3/23/22 4:38 PM
We continue to build out and polish the Arsenal Update. Most of what will land in this update has made it to PTS between the last update and this one, with a handful of pieces still remaining. The feedback on the forums and reddit has been useful, and we'll continue to keep an eye on it as we polish for release.
Download the Test Server client from this thread after reading the Test Server Policies: https://forums.daybreakgames.com/ps2/index.php?threads/read-first-test-server-policies-download-link.114038/
Find the previous PTS Arsenal Update Patch Notes here.
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This portion of the update was missed in the last update: Factions are receiving new empire specific "Basilisk" (jack-of-all-trades) top gun options. VS/NC/TR Main Battle Tanks will receive these weapons by default, and the Sunderer, ANT, and Harasser will be capable of unlocking them as well.
The above weapons will be missing bits of polish (camera position, icons, audio, and the turret model in the VS' case,) but the use cases for these weapons can now be tested.
Quick note on VS heat weapons: We're monitoring the chatter regarding these weapons, and we'd like to see how each weapon performs on Live before making and kneejerk decisions that compromise the design intent. The Darkstar and Eclipse in particular seem like the weapons that could end up most underwhelming, based on observations. This is something we can easily address after watching their performance under realistic circumstances.
BX Adapter
Dev Note: These changes build upon what was released in the last PTS push, reeling in some of that overwhelming damage potential.
Experimental Stims
SG-ARX Rutheford (NSO Shotgun)
Dev Note: With these changes, the Rutherford becomes a usable pump action shotgun from the hip that transforms into a Thumper alternative while aiming.
U-ARX Dirac (NSO Pistol)
Dev Note: The changes here more effectively push the idea of a precise pistol that can function over range.
The Brawler (NC Shotgun)
These changes were missing from the last PTS push.
Dev Note: Expansion of magazine size with a small reload bump blends the Mauler and Sweeper's proficiencies. These changes take place on top of the sweeping shotgun changes mentioned in the last PTS update.
Darkstar (VS Assault Rifle)
Dev Note: Lashing Ammo on the Corvus and Darkstar are using incorrect projectile velocities. This will be fixed in the next build.
Eclipse VE3A (VS Carbine)
Dev Note: These changes were mentioned in last week's patch notes, but weren't yet implemented.
NC6S Gauss SAW S (NC LMG)
Dev Note: With there being as many flavors of 167 damage model weapons in the NC arsenal as there are, these changes provide a second 200 damage model option for LMGs. The Gauss SAW S mainly takes a small hit to refire rate and mag size for a faster reload and slightly more controllability.
NC9 A-TROSS (NC Assault Rifle)
Dev Note: Small adjustment pushes the refire rate to 5% slower than the Reaper DMR, instead of the 7%ish it was at before.
Gauss Rifle S (NC Assault Rifle)
Dev Note: Small change to give the S variant more visible benefits when compared to the standard Gauss Rifle.
AF-8 Railjack (NC Sniper Rifle)
Dev Note: This is long overdue, given the theming of the weapon.
T1S Cycler (TR Assault Rifle)
Dev Note: Same as above, small change that provides a clearer differences when compared to the default Cycler.
MG-HBR1 Dragoon (TR Scout Rifle)
Dev Note: General usability buff to this weapon.
VX29 Polaris, EM1, T16 Rhino (VS/NC/TR LMGs)
Dev Note: Major buff that moves these support LMGs in the direction of the Naginata and Promise while aiming down sights, without being quite as accurate as either.
TRAP-M1 (TR Sniper Rifle)
Dev Note: The above changes should make this weapon far more usable than it has been previously, as we start treating it more like a semi-auto sniper rifle, and less like an awkward scout rifle.
Gauss SPR/99SV/SR-100 (NC/TR/NSO Sniper Rifles)
Dev Note: These changes, and a handful mentioned below, make the progression from scout rifle to semi-auto sniper a bit more apparent, and semi-auto snipers in general become a bit more useful.
VA39 Spectre (VS Sniper Rifle)
KSR-35/Impetus (NC/TR Sniper Rifles)
SR-L75 (NSO Sniper Rifle)
Phantom VA23 (VS Sniper Rifle)
Nyx VX31, AF-A7 Shadow, HSR-1 (VS/NC/TR Scout Rifles)
NC6A GODSAW (NC LMG)
NS-AM7 Archer (Common Pool Anti-Materiel Rifle)
Dev Note: The benefits here push the Archer into a much stronger position against vehicles and MAX units, and allows for more consistent one-shot kill potential against infantry with a headshot.
NS-AM8 Shortbow (Black Market Anti-Materiel Rifle)
Dev Note: The Shortbow becomes much more usable after these changes, reeling in some of the tradeoffs it made for its close-range optics and hipfire.
Replaced placeholder extended mag values for many weapons with proper values. There may still be some loose weapons that need addressed, however.
Artemis VX26 (VS Scout Rifle)
Eidolon VE33 (VS Scout Rifle)
AMR-66 (TR Scout Rifle)
Extended Magazine from 3 to 10.
HSR-1 (TR Scout Rifle)
Heavy Magazine from 2 to 3.
Warden (NC Scout Rifle)
AF-18 Stalker (NC Scout Rifle)
Nyx VX31 (VS Scout Rifle)
SOAS-20 (TR Scout Rifle)
Mag-Scatter (NC Sidearm)
Cerberus (VS Sidearm)
T1A Unity (TR Assault Rifle)
AR-ARX Maxwell (NSO Assault Rifle)
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