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Esamir was added to PlanetSide 2 during the Beta phase of the game, on October the 6th, 2012.

Miscellaneous History[]

This header contains all history-related information that does not come under a specific game update.

Media[]

Removed Facilities[]

Game Update Number 1 (2012-12-12)[]

Game Update Number 2 (2013-02-02)[]

Facility Updates[]

  • Upgraded all spawn rooms to be more defensible. This should lead to less spawn camping.
  • Adjusted the tower to help reduce spawn camping.
  • Adds Tunnels to the Amp Station and Tech Plants. These tunnels are only accessible by the defenders and emerge in key locations throughout the Facilities. This should lead to less spawn camping. (I see a theme)
  • At all Amp Stations and Saurva and Andvari, we added faction specific Jump Pads. Only the facility owners can use these jump pads. This should be make getting around in these bases a little trickier for attackers, but not impact the defenders.
  • Warpgate ownership on all three continents were rotated.
  • Redesigned the Biolabs. There is better cover at the landing platforms which should lead to more interesting fights there.

Other Bug Fixes[]

Game Update Number 3 (2013-02-21)[]

  • Made fixes to the coverage of multiple spawn room pain fields including:
  • Should now be able to successfully capture the Freyr Substation forward spawn point.
  • All teleporters at Andvari Bio Lab should have functioning shields again.
  • All jump pads and air vehicle pads at Elli Amp Station should now properly recognize the Empire in control of the facility.
  • Corrected ramp geometry errors across all amp stations.

Game Update Number 4 (2013-03-13)[]

Game Update Number 6 (2013-04-03)[]

  • Jump pads at The Traverse should now properly acknowledge base ownership
  • Addressed an issue with prop objects stacked on a capture point at Mani Bio Lab

Game Update Number 10 (2013-06-05)[]

Alert Updates[]

New Alert Types[]

Facility Updates[]

Warpgate Rotation[]

Faction warpgates have been rotated counter-clockwise.

SCU Shields[]

  • SCU shields on Amp Stations and Tech Plants will now disable when the capture has reached 50% instead of 75%.
  • Bio Lab SCU Shields are once against controlled by the generator and no longer disable based on capture percentage.

Game Update Number 11 (2013-06-20)[]

Game Update Number 12 (2013-07-10)[]

  • All faction warpgates have been rotated counter clockwise.

Game Update Number 13 (2013-07-24)[]

Facility/Environment Updates[]

Facility Capture Time Tuning[]

All Amp Stations and Tech Plants on Indar, Esamir, and Amerish, cap in instead of 10 Bio Labs on all continents will cap in 7 minutes if you own the majority of the cap points (2/3 or ¾). If you own all CPs, it will cap much faster

Esamir Lattice and Facility Enhancement[]

The lattice system already in use on Indar is now active on Esamir. Nearly every facility and outpost was been enhanced or in some cases completely replaced to help create better gameplay flow and support the addition of the lattice connections on the continent. Added two new outposts, The Rink, and Rime Analytics

Esamir Deployable Turret Restrictions[]

At warpgates and facilities on Esamir, jump pad landing pads, tunnel exits, and vehicle pads will destroy any deployable Engineer turrets that are placed on them to help prevent griefing.

Bug Fixes[]

Game Update Number 14 (2013-08-12)[]

Performance Update Number 1 (2013-11-12)[]

Performance Update Number 2 (2013-12-17)[]

Performance[]

  • Esamir Object Optimization. We optimized the number of unique objects, overall object count, and polygons per object on Esamir. This will give players the same environment based performance increases they see on Indar.

World[]

  • Warpgate rotation
  • Freyr Amp Station update. We've added multiple cap points to Freyr Amp Station. Each cap point is tied to a nearby spawn room. By reducing the reliance on Sunderers for spawning, this should facilitate some fierce infantry battles at Freyr.

ESF Update January 16, 2014[]

  • Adjusted the position of misplaced tank guards in Elli Amp Station
  • Jump pad at Mani Fortress jump you to Bio Lab onto the jump back back to [[Mani Fortress
  • Closed up some collision issues in Biolabs allowing Light Assaults to attack from unattended areas.
  • You should no longer be able to get under The Rink's collision.

January 23, 2014 Patch[]

  • Fixed collision issues with some rocks on Esamir

February 5, 2014 Patch[]

April 16, 2014 Patch[]

  • Fixed various art and terrain issues on Indar, Amerish, and Esamir. Includes fixes to missing textures, gaps in terrain, missing or floating turrets on bases, holes you can get stuck in, rocks inside buildings, and even the replacement of entirely missing buildings.

June 26th, 2014 Patch[]

  • Continent Benefits have changed:
    • Esamir gives -50% Mechanized Purchases (up from -10% Mechanized Purchases)

August 29, 2014 Update[]

  • Everything listed below has been addressed

October 2, 2014 Update[]

  • Esamir: Multiple box shaped server areas floating in the sky

October 31, 2014 Hotfix[]

  • Esamir: Shields in front of the vehicle terminals are purple by default.

December 18, 2014 Update[]

April 9th, 2015 Update[]

May 12, 2016 Update[]

  • Locking Esamir will now properly reduce the cost of the ANT by 50%.

July 7, 2016 Update[]

  • Fixed a number of collision exploits in and around Bio Labs

September 7, 2016 Update[]

September 15, 2016 Hotfix[]

February 2, 2017 Update[]

  • Bio Lab internal lighting has been updated.

June 8, 2017 Update[]

Continent Benefits[]

  • Esamir
    • No longer reduces ground vehicle costs.
    • Connected bases you own now regenerate 10 infantry shield per second.
    • Allied control points increase shield capacity by 50.

Bio Labs[]

The Bio Lab domes have been made opaque. This change increases performance when fighting in or around BioLab areas. All BioLabs have received this new opaque dome (and new interior lighting,) but the performance increase is currently only available to Amerish, Hossin, and Esamir, with Indar coming in a later patch.

June 14, 2017 Hotfix[]

  • Replaced the duplicate Esamir continent lock icon.
  • Speculative fix for stacking particle effects on control points due to Esamir benefit.
  • Esamir lock benefit now activates on vehicle capture points as well.

February 8, 2018 Update[]

Vehicle Bases and Lattice Adjustments[]

Esamir[]

March 12, 2018 Update[]

Metagame[]

Misc. Updates and Bug Fixes[]

August 15, 2018 Update[]

  • Toned down Esamir brightness for infrared optics at certain hours of the day.

May 14, 2019 Hotfix[]

  • Satellite spawn points inside Bio Labs now act as spawn points, and not just teleporters, though you can still use the teleporters at satellite bases to reach the BioLab spawn rooms.

May 30, 2019 Update[]

  • Bio Lab outposts are now all connected via lattice.
    • Dev Note: This change seemed to work well on Esamir, and with the new respawn mechanics we've decided to move this change to the remaining continents as well.
  • Bio Lab outposts now have Generators stationed next to the teleporter. When overloaded, the teleporters, connected spawn room, and spawn room shield will be disabled.
    • Dev Note: The intent here is to offer some counterplay to the defenders, allowing them to inhibit spawns directly into the Biolab with some additional effort.

June 6, 2019 Update[]

Spawn System[]

  • The spawn point at Andvari Bio Lab no longer appears in the middle of the map.

Vehicle Capture Points[]

  • All single-point vehicle capturable bases now change control more quickly, instead of capturing anywhere from 2 to 4 minutes, these locations have all been standardized to roughly 1 minute capture times.
  • All vehicle capturable regions now show a new outpost icon on the map screen.

June 26, 2019 Update[]

  • Esamir skybox should no longer blind players using low settings.

August 28, 2019 Update[]

  • Esamir's continent lock benefit no longer stacks particle effects, and the performance impact of this benefit has been greatly reduced.

June 17, 2020 Update[]

June 24, 2020 Hotfix[]

July 16, 2020 Update[]

October 1, 2020 Update (The Shattered Warpgate)[]

The Shattered Warpgate[]

After months of work, the time has finally come for this massive, multi-faceted update to make its way PlanetSide. With The Shattered Warpgate, we overhaul the icy continent of Esamir, introduce an entirely new Campaign and Mission system, revamp Outfit resource accumulation and War Asset costs, and refine many other aspects of the game as well.

Shattered Warpgate Promo 3

Esamir Upheaval[]

The continent of Esamir has gone through many changes since you last saw it. The Northeastern Warpgate has been destroyed, and in its wake are the time-frozen remains of an ancient Vanu structure, and a vortex of energy pouring into the sky.

  • New Skybox: Esamir has gotten colder with an overcast sky, the auroras have gotten brighter, and the sky shudders with cracks of lightning overhead.
  • Abandoned Bases: Due to hardline failures and defunct technology, many bases on Esamir have been abandoned for the snow to reclaim.
  • Disabled Vehicles: Disabled during the explosion, derelict vehicles can be found scattered throughout Esamir, and with the right tech, able to be reclaimed.
  • New and Modified Bases: After the collapse, empires scrambled to modify and construct new bases to accommodate the changed environment.
  • New Warpgate Location: Nanite Systems has unveiled new "Haven" technology that acts as a pseudo-Warpgate for the eastern portion of Esamir.
  • Revamped Lattice: The lattice has been reconfigured to conform to the new environment, and bases now tend to be fewer and farther between.
  • Environmental Hazard: An Electrical Storm roams the battlefield, calling down deadly lightning bolts and overloading vehicle systems.
SWU Promo 8

Gameplay[]

October 7, 2020 Update[]

  • Electrical Storm's movement speed has been increased due to player feedback.

October 14, 2020 Update[]

Esamir Electrical Storm[]

We've made some significant adjustments to how the storm works on Esamir based on community feedback.

  • The storm no longer spawns while continent population is low.
  • If the storm is active when populations dwindle, the storm will return to The Shattered Warpgate area.
  • Large fights with a heavy imbalance favoring attackers will draw the ire of the storm first.
  • If no fights matching the conditions above are found, it will fall back to targeting the largest fights.

Misc. Changes, Fixes, and Additions[]

  • You should no longer be able to sit beneath the shield at Excavion. Again.
  • Fixed the capture timer at Excavion to match most 3-point bases.

November 2, 2020 Hotfix[]

December 3, 2020 Update[]

Esamir Electrical Storm changes[]

We've made some pretty significant adjustments to the lightning storm that address the main pain points brought up by the playerbase.

  • Stormbolts that would normally "follow" players and vehicles no longer do so, and instead target the ground nearby.
  • Insulated Suit and Armor descriptions have been updated to remove references to bolts being "attracted" to you.
  • Deployed vehicles now receive only 2500 damage from overloading, instead of being destroyed outright.
  • Increased the radius in which a stormbolt impact does its minimum 50 damage, from 10m to 15m.

Overall, the storm bolts will be much easier to avoid for both players and vehicles, as they're very clearly telegraphed by the effects on the ground. Fights at a base should no longer die off when the storm arrives, as an overload is now much less detrimental for deployed Sunderers.

Misc. Changes, FIxes, and Additions[]

  • Mani Lake Outpost's name no longer shows as Mani Lake Satellite on the map screen hover-over.

February 9, 2021 Update[]

  • Eisa Tech Plant, on Esamir, is no longer a Empire Strength objective. This change results in two additional controlled bases needed to trigger a Meltdown on Esamir.

April 28, 2021 Update[]

Containment Site (New Facility)[]

The Containment Site is a large scale facility new to Esamir in Chapter 03 of The Shattered Warpgate campaign. There are multiple stages of combat where soldiers will fight around and through the facility. Vehicle combat is emphasized outside of the facility, requiring the destruction of multiple weakpoints to bring down gate shields barring entry. Within the hub of the facility, a destroyable SCU will disable defender spawn locations on the first floor of the facility. Attackers then descend into the lower regions of the facility, fighting for capture points held in the Botany and Reliquary wings, as well as within the Tempest Capacitor. The Botany and Reliquary capture points also activate a spawn rooms for attackers within the facility, allowing them to establish a tenuous foothold within the base. During the fight for capture point control, defenders spawn within the sub-level, and must fight their way back toward the surface to re-secure the facility.

Containment Site 2021-04-28

Features[]

This new facility houses a variety of gameplay elements that are new to Auraxis.

  • Gate Shield Weakpoints - The hangar bay doors preventing passage into the center of the facility must first be destroyed before a shield will fall. There are three gate shields that operate independently, and are impervious to small arms damage.
  • Upper Level SCU - Unlike most Spawn Control Units, this one can be destroyed through heavy weapons fire or overloaded. Overloading the SCU will prevent defenders from spawning on the upper level.
  • Guide Paths - Making your way through the heart of the facility is assisted with guide paths that light the way toward each capture point.
  • Tempest Siphon - A massive conduit channels the sky's energy into the core of the facility. While the siphon is active, both this conduit and the Tempest Capacitor rooms are deadly. Defenders can turn the siphon on, while attackers can turn it off, using a console on the mid level. If defenders turn the Tempest Siphon on, it will also immediately take back the capture point held within the Tempest Capacitor room.
  • Electrical Room - While the siphon is active, this room becomes charged with energy and shields prevent access (for your safety). The capture point within also reverts to the defender's ownership when this room is active.
  • Botany Wing - Planters cultivating the new flora of the Shattered Warpgate can be found in the Botany Wing. These plants act as soft cover that can be destroyed, and regrows rapidly.
  • Reliquary Wing - Important research is locked away in the Reliquary Wing, and multiple shields block passage to the capture point. Destroyable locking mechanisms disable these shields.
  • Attacker Spawns - Both the Botany Wing and Reliquary Wing capture points are tied to capture points that only attackers will gain access to if secured.
  • Vents - There are plenty of ways in and around the facility, including small passageways that offer risky alternative paths to your destination
Stillwater Watch 2021-04-28

A new lattice lane near to the Shattered Warpgate has unlocked, allowing you to fight through the ruins of Stillwater Watch.

Esamir[]

Below is a list of the most notable changes, though many bug fixes and adjustments have been made across the map.

Misc. Changes, Fixes, and Additions[]

  • Bullet hole decals on Esamir rocks now match the color of the rock.

April 29, 2021 Hotfix[]

May 12, 2021 Hotfix[]

  • !! Much of the Containment Site interior and exterior has received visual updates.
  • Updated the turret locations on the Containment Sites to better match the new geometry.
  • Fixed various Containment Site geometry bugs.
  • Outfit resources are now displayed and can be earned from Containment Sites.
  • Fixed an issue with the Tempest Siphon lightning bolt icons appearing on the minimap capture points outside of a Containment Site.

May 19, 2021 Update (PlanetSide Legacy)[]

  • Additional improvements to the Containment Site, this time centered around how quickly collision is rendered within the facility.

May 26, 2021 Hotfix[]

  • Fixed various Containment Site occluder and collision issues, as updated visuals on various rooms.
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