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GU07 Released w/ patch notes

BeanpuieBeanpuie Member UncommonPosts: 812

Here it is Gu07    Lattice System and Max changes have be placed back in the shed to be worked on some more before releasing.




  • Minimum Damage: 112 changed to 100
  • Minimum Damage Range: 65 meters changed to 50 meters
  • Projectile Velocity: 450 m/s changed to 440 m/s
VS Beamer VS3
  • Short Reload: 1.7 seconds changed to 1.45 seconds
  • Long Reload: 2.0 seconds changed to 1.75 seconds
  • Aimed Accuracy: 0.4 degrees changed to 0.3 degrees
VS Manticore SX40
  • Aimed Accuracy: 0.4 degrees changed to 0.3 degrees
NC Warden, TR AMR-66, Eidolon VE33
  • Vertical Recoil: 1.0 changed to 0.6
  • Horizontal Recoil: 0.25 min, 0.35 max changed to 0.18 min, 0.22 max
  • Recoil Recovery: 5 degrees per second changed to 15 degrees per
  • Aimed accuracy loss per shot: 0.125 changed to 0.1
  • Hip accuracy loss per shot: 0.25 changed to 0.2
  • Equip Time: 0.5 seconds changed to 0.85 seconds
  • Short Reload: 2.3 seconds changed to 2.5 seconds
  • Long Reload: 3.4 seconds changed to 3.5 seconds
  • Damage scale start: 10 meters changed to 8 meters
  • Damage scale end: 85 meters changed to 65 meters
NC AF-18 Stalker, TR SOAS-20, VS Artemis
  • Minimum Damage: 112 at 65 meters changed to 125 at 65 meters
  • First Shot Recoil: 2.5 changed to 1.5
  • Recoil Recovery: 15 degrees per second changed to 18 degrees per
  • Magazine size: 20 changed to 24
  • Total Ammunition: 120 changed to 240
  • Short Reload: 2.25 seconds changed to 2 seconds (long reload remains same at 3 seconds)
  • Aimed Accuracy: 0.15 crouched moving, 0.25 stand moving changed to 0.2 crouched moving, 0.3 stand moving
  • Horizontal Recoil: 0.1 min, 0.3 max changed to 0.2 min, 0.225 max
  • Equip Time: 0.5 seconds changed to 0.75 seconds
NC AF-6 Shadow, TR HSR-1, VS Nyx VX31
  • Rounds Per Minute: 260 changed to 255
  • Vertical Recoil: 1.5 changed to 1.0
  • Recoil Recovery: 6 degrees per second changed to 8 degrees per second
  • Short Reload: 2.32 seconds changed to 2.0 seconds (long reload remains same at 2.9 seconds)
  • Damage Scale Start: 10 meters changed to 15 meters
  • Damage Scale End: 85 meters changed to 65 meters
  • Aimed accuracy loss per shot: 0.125 changed to 0.3
  • Hip accuracy loss per shot: 0.25 changed to 0.6
  • Equip Time: 0.5 seconds changed to 0.85 seconds
  • Magazine size: 10 changed to 12
  • Total Ammunition: 70 changed to 72
NC NCM2 Falcon
  • Reload: 2.5 seconds changed to 2.4 seconds
  • Max Projectile Velocity: 80 changed to 100
  • Projectile Gravity: 1.5 changed to 0.5
  • Direct Damage: 750 changed to 675
VS Comet VM2
  • Projectile Velocity: 60 changed to 90
  • Magazine Size: 1 changed to 2
  • Direct Damage: 550 changed to 350
  • Short Reload: 1.5 seconds (Short reload previously didn't exist. Long reload remains the same at 1.7 seconds)
M2 Mutilator
  • Projectile Velocity: 400 m/s changed to 500 m/s
  • Long Reload: 3.5 Seconds changed to 3.4 Seconds
  • Short Reload: 2.975 Seconds changed to 2.8 Seconds
  • All VS MAX Anti-Infantry weapons except for the Nebula VM20
  • Increased starting accuracy by 0.1 degrees in all movement states.
VS Blueshift VM5
  • Rounds Per Minute: 350 changed to 365
  • Projectile Velocity: 400 m/s changed to 500 m/s
  • Now does 143 maximum and minimum damage.
VS Nebula VM20
  • Rounds Per Minute: 400 changed to 425
  • Accuracy loss per shot: 0.06 changed to 0.05
  • Short Reload Time: 2.1 seconds changed to 2.15 Seconds
  • Long Reload Time: 2.8 seconds changed to 2.6 Seconds
  • Minimum Damage @ 50 meters: 112
  • Projectile Velocity: 450 m/s changed to 430 m/s
VS Cosmos VM3
  • Projectile Velocity: 400 m/s changed to 500 m/s
  • Long Reload: 3.3 Seconds changed to 3.2 Seconds
  • Short Reload: 2.475 Seconds changed to 2.4 Seconds
VS Lasher X2
  • New model with new firing and reload animations.
TR T7 Mini-Chaingun
  • This weapon’s spool up time no longer acts like a fire delay. It will now fire immediately and then ramp up to its maximum RPM over the spool up duration.
  • Aimed Accuracy: 0.3375 crouch moving, 0.9 stand moving changed to 0.2 crouch moving, 0.35 stand moving
  • Hip accuracy: Reduced by 0.5 in all movement states.
  • Short Reload: 3.4 seconds changed to 4.15 seconds
  • Long Reload: 4.0 seconds changed to 5.0 seconds
Bug Fixes
  • Fixed health and shield bars intermittently displaying as empty when wearing nanoweave.
  • Fixed reticule flicker when compensators are equipped on LMGs and slug ammunition is equipped on shotguns.
  • Fixed 3rd Person animation issues with the Phobos VX86
  • Fixed an issue that caused 1st and 3rd person animations to break for the Lancer if it was reloaded under the right conditions
  • Fixed issue that removed access to the VMS or DMO scopes when logging out with them equipped on the Eridani SX5 or SMG-46 Armistice
  • Fixed visual firing inconsistencies in 3rd person for the Lancer
  • Purchasing the TMS 4x Scope will no grant access to the correct scope
  • Fixed 1st person reload animation issue for NS-11 C
  • Fix for flickering OG-4 scope cross hairs
  • Healing an ally damaged by friendly fire will no longer grant XP
  • Addressed problems with the AV MANA Turret not displaying 3rd person projectiles accurately once at least one level of the turret’s cool down cert was purchased
Vehicle Updates
  • Increased Magrider base strafe acceleration rate.
  • Increases top speed to 20 KPH (up from 15)
  • Takes 2 seconds to reach 20 KPH (down from taking 3 seconds to reach 15)
  • This should also cause the Magrider to not slow down as drastically when strafing over small inclines.
  • Damage received when a vehicle flips over and hits the ground reduced. The vehicle will still take increased damage and eventually be destroyed, but this should allow a chance for the vehicle to right itself or passengers to bail out before it explodes.
  • Added option to toggle off inverting steering controls when a tank goes into reverse.
  • Improved Flash Handling
  • Should be easier to control while in reverse
  • Traction should be improved at higher speeds
  • Bug Fixes
  • Fixed issue that would not allow the S12 Renegade to be equipped while being trialed
  • Proximity Repair system should now properly award support XP to the owner if they are not in the driver seat
UI Updates
  • Strategic Communication Improvements
  • Removed blinking map regions
  • Capture progress is now displayed on the map
  • Ally activity displayed on the map
  • Influence pie charts have been replaced with population percentages
  • Changed the visualization of enemy activity – activity level coloring is now a gradient of red instead of spectrum of different colors
  • Disabled generator/spawn display for facilities
  • Secondary objective timer display added to HUD indicators
  • Facility icons now visible at all zoom levels on the map
  • Map legend added
  • Service Ribbons can now be earned for capturing and defending bases
  • Improved Item Preview
  • Preview is now full screen
  • Items can now be previewed on multiple classes
  • Loadout Screen Improvements
  • Locked gear and weapons can now be viewed and unlocked from the loadout screen
  • Quick camo selector added to main Class/Vehicle screens – Allows you to quickly select and apply permanent camos to all classes/weapons/vehicles
  • Removed the old class and vehicle landing pages
  • The currently equipped consumable can now be resupplied directly from the main Class screen
  • Medals are now displayed in the loadout from the main Class screen
  • Added a class/vehicle cert button to main Class screen
  • Specific weapon attachment slots can now be selected from the main Class screen and weapon selection screen
  • Item descriptions added to the weapon selection screen
  • Better Weapon Stats shown on weapon selection screen
  • Replaced stat bars with numbers
  • Added damage-range degradation graph
  • More weapon stats displayed
  • Muzzle velocity
  • Ammunition
  • Hip Accuracy
  • Aim Accuracy
  • Iron Sight Zoom
  • Indirect Damage
  • New HUD indicator for Ammo Packs
  • Added a Bundles category to the Depot
  • Added invert reverse steering option for track vehicles
  • Bug Fixes
  • Loadouts should now unlock properly if players earned enough XP at once to skip the battle rank that unlocked it
  • The Squad listing in the social window should now display additional squads when scrolling down
Facilities Updates
  • Increased facility secondary objective (generators and SCUs) XP rewards:
  • Overload: Raised from 100xp to 250xp
  • Stabilization: Raised from 100xp to 250xp
  • Objective Kill: Raised from 100xp to 500xp
  • Bug Fixes
  • Turret shadows should rotate with the turret appropriately
  • Vehicles in VR should now respawn more reliably



  • Agricola1Agricola1 Member UncommonPosts: 4,977

    That noise you get when being shot, it sounds like someone using a spitoon or dropping a penny into a tin, is a bit annoying. Alot of people feel that the removal of influence has dumbed the game down too, myself I'm not sure I'll have to play for a bit before I make a judgement on it and wait for the new lattice system to be introduced (which I suspect it was intended to be introduced alongside).


    I like the extra info on the map, allows a squad to make more informed decisions.

    Missions need more variety.

    Tank mines are just way too big.

    I like the new sound LA jets make.

    Bought myself a set of mutliators and pimped out my MAX.

    Since my game isn't crashing and the flicker bug has not made a return I'm happy with the patch before looking at any changes, it's a mixed bag but I've seen worse updates in my years playing online that's for sure!

    See you on Auraxis!



    "Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience"

    CS Lewis

  • BeanpuieBeanpuie Member UncommonPosts: 812

    the biggest beef now looks to be  th cap times,   where capturing a base  takes way to long. to me this is normal, due that the cap times is alot more similar to when capping a base in PS1 , it took this long.


    didnt take SOE long to make a hot fix the day after this patch was released, lowering the cap time.   either way, my eyes are still directly set at the new lattice system,  people are going to be forced to fight and get their teeth kicked in and less ghost capping bases.


    and on a personal note,  the crown needs to be hit by a perpetual orbital strike beam for all eternity. 

  • LuperzaLuperza Member Posts: 23

    GU08 is just around the corner as well. :) 

    Don't worry Beanpuie, Orbital Strikes will make a comeback and then you can OS the crap out of the Crown. ;) I'll even join in. 

    Margaret "Luperza" Krohn
    Your Friendly Community Relations Representative
    @PurrfectStorm | Friday Night Ops

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