PTS Changelog 9/2
- Clan UAC/20 energy consumption corrected to intended value. (18)
- Second UAC shot no longer causes energy draw in the event of a weapon jam.
Weapon Tuning:
- Clan ER-PPC cooldown duration increased to 6.8 seconds (from 6)
- IS ER-PPC heat generation reduced to 13.5 (from 15)
- Clan ER-PPC cooldown duration increased to 6.8 seconds (from 6)
We closely examined Long Range play based on feedback from both PTS’. While we are happy that long range play did not run the board like it did in PTS1, we feel that in PTS2 it was a little too restrictive. This paired with feedback that the increased ED values to direct fire weapons last patch complicated overall visibility of what people were able to do has lead us to dial back the ED draw values on single damage projectile weapons back to a 1/1 ratio. With Duration based weapons reduced to a 0.9/1 Damage to ED ratio to ensure that there is still differences between full damage single projectile weapons, and duration based weapons per the extensive feedback we received during PTS1.
We have also made a series of other changes to weapons based on feedback and data that we observed during both PTS sessions.
- Weapon Value Changes:
- Autocannons:
- AC/2
- Energy Consumption decreased to 2 Energy total (from 2.4)
- AC/5
- Energy Consumption decreased to 5 Energy total (from 6)
- AC/10
- Energy Consumption decreased to10 Energy total (from 12)
- AC/20
- Energy Consumption decreased to 20 Energy total (from 24)
- CAC/2
- Energy Consumption decreased to 2 Energy total (from 2.4)
- CAC/5
- Energy Consumption decreased to 5 Energy total (from 6)
- CAC/10
- Energy Consumption decreased to 9 Energy total (from 10)
- CAC/20
- Energy Consumption decreased to 18 Energy total (from 20)
- AC/2
- Autocannons:
- Ultra Autocannons:
- Global UAC jam time increased to 8 seconds (From 5 Seconds.)
- UAC/5
- Jam chance reduced to 12% (From 15%)
- Energy Consumption decreased to 5 Energy total (from 6)
- Jam chance reduced to 12% (From 15%)
- C UAC/2
- Jam chance reduced to 7% (From 14%)
- Energy Consumption decreased to 2 Energy total (from 2.4)
- Jam chance reduced to 7% (From 14%)
- C UAC/5
- Energy Consumption decreased to 5 Energy total (from 6)
- C UAC/10
- Jam chance increased to 17% (from 15%)
- Energy Consumption decreased to 9 (from 10)
- Jam chance increased to 17% (from 15%)
- C UAC/20
- Jam chance increased to 20% (From 15%)
- Energy Consumption decreased to 18 (From 20)
- Jam chance increased to 20% (From 15%)
- Global UAC jam time increased to 8 seconds (From 5 Seconds.)
The Ultra AC’s double tap mechanic has made the UAC hit pretty consistently above its competitors for quite a bit. Especially on the clan side where it is a flat DPS upgrade for nothing compared to other AC weapons. With the global weapon’s cooldown, the double tap mechanic has become a bit too good to ignore under the current PTS data. As it was leading to an average DPS increase of above 50% in the case of the UAC 10 and 20 classes.
We have altered the stats on the UAC’s to bring them a bit more in line with where they should be. Most will still provide a solid DPS upgrade on average, but will be a bit less extreme to what you see currently. This change also gave us an opportunity to balance the scales across the entire AC line so you no longer see the extreme gulf of DPS differences between low caliber and high caliber UAC’s, as well as providing the IS UAC a slightly better jam chance rate to account for its increase in tonnage compared to standard AC’s.
- PPCs
- PPC:
- Energy Consumption decreased to 10 Energy total (from 12)
- Cooldown Duration lowered to 5s (from 5.25)
- Energy Consumption decreased to 10 Energy total (from 12)
- ER PPC:
- Energy Consumption decreased to 10 total (from 12)
- Cooldown Duration lowered to 5s (from 5.25)
- Heat generation reduced to 13.5(from 15) Added per the 9/2 hotfix
- Energy Consumption decreased to 10 total (from 12)
- C ER PPC:
- Splash damage removed
- Damage increased to 15 (from 10)
Cooldown Duration increased to 6 (from 5.25)This has been altered to 6.8 per the 9/2 hotfix.
- Splash damage removed
- PPC:
Along with some cooldown tuning on the IS PPCs, with the reduction of the ED value of the PPC, we felt like it was a good time to test giving the clan PPC its full 15 damage. With a 50% increase to its pin point damage, this needs to come with a further cooldown increase to the Clan ER PPC to keep its overall DPS in line with other long ranged weapons.
Please be aware that this is subject to change in the final release based on data we acquire through this test.
- Lasers
- Small Laser
- Energy Consumption decreased to 2.7 (from 3)
- Medium Laser
- Energy Consumption decreased to 4.5 (from 5)
- Small Pulse Laser
- Energy Consumption decreased to 3.6 (from 4)
- Medium Pulse Laser
- Energy Consumption decreased to 5.4 (from 6)
- C Small Pulse laser
- Energy Consumption decreased to 5.4 (from 6)
- C Medium Pulse Laser
- Energy Consumption decreased to 7.2 (from 8)
- C ER Small Laser
- Energy Consumption decreased to 4.5 (from 5)
- C ER Medium Laser
- Energy Consumption decreased to 6.3 (from 7)
- Small Laser
As mentioned earlier, Duration based weapons have been re-configured with a .9 to 1 Damage to draw ratio in order to differentiate them from direct damage projectile weapons. Many of these weapons have been performing just below the threshold for where we would like them to be, so we hope this slight boost better defines them against one another. Although there are some in this group that we are keeping a very close eye on.
- Large Lasers
- Large Laser
- Damage decreased to 8 (from 9)
- Duration increased to 1.15 (from 1)
- Energy Consumption decreased to 7.2 ( from 9)
- Damage decreased to 8 (from 9)
- ER Large Laser
- Damage decreased to 8 (from 9)
- Duration increased to 1.3 (from 1.25)
- Energy Consumption decreased to 7.2 (from 9)
- Damage decreased to 8 (from 9)
- Large Pulse Laser
- Damage decreased to 9 (from 10)
- Duration increased to 0.8 (from 0.67)
- Energy Consumption decreased to 8.1 (from 10)
- Damage decreased to 9 (from 10)
- C ER Large Laser
- Damage decreased to 10 (from 11)
- Energy Consumption decreased to 9 (from 11)
- Damage decreased to 10 (from 11)
- C Large Pulse Laser
- Damage decreased to 11 (from 13)
- Duration increased to 1.2 ( from 1.12)
- Energy Consumption decreased to 9.9
- Damage decreased to 11 (from 13)
- Large Laser
The reduction in ED of beam based weapons combined with testing data pointing to many Large laser class weapons performing above the curb under the context of ED has had us re-evaluate the entire Large laser line for this test. We would like to stress that these stats are not final and are for testing purposes at this time.
- Gauss Rifle ( IS and Clan)
- Energy Consumption decreased to 18 (from 20)
We are rolling back a little bit of the Gauss’ ED from the previous PTS to be consistent with the roll back in the other direct damage weapons, but we will be monitoring this change closely, as we do not wish to see it return to being a weapon that is taken to simply offset the effects of the heat penalties.