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May 04, 2022 - Codex and Navigation (PC Update)

All PC servers will be offline for the following update, May 04, at 6:00am PT (3:00pm CEST). Downtime is expected to last up to two hours.
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[h3]Notes on Network Issues[/h3]
Connery Latency Issues: As of 10:30pm PT, May. 02, we have made revisions to the network infrastructure surrounding the Connery server. The goal with these changes are to, at minimum, cross certain factors off our list during the investigation into Connery's latency problems. The best case scenario would be that the changes resolve the current issues.

We'd like to encourage folks to play on Connery tonight (and post update) and send CS report tickets for issues if they continue to occur (https://help.daybreakgames.com/hc/en-us/requests/new). As a reminder, we're looking for your character name, server, time of incident, ISP, and PC specs.

G15 errors: As of this update, all gateways will have received the modifications discussed in the recent dev letter. The G15 issues continue to be investigated, but they should be less frequent overall, and keep impacted players out of the game for less time as well.


[h3]Codex System and Main Navigation[/h3]
In this release, we've made a variety of updates to the UI, including an all-new Codex System that acts as an in-game wiki for mechanics, lore, and other useful knowledge. This new screen is accessible from the "hamburger menu" dropdown in the top-right corner.

The Main Navigation menu has also received a number of changes to modernize the look. The top right corner houses boosts, currency, and settings options, while the top left shows your player-card, experience to next level, and directive score. Additionally, the directive score can be clicked on to send you right to the Directives page (without going through Missions or Campaign,) and clicking elsewhere on the player-card will send you to the My Character screen where you can customize your profile banner, title, and more.


[h3]VS Directive Weapon Adjustments[/h3]
Updates to usability here bridge the gap between what felt off about the first pass, and how we'd like these weapons to perform overall. Heat weapons don't use traditional short/long reloads, and only use their overheat value for a reload (this is an unresolved issue with all heat weapons with a manual reload,) and we've brought the directive weapon overheat values in line with those weapons' short reloads.

Darkstar (VS Assault Rifle)
  • Reload/Overheat penalty from 2.2sec. to 1.75sec.
  • Shots until overheat from 24 to 27.


Eclipse VE3A (VS Carbine)
  • Reload/Overheat penalty from 2.28sec. to 1.65sec.
  • Shots until overheat from 24 to 27.


The Immortal (VS Sidearm)
  • Reload/Overheat penalty from 1.75sec. to 1.45sec.
  • Shots before overheat from 14 to 16.


Revenant (VS Scout Rifle)
  • Reload/Overheat penalty from 2.6sec. to 2sec.
  • Shots before overheat from 16 to 18.
  • Fixed an issue with the audio playing the "low ammo warning" when firing.


Parsec VX3-A (VS Sniper Rifle)
  • Reload/Overheat penalty from 5.575sec. to 3.86sec.


Chaos (VS Shotgun)
  • Reload/Overheat penalty from 3.22sec. to 2.1sec.
  • Shots before overheat from 6 to 7


Skorpios (VS SMG)
  • Reload/Overheat penalty remains at 1.74sec.
  • Shots before overheat from 20 to 25.
Dev Note: To replace some of the built-in function of the previous Vented Power Core, it's been given minor mag size benefit despite the heat standardization, and kept the added recoil penalty from Vented Power Core in exchange.


Betelgeuse 54-A (VS LMG)
  • Reload/Overheat penalty from 3.44 to 3sec.
  • Shots before overheat from 40 to 45.
Dev Note: Realistically, the Betelgeuse didn't need any buffs, and this change is only to bring back a portion of its "LMG high-mag" feel, that was remarked on as missing by players. It may receive drawbacks in other areas in the future.



[h3]Explosive Ammunition[/h3]
  • Explosive Ammunition now has a standardized effect, impacting the following TR weapons: HBR-1 Dragoon, DMR-99, and HSR-1
  • Now converts 125 direct damage into 100 explosive damage over 2 meters for all affected weapons.
  • Minimum blast damage from 1 to 25.
  • Bonus friendly-fire damage reduction from 75% to 50%. This effect stacks multiplicatively with the baseline 50% damage reduction applied to all non-squad friendly fire.
  • Explosive Ammunition now has new impact effect visuals.
Dev Note: Previously, Explosive Ammunition dropped the Dragoon's 334 direct damage to 250, and added 75 splash over 2 meters (it was stated incorrectly as 1.5 meters in the tooltip.) For non-Dragoon weapons, the effect was the same, effectively boosting the damage of those weapons to silly levels.


[h3]Misc. Changes, Fixes, and Additions[/h3]
  • Added a setting option that can disable melee weapons from being auto-wielded when the melee key is held down.
  • Same-faction targets no longer appear in the firing lanes in VR Training, but still appear out in the field.
  • Defectors can no longer hit themselves when firing through the Seraph Shield.
  • Added underbarrels to many weapons that were intended to receive them during the Arsenal Update.
  • Tactical Grenades/Mines now show "Assists to Next" instead of "Kills to Next" and are capable of earning assist ribbons.
  • The Oshur "Underwater Travel" directive no longer shows numbers that exceeds the display, and instead counts to 5000 hectometers (100 meters per 1 point.)
  • ANTs with the Deliverer Module equipped now earn spawn experience.
  • The A2-20 HCG for the NSO ANT can now unlock the Ammunition Capacity cert line.
  • Chimera CT2-20 HCG barrels now animate when firing.
  • Fixed audio and FX issues related to the HCG.
  • Holding down the afterburner key while your energy is regenerating will once again apply boost when you gain enough energy.
  • You should no longer be able to achieve infinite afterburners.
  • You can once again see afterburner FX from Interceptors deployed by the Bastion Fleet Carrier.
  • Fortify implant now provides the 20% small arms resistance as described, and no longer protects from sniper rifles.
  • Underwater Weapons category has been renamed to Amphibious Rifles and Amphibious Sidearms, where applicable.
  • The Brawler's Extended Magazine no longer conflicts with optics.
  • Viridian Genetics Lab's Ammunition Tower now provides ammunition.
  • Concussion Mines no longer causes a second placed mine to remove the first.
  • Exodus Flotilla Cannons no longer fire upon allied NSO Flash and Javelins.
  • Fixed various underbarrel related issues.
  • Adrenaline Shield's upgrade descriptions no longer differ from the ability's actual description.

On the Road(map) Again

Hey there, folks. With the summer months right around the corner, I wanted to revisit the roadmap with an eye to what's currently in development, and what you'll see in the next leg of PS2's development.

But first, let's take a moment to talk about a couple hurdles we've been dealing with since roughly around the time of the Arsenal Update.


G15 errors: Over the past few weeks, we've added loads of logging, pored over code submissions, and continue to search for the source of our G15 issues. A G15 is the error you see when you can't connect through your "gateway" to the server. This is not something that's wrong with your computer or connection. The only "fix" is to wait for a while and try again later. However, we do have a bandaid in place that should cut down on G15 issues substantially, by shutting down broken gateways after enough connections get stuck on it.


Network issues: For players who make use of the Deutsche Telekom ISP (primarily Cobalt/Miller players,) we've made some routing changes late last week that should have resolved the major connection issues through that ISP. For Connery players experiencing high latency, we're still trying to track down where the impact is. To that end, please submit tickets to CS using the following information when latency issues take place: https://help.daybreakgames.com/hc/en-us/categories/204228447-PLANETSIDE-2 We need your character name, server, time of incident, ISP, and PC specs, if you can provide them. There have been relatively few players doing this at this point, despite it being helpful to resolve these issues.


As a side note, resolving the above issues and developing the roadmap are done in parallel. The team members devoted to one are not actively developing the other. Thought that was worth mentioning, given some of the discourse I've seen surrounding these events.


[h2]Roadmap Progress[/h2]
Speaking of the roadmap, let's check back in on how things are going.
The roadmap, as we move into the second leg of our 2022 ambitions.


Year's Beginning

For our first leg of the roadmap, we delivered on most of what we set out to do, with the new Codex and Main Nav Menu updates making their way Live on May 4th. We've taken onboard a fair amount of feedback during that time, like surfacing the logout button separately from the collapsible menu, and cleaning up the membership promotion area, among others. The Codex has also been fleshed out a fair amount, and is now a good jumping off point for future additions. We'll be sending this latest round of updates to PTS later this week.
Updated Main Nav menu and Codex.


Outfit Wars on Nexus

From here, we start moving into summer-ish, where we'll see the return of Outfit Wars in a new 1v1 format on the continent of Nexus. More to follow on these changes once we're closer.


Water Combat and Naval Vehicle

While we're not wholly decided on the scope of the underwater combat yet, we'll be making efforts to expand that. The goals would be to add more depth (hah) to water gameplay by giving players reasons to use the water, ways to defend themselves, and make it a bit easier to traverse while still retaining the feel. We'll be introducing our first proper naval vessel as a part of that, which we'll talk about more in the near future.


Revisiting Squads

As was mentioned in the original roadmap dev post, we'd like to introduce "Garrison Squads" that allow players to form temporary, local area groups automatically when attacking or defending regions, and take a pass on the squad finder and surrounding squad functionality as a whole.


Item Gifting

Being able to gift DBC-purchasable items to your friends is something that's been requested over the years, and we're currently working to get this implemented. It might not land with the 19-year PlanetSide Legacy update in May, but that's the timetable we're shooting for.


[h2]Off-roading[/h2]
There's plenty going on that you won't find in the roadmap as well.

For example, the next update will incorporate some player feedback into the Trident Relays, giving defenders the ability to reach the top of the dome to deal with attacker vehicle spawns. We've also been consistently adding quality of life improvements to the updates thus far, with a couple more on the way. You'll soon be able to disable auto-knife wielding as an option, and disable a multitude of HUD indicators (something that's been asked for for a long time.)
New ramps that lead to the top of the Trident Relays.


When the PlanetSide Legacy event arrives, some killer new cosmetics will make their way to the Depot, as well as all new empire-specific Anti-Materiel Rifles to diversify your arsenal a bit.
All new Anti-Materiel Rifles, one for each faction.


Overall, I've been happy to see the renewed excitement surrounding the Arsenal Update, and the Roadmap items we've got planned. We'll continue to build, refine, and expand as we move through the year. Thanks for the continued support, everyone.

-Wrel, Lead Designer

Double XP for All Access Members [ APRIL 22 - 24 ]



All Access Members can enjoy a Double XP weekend starting April 22nd through April 24th.

Interested in being a member?
Learn more about Daybreak All Access Membership here.

Check the latest news on the upcoming Codex and Main Menu updates here!

Want to learn what's next for PlanetSide 2? Check our 2022 Roadmap here!

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