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Roadmap Planetside 2 FR

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ravaduz
leporteflingue
chaeris
milkoo
Zvonimir57
Arkanenn
Eliose
Mxiter
nawak38
wedge
Razshaal
LeChoper
Yam
Louve*
BobFat
Glosori
Moretti
Renko
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Message par Renko Ven 28 Juin 2013 - 14:19

Il sera dispo en Europe aussi quand la fonctionnalité sortira, ce serait un manque à gagner énorme pour eux dans le cas contraire.
Renko
Renko
Ami de Mr. Caffay

Nombre de messages : 1664
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Date d'inscription : 10/05/2013

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Message par Grwoweak Lun 1 Juil 2013 - 14:32

"These are mostly in early design and planning stages. Fine details have not been hashed out and everything subject to change:
Infiltrator
Decoy grenades are being buffed.
New ability: Stalker Cloak. Bar drains while moving, fills while standing still. No primary weapon is allowed to be equipped. No final decision on visibility of stealth while moving or stationary.
New tool: Motion sensor. A placed object like a spawn beacon. Unlike the recon tool which pulses, the motion sensor will continuously display movement. After a certain amount(couple of minutes) of time, the motion sensor will show up on enemy's minimap so they can hunt it down.
New suit slot: Shows explosives(c4, mines, tank mines, etc.) on HUD through walls
Vehicle hacking: A lot of code support and art support to do at this point. Been talked about a lot, but not willing to invest time on implementation yet.
Bolt action slot: Straight pullback attachment for bolt-action sniper rifles, allowing a second shot without scoping out. Will have a downside, but not finalized yet. Attachment slot not finalized yet.
Recon Drone: REK making a return. Infiltrator places drone, gets to control and fly the drone around. Counted as a vehicle. May have weapons, may just be used for spotting. Once spotted, easily to be shot down. Will have a range limit or time limit.
New infiltrator weapon(s). Not sure what yet, but more weapons will come. NS sniper rifle a possibility
Sunderer
Different sunderer deploy types: Dome shields, aoe cloak, pre-equipped gun ports for passengers to shoot out of, radar. Situation specific stuff.
Looking for more ideas, send them to roadmap/twitter/etc.
ESF Update
"Very soon."
UI hit direction feedback improvement
Want to make Air to Air what pilots want to do. Ex. EXP rewards and more engaging gameplay through better A2A weapons
Random stuff
Medic update will be the next class after Infiltrator.
Want to have more inter-class play and reliance between classes, like MAXes and Engineer."


traduction

tout ce qui suit est encore a l’état de développement , rien n'est fixé et tout peut encore changer :

Infiltrateur :
buff des grenades "leurres"
nouvelles capacités : camouflage "stalker" , draine l'energie quand vous etes en mouvement et se recharge quand vous etes immobile .aucune arme principale n'est autorisée (pistolet only) .la perception du camouflage en mouvement et stationaire n'est pas encore arretée .

nouvel outil : détecteur de mouvements , placé a la manière d'une balise .Contrairement au darc de reconnaissance qui font des impulsions , le detecteur de mouvement fonctionnera en continu .Après un certain temps (genre 2min) , le ddétecteur deviendra visible sur la minimap ennemi pour que ce dernier puisse le "chasser" .

nouveau slot d'armure : détection d'explosif (C4 , mines etc) sur afficheur tete haute et a travers les murs
piratage de véhicule : un bon gros paquet de code et de textures a prevoir .Les dev en on beaucoup parlez mais pour l'instant il n'ont pas la volonté d'investir temps et moyens a la realisation de cette fonctionnalité .

emplacement supplémentaire sur les arme de sniper a levier de rearment manuel : permet un deuxieme tir dans la foulée sans sortir du zoom .il y aura un coté negatif a ce module , on sais pas trop quoi encore .

Drone de reconaissance : comme la tourelle d'ingé (dispositif rek) , une fois lancé le drone est considéré comme un vehicule , il pourrait etre armé
ou bien juste utilisé pour repéré les ennemis .limite de portée et de réutilisation.

Nouvelle(s) arme(s) : sans doute un fusil de sniper NS (commun a toute les factions) , ou d'autres choses , pas d'idée arretées sur le sujet.

Dispersseur :
Différent types de déploiments possibles : bouclier "dome" , camouflage de zone , trappe de tir pour l'insfantrie embarquée , radar .Beaucoup de matos a utilisation tres specifique .Ouvert a suggestion de la part des utilisateurs .

Mise a niveau des ESF :
Très bientot
meilleur définition des impacts
désir de faire du combat air/air quelque chose qui coresponde plus au attentes , par exemple gain d'xp supplémentaire et amélioration de la profondeur de gameplay des armes Air/Air.

divers trucs (?)

la mise a jour du médecin sera la suivante après celle de l'infiltrateur.

Plus d'interdépendance des classes , comme les xam et les ingénieurs .

Source : Clegg @MLG

et teaser de mode compétition :

Grwoweak
Je balbutie mes premiers mot
Je balbutie mes premiers mot

Nombre de messages : 15
Date d'inscription : 27/06/2013

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Message par wedge Lun 1 Juil 2013 - 14:43

Ro le mode Nexus !!! Bouahahaha les affrontements d'intérieurs !!!! Ca va être vraiment bon ça
wedge
wedge
Ami de Mr. Caffay

Nombre de messages : 4450
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Localisation : Normandie
Date d'inscription : 08/01/2013

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Message par Pseed Lun 1 Juil 2013 - 16:44

J'en salive d'avance ! super idée pour le sundy, le mode camo risque de faire chier pas mal de monde ! La vision thermique va devenir obligatoire sur toutes les armes tank/air pour le coup
Pseed
Pseed
Je balbutie mes premiers mot
Je balbutie mes premiers mot

Nombre de messages : 28
Date d'inscription : 16/06/2013

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Message par Eliose Lun 1 Juil 2013 - 18:39

Le disperseur Dome et invisible existait déjà dans PS1.
Quand je vous dis que ca va aller dans le sens de PS1...

...
Eliose
Eliose
Hyper-Actif and Big Flooder !

Nombre de messages : 771
Age : 63
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Date d'inscription : 17/12/2012

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Message par kisam Lun 1 Juil 2013 - 19:04

et l infiltré qui va hack les vehicules , comme PS1
kisam
kisam
Flooder Professionel
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Message par Mxiter Mar 2 Juil 2013 - 3:21

à propos de la revue des chasseurs (moustique/rava/faucheuse):

The following is a list of upcoming changes for ESF (Empire Specific Fighter) update.

Please remember everything listed here is just the current plan and everything is subject to change. Also note that some components may be split up into other updates, so they may not all be added at once.

Lock-On Adjustments

We’re making some adjustments to anti-air based lock-on weapons with the goal of making lock-on weapons less frustrating and more interesting for both those using them and those on the receiving end.

Mechanics Changes:

All anti-air lock on weapons will become maintained on lock. The shooter must keep the target locked for the duration.
The closer a lock-on target is, the faster it will acquire a lock.
Lock-on missiles will travel faster
Lock-on missile lifespan will be reduced to around 5 seconds (down from 8 or 10 seconds depending on the weapon)


The above changes are intended to create a more interesting risk vs reward dynamic for lock-on missiles. For example, at point blank range, the weapon may lock on instantly and the projectile be too fast to dodge, while at 300 meters it may take 2.5 seconds + maintaining the lock.

The shorter life span is also intended to remove some of the extra frustration when attempting to dodge a missile only to have it hit you seven seconds later.

Feedback Changes:

The following list are changes we are considering. Some may become standard UI feedback, some may get rolled into certifications:

Players who lock-on to you and fire, will be spotted for you
The lock-on display will show a number indicating how many different sources are locking on to you
The lock-on display will indicate what type of weapon is locking/locked-on
Missiles that are locked-on to you will display on the mini-map
Lock-on indicator will display in third person camera


Other Changes:

We are fixing some lock-on missile bugs and making improvements for lock-on missiles being represented more accurately to remote clients.
Flares: Based on how the above changes work, flares may be adjusted.
The bug with stealth certifications not always granting the lock-on reduction buff will be fixed


Experience Changes

Players will be awarded kills and assists for players that suicide or log out.
The kill will be awarded to the player who last inflicted damage, whether that damage was done to their vehicle or to the player themselves.

New ESF Weapons

Reminder, all the below weapons are works in progress and subject to change.
The weapons below are designed to be air combat options for the secondary (wing mounted) slots. They are intended to supplement the nose cannons.

NS-50 Mass Drivers

Current Description: "Mass Drivers are capable of launching two 50mm rounds accurately and at a high speed. The Mass Driver must reload after each shot."

The intent of the mass driver is to create a long range air to air weapon. Although a single shot is high damage, by itself its damage over time is low compared to a nose cannon. It will have limited usefulness against ground targets.

Coyote Missiles

Current Description: "Coyote Missiles are compact, short range missiles that lock-on to enemy aircraft and inflict light damage. Coyote Missiles can lock-on to targets quickly, but have a short lock-on range and lose established locks quickly."

Coyote Missiles cannot damage as quickly as a nose cannon as it takes several seconds to unload a full volley of missiles.

Locust Cannons

Current Description: "Locust cannons are high velocity machine guns that boast a high bullet spread and increased magazine size, allowing it to engage targets with less accuracy but still score hits. The fire rate ramps up for a short period when it begins firing."

The Locust inflicts comparable damage to a nose cannon and can sustain fire for a longer period. The spin up time is intended to limit its usefulness in a high speed dogfight.

External Fuel Tank Certification Line

We want to make the fuel tanks a more competitive option for the wing mount slot. A certification line is being added that increases the top speed of the vehicle. This stacks with the high speed racer chassis.

Existing Balance Changes

A tuning pass is being done on the default and rotary nose cannons.

Default Cannons

Normalizing Cone of Fire to be the same across each empire
TTK (against other ESFs) between the empires has been brought closer together
Clip Sizes have increased to allow for longer sustained fire
Fall off damage has been added starting at 200 meters

Rotary Cannons

All Rotaries, regardless of empire, can now kill an ESF in a single clip without having to get magazine size upgrades
TTK (against other ESFs) between the empires has been brought closer together
Fall off damage was added starting at 150 meters

On top of that, we’re adjusting the empire distinctions.

Scythe weapons used to just be in between the Reaver and Mosquito weapons and have a slower projectile. Instead, they will have the quickest projectile (instead of slowest) and will reload faster.
Reaver weapons retain a higher damage and faster TTK. They also suffer less from the added fall off damage.
Mosquito weapons retain the quickest fire rate but also receive a larger clip size increase for longer sustained fire/fewer reloads.

Stealth Certifications

We’re planning, for all vehicles, to adjust each rank of stealth so that the final rank removes you from the mini-map while the previous ranks lower the range.
We’re also fixing the bug where stealth would not always slow lock-on times.
Lowering the engine audio is still planned, but not as part of the ESF update.

Fire Suppression Certifications

We’re planning, for all vehicles, to adjust fire suppression so that when activated it will apply a small heal over time for the vehicle. This works at anytime and not just when critically damaged. When activated while in critical damage, it will now set your health to above critical, instead of adding a flat amount to your current health pool

Galaxy Repair & Ammo Supply Certifications

We’re considering Galaxy repair and ammo supply certifications. Giving ESFs and Liberators more locations to re-arm from and more objectives to attack/defend in the sky.
Mxiter
Mxiter
Ami de Mr. Caffay

Nombre de messages : 1529
Date d'inscription : 23/12/2012

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Message par Renko Mar 2 Juil 2013 - 12:44

Y'a du bon dans tout ça !
Renko
Renko
Ami de Mr. Caffay

Nombre de messages : 1664
Age : 36
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Date d'inscription : 10/05/2013

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Message par Mxiter Jeu 18 Juil 2013 - 8:48

Pour mercredi prochain (environ): GU13


Esamir Lattice and Facility Refresh
Lattice et transformations sur Esamir.

Implants!
Les implants reportés: ils vont les retravailler suite à de nombreuses plaintes de P2W

Platoon Enhancements:

   Platoon voice channel management, ability for platoon leaders to set platoon VOIP channel to only be used by squad leaders
Le chef de section peut activer un chat à part avec les chefs d'escouade.
   Platoon leader waypoints per squad, ability for platoon leaders to set individual squad waypoints for Alpha, Bravo, Charlie and Delta squads.
Le chef de section aura la possibilité de poser 1 waypoint individuel par squad (enfin!) donc plus besoin des waypoint des chefs d'escouade (sauf pour microgestion) si le chef de section gère son taff

Spawn Changes:
Several enhancements to the respawn window:

   There is now a category for Squad spawn points, if you're not in a squad this will allow you to auto-join a squad.
   We've added some more respawn options, these should allow you to respawn at more locations near where you died, previously by default you were able to spawn at the nearest outpost, large outpost and facility (in addition to local spawn points, squad spawn points and reinforcement requests), now you'll be able to spawn at the nearest linked base (or adjacent base on non-lattice continents) in addition to the above, this should create some more consistently available fallback / reinforce positions.
   Chat window added to the respawn screen
Plus d'options de spawn, et fenêtre de chat dans le menu de redéploiment (fini d'aller chercher le chat dans l'onglet voix)

ESF Updates:
We are working on some extensive ESF changes that Kevmo has outlined (here). These changes are going to be coming over the next 2-3 game updates, starting with GU13. With GU13 you can expect:

   Retuning of the default and rotary nose guns
   When an enemy vehicle is destroyed via crashing, suicide or the player logging out the last player to damage the vehicle (within 10 seconds) will be awarded a kill credit.
Refonte des ESF (chasseurs): ça va durer 2-3 GU, en attendant, refonte des canons de nez de base et des rotaries. Lors d'un crash/suicide/déconnection, le dernier à avoir touché la cible dans les 10 sec se verra attribuer le kill. (fini les tarlouses qui sautent/se crashent quant on les démonte)
New Weapons:
There are 4 new weapons coming with GU13:

   NS-7 PDW SMG: This SMG has a lower damage drop-off than all the other SMGs, allowing it to perform well at short and medium ranges. Its low recoil and very quick center speed (fastest in the class) allow those with good burst control to extend it's range even further.
   NC LA3 Desperado Pistol: This 2x burst pistol has a fast burst but slower overall rate of fire. The fast burst mixed with moderate damage makes this pistol a solid choice at close range, though low accuracy will limit its effectiveness at range.
   TR TS2 Inquisitor: Equipped with an extended magazine by default, this pistol gives the TR a solid all-around option that has very high sustainability and damage output per magazine.
   VS Cerberus: High upfront damage mixed with an above average rate of fire for that damage class makes this pistol a good choice at close range. Low accuracy will limit the pistol‘s effectiveness at range.

Nouvelles armes: de nouveaux pistolets (plutôt bof apparemment) et la SMG NS qui serait une SMG "moyenne distance" du délire chez SOE...

Suit Slot tuning:

   The cert costs for the Ammo Belt cert line have been retuned.
   Advanced Shield Capacitor has been tuned to make shields recharge significantly faster.
Réduction du prix des ceintures de munition et amélioration du générateur de boulier avancé (case combinaison)
Vanu weapon audio update:
Most VS infantry weapons have had their audio significantly updated to be more impactful and satisfying.
De nouveaux bruits de pew pew pour les vanus!

And of course we have a pile of bug fixes and other misc. polish, performance fixes and tuning coming with the update too numerous to list, and full patch notes will be available as we get closer to releasing the update.
Et comme d'hab, des "fixes" pour "éliminer" les bugs et "améliorer" les performances du jeu clown 

Our current plans are to release GU13 next Wednesday, 7/24.
Mxiter
Mxiter
Ami de Mr. Caffay

Nombre de messages : 1529
Date d'inscription : 23/12/2012

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