The Arsenal Update is Live!
[previewyoutube][/previewyoutube]
[h3]The Arsenal Update[/h3]
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.
[h3]NSO Legacy Outfits[/h3]
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.
[h3]Black Market[/h3]
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...

The new Black Market directive, with new banner and Punisher variant rewards.
[h3]New Faction-specific Mines[/h3]
Tactical mine options have been added to each faction to add more defensive layers during point defense.
Flashbang Mine (VS only)
EMP Mine (NC only)
Concussion Mine (TR only)
Havoc Mine (NSO only)
[h3]New Class-specific Grenades[/h3]
Cleansing Grenade (Combat Medic only)
Havoc Grenade (Heavy Assault only)
Timed EMP (Infiltrator only)
Impulse Grenade (Light Assault only)
[h3]Grenade Balance and UI[/h3]
General
Concussion Grenade
Flash/Quick-Det Flash Grenade
EMP Grenade
Nanite Healing Grenade
[h3]New Vehicle Top Guns[/h3]
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.

[h3]Vehicle Adjustments[/h3]
General
Reload Speed Certification Lines
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.
General
CT-135 (Chimera Main Cannon)
CT-150 Cyclops (Chimera Main Cannon)
HCG-20 (Chimera Forward Turret)
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.
General
Wyvern
Pelter Rocket Pods
Hellion G20
Sunderer
ANT
Galaxy
[h3]Infantry Suit, Ability, and Implant Changes[/h3]
Nanoweave Armor (Suit Slot)
Adrenaline Shield (Heavy Assault Ability)
Nano-Armor Cloaking (Infiltrator Ability)
Symbiote (Implant)
Experimental Stims
Broad Weapon Changes
This update includes many sweeping changes that will broadly impact the balance of certain weapon archetypes. The areas below will be broken down into groups to make it easier to digest.
Directive Weapons
Sniper Rifles
Power Knives
Sidearms
Select Fire Modes
Shotguns
[h3]Attachment Changes[/h3]
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
Slug Ammunition
Slug ammo now comes in 3 flavors with different damage ranges with independent hipfire cone of fire values. It's intended for semi-auto shotguns to be the most desirable to use with slug ammo, where others have steeper tradeoffs.
Underbarrels
Compensator
Forward Grips
Laser Sights
Comfort Grip
Mobile Prediction Laser
Disruptor Ammunition
[h3]New Weapon Attachments[/h3]
Heavy Barrel
Short Barrel
Angled Forward Grip
Flechette Ammunition
KCAP Ammunition (Terran Republic only)
Manticore Ammunition (Vanu Sovereignty only)
Cerberus Ammunition (Vanu Sovereignty only)
[h3]Vanu Sovereignty Weapons[/h3]
Equinox VE2 (VS Assault Rifle)
CME (VS Assault Rifle)
Equinox VE2 Burst (VS Assault Rifle)
VX29 Polaris (VS LMG)
VA39 Spectre (VS Sniper Rifle)
Phantom VA23 (VS Sniper Rifle)
Nyx VX31 (VS Scout Rifle)
Eidolon VE33 (VS Scout Rifle)
Parallax VX3 (VS Sniper Rifle)
Solstice SF (VS Carbine)
Orion VS54 (VS LMG)
Beamer VS3 (VS Sidearm)
Cerberus (VS Sidearm)
Manticore SX40 (VS Sidearm)
Spiker (VS Sidearm)
[h3]VS Directive Weapons[/h3]
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.
Betelgeuse 54-A (VS LMG)
Darkstar (VS Assault Rifle)
Eclipse VE3A (VS Carbine)
The Immortal (VS Sidearm)
Revenant (VS Scout Rifle)
Parsec VX3-A (VS Sniper Rifle)
Chaos (VS Shotgun)
Skorpios (VS SMG)
[h3]New Conglomerate Weapons[/h3]
Jackhammer (NC Heavy Weapon)
NC6S Gauss SAW S (NC LMG)
EM1 (NC LMG)
Gauss Compact Burst (NC Carbine)
Gauss Compact S (NC Carbine)
MGR-C1 Charger (NC Carbine)
NC9 A-TROSS (NC Assault Rifle)
Gauss Rifle S (NC Assault Rifle)
AF-8 Railjack (NC Sniper Rifle)
....
[h3]To view the rest of the patch notes, head on over to our website![/h3]
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!
[h3]The Arsenal Update[/h3]
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.
[h3]NSO Legacy Outfits[/h3]
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.
[h3]Black Market[/h3]
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.
[h3]New Faction-specific Mines[/h3]
Tactical mine options have been added to each faction to add more defensive layers during point defense.
Flashbang Mine (VS only)
- Vanu Sovereignty Infiltrators and Engineers now have access to the new Flashbang Mine.
- Flashbang Mines blind enemies within 12m when triggered.
EMP Mine (NC only)
- 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.
Concussion Mine (TR only)
- Terran Republic Infiltrators and Engineers now have access to the new Concussion Mine.
- Concussion Mines slow and disorient enemies within 12m when triggered.
Havoc Mine (NSO only)
- 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.)
[h3]New Class-specific Grenades[/h3]
Cleansing Grenade (Combat Medic only)
- 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.
Havoc Grenade (Heavy Assault only)
- Heavy Assault now have access to the new Havoc Grenade.
- Havoc Grenades detonate on impact in an 8m radius, preventing repairs for 6sec.
Timed EMP (Infiltrator only)
- 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.
Impulse Grenade (Light Assault only)
- 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.
[h3]Grenade Balance and UI[/h3]
General
- 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.
Concussion Grenade
- Effective radius from 12m to 10m.
Flash/Quick-Det Flash Grenade
- Effective radius from 12m to 10m.
EMP Grenade
- Effective radius from 15m to 10m. (Dev Note: You should still have no problem hitting spawn beacons.)
Nanite Healing Grenade
- Renamed to Nano-Regen Grenade.
- Healing over time from 150hp/sec. to 175hp/sec.
[h3]New Vehicle Top Guns[/h3]
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.

[h3]Vehicle Adjustments[/h3]
General
- Tank shell tracers have received new visuals.
Reload Speed Certification Lines
- 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.
General
- Chimera Health from 5000 to 5500
CT-135 (Chimera Main Cannon)
- Direct damage from 550 to 600
- Reload speed from 2.5sec. to 2.25sec.
CT-150 Cyclops (Chimera Main Cannon)
- Direct damage from 800 to 900
HCG-20 (Chimera Forward Turret)
- 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.
General
- 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
Wyvern
- 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
Pelter Rocket Pods
- Reload speed from 3.5sec. to 2.25sec.
- Direct damage from 125 to 145
- Reserve ammunition from 100 to 200
Hellion G20
- Magazine size from 60 to 90
- Reserve ammunition from 450 to 720
Sunderer
- Deploy Shield now uses hex shield visuals to show when it's active.
- Basilisk (top guns) refire rate from 171ms to 150ms
ANT
- 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.
Galaxy
- 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.
[h3]Infantry Suit, Ability, and Implant Changes[/h3]
Nanoweave Armor (Suit Slot)
- 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.
Adrenaline Shield (Heavy Assault Ability)
- Reduced the energy return on kill from 31/35/38/41/44% to 15/18/21/23/25%.
Nano-Armor Cloaking (Infiltrator Ability)
- 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.
Symbiote (Implant)
- 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.
Experimental Stims
- Now passively allows you to equip 1 additional stim (Restoration Kit, Medical Kit, or Infradine) on top of its previous benefits.
Broad Weapon Changes
This update includes many sweeping changes that will broadly impact the balance of certain weapon archetypes. The areas below will be broken down into groups to make it easier to digest.
Directive Weapons
- Enabled attachment customization on all applicable directive reward weapons.
- Directive weapons can now be used with the Advanced Specialization Program.
Sniper Rifles
- Anti-infantry sniper rifles now use a separate Sniper Rifle resistance (type 20).
- Being struck by a sniper rifle now has more prominent audio.
Power Knives
- Activated knife damage from 1050 to 900
Sidearms
- 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
- Select fire modes that aren't an important part of the weapon's capabilities have been removed.
Shotguns
- 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.
[h3]Attachment Changes[/h3]
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
Slug Ammunition
Slug ammo now comes in 3 flavors with different damage ranges with independent hipfire cone of fire values. It's intended for semi-auto shotguns to be the most desirable to use with slug ammo, where others have steeper tradeoffs.
- 650-500 damage, pump shotguns.
- 600-400 damage, semi-auto shotguns.
- 475-300 damage, auto-shotguns.
Underbarrels
- 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.)
Compensator
- Increased Compensator's vertical recoil reduction from 15% to 30%.
- Decreased Compensator's hipfire cone of fire penalty from 20% to 15%.
Forward Grips
- 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.
Laser Sights
- Advanced Laser Sights have all been converted to Laser Sights.
Comfort Grip
- 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.
Mobile Prediction Laser
- 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.

[h3]New Weapon Attachments[/h3]
Heavy Barrel
- Reduces cone of fire bloom by 20% while aiming down sights.
- Reduces aim down sights movement speed by 20%.
Short Barrel
- Reduces cone of fire bloom by 40% when firing from the hip.
- Increases vertical recoil by 20% while aiming down sights.
Angled Forward Grip
- Reduces first shot recoil by 60%.
- Increases overall horizontal recoil by 10%.
Flechette Ammunition
- Triples maximum and minimum damage falloff ranges, but reduces the number of pellets fired (weapon dependent.)
KCAP Ammunition (Terran Republic only)
- Reduces headshot damage by 50%.
- Increases legshot damage by 20% and removes the legshot damage penalty.
Manticore Ammunition (Vanu Sovereignty only)
- Reduces infantry movement speed by 20% for 2 seconds on impact, reduces projectile velocity while equipped by 40%.
Cerberus Ammunition (Vanu Sovereignty only)
- Causes the weapon to fire a 3-pellet spread horizontally from the hip, and vertically while ADS.
[h3]Vanu Sovereignty Weapons[/h3]
Equinox VE2 (VS Assault Rifle)
- Hipfire Cone of Fire reduced by 0.25 in most movement states.
- Movement speed while aiming from 0.5x to 0.75x.
CME (VS Assault Rifle)
- Recoil angle from 17/18 to 0
- Horizontal recoil from 0.22 to 0.18
- Horizontal recoil tolerance from 0.5 to 0.2
Equinox VE2 Burst (VS Assault Rifle)
- Renamed to Pulsar Burst.
VX29 Polaris (VS LMG)
- Maximum ADS CoF to 1.2 in most states.
VA39 Spectre (VS Sniper Rifle)
- 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
Phantom VA23 (VS Sniper Rifle)
- 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
Nyx VX31 (VS Scout Rifle)
- ADS CoF bloom from 0.3 to 0.1
Eidolon VE33 (VS Scout Rifle)
- 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.
Parallax VX3 (VS Sniper Rifle)
- Short reload from 4.72sec. to 3.86sec.
- Long reload from 6.575sec. to 5sec.
Solstice SF (VS Carbine)
- Renamed to: Prominence VE4
- Hipfire minimum cone of fire values reduced by 0.25 across the board.
Orion VS54 (VS LMG)
- ADS CoF bloom from 0.04 to 0.05
Beamer VS3 (VS Sidearm)
- CoF bloom while ADS from 0.12 to 0.06
Cerberus (VS Sidearm)
- Hipfire CoF bloom from 0.18 to 0.16
- ADS CoF bloom from 0.18 to 0.08
Manticore SX40 (VS Sidearm)
- ADS CoF bloom from 0.14 to 0.07
Spiker (VS Sidearm)
- Hipfire CoF bloom from 0.15 to 0.12
- ADS CoF bloom from 0.1 to 0.06
[h3]VS Directive Weapons[/h3]
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.
Betelgeuse 54-A (VS LMG)
- 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.
Darkstar (VS Assault Rifle)
- 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.
Eclipse VE3A (VS Carbine)
- 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.
The Immortal (VS Sidearm)
- 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.
Revenant (VS Scout Rifle)
- 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.
Parsec VX3-A (VS Sniper Rifle)
- 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
Chaos (VS Shotgun)
- 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.
Skorpios (VS SMG)
- 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.
[h3]New Conglomerate Weapons[/h3]
Jackhammer (NC Heavy Weapon)
- 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.
NC6S Gauss SAW S (NC LMG)
- 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
EM1 (NC LMG)
- Maximum ADS CoF to 1.2 in most states.
Gauss Compact Burst (NC Carbine)
- Renamed AF-20 Rogue.
Gauss Compact S (NC Carbine)
- Renamed NC2 Gauss Compact.
MGR-C1 Charger (NC Carbine)
- 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
NC9 A-TROSS (NC Assault Rifle)
- Refire rate from 128ms to 126ms
Gauss Rifle S (NC Assault Rifle)
- Short reload from 2.1sec. to 1.85sec.
- Long reload from 2.8sec. to 2.5sec.
AF-8 Railjack (NC Sniper Rifle)
- Projectiles now pierce through infantry targets, with no limit.
....
[h3]To view the rest of the patch notes, head on over to our website![/h3]
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!