View Full Version : 6AM PST Hotfix Tomorrow FEB08
Hamma
2013-02-07, 09:46 PM
https://twitter.com/mhigby/status/299710146202980353
https://twitter.com/mhigby/status/299710817820110850
https://twitter.com/mhigby/status/299711118560075777
Hamma
2013-02-07, 09:46 PM
Lots of good fixes in there. New weapon apparently as well.
Boo on lockon warning :(
WSNeo
2013-02-07, 09:52 PM
Boo on lockon warning :(
http://i1.ytimg.com/vi/8j8kXjB9yqc/hqdefault.jpg
KamranMackey
2013-02-07, 09:53 PM
Lots of good fixes in there. New weapon apparently as well.
Boo on lockon warning :(
Another hotfix? Cool! Can't wait! :)
Bravix
2013-02-07, 09:57 PM
I really don't approve of the velocity increase. I understand its useful for the TR, but it doesn't fit their factions niche. It'd make more sense if it had virtually no recoil and fired faster.
I'm curious as to how the projectiles are increasing in speed just because you're locked down...only thing that I can think of explaining it is having the rounds magnetically accelerated, but the prowler cannons appear to just be standard barrels.
MaxDamage
2013-02-07, 10:12 PM
Nice to hear about prowler and fall damage.
Fixes to Maniac mask aesthetic bug would be nice.
Concussion grenades still bugging out, hanging in air/not detonating, when thrown in tight spaces or downward.
A fix for invincibility on medic revives would be good. Should be limited to sunderer spawns. After taking down an NC MAX, my friend was shot down as it was revived and instantly killed again with no chance to take him out. He has also been revived with shotgun and taken out 6 guys before, thanks solely to invincibility shield.
It is necessary at sunderers, but lame from medics.
Dkamanus
2013-02-07, 10:14 PM
AA guns on Sunderer? Finally!
RadchekFS
2013-02-07, 10:38 PM
Ammo Packs not resupplying faction-mates. Clarify- I was on Matherson server on Indar & none of the available ammo packs deployed would resupply myself nor Outfit mates
Mordelicius
2013-02-07, 11:05 PM
What about NC hits not registering correctly/accurately with our guns? Our NC hit registration was fixed in GU2 (it really did felt our guns were hitting; check my GU2 feedback thread): http://www.planetside-universe.com/showthread.php?t=52570
Then, the hotfix broke it again. :doh:
Check the NC posts on official forums, they know something is up.
Cajual
2013-02-07, 11:52 PM
As if they needed to make anti air any stronger, its silly enough a no skill br1 use annihilators to counter a decked out tank/lib so effectively... lock on missiles are too strong as it is without the lockon indicator.. we dont know how many / where they're from... its silly when you're getting MAGIC MISSILES from out of render raping your tank/lib.. this is so silly SoE, just make a damn infantry only continent..
Oh and about time they fix medpacks.
Hamma
2013-02-07, 11:56 PM
I do agree, far to much AA in this game.
Varsam
2013-02-08, 01:40 AM
I really, really disagree with making sunderers capable of equipping anti-air. It could potentially take the ubiquity, mobility, and durability of the sunderer and turn it into a permanent no-fly zone wherever there happens to be sunderers (read: everywhere). It also makes Skyguards virtually obsolete.
I also think prioritizing this release over fixing the lock-on bug (which is gamebreaking for ESFs) was a huge misstep. It adds even more variables to the air-ground relationship, which was in desperate need of tuning already. Was pretty satisfied with SOE's direction up til now.
Climhazzard
2013-02-08, 01:53 AM
Ammo Packs not resupplying faction-mates. Clarify- I was on Matherson server on Indar & none of the available ammo packs deployed would resupply myself nor Outfit mates
I experienced a similar thing on Mattherson, but I don't think it's a bug with ammo packs. There seemed to be some significant lag occurring. I found that I had to stand near an ammo pack for several seconds before it started dishing out ammo.
Some time later I hopped on to my Jaeger character and didn't have any issues with ammo packs.
Canaris
2013-02-08, 04:23 AM
awesome list of fixes there, this is why I lub our Dev's :thumbsup:
Plus AA for the Sunderers YAY
PredatorFour
2013-02-08, 05:21 AM
I actually didn't mind the lock on bug. Bit weird at first but once you notice the 'lock on' turn white before it disappears , you know a missile is on it's way. Makes you have to be more aware of lock ons and i like that.
Even with the nerfs... esf's are still farming cert machines you gotta admit!
Mastachief
2013-02-08, 05:54 AM
AA seems perfect to me.I know our good pilots don't appear to be badly effected and i can buzz around just fine i only die if i over extend or stick around near AA imo thats perfect. I'm a terrible pilot.
Thunderhawk
2013-02-08, 06:32 AM
The LOCK bug is annoying and the AA balance right now is "ok" but still favours everyone else but the ESF pilot, which I can live with, but....
Adding more AA ? really ?? This game needs more AA ?
Seriously I am getting tired of this shit
AA in my Sundy, cool :) i will buy one Turrent :)
Sledgecrushr
2013-02-08, 07:06 AM
As aa builds on the ground there needs to be corresponding changes to air power to overcome those ground based assets. Air really needs more tools to help beat aa. If the devs would get volumetric clouds in the game like they said they would it might help air a lot without having to add more powerful weapons.
Baneblade
2013-02-08, 07:11 AM
I have a hard time feeling sorry for ESFs. At least a lock on gives you warning and time to bug out... unlike any time an ESF is attacking you.
Sledgecrushr
2013-02-08, 07:15 AM
I have a hard time feeling sorry for ESFs. At least a lock on gives you warning and time to bug out... unlike any time an ESF is attacking you.
No shit. I pulled one tank the other day and I got to drive it all of 30 seconds before some random stray esf with lollipods nuked me.
WUNDERBAR
2013-02-08, 09:22 AM
As if they needed to make anti air any stronger, its silly enough a no skill br1 use annihilators to counter a decked out tank/lib so effectively... lock on missiles are too strong as it is without the lockon indicator.. we dont know how many / where they're from... its silly when you're getting MAGIC MISSILES from out of render raping your tank/lib.. this is so silly SoE, just make a damn infantry only continent..
Oh and about time they fix medpacks.
nah it takes like what 6 annihilator rockets (if not more) to down a lib. 3 to kill an ESF. the no lock on warning bug sucks. but its gonna get fixed right now. I also hate the idea of lock on fire and forget missiles and that they're actually a part of the game. but you can't just take it away now. i agree at the rendering part. still a huge issue which needs to be sorted asap.
I really, really disagree with making sunderers capable of equipping anti-air. It could potentially take the ubiquity, mobility, and durability of the sunderer and turn it into a permanent no-fly zone wherever there happens to be sunderers (read: everywhere). It also makes Skyguards virtually obsolete.
I also think prioritizing this release over fixing the lock-on bug (which is gamebreaking for ESFs) was a huge misstep. It adds even more variables to the air-ground relationship, which was in desperate need of tuning already. Was pretty satisfied with SOE's direction up til now.
have you actually tried the walker/ ranger? they're pretty meh if you ask me. double ranger could be very effective though since it could basically act like one burster MAX. however, if you choose to go the anti-air route with your sundy, you're pretty much helpless vs. infantry and armor. and only one anti-air weapon on a sundy simply just doesn't cut it. also sundies render from reasonable distances which means plenty of time to choose whether to engage it or not
Varsam
2013-02-09, 02:44 AM
have you actually tried the walker/ ranger? they're pretty meh if you ask me. double ranger could be very effective though since it could basically act like one burster MAX. however, if you choose to go the anti-air route with your sundy, you're pretty much helpless vs. infantry and armor. and only one anti-air weapon on a sundy simply just doesn't cut it. also sundies render from reasonable distances which means plenty of time to choose whether to engage it or not
I have only limited experience with the ranger, and from that I think your comparison to a single buster is correct. A single ranger would only be a mediocre deterrent at best, but still easy to use, just like the burster. I do own the walker though, and can say that after learning to compensate for projectile velocity and drop, it can be quite an effective deterrent on its own, and even down unwary or unlucky pilots.
The fact that a sundy could potentially equip 2 Rangers turns it into a highly mobile, highly durable anti-air platform roughly equivalent to a dual burster MAX. I think we can all attest to the effectiveness of those locking down hexes from even multiple esfs. 2 walkers would be able to reliably bring down esfs when used in concert.
It is true that this would leave a sundy wide open to infantry and vehicle attack. But 1) where you find sundies, you typically find an excess of friendly infantry and 2) sundies individual sundies aren't terribly effective at fending off more than a single vehicle anyway.
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GraniteRok
2013-02-09, 04:46 AM
I tend to be more of a ground pounder but have flown here and there. Even from my viewpoint, AA is getting ridiculous. Dev's need to look at the whole Air-Ground relationship and rework it all. Everyone's screaming about air is OP (ESF's and Libs) so we get more AA. Still more OP Air, more AA. Should the simpler fix be to look at Air rather than deny an entire element of the game from playing? Prime time Friday night in game, next to no air at all. Anywhere.
Back in beta, Pilots were saying Air counters Air. So make it that way. I'd gladly give up most of our AA if ESF's were just that, fighters. ESF's became the anti-Air element against other ESF's and Libs/Gals. Libs would be the primary ground attack vehicle were by choice it would be AI or AV, not both as it is in it's still relatively excessive role. Sure ESF's can gun ground targets with it's nose guns. I'd maybe even allow A2G rockets, in smaller salvos and considerably less damage.
With this, as a ground pounder, I wouldn't have issue with lessening the AA bite overall. AA Sundies are a bad addition in my opinion. It'll completely the need for the Skyguards. G2A lockons are too abundant now. Range and damage is far too high considering the numbers that are being seen let loose in any fight. The Lock On warning bug should've been a priority patch. I agree with what was said earlier, those of us on ground get no warning at all at being rocket spammed so I'm not that sympathetic. Welcome to being on the receiving end for a while.
Canaris
2013-02-09, 05:03 AM
I have only limited experience with the ranger, and from that I think your comparison to a single buster is correct. A single ranger would only be a mediocre deterrent at best,
I like to think of the ranger as the bursters little drunken brother ;)
BlaxicanX
2013-02-09, 06:27 AM
There's already a counter in the game to AA.
It's called: Infantry.
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