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SWTOR PTS Patchnotes 2.6 vom 21. Januar

Der Public Test Server von SWTOR hat wieder ein kleines Update spendiert bekommen. Ab sofort ist eine neue Version von Patch 2.6 verfügbar. Es gibt wieder einige Highlights, welche ihr Euch nicht entgehen lassen solltet, wenn Ihr aktiver Tester von Patch 2.6 seid.

PTS Patchnotes 2.6 vom 21. Januar

Mit am meisten erwartet wurde wohl die Rolle des Bombers von Galactic Starfighter, auch gibt es nun einen neuen Spielmodus – Team-Deathmatch. Auch ein detailliertes Scoreboard findet sich jetzt im Spiel. Hier die offiziellen PTS Patchnotes zu Patch 2.6.

Blizzard PosterBioware on PTS Patchnotes (Source)

Star Wars™: The Old Republic™ PTS
Game Update 2.6: Galactic Starfighter Patch Notes
Last Updated: January 21st, 2014

Highlights

New Galactic Starfighter Ship Role: Bomber – The Bomber ship role has been added to Galactic Starfighter, with six new ships available for unlock/purchase!

  • Bombers are tough support ships that drop mines and drones on the battlefield.
  • Mines detonate when enemies get into proximity, inflicting damage or crippling debuffs to all nearby foes.
  • Drones attack nearby enemies with a variety of weapons, while Repair Drones restore the hull of nearby allies.
  • Bombers can also place Hyperspace Beacons which function as mobile respawn points for their allies.

New Galactic Starfighter Game Mode: Team Deathmatch – Team Deathmatch is a new game mode which pits teams of players against each other. The team with the highest player kill score when either time expires or the score limit is reached wins the match. Team Deathmatch maps also contain a new feature, Power-ups!

Power–ups are spawned in the map at the start of a match, and once picked up will respawn at a random point in an area after a random amount of time. Power–ups provide boosts to the player depending on which is picked up, which last 45 seconds. Power–ups on PTS are as follows:

  • Engine Overcharge – Doubles engine power regen rate, increases ship speed by 30%, increases ship defense by 15%, refills engine power to full on pickup.
  • Weapon Overcharge – Doubles blaster power regen rate, refills blaster power to full on pickup.
  • Shield Overcharge – Doubles shield power regen rate, eliminates shield recently consumed regen delay, refills shields to full on pickup.
  • Damage Overcharge – Doubles damage from all primary and secondary non–drone weapons.

All power–ups are indicated on the minimap. The Damage Overcharge power–up is a rare spawn, however there is typically at least one up on the map at any point in time. Players that grab this power–up are identified to all players via a broadcast message and are indicated on the minimap.

New Galactic Starfighter Feature: Battle Record – The personal Galactic Starfighter Battle Record can now be accessed via a button in the upper right corner of the Hangar. Features include detailed lifetime battle stats, and the ability to link each stat to chat.

New Feature: Detailed Scoreboard –Galactic Starfighter’s scoreboard will now feature new tabs containing information on:

  • Performance – Track stats including kills, deaths, damaged dealt/received, hit %, objective captures, and more!
  • Earning – A detailed breakdown of the Requisition you’ve earned during a battle and how it was earned.

New Flashpoint: Kuat Drive Yards-The Republic and the Empire are calling on their greatest warriors to join the fight for control of the Kuat Drive Yards, a highly-contested orbital shipyard with one of the most prolific manufacturing facilities in the Galaxy. Each time you play through Kuat Drive Yards, you have a chance to see a different series of randomized combat scenarios.

New Group Finder Category: Tactical Flashpoints – Kuat Drive Yards is available in the new ‘Tactical Flashpoint’ category in Group Finder. Tactical Flashpoints are role-neutral, meaning Group Finder will match the first four eligible players regardless of group role. Kuat Drive Yards is available to players levels 15-55, and it is bolstered so that a broad level range of players can be matched together.
General

  • You can now queue for Warzones and Galactic Starfighter battles at the same time.
  • Republic and Imperial fleets now have elevators connecting to the Starfighter Deck, much to the delight of the stranded crew members.

Galactic Starfighter
General

  • Typing “/squad” will allow the player to chat with players in their Squad and/or Group.
  • Quick Look functionality has been added. Players may use their keyboard’s number pad to quickly shift their camera’s view without affecting ship movement.
  • Players who only inflict shield damage to a target now receive appropriate Requisition for the assist when the target is destroyed.
  • Auto Roll functionality has been added. Press “V” (by default) to rotate the ship to the default orientation.
  • Targeted enemies are now highlighted on the Map and Minimap screens.
  • Queuing for Galactic Starfighter battles no longer block character changes.
  • If you have an enemy selected it will now show their target’s name in the Targeting Computer.
  • A confirmation dialog has been added before travelling to the tutorial level.
  • Combat HUD tutorial information on Enemy and Objective Indicators has been expanded.
  • Combat Controls tutorial has been updated to feature targeted defense drones.
  • Players will now be invulnerable to all hull damage while in the Galactic Starfighter tutorial.
  • Ships will no longer get stuck moving in the same direction during a strafe.
  • Defense Turrets near objectives have had their stealth modules removed and will no longer be invisible to players.
  • The Quick Look camera properly shifts to the center of the ship instead of staying at the default camera position.
  • Acquired power-ups now “glow” appropriate power tools on the flight HUD while active.
  • Description for the “Damage Overcharge” power-up now correctly indicates that weapon damage is being greatly increased, not regeneration.
  • “Damage Overcharge” power-up no longer spams broadcasts messages when acquired.
  • Addressed an issue where tutorial notifications could not be properly dismissed.

Ships and Hangar

  • The dialog for new purchases within the Hangar has been enhanced to show the exact breakdown of Fleet and Ship Requisition to be used.
  • Bomber base shields have been reduced to be on-par with Gunships, while their hull remains stronger than Strike Fighters.
  • Selected ships can now be removed from the Readied Ship menu.
  • Railgun weapons now require a minimum charge before firing.

Environments

  • Several force fields have been removed from the Abandoned Shipyards level in Domination mode.

Components and Crew

  • New Component: EMP Missile – The EMP Missile is now available for the Pike and Quell Strike Fighters!
  • The EMP Missile is a counter to clustered enemies or mines and drones.
  • On impact, it emits a 3000m radius pulse which damages and disables mines and drones.
  • Any player ship caught in the blast will suffer minor damage, but have their systems rendered unusable.
  • Players will now be able to select Hyperspace Beacons as their respawn point, even if there are nearby players, drones, beacons, or mines.
  • Mines and Drones are now hidden from ship’s Sensor Ring unless they are targeted by a player.
  • The hull of Mines, Beacons, and Drones has been increased.
  • The toughness of Mines has been reduced.
  • The Hyperspace Beacon engine component has been removed from the Warcarrior/Legion bombers, and its health, armor and ability cooldown has been increased.
  • The Tier 1 upgrade of Hyperspace Beacon now reduces base cooldown instead of increasing the Beacon’s lifespan.
  • Shield Piercing upgrades have been reduced in power, and weapons with native Shield Piercing have had their damage reduced slightly.
  • Mines and drones no longer display the name of the player who deployed them, only their type.
  • Description for the “Rotational Thrusters” engine component has been changed to accurately show the range as 15,000m, not 150,000m.
  • Bomber Mines and Drones now attack players more reliably when in range.
  • The “Wingman” Crew Ability is now more effective out to 3000m.
  • The “Lockdown” Crew Ability may now only be fired on enemy players and not drones or defense turrets.
  • The “Increased Range” upgrade for Sabotage Probe now features a 10% increase instead of 500m.
  • Crew members now animate within the Hangar preview window.
  • Crew abilities “Running Interference” and “Wingman” have had their area of effect ranges increased from 1000m to 3000m.
  • Bowdaar no longer wears a hoodie within the Hangar.

Classes and Combat
Jedi Consular
Sage

Telekinetics

  • Concentration now additionally reduces the pushback suffered while activating Disturbance by 50/100% (up from 35/70%). The rest of the benefits provided by Concentration remain unchanged.

Balance

  • Psychic Barrier now reduces the pushback suffered while activating Telekinetic Throw by 33.3/66.7/100% (up from 25/50/75%). The rest of the benefits provided by Psychic Barrier remain unchanged.

Sith Inquisitor
Sorcerer

Lightning

  • Subversion now reduces the pushback suffered while activating Lightning Strike by 50/100% (up from 35/70%). The rest of the benefits provided by Subversion remain unchanged.

Madness

  • Sith Efficacy now reduces the pushback suffered while activating Force Lightning by 33.3/66.7/100% (up from 25/50/75%). The rest of the benefits provided by Sith Efficacy remain unchanged.

Imperial Agent
General

  • Reduced the activation time, cooldown, energy cost, and damage done by Orbital Strike.

Operative

General

  • Lowered the cost of Hidden Strike to 15 energy (down from 17 energy), increased its cooldown to 9 seconds (up from 7.5 seconds), and increased the damage it deals.
  • Increased the duration of Tactical Advantage by 5 seconds (now 15, up from 10).

Concealment

  • Surgical Strikes now increases the damage dealt by Shiv, Overload Shot, and Backstab by 5% (up from 4%).
  • Collateral Strike now has a 50/100% chance to trigger when Laceration is used (up from 35/70%).
  • Culling now increases the damage dealt by Laceration and Collateral Strike by 3/6% (up from 2/4%) and recovers 4/8 energy whenever Collateral Strike damages an enemy target (down from 5/10).
  • Waylay now increases the damage dealt by Backstab by 5% (up from 4%).
  • Meticulously Kept Blades now additionally increases the critical damage dealt by Laceration by 10/20/30%, but no longer increases the critical damage dealt by Sever Tendon.
  • Calculated Frenzy no longer increases Alacrity when triggered, but now increases ranged and tech critical chance by 2/4/6% instead.

Lethality

  • Corrosive Microbes is now a single-point skill (down from 2), but still increases the chance for Corrosive Dart to tick twice when it deals damage by 25%.
  • Lethal Injectors is now a 2-point skill (up from 1), each point still increases the duration of Corrosive Dart by 3 seconds (so 2 points in the skill now increase the duration of Corrosive Dart by a total of 6 seconds, granting 2 additional ticks of damage).

Sniper

Lethality

  • Corrosive Microbes is now a single-point skill (down from 2), but still increases the chance for Corrosive Dart to tick twice when it deals damage by 25%.
  • Lethal Injectors is now a 2-point skill (up from 1), but each point still increases the duration of Corrosive Dart by 3 seconds (so 2 points in the skill now increase the duration of Corrosive Dart by a total of 6 seconds, granting 2 additional ticks of damage).

Smuggler
General

  • Reduced the activation time, cooldown, energy cost, and damage done by XS Freighter Flyby.

Scoundrel

General

  • Lowered the cost of Shoot First to 15 energy (down from 17 energy), increased its cooldown to 9 seconds (up from 7.5 seconds), and increased the damage it deals.
  • Increased the duration of Upper Hand by 5 seconds (now 15, up from 10)

Scrapper

  • Scrappy now increases the damage dealt by Blaster Whip, Quick Shot, and Back Blast by 5% (up from 4%).
  • Flying Fists now has a 50/100% chance to trigger when Sucker Punch is used (up from 35/70%).
  • Turn the Tables now increases the damage dealt by Sucker Punch and Flying Fists by 3/6% (up from 2/4%) and recovers 4/8 energy whenever Flying Fists damages an enemy target (down from 5/10).
  • Sawed Off now increases the damage dealt by Back Blast by 5% (up from 4%).
  • Underdog now additionally increases the critical damage dealt by Sucker Punch by 10/20/30%, but no longer increases the critical damage dealt by Tendon Blast.
  • Rolling Punches no longer increases alacrity when triggered, but now increases ranged and tech critical chance by 2/4/6% instead.

Dirty Fighting

  • Mortal Wound is now a single-point skill (down from 2) but still increases the chance for Vital Shot to tick twice when it deals damage by 25%.
  • Open Wound is now a 2-point skill (up from 1), but each point still increases the duration of Vital Shot by 3 seconds (so 2 points in the skill now increase the duration of Vital Shot by a total of 6 seconds, granting 2 additional ticks of damage).

Gunslinger

Dirty Fighting

  • Mortal Wound is now a single-point skill (down from 2) but still increases the chance for Vital Shot to tick twice when it deals damage by 25%.
  • Open Wound is now a 2-point skill (up from 1), but each point still increases the duration of Vital Shot by 3 seconds (so 2 points in the skill now increase the duration of Vital Shot by a total of 6 seconds, granting 2 additional ticks of damage).

Bounty Hunter
Powertech

Advanced Prototype

  • Prototype Flame Thrower now requires High Energy Gas Cylinder to be active.

Mercenary

General

  • Mercenaries with the Combat Support Cylinder loaded will now be able to use Rapid Shots to heal themselves.

Arsenal

  • Stabilizers now reduces the pushback suffered while activating Tracer Missile and Power Shot by 50/100% (up from 35/70%). The rest of the benefits provided by Stabilizers remain unchanged.

Bodyguard

  • Kolto Shell may now be deployed on more than one target at a time, but a target may not have more than one active Kolto Shell. Additionally, Kolto Shell now generates 10 heat (down from 16), has 6 charges (down from 10), lasts up to 3 minutes (down from 5), and heals for slightly more per charge.
  • The tooltip for the Bodyguard skill has been updated to indicate that it also reduces the rate limit of Peacekeeper, and the Bodyguard skill now requires Kolto Shell instead of Peacekeeper.
  • Peacekeeper has been moved from tier 6 down to tier 5 in the Bodyguard skill tree.
  • Cure Mind has been moved from tier 5 down to tier 4 in the Bodyguard skill tree.
  • Protective Field has been moved from tier 4 up to tier 6 in the Bodyguard skill tree.

Trooper
Vanguard

Tactics

  • Pulse Generator now requires High Energy Cell to be active.

Commando

General

  • Commandos with Combat Support Cell loaded will now be able to use Hammer Shot to heal themselves.

Gunnery

  • Steadied Aim now reduces the pushback suffered while activating Grav Round and Charged Bolts by 50/100% (up from 35/70%). The rest of the benefits provided by Steadied Aim remain unchanged.

Combat Medic

  • Trauma Probe may now be deployed on more than one target at a time, but a target still may not have more than one active Trauma Probe. Additionally, Trauma Probe now costs 10 energy cells (down from 16), has 6 charges (down from 10), lasts up to 3 minutes (down from 5), and heals for slightly more per charge.
  • The tooltip for Probe Medic has been updated to indicate that it also reduces the rate limit of Frontline Medic, and Probe Medic now requires Trauma Probe instead of Frontline Medic.
  • Frontline Medic has been moved from tier 6 down to tier 5 in the Combat Medic skill tree.
  • Psych Aid has been moved from tier 5 down to tier 4 in the Combat Medic skill tree.
  • Med Zone has been moved from tier 4 up to tier 6 in the Combat Medic skill tree.

Sith Warrior 
Juggernaut

Vengeance

  • Slightly increased the damage dealt by Shatter.
  • Shatter now deals Internal Damage instead of Elemental Damage, as the tooltip indicates.
  • Rampage has been redesigned: Impale and Shatter have a 33.3/66.7/100% chance to produce a stack of Rampage. At 2 stacks, Rampage finishes the cooldown on Ravage and generates 3 Rage.

Jedi Knight
Jedi Guardian

Vigilance

  • Slightly increased the damage dealt by Plasma Brand.
  • Zen Strike has been redesigned: Overhead Slash and Plasma Brand have a 33.3/66.7/100% chance to produce a stack of Zen Strike. At 2 stacks, Zen Strike finishes the cooldown on Master Strike and generates 3 Focus.

Flashpoints and Operations
Flashpoints
Kuat Drive Yards

  • All of the players in a group are now able to take the elevators to advance to the next scenario.
  • Enemy NPCs now properly follow and engage the player, even after losing line of sight.
  • Companions can now be summoned and will follow properly throughout the Flashpoint.

Items and Economy
General

  • The 2-piece set bonus for the Field Tech’s PVP set now increases the range of Distraction and Takedown or Quickdraw by 5 meters.
  • The 4-piece set bonus for the Field Tech’s PVP set now increases the duration of Orbital Strike or XS Freighter Flyby by 3 seconds.

Legacy

Achievements

  • Achievements have been added for the Bomber ship role.

Missions and NPCs

Oricon

  • The Dread Forces of Oricon are more distracted by the madness of the Dread Masters, and therefore their aggro ranges have been reduced.

Republic Fleet

  • The Kuat Drive Yards reputation vendor Raspyon Degger is now friendly to Republic forces.

PvP
General

  • Queuing for Warzones no longer blocks Hangar changes.

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