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Genre: Shooter, Role-playing (RPG), Tactical

PlanetSide 2

PlanetSide 2: Fortification (PC Update)

All PC servers will be offline for the following update on Wednesday, May 17, at 6:00am PT (3:00pm CET). The downtime for this update is expected to last up to 2 hours.
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20-Years of PlanetSide


When the original PlanetSide was first released on May 20, 2003, it offered the impossible: a grand scale, combined arms experience that spanned multiple continents (and planets!) Even now, twenty years later, we fight with tooth and nail. In this update, we celebrate the legacy of PlanetSide with additions, events, and some nostalgic sounds.

Official PlanetSide Soundtracks become available May 20!


We've partnered with CD Baby to bring official PlanetSide and PlanetSide 2 soundtracks to all your favorite streaming services. Get your nostalgia hit on Spotify, Apple iTunes, Amazon Music, Deezer, Pandora, TikTok, iHeartRadio, Napster, Shazam, and YouTubeMusic, just to name a few. A full list of platforms will be available at the bottom of the post. With this release you'll find one PlanetSide album with 30 tracks, and four PlanetSide 2 albums with 15 tracks for VS, NC, and TR, and 8 tracks for NS. These albums begin rolling out to digital platforms on May 20.

Here's a preview we posted earlier in the week of the original PlanetSide theme: https://www.youtube.com/watch?v=trpADJsWS0A

Content creators, as always, you're free to use music from PlanetSide and PlanetSide 2 in your videos and other creations!

Double Experience Event (May 17 - 21)


ALL PLAYERS receive DOUBLE EXPERIENCE from May 17 - May 21!

20-Year Legacy Event Directive (May 17 - June 4)


This year's event directive has many different paths to completion, celebrating our diverse sandbox of playstyles.

  • Helping Hand - Heal teammates or repair their structures, deployables, and vehicles to earn this ribbon.
  • Hot Drop - Earn this ribbon by deploying friendly troops to the battefield where they earn kills!
  • Hold the Line - Earn this ribbon for capturing and defending control consoles, and for killing enemies around them during a continent Meltdown Alert.
  • Module Mastery - Earn this ribbon by installing, overloading, or disarming construction modules.
  • Focused Assault - Earn kills during a continent Meltdown Alert.
  • Apex Predator - Earn kills using "Apex" weapons.
  • Foothold - Capture construction facilities.
  • Building Blocks - Deposit Cortium into a Silo in a contested region.
  • Armored Duel - Kill or assist in killing enemy vehicles while in a vehicle yourself.
Complete this year's Legacy directive to unlock the newest addition to the PlanetSide arsenal, the NS-D Helios heavy weapon.

Unlock this fire breathing heavy weapon by completing the Legacy event directive!


NS-D Helios


As an ode to the original PlanetSide "Dragon" flame weapon, the NS-D Helios will be blazing a trail into the game as a common pool heavy weapon. Much like the original, this five-round burst incendiary weapon has an alternate fire mode that can lob an explosive blast of flame.

Earn this weapon by completing the Legacy event directive, or pick up the celebration bundle and all of its new content! (This weapon will also be unlockable through standard means after the event ends.)


The NS-D Helios, available as a reward for the Legacy Event Directive.

20-Year Legacy Bundle (2999 DBC)


This bundle, available until June 30, includes "APEX" variants of the first generation SMGs, a cosmetic variant of the Helios, a 6-month Heroic Boost, and more!

  • Title: Field Commander
  • PlanetSide Legacy Banner Frame
  • PlanetSide Legacy Banner
  • Heroic Boost - 6 Month
  • "Apex" PMG-100
  • "Apex" SMG-46 Armistice
  • "Apex" AF-4 Cyclone
  • "Apex" Eridani SX5
  • NS-D Helios EX


PlanetSide Legacy Banner and Banner Frame.


"Apex" SMG variants.


The EX version of the new NS-D Helios.

Construction Overhaul


The construction system has received a major rework with the goals of making construction more accessible, more fun to fight at, and allow for more diverse base building.

Many new construction objects have been added, and some have been given a facelift (or reworked entirely,) and more cover and interior spaces are now available to fight around.


Learning Construction
  • New, one-time construction-based tutorial missions have been added for players, and will reward players with the Elysium Spawn Tube, Infantry Tree Stand, Light Vehicle Terminal, and Equipment Terminal Module.
  • Additional construction-based daily missions have been added to the pool for all players.
  • VR Training now has Cortium spawns and facility silos, allowing for practice with construction objects.


UI Updates
  • Removed the two-click process of placing a construction object, and you can now select either currency with a single click.
  • Added new "Favorites" functionality, to mark your favorite construction objects in their own category.
  • Buy, Unlock, and Equip button and terminology have all been adjusted to make more sense.
  • Exiting the building terminal window will retain your last selection.


Placing Construction
  • Controls for placing construction objects are now visible when a construction object is held.
  • Construction placement spheres have been replaced with directional arrows showing whether they need to be above or below ground.
  • Reduced the default rotation speed of construction objects.
  • Sealed up the "holes" beneath certain construction objects, which would allow you to get inside the backface of the models.


Maintaining Construction
  • Passive cortium drain has been removed. This change allows builders to set up bases far in advance of a fight that may or may not make its way down the lattice, instead of doing cortium runs for a fight that may never manifest.
  • We've moved toward a more active form of cortium drain. The Flail, Glaive IPC, and Orbital Strikes will drain cortium when firing; Modules (which we talk about later) are equipped and placed into structures when the need arises; and vehicle/air pads still drain cortium as vehicles are used.


Interacting with Construction
  • Cortium Silos within 500m now appear on your map and minimap.
  • Spotlights attached to construction objects (like those at the Infantry Tower) now count as Darklights for the purposes of revealing cloaked targets.
  • Spawn locations at construction bases now show the name of the player who owns the object.
  • Additionally, there are new ways to interact with construction through Construction Outposts, Modules, and Attack Modules.


Construction Outposts
Construction Outposts (previously open-field vehicle capture bases) have been updated with a new Construction Outpost Silo. This silo is accessible to the faction who owns the region, and is accessible to any player on that faction. These outpost silos regenerate cortium over time, ensuring that construction assets are readily available to build with. When an outpost is captured by an opposing faction, construction objects within 100 meters are converted to the capturing faction's control. Players who previously owned these objects have their placement limits freed up so that they can build elsewhere.


Modules


Modules have all been converted into hand-held objects that can be slotted into new sockets on many of the construction objects. Modules come in a variety of types, allowing for base customization based on needs. Certain modules can only be equipped on specific construction objects, and a list of compatible modules is shown in the terminal screen.

  • When you're at a construction base, empty module sockets appear on the HUD. While you're holding a module, the HUD will show compatible and incompatible module sockets, as well as which modules are socketed into which objects currently.
  • Modules are socketed into empty slots, or can be swapped out with an existing module. Modules and their effects cannot be stacked, meaning that only one module of a given type can be slotted into a construction object at a time.
  • Attackers can overload a module, much like a generator, by interacting with it. When the timer completes, the module detonates and deals some structural damage.
  • Similarly, Cortium Bombs and Tunnel Worms can be equipped in the Tactical Slot by attackers. When placed into an empty socket, they'll either count down until major damage (Cortium Bomb), or prevent a structure from repairing (Tunnel Worm).


Standard Module
  • Repair Module - Repairs the building over time, and increases max health by 5000.
  • Projectile Shield Module - Provides the structure with shielded windows and doors, and increases max health by 2000. This shield is two-way.
  • Skywall Shield Module - Provides the structure with a skywall shield, protecting from airborne attacks, no longer EMPs infantry. This shield is one-way.
  • Firewall Module - Protects modules in the structure from being overloaded until the Firewall is brought down. Increases maximum health by 5000.
  • Equipment Terminal Module - Provides the structure with an unhackable equipment terminal.
  • Durability Module - Increases maximum health by 8000.
  • Capacity Module - Increases the maximum cortium held by this object by 5000. Remains active until destroyed or replaced.

High Pressure Modules
  • Heavy Repair Module - Repairs the building rapidly over time, and increases max health pool by 5000. Remains active for up to 1 minute.
  • Fortress Shield Module - Provides a projectile bubble shield around the structure and surrounding area. This shield is two-way. Remains active for 1 minute.
  • Heat Dispersion Module - Drastically reduces heat accumulation for the weapon while being operated by a player, increases maximum health pool by 2000. Remains active for 1 minute.

Tactical Slot Items
  • Cortium Bomb - This item has been reworked into a bomb that players can slot into any module socket of an enemy building. Detonating after a short while, dealing incredible damage to the structure from the inside.
  • Tunnel Worm - This module, when socketed into an enemy object, prevents it from regenerating health until it expires or is removed.

Removed Modules
  • Turret AI Module - Artillery and Orbital Strike Uplinks no longer require this module.
  • Alarm Module - Has been replaced with a Recon Array structure.
  • Recon Module - Combined with the Alarm Module into the Recon Array structure.


New Construction Objects


Along with the many changes to construction itself, a variety of new buildings and cover pieces are now available.

  • Command Center - The Command Center is a large structure that houses ground and air vehicle pads, and a secure spawn room and equipment terminal.
  • Recon Array - This object alerts the owner to the presence of nearby enemies and attackers (similar to the Alarm Module), and passively checks for enemies nearby, similar to a Recon Device. The Recon Array can be activated manually to provide detailed motion sensing for a duration.
  • Bulwark Walls (Thin/Wide variants) - These heavy walls are built high to help hide structures behind them.
  • Module Dispenser - A module-only dispensary for placing near the areas you need it.
  • Infantry Tunnel - A covered tunnel for safe infantry passage.
  • Infantry Treestand - A compact, tall sniping perch for surveying the base below.
  • Infantry Awning - A covered overhang to hold back fire from enemy aircraft.
  • Secure Silo - Store additional cortium that you can lock for the use of you and your squad.
  • Rebirthing Center - A shielded spawn point with a built-in equipment terminal.
  • Vehicle Bridge - This bridge can span small gaps or smooth rough terrain, and is wide enough to allow a Colossus to cross.
  • Light Post - A light post to illuminate, and detect infiltrators who pass beneath it.
  • Blast Gate - A blast-wall styled checkpoint that allows infantry in and out, while blocking line of sight and protecting objects behind it.
  • Mining Drill - Outfits can now craft Mining Drills as a War Asset, and place them as Construction items. These Mining Drills churn up Cortium nearby, allowing you to sustain a base... or use the crystals defensively.




Reworks and Removals


  • Many of the one-way shields have been converted into two-way shields. Exceptions include the Skywall Shield, and shields that are specifically meant to allow spawning defenders to push out of their spawn room.
  • Pain Spires and turret automation have been removed, and Skywall Shields no longer EMP shields. These mechanics aren't fun to play around for attackers, and one of our goals is meant to encourage back and forth gameplay throughout construction bases.
  • The Orbital Strike Uplink has been converted into a larger building that can be played within and around, and Orbital Strikes on construction bases do significantly less damage than previously.
  • The Bunker no longer has such a large footprint, and has a more accessible roof.
  • "Anti-Vehicle" Melee Weapons no longer damage construction objects.


Misc. Construction Polish and More


  • Elysium Spawn Tubes and other construction-based spawns now show the owner on the redeploy screen.
  • Updated the visuals on the construction building FX.
  • Added ambient audio to construction objects as they build.
  • Many construction objects have received updated visuals.
  • Updated and added FTEs and Codex entries related to construction.
  • Triggering a Recon Array's "alarm module" functionality now has more visual messaging.
  • We're still working on converting Flail, Glaive IPC, and Orbital Strike targeting darts into targeting lasers – this is almost complete, and is mainly down to polish.
  • If you owned a previous construction module that was replaced in this update, you'll receive the new version of that module if an equivalent exists, or receive a cert refund in the event that it doesn't.



Oshur


The island continent of Oshur has received a number of updates to certain bases, lattice, and surrounding terrain, targeting various pain points conveyed by the community.

Oshur Warpgates



  • Flotilla Warpgates have been moved back toward their original positions, and closer to the shoreline.
  • The target acquisition range on Exodus PPC cannons has been reduced.
  • Mirror Bay Watchtower

Renamed to Excavion Cleanup Site.



  • This base has been entirely redone, and now acts as a 4-point capture hybrid water/land base.
  • Water vehicles can now be spawned from this base.

Astira Hydroelectric



  • Removed the large "dam" walls, allowing water vehicles to enter/exit the center of the map.
  • Water vehicles can now be spawned from this base.

Bathala Gardens



  • Has been removed, as well as the bridge spanning Mirror Bay.

Bathala Overlook



  • This construction outpost has been added to the central ring, with connections to Excavion Cleanup Site, Pommel Gardens, Mirror Bay Checkpoint, and Seapost J8 - Delve.

Wakerift Beachhead



  • Has been moved east and renamed Wakerift Plateau.
  • This Construction Outpost has lattice connections to Excavion Cleanup Site, Astira Hydroelectric, and Seapost H10 - Debris.

Nascent Shipping and Storage



  • Spawn room is now located on the lower level.
  • There is now a teleporter room to upper airpad, and a second teleporter to an alternative ground-level room.
  • Water vehicles can now be spawned from this base.

Veridian East Terrace



  • Added a road running north and south around the base. Previously, this base completely halted flow through it.
  • Moved vehicle pad and terminal closer to spawn room.
  • Removed teleporter room.

Centri Import Hub



  • Has been converted into a Large Outpost, allowing for western lattice vehicle access closer to the central island.
  • Water vehicles can now be spawned from this base.
  • Made adjustments to surrounding terrain at its new location.

Lamplight Security



  • Added a bridge to span the pass east of Lamplight Security.
  • The sandbar in the cliff valley has been converted into a channel for water vehicles.
  • Added more roads to complement the bridge and channel entry points.
  • Water vehicles can now be spawned from this base.

Emerald Arborteum



  • Lattice now connects to Oshur Southeast Flotilla.
  • Water vehicles can now be spawned from this base.

Leif Biochemical



  • This new base has been added to the southeastern island, with connections to Remnant Cove, Emerald Research Co., and the Southeast Flotilla.


Vehicle Adjustments


Vehicle Despawn Timers


  • Deployed Sunderers, ANTs, and Galaxies equipped with the Lodestar Module no longer have despawn timers so long as you own them. If you spawn a second vehicle, it will despawn as usual.


ANT



  • The ANT's Cortium Capacity and Mineral Radars now use max rank by default, and skill lines have been refunded. (Dev Note: This increases the ANT's Cortium capacity to 10k by default, and Cortium detection range to 600m by default.)
  • While driving in an ANT, the nearest friendly silo is pinned to the HUD.
  • The ANT and its target's Cortium are now visible in third person.
  • Added labels to the ANT's Cortium gauges and made the UI more readable.
  • Attempting to harvest while tanks are full now draws attention to your full tank.
  • WLT-Yellowjacket Mining Laser's muzzle FX now properly play on the muzzle in third person.


Colossus



  • Refunded the Cortium Storage and Starting Cortium max ranks.
  • The Colossus now uses 10,000 starting and maxium cortium by default. (Dev Note: Previously, maxed skill lines capped this out at 5k starting and 8k maximum.)



Player Studio


Added the "Deathnaut" and "Reaper Hood" helmets from Steve0 to the TR and VS, respectively.

Steve0's Reaper Hood and Deathnaut helmets.

Misc. Changes, Fixes, and Additions


  • Point Lights and Spotlights now illuminate particle FX.
  • All instances of the "Anti-Personnel" Xiphos have been renamed to "Anti-Infantry".
  • The "DeRes" FX used when, for example, repairing an object, no longer turns certain objects black for the duration of the effect.
  • Cleaned up the "Deploy" indicator on vehicles, and the "Deployed" indicator now also shows the hotkey to undeploy.
  • Added an opacity slider for the chat window, allowing the background to appear more opaque or transparent.
  • Adjusted Hossin sky to reduce/remove purple color grading that occurs at certain times of day.
  • Adjusted Indar sky file to use consistent color grading to avoid janky sky file lerping.
  • Adjusted Amerish's sky file to remove reddish midday hues.
  • Unclaimed Mission exclamation point notification no longer appears on the Nav Bar for characters that had previously stockpiled missions.
  • You can no longer hack terminals through walls.
  • Reworked the text in a variety of codex entries.
  • Fixed an issue with NC's Ammunition Belt suit slot providing more magazines than intended for some SMGs, and no extra ammo for directive SMGs.


*PlanetSide Soundtracks will be made available on the following platforms: 7 digital, Adaptr, Amazon Music, Anghami, Apple iTunes, AWA, Ayoba, Boomplay, Deezer, eMusicj Hungama, iHeartRadio, iMusica, InProdicon, JOOX, KDigital, KKBox, Kuack, Line Music, MediaNet, Napster, NetEase Cloud Music, Nuuday, Pandora, Peloton, Qobuz, Resso, Saavn, Shazam, Slacker Radio, SoundExchange, Spotify, Tencent Music Entertainment, Tidal, TikTok, YouTube Music

40% OFF Infantry Gear [ MAY 12 - MAY 14 ]


🌿40% Off Infantry Gear🍃
Get 40% off your favorite gear ranging from helmets, decals and more now in the depot through May 14th.

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Fortification Update - Dev Letter

Howdy folks. For the past few months, the team has been hard at work overhauling our Construction System. Much of this process was shared across social media, as well as on our site and forums. Today we would like to officially introduce you to FORTIFICATION. Coming May 17, 2023.


Yes, you read that right. You can plan, build, defend, or attack starting Wednesday the 17th.

Along with Fortification, PlanetSide is turning 20 this year! Check out the anniversary activities below.


Breaking Ground


This update's foundation has always kept these two core values in mind:
  • Allow builders to develop bases that non-builders enjoy fighting at
  • Reduce barrier to entry for players looking to engage with the system



This time around we will keep this article brief, as much of the update was discussed in previous articles.

Since first announcing our plans to overhaul construction in January, a great deal of progress has been made. Your feedback from the Public Test server was extraordinarily helpful. Not to mention all of the assistance in finding an assortment of bugs. This has culminated in an update the team is very excited to share.

Many of the new and updated construction items have been discussed in our Update Under Construction article. Please give it a read to get a better understanding of the individual buildings and modules coming with this update.

The patch notes from the Test server can also be found here and here. In the next few days more patch notes will surface highlighting improvements and updates the team has made since the last round.


Zoning


Along with the construction overhaul, Oshur has also seen quite a few adjustments.


The Oshur section of the April 28th patch notes highlight the upcoming changes.


A Concrete Legacy


PlanetSide turns 20 on May 20th! It's been an amazing two decades of ground, air and now sea battles! At Rogue Planet Games we would like to say thank you for the awesome memories and contributions the community has given to the overall experience in game and out of game!


PlanetSide Soundtracks


To help celebrate PlanetSide's Golden Birthday, we are releasing PlanetSide 1 and PlanetSide 2 soundtracks. The PlanetSide 2 soundtracks will be broken into faction specific albums. These soundtracks will be available on all major streaming platforms.


To get the party started, here's a sneak peek at an oldie but goodie.


PlanetSide 20-Year Legacy Event and Legacy Bundle


Starting May 17th, and running through June 4th, you will have just over 2 weeks to earn the NS-D Helios, by completing the 20-Year Legacy directives.


A new 20-Year Legacy bundle will be available in the Depot containing a variety of items. Included is a new NS-D Helios which some may notice is an homage to the legendary PS1 Dragon.


Brand new faction based Apex SMGs are also making their way to the Depot.


Be sure to take a peek at the bundle's other offerings. The 20-Year Legacy bundle will be available with the update on May 17th.



On the Horizon


In the relative near future, the team will continue to pay close attention to your feedback when Fortification goes live. Updates and patches will continue to roll out over the coming weeks to ensure Fortification is solid.

A little further out, we are planning some fun summer activities. Not much info to share at the moment, but we'll keep you posted. Even further out, there's already preliminary work beginning on PS2's anniversary!


Thanks, and have a good one!

-PlanetSide 2 Team

40% OFF camouflage [ MAY 5 - MAY 7 ]


🌿40% Off Camo🍃
Get 40% off your favorite camo now in the depot through May 7th.

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Double EXP for Members [ APR 28 - APR 30 ]


📈Members Double XP is LIVE!📈
What are you spending your certs on this weekend?

⭐️Learn more about Daybreak All-Access: http://bit.ly/DGC-All-Access

Apr. 5, 2023 - PC Update

All PC servers will come down for the following update and extended global downtime on Wednesday, April 5, from 6:00am PT (3:00pm CET). The downtime for this update is expected to last up to 6-8 hours.

Full Spectrum Items & Gender Change Token


  • Fixed an issue where Full Spectrum Decal could only be applied as an Outfit Decal.
  • Full Spectrum Decal can now be purchased for 1 Cert or 1 DBC.
  • Full Spectrum Banner can now be purchased for 1 Cert or 1 DBC.
  • Gender Change token will remain priced at 1 Cert or 1 DBC for the foreseeable future.

NSO Repair Drone



  • Fixed an issue preventing the Drone from repairing destroyed facility objects (i.e., turrets and terminals).
  • Fixed an issue preventing the Drone from repairing objects whose base is slightly below the terrain.
  • With these changes the Repair Drone should now be able to repair all targets that the Engineer's Repair Tool can repair.

Other Bug Fixes and Improvements



  • Pressing the Reload key will now always cancel a charge-up weapon's charge (even with a full magazine or empty ammo pool).
  • VS heat-based shotgun, Chaos, will no longer play a low ammo warning sound on every shot.
  • Removed text in the Codex and Loadout UI that mentioned Combat Medics being able to revive MAX units.
  • Updated icon of Logistics Specialist (Perfect) to match the treatment given other "Perfect" implants.

Double XP For All

Infantry Weapons 40% OFF


🔫Infantry Weapons Sale🔫
Infantry weapons are 40% off now through April 9th.

⭐️Which weapon are you rocking this weekend?

Update Under Construction

Hey there. It's been a while since we've given a proper update on construction, but I hope folks have been able to catch some of the teasers the team has released here and there on social media. Below, we'll share a handful of new structures on the way, and touch on some areas where our design has seen iteration since its original debut. Worth noting here is that all of the art below is still work in progress.


Lattice-Based Construction Areas


Construction outposts, like Solas Nature Annex on Amerish, Untapped Reservoir on Esamir, and Sunken Relay Station on Indar have been converted over to self-restocking silos controlled by the faction that owns the region. These silos double as capture points for that region, which will allow anyone to set up a base in the area the moment they arrive, without needing to do all of the upfront harvesting required to begin a construction base. You can still build anywhere on the map that isn't in a no-construction zone, as you do currently on Live, but we're creating more convenience for the lattice-based construction regions so that there will be bases to fight around more often.

The Construction Outpost Silo at Berjess Overlook on Indar.


New Buildables


Currently, we're aiming for 10 new construction objects at minimum to foster more base variety while creating more fleshed out playspaces in and around these objects. Some of these buildables will be on the small side, meant to either help facilitate movement through and around a base, or fill gaps in cover – these are things like an Infantry Treestand, Infantry Tunnel (that does not go underground,) Anti-Air Awning, and Vehicle Bridge. Below are a handful of objects that are fairly close to completion.

Command Center - The Command Center is a large structure that houses ground and air vehicle pads, and a secure spawn room and equipment terminal.

A Command Center at Untapped Reservoir on Esamir.

Rebirthing Center - More fortified than an Elysium Spawn Tube, the Rebirthing Center provides a spawn point and a secure equipment terminal for well-developed bases. New "Bulwark" Wall types can be seen in this shot as well.

A Rebirthing Center and Bulwark Walls (two width variants) near Coramed Labs on Indar.

Secure Silo - While this object cannot prevent building decay like a normal Silo (thus a normal, public Silo is still necessary,) builders can use this Secure Silo to store additional Cortium for themselves or their squadmates.

A Secure Silo (missing its panel FX) at Spral Oasis on Esamir.

Module Dispenser - A buildable with a small footprint that allows you to pull Modules directly from it. Useful for having quick access to modules near the defensive perimeter of your base.

A Module Dispenser near Vanu Archives on Indar, also receiving FX soon.

Revisited Buildables


We've made updates to a number of the existing buildables to create more spaces for play in and around. High-impact construction objects, like the Orbital Strike Uplink will require more thoughtful placement than before, whereas lower-impact objects, like the Bunker, will become easier to place. Many construction objects have gotten a facelift as well in both visuals and function – we'll show off more of those later.

Orbital Strike Uplink - The OS Uplink now has an interior and exterior playspace, and still maintains a fairly small footprint due to the spiral staircase design and overhanging landings.


A couple of shots of the new Orbital Strike Uplink near Solus Nature Annex, on Amerish.

Bunker - The Bunker's overall footprint has decreased, the roof is now easier to access, and the equipment terminal inside has been removed.

The Bunker outside of Untapped Reservoir, on Esamir. The Bunker can be placed more easily now, and lines up better against Rampart Walls.

Modules


In the original announcement, we mentioned that Modules would be moving to hand-held items that are socketed into construction objects. This allows buildings to be customized according to the needs of your base, and was also meant to replace the passive cortium drain for something more active. In the previous iteration, we mentioned a 20-minute timer on standard modules. Concerns were raised about the general upkeep of construction bases becoming tedious, and we agree. All of the standard modules will now stick around until replaced, and the High Pressure modules used while you're under attack will be where we focus much of the upkeep costs.

In order to place a module, you'll just need to grab one from the Silo or Module Dispenser, and head over to a module socket within a compatible structure. We're currently working on UI efforts to make it easier to know where a module can and can't be placed, and I'm sure you'll see some progress about this in a later article.

Odds and Ends


The only other notable part of our initial design that has deviated a bit is regarding cortium harvesting. Some of you mentioned that it didn't seem to add much to the experience, and many of you felt that harvesting is in a decent state as is. We've scrapped the original proposal for picking apart cortium veins with gunfire, and we'll stick with the experience you're familiar with for now. You will, however, still receive expanded cortium tanks and mineral radar by default on the ANT, and we've made some quality of life changes to make the ANT's mining HUD more readable as well.

Drop shadow on the UI interface, along with text under each column.

The Wrap Up


While we don't have a testing date lined up for the update just yet, it will likely end up in late April. Though, take that with a grain of salt as there's still a lot to get done, along with continuing to maintain a balance between Construction's development, our Live content cadence, and other studio initiatives this year. Look forward to more information once we're a bit further along.

Thanks folks.

-Wrel, Lead Designer


The new Recon Array, to make the life of Stalker Infiltrators just that much more difficult.

Mar. 29, 2023 - MAX rebalance, New Abilities, Server Perf

All PC servers will be offline for the following update on Wednesday, March 29, at 6:00am PT (3:00pm CET). The downtime for this update is expected to last up to 3 hours.
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Server Performance Improvements


In this update, we've made significant performance optimizations to NPCs that can be "interacted with" by the player. These interactable NPCs include terminals, vehicles, generators, conduits, and certain mission objectives – basically any NPC that requires you to press a button to ask it to do something. Previously these NPCs would query interaction requirements on any character in range, even ones that aren't intending to use them. This change is especially important when it comes to CTF conduits, which were also checking for line of sight (another costly check) at sometimes long distances. We still have areas to investigate further when it comes to the creation of characters on a zone, but these NPC changes address one of the major areas of focus we outlined in an earlier update.

A Very Serious April


This year, April Fools is cancelled. We're still bringing back previous years holiday items, but we're not happy about it. You'll find last year's Jester's Bundle, The Schnoz (which gives an EXTRA 20% bonus experience while worn,) and the new Gone Fishing Bundle in the Depot through Apr. 09.

In accordance with this very serious holiday, we're also issuing DOUBLE EXPERIENCE for ALL PLAYERS through Apr. 03.

Gone Fishing Bundle - 1499 DBC
  • Gone Fishing Profile Banner (All Factions)
  • Tacklebox Drop Pod (All Factions)
  • Fishing Hat (VS, NC, TR, NSO)

The new Fishing Hat and Tacklebox Drop Pod. Fishing system sold separately.

Faction-Specific Class Abilities


In this update, each faction receives one new class ability! In most cases, these are abilities that were available as prototypes during previous Campaigns, with balance adjustments and cleanup where needed.

Hermes Cloaking (VS Infiltrator only)
Provides a speed-enhancing cloak with added fall resistance to help you maneuver around the battlefield.
  • Rank 1: Cloak lasts for 6.5 seconds, increases sprint speed by 20%, and recharges in 13 seconds.
  • Rank 2: Cloak lasts for 7 seconds, increases sprint speed by 20%, and recharges in 12.5 seconds.
  • Rank 3: Cloak lasts for 7.5 seconds, increases sprint speed by 20%, and recharges in 12 seconds.
  • Rank 4: Cloak lasts for 8 seconds, increases sprint speed by 20%, and recharges in 11.5 seconds.
  • Rank 5: Cloak lasts for 8.5 seconds, increases sprint speed by 25%, and recharges in 11 seconds.

Demeter Veil (NC Heavy Assault only)
While active, the Demeter Veil reduces incoming damage to you and nearby allies for up to 6 seconds, but doesn't target allied MAX or Heavy Assaults.
  • Rank 1: Reduces damage by 25% for up to 6 seconds. Protects allies within 5 meters and regenerates to full over 14 seconds.
  • Rank 2: Reduces damage by 25% for up to 6 seconds. Protects allies within 5 meters and regenerates to full over 13 seconds.
  • Rank 3: Reduces damage by 25% for up to 6 seconds. Protects allies within 5 meters and regenerates to full over 12 seconds.
  • Rank 4: Reduces damage by 25% for up to 6 seconds. Protects allies within 5 meters and regenerates to full over 11 seconds.
  • Rank 5: Reduces damage by 25% for up to 6 seconds. Protects allies within 6 meters and regenerates to full over 10 seconds.

Triage Pulse (TR Combat Medic only)
A pulse of healing nanites washes over nearby allies, causing them to regenerate health over time, and immediately restoring health for critically injured allies.
  • Rank 1: Allies within 6 meters heal 60 health per second for 5 seconds. Allies below 100 health are healed for 100 health immediately. 25 second cooldown.
  • Rank 2: Allies within 6 meters heal 60 health per second for 5 seconds. Allies below 100 health are healed for 125 health immediately. 25 second cooldown.
  • Rank 3: Allies within 6 meters heal 60 health per second for 5 seconds. Allies below 150 health are healed for 125 health immediately. 25 second cooldown.
  • Rank 4: Allies within 6 meters heal 60 health per second for 5 seconds. Allies below 150 health are healed for 150 health immediately. 25 second cooldown.
  • Rank 5: Allies within 6 meters heal 60 health per second for 5 seconds. Allies below 200 health are healed for 150 health immediately. 25 second cooldown.

Repair Drone (NSO Engineer only)
NSO Engineers have the option to replace their turret with a loyal drone that will repair nearby mechanical targets. Enemies can destroy this drone.
  • Rank 1: Repairs 40 health per second to mechanical targets within 10 meters. 45 second cooldown on deployment.
  • Rank 2: Repairs 43 health per second to mechanical targets within 10 meters. 45 second cooldown on deployment.
  • Rank 3: Repairs 46 health per second to mechanical targets within 10 meters. 45 second cooldown on deployment.
  • Rank 4: Repairs 49 health per second to mechanical targets within 10 meters. 45 second cooldown on deployment.
  • Rank 5: Repairs 52 health per second to mechanical targets within 10 meters. 45 second cooldown on deployment.


Each faction has received new class abilities. There's probably a VS Infiltrator in this shot somewhere.

MAX Adjustments


The updates to MAX units below are, as a whole, meant to reduce the lethality and longevity of this equipment on the battlefield.

MAX units can no longer be revived
This is a major change that we'll be keeping a close eye on. Please continue to share thoughts and feedback after this change makes it into the wild.

Other MAX Adjustments
  • Ordnance Armor now properly reduces damage from Infantry Lock-ons (type 68) by 20%. This was previously 0% for Infantry Lock-ons and 40% for Infantry Rocket Launchers (resist type 34.)
  • MAX nanite cost from 450 to 350, now in parity with the Defector.
  • Headshot multiplier for most MAX weapons reduced from 2x to 1.5x
  • MAX units can no longer equip the Safeguard or Phylactery implants.
  • Defector's Time Bomb no longer kills the user, and instead inflicts high self-damage and momentary slow upon detonation.
  • Added new "Fallout Hardening" defensive slot that reduces incoming Orbital Strike damage by 11/14/17/22% and Burning damage by 50/60/70/75/80%.

NC-specific MAX Adjustments
Aegis Shield (NC MAX Ability)
  • While the shield is active, energy now drains at a rate of 40 per second.
  • Energy recharge rate from 150 per second to 80 per second.

Dev Note: These changes reduce the overall uptime of the Aegis Shield, and force more conscious management of the energy resource.

NCM1 Scattercannon
  • From 5x pellets at 130@8m - 50@20m
  • To 5x pellets at 100@8m - 50@20m
  • Refire rate from 460ms to 500ms

AF-34 Mattock

  • From 3x pellets at 112@15m - 92@50m
  • To 3x pellets at 112@15m - 84@40m

AF-41 Hacksaw

  • From 5x pellets at 75@8m - 50@15m
  • To 5x pellets at 75@5m - 40@15m

AF-23 Grinder

  • From 10x pellets at 50@8m - 35@20m
  • To 8x pellets at 50@8m - 35@20m


Vehicle Adjustments


Nimitz Reactor (NC Vanguard Defensive Slot)

  • A depleted shield no longer has a longer shield recharge time than the one caused by the normal damage delay, and is instead standardized at 6 seconds upon receiving any damage.
  • Shield health regenerated per second from 100 at all ranks to 100/150/175/200 at ranks 1-4.
  • Activating Forward Vanguard Shield, Fire Suppression, or Smoke Screen will restore 500 shield health immediately.
Dev Note: The changes here are meant to make Nimitz Reactor a more viable defensive slot option.

Perihelion (VS Lightning/Magrider Main Cannon)

  • Charge time is no longer infinite, and can now be held for up to 5 seconds before automatically firing.
  • This weapon still reaches a Stage 2 charge at 1 second, and a Stage 3 charge at 3 seconds.

JGX-12 (NC Vanguard Main Cannon)

  • Direct damage from 650 to 600.
  • Blast damage damage from 450 to 400.

JGX-11 (NC Lightning Main Cannon)

  • Direct damage from 700 to 500.
  • Indirect damage from 250 to 350.
  • Reload speed from 3.75sec. to 4sec.
Dev Note: The intention behind these changes are to bring the overall damage output further in line with the Vanguard and Lightning's AP cannons, while retaining the alpha damage advantage these weapons exemplify.

ESF Infantry Lock-on Resistances

  • ESF Infantry Lock-on resist (type 68) from -130 to -100. (Note: The Scythe was errantly at -150 resist, instead of the intended -130 prior to this update.)
  • Dervish Infantry Lock-on resist (typ 68) from -125 to -60.
Dev Note: This pushes ESF into two lock-ons to burning, instead of two shots to kill; and the Dervish can now receive three hits before burning, instead of two.

M14 Banshee (TR Mosquito Nosegun)

  • Extended Magazine size from 6/9/12/15 to 2/4/6/8 rounds.
  • Maximum blast damage from 150 to 100.

M30 Mustang AH (NC Reaver Nosegun)

  • Reduced Extended Magazine skill line ranks from 4 to 2. This skill line has been refunded due to the reduction in ranks and will need to be repurchased.
  • Maximum blast damage from 100 to 60.

Misc. Changes, Fixes, and Additions



  • Fixed an issue with the Ancient Psykinetic Blade looking "bunched up" under certain conditions.
  • Fixed an issue preventing the Platoon Color picker from appearing when the dropdown is selected.
  • Fixed a pixel-wide separation of tiling textures that would appear at certain mip levels.
  • The first character on a new account can no longer skip the tutorial.
  • Health and shield numerics has been defaulted on for new installations.
  • Disruptor Ammunition's effect is no longer cloned on a weapon it is not equipped on, if you have it equipped on different weapon in the loadout.
  • While on the redeploy screen, spawn option updates no longer close the remote vehicle spawn window.