 100 free certs to help new players get their characters rolling.
  • Depot Pricing Changes:
  • We’ve made some pretty significant changes to our cert and DBC pricing across the Depot. The vast majority of DBC prices will be dropping, some only slightly, but in many cases pretty significantly. There is one noteworthy exception, and that’s NS weapons that are available to all factions on purchase – those are going up slightly to account for the extra value they bring to the table. We also updated many of our cert prices to account for the two years we've let them go unattended – and this meant that in addition to many prices going down, or staying the same, cert prices increased for a number of weapons as well. To give some context and hopefully alleviate some fears, our updated weapon cert prices range from 200-1000 certs, so there’s no drastic departure on that front.
  • Vehicle Optics:
  • Zoom optics can now be purchased independently
  • Vehicle optics can now also be purchased with DBC
  • Vehicle optics will be removed from loadouts and the certs spent to unlock refunded. You will need to repurchase them .
  • Spawning Adjustments:
  • [FONT=Arial] You can no longer spawn at a base that is not connected to your warp gate via lattice unless you die in that base’s region; the idea here is to add more strategic importance to territory and logistics
  • Misc:
  • Changes have been made to how we track awareness in an effort to fix issues where you can take damage from a player you cannot see.
  • The tank mine now has a unique trigger sound
  • [FONT=Arial] Pass on all of the icons and text in the HUD, Map, and Minimap to make them more readable and well, iconic. We've also changed the settings for things like when HUD icons get pinned to the side of your screen and the distance at which the opacity changes.
  • Bug Fixes:
  • Speculative fix for the vehicle ejection seat bug
  • Updated Interceptor Windshield and Bumper for Harasser
  • Added grime overlay to Harrasser
  • Fixed Neutron armor to LOD farther out
  • Slat armor adjustment to work with composite armor on Lightning
  • Fix for NC heavy assualt shoulder pads going yellow on LODs
  • Launcher projectile trail effect appears larger and denser than before last update
  • Fixed Vindicator Badge Decal
  • Corrected several Decal Alphas
  • Hunter Cloaking 1 now has the ability description
  • Updated infantry rocket smoke trail FXs to be directly dependant on particle quality settings.
  • Adjusted Vanguard Mammoth plating to not block as much of gunners view
  • Typo displays in the Adrenalin Shield description
  • Adjusted NS Blackhand: Default cross reticle scope aimpoint
  • ESF: Wing Mount: A2AM: Utility: Lock-on Range certification is now functioning
  • Spitfire turret proximity no deploy zone was removed from the spitfire and applied to the AV/AI turrets
  • Now only one vehicle terminal at the bio lab facilities spawns MBTs
  • NC Infantry and MAX weapons tint mask fixed to allow weapon to tint correctly now
  • Magrider Callisto exterior cosmetic adjusted to not look deformed at range
  • Fixed Galaxy intake right rear panel to not have a ‘hole’
  • NS Blackhand: Camo now applies in the 3d preview
  • UI: Loyalty Level: Copper [[[ text displays for membership level [*] Deployables at Saurva Overflow no longer Explode [*] Sky box no longer turns to black if if an UI screen has a GUI model on it [*] Harasser: Shatterguard windshield adjusted to display camo [*] VS: Composite armor leg piece no longer separates from the body if a female heavy assault is killed [*] Zepher and Dalton will now be more visible for first person [*] FX: scaled shotgun bullet impacts to be about 1/4 current size [*] Fixed Death Screen issue where the kill info was from previous kill and not last kill [/L
  • [*] Deployables at Saurva Overflow no longer Explode
  • Sky box no longer turns to black if if an UI screen has a GUI model on it
  • Harasser: Shatterguard windshield adjusted to display camo
  • VS: Composite armor leg piece no longer separates from the body if a female heavy assault is killed
  • Zepher and Dalton will now be more visible for first person
  • FX: scaled shotgun bullet impacts to be about 1/4 current size
  • Fixed Death Screen issue where the kill info was from previous kill and not last kill

New in PlanetSide 2 Client 04.15.15 (Apr 16, 2015)

  • Flight Controls Changes:
  • To get an improved level of control when using a gamepad, some changes needed to be made to our base physics interpretation of inputs; for maintainability splitting at this level was not an option
  • The bounded inputs (keyboard,gamepad) now respond in a more predictable and controllable fashion
  • The mouse (unbounded) input is applied overtime to as-closely-as possible match what previously existed
  • There will be subtle differences but they should be mostly unperceivable
  • This does mean controller support for our PC flyers just got an upgrade and you should give it a try!
  • Valkyrie Balance:
  • Valkyrie resilience changes:
  • Valkyrie resistance to ESF nose cannons provided by composite armor is being made base line. Composite armor will no longer provide a bonus resistance against ESF nose cannons
  • Base resistance to ESF nose cannons increased from 85 to 90%
  • Composite armor no longer provides a bonus.
  • Resistance to HEAT and AP is also being adjusted. These adjustments make the Valkyrie a little more resilient, similar to a Liberator
  • Resistance to HEAT increased from 0 to 25%
  • Resistance to AP increased from 25% to 35%
  • Hover Stability Airframe:
  • Doubled the improved hover effect. Max rank will now completely negate vertical descend.
  • CAS-14:
  • Needed to be a little better at its job. Blast damage increased so it takes 8 hits to kill infantry instead of 10 within the inner radius. Increased blast damage from 100 to 125
  • Pelter Rocket Pod:
  • The blast damage size on the Pelter is modeled after the banshee. Although it is not intended to be effective anti-personnel, this model is too harsh considering it also has a slow muzzle velocity and a smaller magazine. The blast damage is being remodeled to be part-way between an ESF rocket pod and the Banshee. This should add some versatility to the Pelter where it is more of a hybrid between the CAS-14 and Hellion. Inner blast damage increased from 100 to 200
  • Inner blast radius increased from 0.35 to 0.75
  • Outer blast radius size increased from 1 meter to 3 meters
  • Hellion G20:
  • The Hellion needs a small range increase. Cone of Fire reduced from 1.25 degrees to 1 degree
  • Maximum damage range increased from 10 to 25
  • Minimum damage range increased from 75 to 100
  • Instructional Events:
  • Some of the tutorial notifications will have VO
  • A whole slew of new events have been added Terminals, friendly fire, grief levels, grouping, map screens, profile screens, resources
  • Key reminders have been streamlined
  • NS-44L Blackhand:
  • With an extended barrel and integrated scope the NS-44L Blackhand provides significant advantages over similar pistols when engaging threats at longer ranges.
  • MAX Weapon Model Updates:
  • The following weapons now have new models: TR Mutilator
  • TR Onslaught
  • TR Mercy
  • VS Cosmos
  • VS Blueshift
  • VS Nebula
  • NC Grinder
  • NC Mattock
  • NC Hacksaw
  • Camo Coverage Changes:
  • Updated NC, TR, and VS textures to help with IFF issues. This update revolves around the camo mask and targeted areas on the character to show empire color. This is a work in progress so these edits may change in the future.
  • Player Studio Items:
  • Added a rack of decals
  • Added a ton of helmets
  • Added a wealth of vehicle cosmetics
  • And just a smattering of camos
  • Misc:
  • Changed the impact FX for the Lancer and Vortex to something that does not contain an explosion since the weapons do not inflict blast damage.
  • Smoke grenades have been adjusted to still have a tactical impact at lower graphics settings.
  • Performance pass on 3rd person grenade launcher smoke trails.
  • Bug Fixes:
  • Fixing the Railjack so it does not have a camo applied to it by default
  • Fixed claymores being incorrectly held when viewed in third person and in weapon select.
  • Lowered the volume of heavy bullet impact audio (when inside a vehicle)
  • Fixed missing string in some item descriptions.
  • 1P & 3P: Crossbows: Forearm appears to over rotate when reloading
  • 1P: Shield Regen Device: There is a slight stutter in the equip animation while sprinting
  • Corrected the name of the Ordnance Helmet.
  • 3P: Engineer: Character model is missing arms while using a turret
  • 3P: Harasser is missing a panel on the bottom at the rear
  • 3P: Hunter QCX: Character's left hand does not grip the lock handle fully
  • 3P: Left hand is twisted too much holding a forward grip in the relaxed stance and model preview
  • Supernova-R PC for the Magrider now animates correctly
  • 3P: NS-30 Vandal does not display the ammo clip falling out when reloading

New in PlanetSide 2 Client 06.26.14 (Jul 3, 2014)

  • Continent Locking:
  • Continents can now be locked to a conquering empire in one of two ways:
  • Dominate the continent by owning at least 94% of the territory.
  • Win an Alert:
  • When a continent locks, the conquering empire automatically captures all remaining regions on the continent.
  • All players on the locked continent will be prompted to redeploy to another continent.
  • A maximum of 2 continents can be locked at any one time.
  • Whenever a continent is locked the oldest existing locked continent will automatically unlock.
  • A Continent Benefit is now only active while the continent is locked.
  • Continent Benefits have changed:
  • Amerish gives -50% Infantry Purchases (up from -10% Aerospace Purchases)
  • Esamir gives -50% Mechanized Purchases (up from -10% Mechanized Purchases)
  • Indar gives -50% Aerospace Purchases (up from -10% Infantry Purchases)
  • Hossin gives +25% XP (new) (It's almost like we want you to play there!)
  • To accommodate continent locking, Global Alerts have been removed from the game, meaning every alert is now specific to a continent
  • When a continent is unlocked the warpgates on that continent will rotate, and territory will be reset to a default starting configuration for each warpgate. (Tired of your warpgate location? Now you can fix it)
  • Warpgates will no longer rotate every other week and are now exclusively rotated via continent locking.
  • Outfits Recruiting:
  • Do you run an outfit? Looking for some new blood? List your outfit in the brand new recruiting system.
  • Are you looking to join an outfit? Want to meet some new friends? Find an outfit to join in the brand new recruiting system.
  • To list your outfit go to the outfit screen and there is a Manage Recruitment button.
  • To view recruiting outfits, go to the outfits button on the social tab. On the main page is a button to find an outfit.
  • Outfit Decals:
  • Your outfit can now select a decal to represent yourselves.
  • Purchase Infantry or Vehicle Outfit decals in their Depot categories for 100 SC or 250 Certs
  • Equip like a normal decal. If you’re in an outfit and the outfit has a decal selected, the decal will display as the selected decal.
  • If you’re not in an outfit, the decal will not display.
  • Outfit Base Capture:
  • When your outfit captures a base your outfit’s decal will be displayed on the faction banners at the base, on the scoreboard, and on the map.
  • An outfit is recognized as being the captors by being the highest scoring outfit during the base’s capture
  • For now, this score is simply the cumulative score of the outfit members that participated in the base capture (i.e. the scores that are displayed on the scoreboard).
  • Misc:
  • The descriptions on the Medical Applicator now list the hotkeys required for healing and reviving.
  • Adjusted ranges of “Enter Vehicle” and “Equipment Terminal” interactions on Sunderer.
  • Change reduces overlap and is intended to reduce the chances of accidentally triggering the interaction you don’t want.
  • When the vehicle is deployed, you will need to get closer to the terminal and closer to the vehicle.
  • When the vehicle is undeployed there should be no change in the enter vehicle interaction.
  • A lattice link has been added between TI Alloys and Ceres Hydroponics on Indar.
  • Bug Fixes:
  • Desynch fix for multiple situations.
  • Fixed focus issues with the chat window after hitting escape.
  • Fixed an issue where thermal optics for the Dual-75 Duster were not set up like other belly guns.
  • The TR Honeycomb camo will now scale correctly.
  • Updated the descriptions for Liberator belly weapons to be more accurate with recent changes.
  • The un-purchasable magazine size certification should no longer appear for the Hyena Missile Launcher.
  • Camo will now apply correctly to the Bruiser Plating and Scrapper Vanguard attachments.
  • Kills caused by explosions will no longer grant double experience.
  • Equipping the Ammunition Package during a weapon reload will no longer skip the reload animation.
  • Adjusted the Ammunition Package so that it it less likely to continuously shake when thrown on uneven terrain.
  • Fixed an issue where tank reverse turning speed would change when toggling the ‘Invert Reverse Steering for Tanks’ option.

New in PlanetSide 2 Client 09.13.13 (Sep 25, 2013)

  • Fix for warpgate shields disappearing

New in PlanetSide 2 Client 08.17.13 (Sep 2, 2013)

  • Addresses issue where particle FX could stop working after interacting with terminals

New in PlanetSide 2 Client 07.26.13 (Aug 3, 2013)

  • Fixed an issue where frag grenades were unable to be resupplied
  • Closest available spawn point is selected by default for all squad members
  • Recommended servers will now display one server in every region

New in PlanetSide 2 Client 12.05.12 (Dec 6, 2012)

  • Helmets available exclusively to Premium Access are now available to everyone. Check out the Marketplace in game and customize your look.