Planetside 2 Catch-All

EriktheRed wrote:
AP Erebus wrote:

Boo:
- WarpGate rotation!

Why don't people like warpgate rotation? As a Vanu on a server with a low VS population, there are some parts of Indar I never really get to see. It'll be nice to be attacking and defending in different places.

I really like the XP increase for taking out vehicles (especially since I just unlocked my 2nd C-4 slot for light assault). It can be challenging to sneak up on a tank to lay down C-4, I deserve a more XP than I would get for just killing someone.

I don't like the change in how instant action is handled. I like to know where I am going when I deploy. But I do understand where they are coming from, and how it can be gamed by organized groups.

I am also not a huge fan of the new map UI. I prefer being able to see my resources, population, and filters all at the same time without having to click around. Merging the deployment screen with the map was a good move though.

Boo because I was enjoying the current NC position on Indar That's the only reason.

FeralMonkey wrote:

When is the patch that makes me not suck? :|

Check out the VR training, think about combat roles, buy some apples weapons! Also die with aplomb! Take a flash or lightning and drive into the enemy and just take down as many as you can before you die, getting in the middle of a group of enemy causes great havoc and tons of friendly fire kills. Also, maybe fly a liberator and let other people get xp for you! Hop into any empty gunner seat on a tank. I go alone because I have no choice, but it's a scientific fact that you will live one minute longer in a tank with a gunner. Also the increase in damage output means the tank is economically worth it. Seriously, just like 1 vs 2 is doomed in infantry, so it is with tanks. A tank with a gunner will kill the opposing tank and have a little health remaining and might give time to repair and take on a second tank and get more than one shot in against the second one.
WHY DO YOU LIKE GETTING STEAMROLLED, GET IN THE GODDAMN GUNNER SEATS IN THE f*ckING TANKS YOU ASSf*ckS!

I now have my eye on the Phobos shotgun and Serpent {insert gun type here}, for extremely close and near range combat. One-hit-kill with Phobos if you're right next to them and you don't have to Aim Down Sight.
They've also got these tanks hiding near a bunch of cliffs and trees to practice hovering behind them and firing air to ground rockets into their backsides (two infantry rockets to the back of a tank can kill it). I've died several times trying to blow them up in my scythe.
I really like that Eidolon Battle Rifle, just wish it wasn't semi-automatic, but two head shots gets a kill.

Double XP this weekend.

My gun attachments! Where'd they go!?

gewy wrote:

My gun attachments! Where'd they go!?

Did you foolishly change one of your loadouts from gun A to gun B and then think that once you went back to gun A it would remember what you had set up? If it's not that, write to support, actually write to support anyway, that is stupid and I want it to remember my sh*t damn it.

Scratched wrote:

Double XP this weekend.

Of course, it had to be a weekend where I can't play most of the time.

So I enabled the GPU Physics, and while it looks pretty, it absolutely murders my framerate. I'm running a GTX 570 and I normally sit around 45+ fps... enabling GPU physics tanked that to frequently < 20, mostly in any kinda of battle.

This is what the pretties looks like:
IMAGE(http://cloud-2.steampowered.com/ugc/866088786522477458/8F247027C5AB991B858531DE4AF54D0D16471622/)

Steam says this a double Station Cash weekend.
Let's see, I have the Flare and Serpent on my wishlist with Phobos being a maybe and Eidolon being a stronger maybe.

Now that you can try before you buy in the VR sim with no restrictions making purchases is a lot easier. I play Vanu but I have an NC and TR character that basically sit in the training simulator and let me test out weapons. Know your foe and all that.

They patched the game so that stuff you buy with SC carries over between all characters of your account. This does have some restrictions:

What transfers between ALL characters:
- All NS infantry weapons, rifle, carbine, MANA turret, rocket launchers, etc.
- All common-pool vehicle weapons, sunderer, lightning etc.
- Non specific vehicle and infantry decals/camo

What transfers between characters of the SAME empire:
- Pretty much everything else.
- All empire specific vehicle weapons, infantry weapons etc.

If there is any doubt, every single item in the store now has a little blurb at the bottom that specifies "VS only" or "All factions can use this"

From what I can tell today anyway, my NS-11A Platinum that came with prepaid card from Gamestop did not transfer, which really sucks.
But hey, I'll probably buy another one of those cards someday, hopefully the promotion will still be available.

Ohmigawd, this Lancer is awesome!

See this equal sign? -> = this is how big a prowler tank looks like at 700m. I can hit it! The Lancer has such a long range and the projectile moves so fast that you can snipe moving ESFs out of the sky. It's a ton of fun to use. Well worth that 1000 certs. They totally revamped vehicle XP numbers. Now all of them (except the flash) are worth 400xp or more. They also scaled the kill assist bonuses so that you still earn 200-300xp even if you miss the killing blow. With my lancer I can tag every enemy vehicle I see just once and watch the assist xp pile up.

This thing is terrifying for MAXes. If you thought camera guided missiles were bad, the Lancer can hit them almost instantly from a huge distance and it's a 2-hit kill with no reload required! At first I didn't understand why they gave the lancer this huge glowing tracer effect that points back towards the shooter. But after using it for a while I understand it now. Lancers can attack from SO FAR away that the shooter is basically 2 pixels tall, you would have no idea what is hitting you without it.

New patch out today. Here is the trimmed version without most of the minor bugfixes. Full notes here.

I say "patch" but what I really meant was "one update forward, two steps back". Every update they release adds new content but breaks the games in dozens of new ways we couldn't even imagine. And my game performance goes back into the dumps again. Some of the stuff I have run into:

- Zone capture times are horrendously slow, especially for the main facilities. I'm told the speed is worse than it was during the early betas.
- You know that big glowing ball/beam of light particle effect that shines out the top of amp stations? This effect appears around zones as they are captured. This also plays the "SHOOOOOOM" sound you normally hear when capping a main base. What's the problem? Well they don't go away! And the sound plays multiple times overlapping on itself! It's horrible. Giant blindingly bright hadoukens hanging in the air all over the place turning night back into daytime.
- Deployed sunderers slowly jerk backwards across the ground like an inchworm.
- The patch wiped all of our vehicle and infantry loadouts. (only partially in my case but still...)

Service Ribbons

Service Ribbons are quick-to-earn achievements that are repeatable and grant a reward for completing them.
Service Ribbons are earned by killing enemies with infantry weapons and by supporting your allies. We will be adding more ribbon types (ex: teamwork, base capture, and vehicle ribbons) in future updates.
Players earn an experience bonus (on top of the normal ribbon experience reward) for the first few ribbons earned each day
Weapon Ribbons = 10 kills
Revive Ribbon = 15 revives
Healing Ribbon = Heal 10,000 points
Repairing Ribbon = Repair 15,000 points
Piloting Ribbon = 20 driver assists
Rewards for each are 250xp
An additional 500xp if it’s receiving the daily bonus

More XP is always welcome. To get a weapon ribbon you must get all 10 kills with the same gun, not entirely sure if this includes vehicles. The daily bonus is +500xp applied up to 5 times per 24h.

Alerts

This is a new, dynamic, server controlled event system. Alerts are automatically triggered and communicated to players through notifications and the [Tab] screen.
The Alert type being introduced in this initial phase of implementation is Continent Capture. In Continent Capture, empires will need to control a specific continent within a fixed amount of time. If an empire captures all regions on the designated continent before the timer expires that empire will be declared the winner, ending the alert. If no empire captures all regions within the allotted time, all empires will receive a reward proportional to the territory control (i.e. an empire that owns 40% of the territory will earn 40% of the reward). Players do not have to be on the alert continent to receive the reward. The reward is server-wide.
While participating in the event areas players will receive a percent increase to their experience rewards.
We will be adding more alert types in future updates.

This new system sounds great on paper, in practice it's a bit of a mess. I fought in one event earlier today and I'm almost certain the NC and TR outfits were cheating by avoiding each other and fighting only in VS territory. The participation reward is a 20% xp boost while the alert is on. The end reward was 10000xp (40 certs), but split among the factions based on the % of territory they own when the event ends. At the very least its a good way of filling one continent to capacity which keeps the action moving.

New Membership Benefits

Members now have access to an additional daily sale
Members now have access to an additional three character slots as part of their membership

Client stability improvements

New in the Depot

Extra character slots can now be purchased from the Depot
The new common pool NS-15M LMG has been added to the Depot
New Mercenary Helmets for Combat Medic and Engineer

Infantry Updates

Tank Mines Will no longer arm if thrown on top of a vehicle.

All Shotguns

*SNIP*, TLDR ALL shotguns except for the Jackhammer received a blanket nerf, usually in terms of rate of fire. All of the NC MAX scattercannon variants also had their stats changed dramatically. Check the Goggle spreadsheet for the new stats.

Fix for the Phoenix dumb-firing if fired quickly after entering iron sights
The charge on the Lancer can now be sustained through switching to different fire modes (in/out of ironsights)

MAX weapons no longer have incorrect access to rail attachments in the VR zone.
Rez icons should now properly display for combat medics over downed ally MAX units
Sprinting while reloading a pump action shotgun should no longer cause animation issues
Fixed animation issues with using under-barrel attachments
MAXes should have proper access to the Ammo Storage Container Suit in VR training
The GD-66 Claw reflex sight’s zoom functionality should now be working properly
Scope overlays should no longer be removed when hit with an EMP grenade
Claymores and Proximity Mines should be causing appropriate damage again
Addressed some UI inconsistencies with Heavy Assault’s shield indicator when using Adrenaline Rush
Fix for the LX Tacti-Eye no longer being accessible after logging out with the scope attached

Vehicle Updates

Magrider survivability in large falls should be more in line with other vehicles
Sunderers should no longer slide after stopping on slopes
Reaver composite armor should no longer cover decals
When landed and idle, Galaxies should no longer slowly roll backwards
The Flash’s Wraith Cloak will now deactivate when the driver changes seats
Normal vehicle effects like brakes should come back when the Wraith cloak effect is removed
Vanguard IR Smoke, Shield, and Mine Guard utilities will no longer clip through the back plating of the tank
We no longer have Safe Ejection utilities that fail to eject you safely
Vehicles should no longer start rocking after firing a few times
You should now be able to properly exit the Flash rumble seat if they re-mapped their “exit vehicle” key

All Phalanx Turrets

Increased damage resistance to Aircraft Machine Guns from 85% to 94%. This makes it similar to the damage aircraft machine guns can do to tank top armor.

Spear Phalanx Turret (Anti-Vehicle)

Min damage upped from 1000 to 1250
Projectile flight characteristics now match Vanguard 150mm HEAT
Speed increased from 200 to 250
Gravity multiplier decreased from 5 to 4

Xiphos Phalanx Turret (Anti-Personnel)

Changed damage type from personal weapon to heavy machine gun. Allowing it to damage heavy armor targets.
Adjusted damage and fall off
Max/Min damage adjusted from 218/150 to 200/167
Max/Min range adjusted from 100/75 to 85/10

This is a really cool change, now we actually see these things used! Before they were generally considered useless because they could be easily avoided by infantry and tended to get destroyed long before infantry came into range.

Aspis Phalanx Turret (Anti-Aircraft)

Can now pitch 10 additional degrees downward.

Tamren wrote:

New patch out today. Here is the trimmed version without most of the minor bugfixes. Full notes here.

I say "patch" but what I really meant was "one update forward, two steps back". Every update they release adds new content but breaks the games in dozens of new ways we couldn't even imagine. And my game performance goes back into the dumps again. Some of the stuff I have run into:

- Zone capture times are horrendously slow, especially for the main facilities. I'm told the speed is worse than it was during the early betas.
- You know that big glowing ball/beam of light particle effect that shines out the top of amp stations? This effect appears around zones as they are captured. This also plays the "SHOOOOOOM" sound you normally hear when capping a main base. What's the problem? Well they don't go away! And the sound plays multiple times overlapping on itself! It's horrible. Giant blindingly bright hadoukens hanging in the air all over the place turning night back into daytime.
- Deployed sunderers slowly jerk backwards across the ground like an inchworm.
- The patch wiped all of our vehicle and infantry loadouts. (only partially in my case but still...)

While this is not ideal (all the new bugs), at least new features are going in regularly. They are pretty good about fixing them quickly.

Hopefully the upcoming public test server will iron out these issues.

Bought the Eidolon Battle Rifle, I no longer fear snipers on an open field. They will taste my wrath. Have you tried VR yet? Do it at least when you get a new weapon. I tested my BR a lot (and had trialed it previously), but in VR I noticed that two headshots and a normal shot when up close will finish off anybody, and it shoots nearly as fast as you can click, so when I snuck up on a sniper yesterday, I was able to take him out very quickly, no wondering about what would happen.

Unlocked a Suppressor for my sniper rifle, the bullet drop-off compared to before is substantial.

Tested the Ursa vs the Flare with the following set up, 6x scope, Compensator, Forward Grip, High Velocity ammo. Ursa wins by a mile. Flare's 3-round burst was useless because the third, and often the second round would not hit the target due to recoil.

NS-15M is nice, recoil slightly better than Flare listed above, reloads quick, apparently one can move faster when ADS, I dunno.

Tamren wrote:

New patch out today.
..
Aspis Phalanx Turret (Anti-Aircraft)

Can now pitch 10 additional degrees downward.

f*ckmyscythe going low was about the only tactic I had left to avoid those things.

RolandofGilead wrote:

Bought the Eidolon Battle Rifle, I no longer fear snipers on an open field. They will taste my wrath. Have you tried VR yet? Do it at least when you get a new weapon. I tested my BR a lot (and had trialed it previously), but in VR I noticed that two headshots and a normal shot when up close will finish off anybody, and it shoots nearly as fast as you can click, so when I snuck up on a sniper yesterday, I was able to take him out very quickly, no wondering about what would happen.

Unlocked a Suppressor for my sniper rifle, the bullet drop-off compared to before is substantial.

Tested the Ursa vs the Flare with the following set up, 6x scope, Compensator, Forward Grip, High Velocity ammo. Ursa wins by a mile. Flare's 3-round burst was useless because the third, and often the second round would not hit the target due to recoil.

NS-15M is nice, recoil slightly better than Flare listed above, reloads quick, apparently one can move faster when ADS, I dunno.

Tamren wrote:

New patch out today.
..
Aspis Phalanx Turret (Anti-Aircraft)

Can now pitch 10 additional degrees downward.

f*ckmyscythe going low was about the only tactic I had left to avoid those things.

Go lower!

RolandofGilead wrote:

f*ckmyscythe going low was about the only tactic I had left to avoid those things.

I use the nanite autorepair on my scythe and it's very useful because it patches up all of the small dings and damage without me having to land and get out. It also means you can pilot as something other than an engineer. If I run into a stubborn turret I can't sneak up on I just land very very far away, get out and gun down the turret with my lancer :D.

AP Erebus wrote:

Tested the Ursa vs the Flare with the following set up, 6x scope, Compensator, Forward Grip, High Velocity ammo. Ursa wins by a mile. Flare's 3-round burst was useless because the third, and often the second round would not hit the target due to recoil.

Ursa definitely wins at 6x ranges. I certed the Flare instead because it was cheaper but I want to get the Ursa too at some point. The Flare is still pretty good at 3.4x ranges. Since the Lancer doesn't have high powered optics on it I've taken to using the flare with a 6x to spot for targets.

My friend encountered a bug in which all of his aircraft spawned upside down. So if he pulled a lib it immediately flopped over and wedged under a tower.

And already there is a patch:

Addressed an issue causing some players to lose their progression for a short time after yesterday’s game update.
A fix for capture effects and audio playing at inappropriate times and on incorrect objects was made.
Players can now disable the Alert UI in the menu.
Certain bases which couldn't be captured or spawn points that dropped players under the world have been fixed.
Hockosi wrote:

My friend encountered a bug in which all of his aircraft spawned upside down. So if he pulled a lib it immediately flopped over and wedged under a tower.

Dev marked as "Working as designed".

A small capture from my new system build. Yummy physx.

Spent a couple hours roaming around as part of a platoon. Most of the pubby squads at or near launch were pretty useless. But all it takes to make a good one is voice chat and a platoon leader with a plan. It might be a terrible plan mind you, but just being able to rely on having 4-9 friendly players in the immediate vicinity is a great benefit. You also get considerably more xp for "support" actions that help platoon or squad members.

There were some facepalm moments. Like the time our leader called for a drop pod assault on the Crown which involved him and the other squad leaders flying over it in a galaxy and then having everyone else drop pod onto the leader's location. Well the first part worked like a charm. The second part involved the galaxy (with all the leaders in it) being pummeled to death by 36-odd drop pods raining down on top of it.

Some things I have learned:
- I tried out the Ranger anti-air flak gun for tanks and sunderers in "live combat". It's not very good. It has bad accuracy and projectile speed which makes it very hard to hit anything with it. And the damage is lackluster even with the highest capacity upgrade you can only fire enough shots to set an ESF on fire. (assuming all of them hit) But not destroy it outright unless you have two of them firing at once. It's mostly a deterrent and can't be considered actual air defense.
- If you fly way up at the 1000m flight ceiling you can actually shoot and destroy drop pods as they fall. Dunno if this does anything to the people inside though.
- Flak doesn't explode unless it gets near an aircraft. But the flak does deal splash damage that can hurt nearby infantry. If you fire flak at a drop pod it will detonate and hurt the person inside as they leave it.
- MAX melee attacks can now damage vehicles! If you are patient enough you can destroy consoles, or even Phalanx turrets.
- The progress for ribbon xp awards carries over between play sessions. For weapons you get 250xp (or 1 cert) for every 10 kills. If you log off with 7/10 it will remain 7/10 when you get back. When you factor in the free 2500xp for gaining 5 ribbons a day this adds up very fast. If you are getting 1 cert per minute of play you are doing very well and it's not hard at all to achieve this with a 50% xp boost.

I picked up some station cash recently and I've been contemplating buying a shotgun and SMG for my Vanu character. Do you all have any recommendations for which ones I should get?

SMGs I can't comment much on because I've never used one outside of the VR sim. I would suggest trying them out in practice mode to get the feel for the different attachments and which one you like better before buying.

There are 4 types of shotgun for each faction, in order of accuracy they are Semi-Auto, Pump, Extended Mag and Auto. They used to be very similar but the recent patch rebalanced them all to be more distinct. The Semi-auto has the best shot spread and reloads quicker, the extended version holds 2 more rounds per magazine and the Auto is fully automatic but has a lower overall rate of fire. The pump action must be reloaded one cartridge at a time and it holds very few rounds. But it also shoots 10 pellets instead of 6 which is enough to one shot people if most of them hit.

I own the Nova which is the extended Vanu shotgun. Personally I would take it over the semi and automatic versions. Better accuracy is nice but 15% tighter shot clusters doesn't make a huge difference. I would rather just shoot twice more. And the automatic bucks all over the place and doesn't have good control. The pump action I've only tried in the sim and for 30 minutes in a trial. It's very powerful but the long reloads leave you vulnerable. I'm planning to get it if I ever see it on sale.

Shotguns are very much a short ranged weapon. They can reach out to mid ranges but will lose to another gun every time. If you see a target beyond optimal engagement range it's okay to aim down sights and spam shots at them. But if they are already firing at you disengage and try to flank them or use your pistol instead. You will eventually gain a sense of when to fight and when to run, when to aim and when to spam hip fire.

As far as upgrades go here are some tips:
- Flashlight: Useless! Okay sure it makes it easier to see, especially colours at night which helps FOF identification. But really, it's just a big "come shoot me" sign.
- Laser: Hip fire for shotguns is already pretty tight, since they fire in clusters the accuracy only affects where the centre of the cluster is marked. So even if your shots hit all "around" a target you will still splash shots all over them. Not very useful.
- Foregrip: Foregrips cancel out some of the side-side recoil when shooting, but shotguns don't have much to begin with. Fairly useless, even with slugs.
- Extended Magazine: This is really the only underbarrel attachment I would consider using. It adds 4 shots to your magazine, more shots are always at a premium because of slow reloads. If you use the extended shotty 12 shots is enough to take down a MAX all by yourself.

Slug Ammo: Slugs dramatically change how the shotgun performs. Instead of firing 6 or 10x136 damage pellets you instead fire a single slug for 500 or 750 damage. I like them but they are very situational. At close ranges it's possible to hip fire 10 shots at a target and watch them all miss by inches. Slugs are perfectly accurate if your feather your shots and use sights, so they extend your maximum reach. But slugs also have a very low projectile speed which makes it hard to lead moving targets. The Vanu slugs are unique in that they don't drop at all, so combined with a scope you can turn the shotty into something of a DMR.

For sights there are only 3 choices I would consider:
- Reflex 1x: I really like the Vanu Reflex sight because it doesn't block your vision at all. It's a vast improvement over the default iron sights, especially if you use slug ammo.
- IR: The infrared sight is highly useful when using pellets or slugs. It's meant for night fighting but you can still use during the day since it highlights all infantry and vehicles as white. It does cut down your vision somewhat when you use it and it has a maximum range beyond which everything gets lost in fog. Also cancels out the muzzle flash.
- 3.4x Holo: The Vanu have the best 3.4x sight in my opinion because the laser "dot" is not blindingly bright like the TR and NC versions are. I use this when fighting with slugs at long range. The other 3.4x sight has a crosshair instead of a dot which you may fight more useful, but it's hard to use at night.

pfft, vanu... only good for dying.

I can't speak for the Vanu weapons (looks like Tamren has that more than covered!), but the NC pump-action shotgun is a lot of fun. It's highly situational, but if you can flank an enemy group without them realising and get in close, you can kill someone with each shot and clear out a nest of enemies in seconds.

It's great for Biodomes and facility fights where the zerg has reached a bit of a stalemate. In one fight for Tl Alloys, we were being attacked from both sides by the VC and TR, but were keeping them mostly at bay near the very edge of the building perimeter. This was perfect for a light assault with a pump action, just glide over the buildings, get behind enemy lines, take out 4 or 5 before they realise you're there, repeat.

Statistically the guns are identical, except for the Vanu shotties having no bullet drop and slightly slower projectiles. In practice though each one has it's own feel to it. I noticed that the recoil on the NC shotguns is terrible. With VS shotties your aim will jerk upwards with each shot, but the NC shotty will also shake your camera around to the point that it becomes hard to aim.

now that is some quality spam...

EriktheRed wrote:

I picked up some station cash recently and I've been contemplating buying a shotgun and SMG for my Vanu character. Do you all have any recommendations for which ones I should get?

Pick up the Sirius SMG over the Eridani as it basically comes with extended mags and you can slap an advanced laser sight on it, making it a close-mid close range death machine.

Tamren wrote:

Super helpful shotgun info

i38warhawk wrote:

Pick up the Sirius SMG over the Eridani as it basically comes with extended mags and you can slap an advanced laser sight on it, making it a close-mid close range death machine.

Thanks for the suggestions and knowledge!

BTW, it was cool to randomly run into you in-game the other day, Tamren, while we were assaulting that tower base on Indar. I play as RedErik0 on Waterson.

Yup I saw that. I don't see many goodjers on these days. Only Titanis and Erik out of my friends list.

Seems like they added new shotguns. Basically a pump, but fires two extra pellets for a total of 12 in trade for a slower rate of fire. That makes it twice as powerful per shot than the non-pump shotguns, but less than half of the rate of fire. Not sure which one I would pick

EDIT: Those shotguns are only on the test server at the moment. I expect them to be added shortly.

Also the high-capacity SMG is on sale today for half off. It's the good one in my opinion, the lower capacity version does more damage but the lack of shots and ammo really hurts when it's main purpose is to hose down people with point blank hip fire.

If you happen to be a member the "high caliber" bolt action sniper is also on sale. It shoots slower than the others but does a little extra damage and the bullet travels slightly faster resulting in less drop and lead time. If you already have a bolt action I wouldn't bother since the improvement is negligible.

I play almost daily, and the outfit I joined (NNG) is still running nightly ops on Mattherson. That said I'm taking a bit of a break. The game started to feel like a job.

New patch today. The new changes to Phalanx turrets are now live, ported over from the Test server plus a few tweaks. They also added the high-power pump action shotguns. According to the stat sheet the new shotguns fire one extra pellet and have a slightly slower refire rate as well as 15% worse shot spread. I tried them out in VR and they didn't feel very different, needs more testing.

Speaking of testing the Test server have been live for a while now. I don't think I will be checking it out though because it requires an entirely separate client and install. Too much of a pain for me. Apparantely they have some odd gear enabled like MAX Flamethrowers and Lancers modeled after the original game. I like the old Lancer a lot but I hope they don't change the current one, I just got used to it.

One last thing with this patch is that it came with a cert refund if you happened to buy duplicate items across multiple characters. I logged in and had almost 3000 certs that weren't there yesterday. I'm not entirely sure why I got them, the only item I didn't buy on my main Vanu character was some razor fins for my Reaver. I spent some of them upgrading my MAX Bursters with dual extended magazines. These things rip through stuff like you wouldn't believe! 42+42 shots is enough to bring a liberator down to half or destroy an ESF with ammo to spare. Burns through ammo very quickly though.

EDIT: Oh and something I forgot to mention, they fixed the shotgun reticules so that they now accurately reflect where your shots will land. Highly useful! Instead of crosshairs you get an expanding circle, they also added this to the minichaingun and jackhammer. These changes have improved the value of laser sights and foregrips when using slugs. (But I would still prefer extended mag)