View Full Version : News: GU06 Notes
DirtyBird
2013-04-03, 07:04 AM
All servers will come down for Game Update 06 beginning at 6:00 AM. Downtime is anticipated to be less than 2.5 hours. Players may note the following changes:
General Updates
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
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.
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
Maximum damage per pellet reduced to 134 damage on all shotguns that previously did 143 damage.
Slowed down to 700 MS, from 575 MS (now matches assault rifle equip times and not carbines).
Slug Ammunition
Slug animation no longer lowers rate of fire when equipped.
Now reaches minimum damage at 40 meters, reduced from 65 meters.
Minimum and maximum damage are unchanged on semi-auto and auto shotguns. Pump-action slug ammunition had its minimum damage raised to 400 from 360.
Iron sights and optics have been realigned to give a better sight picture.
NC Mauler S6, TR FA1 Barrage, and VS Pandora
Rate of fire slowed down to 225 RPM.
Short reload time slowed down to 2050 MS.
Long reload time is faster at 3350 MS.
Lowered vertical recoil to 1.3, from 1.5.
NC Sweeper, TR TS4 Haymaker, and VS Nova
Rate of fire slowed down to 225 RPM.
Short reload time slowed down to 2900 MS.
Long reload time slowed down to 4100 MS.
Lowered vertical recoil to 1.3, from 1.5.
NC Piston, TR AS16 NightHawk, and VS Thanatos
Rate of fire slowed down to 260 RPM.
Short reload time slowed down to 2600 MS (long reload unchanged).
Recoil recovery rate slowed down to 12 degrees per second, from 15.
Minimum damage lowered to 50 per pellet.
NC GD-66 Claw, TR TRS-12 Uppercut, and VS Phobos VX86
Chamber time slowed down to 600 MS.
Recoil recovery rate slowed down to 12 degrees per second, from 15.
All NC MAX shotguns
Extended ammunition lowered from +5 ammunition to +4.
NC Scattercannon
Rate of fire slowed down to 180 RPM.
Projectile speed slowed down to 300 m/s.
Magazine capacity lowered to 6.
Short reload time slowed down to 3800 MS.
Long reload time slowed down to 3000 MS.
NC Mattock
Rate of fire slowed down to 180 RPM.
Projectile speed slowed down to 400 m/s.
Magazine capacity lowered to 6.
Short reload time slowed down to 3800 MS.
Long reload time slowed down to 3000 MS.
Spread accuracy improved and is now at 2.5 degrees.
NC Hacksaw
Rate of fire slowed down to 209 RPM.
Projectile speed slowed down to 300 m/s.
Magazine capacity lowered to 6.
Minimum damage lowered to 50 per pellet.
NC Grinder
Rate of fire slowed down to 180 RPM.
Projectile speed slowed down to 275 m/s.
Magazine capacity lowered to 8.
Short reload time slowed down to 4300 MS.
Long reload time slowed down to 3400 MS.
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)
NS-11c
Fixed weapon not working with the ammunition belt.
Fixed reload speed being 2 seconds for both the short and long reloads. New reload times are:
Short: 1.85 seconds
Long: 2.35 seconds
Fixed forward grip not being aligned with the rail.
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
UI Updates
/l is now a valid shortcut for leader chat
The death cam should no longer cancel an active revive prompt
Squad Leaders should no longer see “Set Primary Defense” as an option in the Quick Action Menu when targeting allied soldiers
Waypoints now properly display on the minimap
Updated spawn indicator art on the respawn screen to be more visible
Vehicle acquisition timer UI should now be updating properly after spawning a vehicle
The AMR-66 should now be filtered properly in the Depot
NS weapons should no longer be lacking the preview button in the depot
Fix for non-selected characters being deleted in error during character deletion process
Enabling Auto join on Log in will properly persist when you navigate away from the UI page
Facility Updates
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
Aspis Phalanx Turret (Anti-Aircraft)
Can now pitch 10 additional degrees downward.
Jump pads at The Traverse should now properly acknowledge base ownership
NPCs should now spawn more reliably in the VR Training Zone
The Peris Amp Station Barracks, Tower, and Eastern Grove forward spawns have proper capture points again
Addressed occlusion issues near Zurvan Storage Yard
Addressed cosmetic geometry issues at Rashnu Bio Lab
Addressed an issue with players getting stuck in geometry near the SE pass of the Crown
All banners at Mao Tech Plant should accurately reflect base ownership
Addressed an issue with prop objects stacked on a capture point at Mani Biolab
Fixed an exploit that allowed players to pull a free MAX from the VR zone and take it to other continents
Tower teleporters in VR now work properly.
Floating objects in the VR tower have been nailed down.
Fixed the floating AV turret at Heyoka’s western forward spawn
Fix for SCU shields not properly stopping projectiles and deployables
Leaving the VR zone with a tool equipped will no longer break your loadout until you resupply
Audio Updates
There should now be appropriate audio when using the Flash’s turbo utility
You should once again be able to hear your own footsteps after exiting a vehicle
Koadster
2013-04-03, 07:10 AM
Hmm...
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
Dont really like how its easy to get a weapon ribbon but harder for teamwork ones.. Should be 15-20 kills and 10 revives and less healing/repair points. Encourage teamwork over kill whoring.
Seems like a good update but there is still some older bugs that havent been fixed, there was a great thread on reddit about it. Also 2.5 hour expected down time... It took them 4 hours to change a few data entrys for the phoenix/lancer, something this big.. Id expect at minimum 6 hour downtime.
BlaxicanX
2013-04-03, 07:15 AM
"We no longer have Safe Ejection utilities that fail to eject you safely"
lol
OCNSethy
2013-04-03, 07:16 AM
Thanks Bird. Good info.
Sledgecrushr
2013-04-03, 07:18 AM
I like that they fixed tanks from bucking after a couple of shots being fired.
And they made our NC maxes even more worthless at range. Good job soe.
Gatekeeper
2013-04-03, 07:18 AM
Kind of surprised to see them buffing the AV Phalanx turrets - those things were already very strong, I'm not really sure they needed to be any stronger.
The AI turrets being able to damage vehicles is a good change though.
BlaxicanX
2013-04-03, 07:28 AM
So, how do people feel about the shotgun changes?
Deadeye
2013-04-03, 07:40 AM
Kind of surprised to see them buffing the AV Phalanx turrets - those things were already very strong, I'm not really sure they needed to be any stronger.
The AI turrets being able to damage vehicles is a good change though.
Nah. The phalanx turrets have always been little more than a speed bump, more valuable to the enemy for points than as a weapon for defence. They need a buff.
Snydenthur
2013-04-03, 07:44 AM
Does that chamber time mean reloading or the time it takes to shoot another shot?
Edit. Found out that it might mean reloading. So pump actions aren't changed that much. They still dominate 0-5m and still suck at more distance.
Auto and semi auto shotguns are in the borderline of being completely useless though.
Although it might have the psychological effect of being nerfed and nobody using them anymore, so I think they might have succeeced in making cqc very boring.
Gimpylung
2013-04-03, 07:50 AM
Players do not have to be on the alert continent to receive the reward. The reward is server-wide.
Gotta make sure those Crown guys don't feel left out :huh:
Gatekeeper
2013-04-03, 08:27 AM
Nah. The phalanx turrets have always been little more than a speed bump, more valuable to the enemy for points than as a weapon for defence. They need a buff.
Don't really agree at all. When the AV turrets are actually manned they're death to infantry anywhere nearby, and strong enough to pound vehicles to death in short order if they don't get killed themselves.
Their weakness is that (1) they don't get manned a lot of the time and (2) it doesn't take much damage to kill them. Their actual damage output (especially for something that's free and doesn't require any certs) was already very solid.
Personally I'd have buffed their health a bit, rather than making them even more deadly.
Catfart
2013-04-03, 08:38 AM
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.
So if everyone just ignores the alert and stays where they are, they get free exp?
Dodgy Commando
2013-04-03, 08:40 AM
AV Phalanx turrets can be pretty deadly, but only if they are left alone. I agree they should boost their defence a bit more.
I'd still keep the damage buff. They get destroyed anyway, so make them tougher and deadlier. They will need to be destroyed (not just easy XP), and people will still want to man them as they can withstand bigger punishment, as well as dish it out.
I don't find them useful enough currently, even if they can be capable weapons in certain situations.
Anti-personnel turrets definitely needed some work. Looks like the right thing to do.
As for the rest of the GU, can't complain with more XP. We'll have to see what the Alert System brings, but I don't expect it to be a game changer. I nice step in the right direction though.
Not a shottie user, so I will withhold comment. Personally, I have yet to encounter the frustration that many seem to share here with shotguns, and I don't have to face Scatmaxes.
Gatekeeper
2013-04-03, 08:47 AM
I guess my problem with the AV Phalanx turrets is just how strong they are as an AI platform - I've got no problem with them being buffed versus vehicles, but like a lot of theoretically AV weapons in the game - they murder infantry.
I'd say make them tougher and keep the new buffs - but only versus vehicles. Give them better armour versus vehicle weapons, but don't make them any tougher versus rockets, C4, etc. and reduce their splash damage/area to make them less deadly versus infantry.
PredatorFour
2013-04-03, 08:53 AM
So my Phobos with slugs does more minimum damage, faster shot time but 15 m less range... i can live with that thanks soe:)
Dodgy Commando
2013-04-03, 09:01 AM
@Gatekeeper
I can agree with that. But if that becomes the case, what happens if eventually the appropriate manner of dealing with the turrets is to send infantry first? They become a minor hindrance again that is quickly dispatched.
Maybe place an appropriate mix of AV and AP turrets along the same line of defence, if AV turrets are to be made effective only against vehicles. But that's discussion for a seperate thread.
Assist
2013-04-03, 09:03 AM
Just from looking at the stats, nothing has changed with Shotguns. They'll still be the same problem they were before.
ChipMHazard
2013-04-03, 09:07 AM
Just from looking at the stats, nothing has changed with Shotguns. They'll still be the same problem they were before.
Indeed. :(
Assist
2013-04-03, 09:13 AM
Indeed. :(
I just don't think there is anything they can do until they acknowledge that the TTK overall is far too short in this game and needs to be increased to provide the tactical part of the game that is missing. Unfortunately it means a complete rework of every weapon and I think they just keep digging their hole deeper the longer they let it go on.
Bocheezu
2013-04-03, 09:17 AM
I think they mixed up the Pandora with Thanatos for those stats, but we'll see when the patch comes out, I guess. Basically it boils down to
Autoshotties:
Max damage reduced from 143 per pellet to 134 (should still be able to two-shot guys)
RoF lowered from 300 to 260
Short reload increased from 2.4s to 2.6s
Semi-auto shotgun with large magazine, slow reload (Sweeper/Haymaker/Nova):
Max damage reduced from 143 per pellet to 134
RoF lowered from 250 to 225
Short reload increased from 2.6s to 2.9s
Long reload increased from 4.0s to 4.1s
Semi-auto shotgun with small magazine, fast reload (Mauler/Barrage/Thanatos)
Max damage reduced from 143 per pellet to 134
RoF lowered from 250 to 225
Short reload increased from 1.925s to 2.05s
Long reload decreased from 3.5s to 3.35s
Satexios
2013-04-03, 09:17 AM
I just don't think there is anything they can do until they acknowledge that the TTK overall is far too low in this game and needs to be increased to provide the tactical part of the game that is missing. Unfortunately it means a complete rework of every weapon and I think they just keep digging their hole deeper the longer they let it go on.
Could just increase health and armour ;)
Snydenthur
2013-04-03, 09:34 AM
Just from looking at the stats, nothing has changed with Shotguns. They'll still be the same problem they were before.
Well, I didn't see them as problem before, now they are even easier to fight against. Nanoweave 5 practically nullifies the rare ohk from pump actions. After all, nobody had the skill and cunning to continually ohk everyone before patch so after the patch they will be more clearly 2+ shot kills in most situations.
Semi auto and auto shotguns take a bigger hit in a way. They went from clearly the best shotguns to not so clearly the best shotguns.
Assist
2013-04-03, 09:47 AM
Well, I didn't see them as problem before, now they are even easier to fight against. Nanoweave 5 practically nullifies the rare ohk from pump actions. After all, nobody had the skill and cunning to continually ohk everyone before patch so after the patch they will be more clearly 2+ shot kills in most situations.
Semi auto and auto shotguns take a bigger hit in a way. They went from clearly the best shotguns to not so clearly the best shotguns.
I'm so confused by your post. Nanoweave 5 doesn't stop OHK from pump shotguns.
Semi and auto shotty's were not the best shotguns either, pump were before and still are. They were a direct upgrade from the auto shotty - faster ttk, more kills per magazine, more kills without ammo belt.... Was that post all sarcasm? -_-
Bocheezu
2013-04-03, 09:48 AM
NC MAX changes
Earlier up it said all shotguns that did 143 damage per pellet go reduced to 134, don't know if that applies here as well
Scattercannon:
I assume max damage reduced from 143 per pellet to 134
RoF lowered from 250 to 180
Speed lowered from 325 to 300
Magazine capacity lowered from 7 to 6, extended mag lowered from 12 to 10
Short reload increased from 2.625s to 3.8s
It says long reload increased to 3.0s, but it was 3.5s before (?)
Mattock:
Max damage remains the same at 112 per pellet
spread reduction from 3.0 to 2.5
rest of the nerfs are the same as Scattercannon
Hacksaw:
I assume max damage reduced from 143 per pellet to 134
RoF lowered from 300 to 209
Projectile speed lowered from 325 to 300
Magazine capacity lowered from 7 to 6, extended mag lowered from 12 to 10
Grinder:
I assume max damage reduced from 143 per pellet to 134
RoF lowered from 250 to 180
Projectile speed lowered from 325 to 275
Magazine capacity lowered from 9 to 8, extended mag lowered from 14 to 12
Hamma
2013-04-03, 09:53 AM
Posted as News (http://pside.co/17cUn55) and in Wiki (http://wiki.planetside-universe.com/ps/Game_Update_(2013/04/03)) :D
Hamma
2013-04-03, 09:55 AM
I don't get the TTK argument. I feel it's just fine.
Good changes overall in this patch it appears.
camycamera
2013-04-03, 09:58 AM
hopefully the nerf to the shotties does something, because getting one hit killed when my overshield is on when i am playing HA by a shotgun is bullshit when i can survive blasts from rockets.....
EvilNinjadude
2013-04-03, 09:59 AM
How many threads discussing this update are there?! :huh:
Also, Koadster, I don't plan to use Reddit anytime soon, can you give me a quick link so I don't have to look for it myself? I'm ashamed to admit I wouldn't know how.
I never liked shotguns anyway. And I love the changes to Fixed turrets, though I love my own AV MANA turret more than anything else. That thing is awesome.
Empra
2013-04-03, 10:00 AM
wonder how the NC max will do now. Doesnt seem that bad a nerf but having 10 rounds instead of 12 will defo change it a lot. I hope they haven't nerfed it too far. Doesn't look like they have. btw everyone who is like "omg no more range" they are shotguns, they work inside buildings. They will still be deadly cqc. When the new shields and weapons come out maxes will be a lot more balanced anyway.
The survivability of the NC max will be a lot better, which I think it needs, it may kill lots but it does have to get v close so it does suffer from impotence vs small arms fire.
I personally thought the reload time was already brutal though so I'm not sure that needed turning down so much.
ChipMHazard
2013-04-03, 10:09 AM
Personally I've already gotten tired of all the OHK weapons, again. Well technically one salvo kill when it comes to Scatmaxes.
Probably shouldn't have gone after an NC held Bio Lab so soon after having started playing again... Died sooo many times without even being able to react, well that's not entirely true. I did spout variations of "damn" a lot. (Now I know what new players go through)
Seems like what they are trying to do with the Scatmax is give enemies a larger window of opportunity to try and exploit.
I hope the ROF and reload nerfs help make them less dominant in Bio Labs, but I doubt it. Continuously tweaking its stats like this won't deal with the crux of the issue as I see it. (Base design, low TTK, AI MAX's being too effective against other MAX's, NC AI MAX not being versatile enough).
I will state what I always state when it comes to Scatmaxes. Replace the scattergun with a gauss HMG as the default AI option.
Rahabib
2013-04-03, 10:27 AM
I dont know about you, but I rarely got killed in OHK by pumps. I get killed by them every now and then, but rarely is it OHK, its usually I am injured a bit then they finish me off. Even when I play its rarely a OHK for me to kill unless I am 5 inches from them. So unless theres some kinda loadout trick I am missing, a standard shot from the uppercut doesnt OHK unless you are within 5 feet.
EvilNinjadude
2013-04-03, 10:28 AM
Servers have transitioned to Locked. Shouldn't be long now.
Snydenthur
2013-04-03, 10:37 AM
I'm so confused by your post. Nanoweave 5 doesn't stop OHK from pump shotguns.
Semi and auto shotty's were not the best shotguns either, pump were before and still are. They were a direct upgrade from the auto shotty - faster ttk, more kills per magazine, more kills without ammo belt.... Was that post all sarcasm? -_-
It wasn't sarcasm. Nanoweave doesn't stop ohk in theory, but in real situations, it does. It's not easy to have 9 of the 10 pellets hit. And I honestly believe that shotgun users are much easier to kill even at cqc than anyone with automatic weapon. Maybe it is because I did use pump action for over 700 kills, so I know how easily it's countered.
ringring
2013-04-03, 10:41 AM
My one doubt on this update is regarding the Alerts system.
This appears to be a automatically generated event that will be triggered based on certain crteria including low population.
The problem I forsee is that it has a great capacity to annoy.
Marlorn said we should see it as akin to the rabbit events in PS1. He should remember that those event were liked by few and disliked by many. They were disliked because they distracted from 'the game', ie capturing the continent.
Often people would leave continents where events were running, especially since it quickly because obvious when the possible winner would reduce to one of two and then only one.
I don't know if this will happen but it's a danger.
wasdie
2013-04-03, 10:52 AM
Everything seems pretty good. I just hope this patch goes better than the last few.
EvilNinjadude
2013-04-03, 10:52 AM
My one doubt on this update is regarding the Alerts system.
This appears to be a automatically generated event that will be triggered based on certain crteria including low population.
The problem I forsee is that it has a great capacity to annoy.
Marlorn said we should see it as akin to the rabbit events in PS1. He should remember that those event were liked by few and disliked by many. They were disliked because they distracted from 'the game', ie capturing the continent.
Often people would leave continents where events were running, especially since it quickly because obvious when the possible winner would reduce to one of two and then only one.
I don't know if this will happen but it's a danger.
Come on people! Screw certs let's capture everything as fast as possible!
Said no Zerg ever. Before continent bonuses farming was done where it was easiest.
By the way guys, I can't find any infos on how Warp Gates worked in PS1. Can someone explain?
Ruffdog
2013-04-03, 10:52 AM
More XP is always good. Thanks SOE
Nice to get bonus char slots but what I'd really like is more saved loadout slots.
Turrets - didn't see this coming. Look forward to trying.
Tank mine activation -
Blockade armor on sundys just became mandatory!
EvilNinjadude
2013-04-03, 10:54 AM
Tank mine activation -
Blockade armor on sundys just became mandatory!
Eh, I just re-read OP. I'm going to go ahead and assume SOE are not changing Tank mines detonating when placed NEXT to the Sunderer.
I'm keeping my Mine guard, thanks
wasdie
2013-04-03, 10:55 AM
I don't get the TTK argument. I feel it's just fine.
Good changes overall in this patch it appears.
I've never understood why people think that having to put more rounds into somebody makes the game more "tactical". It really doesn't. If anything it reduces the tactical elements of the game a bit and puts even more emphasis on high RoF guns with larger magazines.
Positioning and flanking doesn't mean much when your enemy always has enough time to turn and fight back. That's not tactical. That's the exact opposite.
A higher TTK wouldn't make this game magically better. If anything it would make it more annoying to play.
ChipMHazard
2013-04-03, 10:56 AM
By the way guys, I can't find any infos on how Warp Gates worked in PS1. Can someone explain?
http://wiki.planetsidesyndicate.com/index.php?title=Warpgate
EVILPIG
2013-04-03, 11:07 AM
http://wiki.planetsidesyndicate.com/index.php?title=Warpgate
When you entered a warpgate, it would bring up the Global map and you would choose another warpgate you have a link to to teleport to. Much like entering a teleporter in game, only moving between conts.
EvilNinjadude
2013-04-03, 11:08 AM
http://wiki.planetsidesyndicate.com/index.php?title=Warpgate
Ah. See, I was interested in how warpgate capturing worked in PS1, since that is coming to PS2 soon.
So, specific warpgates will just be exempt from capturing. Sounds simple enough then. Though I'm unsure about what SOE will decide to do with those massive bloody pain fields.
Dodgy Commando
2013-04-03, 11:08 AM
And with your tank! (or any other vehicle)
EvilNinjadude
2013-04-03, 11:09 AM
When you entered a warpgate, it would bring up the Global map and you would choose another warpgate you have a link to to teleport to. Much like entering a teleporter in game, only moving between conts.You mean the beam at the center that still exists but does nothing? I heard they're fixing that even sooner!
Gimpylung
2013-04-03, 11:11 AM
When you entered a warpgate, it would bring up the Global map and you would choose another warpgate you have a link to to teleport to. Much like entering a teleporter in game, only moving between conts.
Indeed, it's why they were called warpgates. Players new to the franchise must wonder at this sometimes. The name will make sense at some point.
EvilNinjadude
2013-04-03, 11:13 AM
Please. I do know about the basic travel mechanics. I just didn't know how combat and capturing happened across them, especially when connected to Sanctuaries.
A warpgate pair connected to facilities from two different factions can be traversed by either faction, is that correct?
ChipMHazard
2013-04-03, 11:16 AM
Indeed, it's why they were called warpgates. Players new to the franchise must wonder at this sometimes. The name will make sense at some point.
Heh, aye. When that happens we will all feel a disturbance in the force as if thousands of voices suddently went "Oh, so that's what it's for!".
EvilNinjadude
2013-04-03, 11:25 AM
Heh, aye. When that happens we will all feel a disturbance in the force as if thousands of voices suddently went "Oh, so that's what it's for!".
I think that happened when warp terminals were put in.
Though judging by the number of people staying on Indar, chances are some people haven't discovered those yet.
Sturmhardt
2013-04-03, 11:48 AM
Great.. A real nerf for the nic max. They should have lowered the damage and increased the magazine size, instead they just made it slower. That's not gonna help the guys who die in a split second...
.sent via phone.
ringring
2013-04-03, 11:56 AM
I think that happened when warp terminals were put in.
Though judging by the number of people staying on Indar, chances are some people haven't discovered those yet.
Not quite. When the warpgates function you can go through them in vehicles including full galaxies.
What will happen is that raids will form.
Multiple platoons will kit themselves out on one side of the WH, tanks, amses, ESF's and galaxies and together warp to a target continent.
The enemy will see your population on that continent zoom from 0% upwards to 'something evil this way comes'%. At least that will happen when we have enough continents to accomodate it.
EvilNinjadude
2013-04-03, 12:01 PM
Not quite. When the warpgates function you can go through them in vehicles including full galaxies.
What will happen is that raids will form.
Multiple platoons will kit themselves out on one side of the WH, tanks, amses, ESF's and galaxies and together warp to a target continent.
The enemy will see your population on that continent zoom from 0% upwards to 'something evil this way comes'%. At least that will happen when we have enough continents to accomodate it.
As I said, they're putting that in sooner rather than later. And it will be good.
People do that now already, just less. Also, all stuff's free in sanctuaries, and we don't got those.
EDIT: SERVERS LIVE!
DeltaGun
2013-04-03, 12:06 PM
LOL @Devs nerfing every stat to keep OHK. People were complaining about OHK not the freaking reload time or refire rate...
The other patch changes are good though.
wasdie
2013-04-03, 12:10 PM
LOL @Devs nerfing every stat to keep OHK. People were complaining about OHK not the freaking reload time or refire rate...
The other patch changes are good though.
OHK will take a bit more effort now and you'll be punished quite a bit more for missing. It balances out. Pumps need OHK to be able to justify their existence along side of semi autos.
DeltaGun
2013-04-03, 12:12 PM
OHK will take a bit more effort now and you'll be punished quite a bit more for missing. It balances out. Pumps need OHK to be able to justify their existence along side of semi autos.
Hopefully that will be the effect. It sucks that a weapon has to be possibly OP to justify its existence though. Maybe they should have just not released it in the first place, like people asked them to.
Bocheezu
2013-04-03, 12:14 PM
A warpgate pair connected to facilities from two different factions can be traversed by either faction, is that correct?
There were two types of warpgates
1. Broadcast. Broadcast warpgates are the warpgates that your faction has links to. You could travel from any broadcast warpgate to any other broadcast warpgate. After going into the beam, the map would pop up and you could choose which broadcast warpgate to go to.
2. Not broadcast. These are warpgates your faction doesn't have any links to. You could still use the warpgate, but it took you directly to its sister warpgate on the other continent and you couldn't use it to broadcast (the map didn't pop up and you had no choices, you just warped automatically).
Warpgates were pretty much neutral and could be used by any faction, but whether they were broadcast or not depended on the links.
AThreatToYou
2013-04-03, 12:15 PM
Why the range nerf on slug sweeper and the like? I wasn't aware this was an issue..
maradine
2013-04-03, 12:27 PM
I've never understood why people think that having to put more rounds into somebody makes the game more "tactical". It really doesn't. If anything it reduces the tactical elements of the game a bit and puts even more emphasis on high RoF guns with larger magazines.
Positioning and flanking doesn't mean much when your enemy always has enough time to turn and fight back. That's not tactical. That's the exact opposite.
Bingo. Pretty stunned by the revisionist definitions of "tactical" around here.
Thunderhawk
2013-04-03, 12:36 PM
TTK is fine as it is, lets not start going down the road of having to fight each other for 1-2 reloads to kill someone.....
wasdie
2013-04-03, 12:40 PM
TTK is fine as it is, lets not start going down the road of having to fight each other for 1-2 reloads to kill someone.....
The overall TTK for carbines, LMGs, snipers, and rifles is pretty good, but throwing in the OHK weapons kind of threw it off a bit. Now that the biggest 2 (pump actions and scat max) are gone, the average TTK should increase just a tiny bit, especially in CQC.
It was a really big improvement when they decreased the radius of HE as well. For awhile it was kind of insane how quickly you could find yourself camped from people spamming HE.
EvilNinjadude
2013-04-03, 12:52 PM
I've never understood why people think that having to put more rounds into somebody makes the game more "tactical". It really doesn't. If anything it reduces the tactical elements of the game a bit and puts even more emphasis on high RoF guns with larger magazines.
Positioning and flanking doesn't mean much when your enemy always has enough time to turn and fight back. That's not tactical. That's the exact opposite.
A higher TTK wouldn't make this game magically better. If anything it would make it more annoying to play.
Hmmm. It seems we have two different definitions of "tactics" here.
1. Battle Tactics. Ever played a WoW Battleground? However, when you just have 2 (3 with HA) guns to choose from to kill someone, that's not a lot of tactics that need to be employed. --Most people who want higher TTK want this.
2. Engagement tactics. Essentially what ALL of CoD is. You make sure that when you engage, you engage on your own terms. As opposed to running at each other with guns blazing. Which some people still do. A low TTK encourages this. Think Dark Souls. Rewarding skillful play is always a good move when making design decisions. Except camping properly is... also an example of skillful play. In which case we have ways to flush out campers, right?
Rahabib
2013-04-03, 01:00 PM
Hmmm. It seems we have two different definitions of "tactics" here.
1. Battle Tactics. Ever played a WoW Battleground? However, when you just have 2 (3 with HA) guns to choose from to kill someone, that's not a lot of tactics that need to be employed. --Most people who want higher TTK want this.
2. Engagement tactics. Essentially what ALL of CoD is. You make sure that when you engage, you engage on your own terms. As opposed to running at each other with guns blazing. Which some people still do. A low TTK encourages this. Think Dark Souls. Rewarding skillful play is always a good move when making design decisions. Except camping properly is... also an example of skillful play. In which case we have ways to flush out campers, right?
Its important to have a good balance however. To low of a TTK can end up when you get the jump on the guy, burst, then the guy you are shooting at, turns around and fires a better gun and kills you first. With such a large variety of weapons you have to be careful that the guy with the better gun doesn't usually win.
Personally, I feel the TTK is a bit low, but not so much that I feel that its a big issue. But I do feel OHKs lower the skill ceiling, and with shotties should not exist.
wasdie
2013-04-03, 01:02 PM
Hmmm. It seems we have two different definitions of "tactics" here.
1. Battle Tactics. Ever played a WoW Battleground? However, when you just have 2 (3 with HA) guns to choose from to kill someone, that's not a lot of tactics that need to be employed. --Most people who want higher TTK want this.
2. Engagement tactics. Essentially what ALL of CoD is. You make sure that when you engage, you engage on your own terms. As opposed to running at each other with guns blazing. Which some people still do. A low TTK encourages this. Think Dark Souls. Rewarding skillful play is always a good move when making design decisions. Except camping properly is... also an example of skillful play. In which case we have ways to flush out campers, right?
I feel there is currently a good mix of both here. The weapon you pulled defines your place on the battlefield. It's not about being able to switch it up on a moments notice, it's about sticking with that role for the duration of your life or in between trips to an infantry terminal. I think that's fair.
A higher TTK wouldn't make much sense without more AoE based weapon. Pumping somebody full of lead for over half a magazine would just ruin the infantry engagements. Higher TTK is best for arena shooters with a larger variety of unique weapons that you can switch up at a moments notice. Planetside 1 got around this by letting you pull any 2 weapons and carry a variety of AoE and direct fire weaponry at any time depending on your loadout. Since this isn't Planetside 1 and they've gone the hardcoded class route, that option isn't really viable anymore.
I also hated the TTK in Planetside 1. I suffered it because the rest of the game was so appealing to me.
EvilNinjadude
2013-04-03, 01:05 PM
Too low of a TTK can end up when you get the jump on the guy, burst, then the guy you are shooting at, turns around and fires a better gun and kills you first. With such a large variety of weapons you have to be careful that the guy with the better gun doesn't usually win.
-You imply that TTK does not factor in Shotguns
-You imply that there are definitely better guns (independent of tactical circumstance)
Basically, you say you can't kill them and they fight back and kill you. Were you using the wrong gun for the situation? Wrong class?
Because otherwise you mean the opposite of what you are saying. Very low TTK generally means that the one who gets the jump wins. The end. In all other cases, you would be doing it wrong.
Snydenthur
2013-04-03, 01:21 PM
With such a large variety of weapons you have to be careful that the guy with the better gun doesn't usually win.
Why? If you have a gun more suited to cqc and your enemy has a gun suited for longer range, why should he have a chance to beat you when you are in cqc situation? And in this situation you have the same actual skill. It's the enemys fault in this situation to die, since you're not supposed to do well at close range with a long range weapon. You can get a long range weapon and keep the distance, you can get a close range weapon and try to close the distance or you get one of the jack-of-all-trades weapon and have a chance at any distance.
Personal skill will balance this out a bit though, but even the best sniper in the world can't really do much at close range if he/she uses a sniper rifle. From my viewpoint, there hasn't been any overpowered weapon in the game during the time I've played, so it all boils down to this range thing.
Babyfark McGeez
2013-04-03, 01:39 PM
New GU is resetting my graphics settings (UserOptions.Ini) each time i start up the game, annoying as heck. :[
Rahabib
2013-04-03, 01:45 PM
-You imply that TTK does not factor in Shotguns
I edited my comment just before you posted. I do not like the OHK factors.
-You imply that there are definitely better guns (independent of tactical circumstance)
I feel that there are. I feel that items like the pump shotties are better in almost all situations that the autos. I feel that the bolt snipers are better in almost all situations than the non-bolts. I feel that a lot (not all) paid weapons are better in most situations than non paid ones.
...
Because otherwise you mean the opposite of what you are saying. Very low TTK generally means that the one who gets the jump wins. The end. In all other cases, you would be doing it wrong.
If you get the jump you should have an advantage.
Why? If you have a gun more suited to cqc and your enemy has a gun suited for longer range, why should he have a chance to beat you when you are in cqc situation? And in this situation you have the same actual skill. It's the enemys fault in this situation to die, since you're not supposed to do well at close range with a long range weapon. You can get a long range weapon and keep the distance, you can get a close range weapon and try to close the distance or you get one of the jack-of-all-trades weapon and have a chance at any distance.
Well you took my comment a bit too far. Situations factor in of course. But in this game you have multiple guns that are used in the same situation, same class etc. and one just has a higher damage or higher ROF, that guy would win with a higher OVERALL TTK..
Personal skill will balance this out a bit though, but even the best sniper in the world can't really do much at close range if he/she uses a sniper rifle. From my viewpoint, there hasn't been any overpowered weapon in the game during the time I've played, so it all boils down to this range thing.so you felt that all weapons were perfect at launch? They balance for a reason.
Again, I havent had much of a problem with the shotties personally. But philosophically, OHKs are annoying when there is no time to react. However, if you go too far and make it take too long, getting the jump on someone will mean less than who does the most damage.
ChipMHazard
2013-04-03, 01:59 PM
New GU is resetting my graphics settings (UserOptions.Ini) each time i start up the game, annoying as heck. :[
Consider yourself lucky, I'm currently having a debate with SOE about the existence of my account.
If it's not technical issues it's something else with these GUs.
Assist
2013-04-03, 02:08 PM
Its important to have a good balance however. To low of a TTK can end up when you get the jump on the guy, burst, then the guy you are shooting at, turns around and fires a better gun and kills you first. With such a large variety of weapons you have to be careful that the guy with the better gun doesn't usually win.
Personally, I feel the TTK is a bit low, but not so much that I feel that its a big issue. But I do feel OHKs lower the skill ceiling, and with shotties should not exist.
I wrote a big response but decided it's not an argument I'm going to win. Some people feel that the TTK is perfectly fine and that's fine with me. Just don't go out of your way to make my argument out to be that I want people hopping around after you unload an entire mag in them. That's not at all what I want, or anyone else who is arguing for an increase in TTK wants. I wrongly assumed that the people at PSU would be bright enough to realize no one wants that.
The bottom line for me is that what we have now is not tactical combat at all. When I can run into a group of 6 and one-shot 3 of them before their reaction time kicks in, there's an issue with how quickly one can kill. I can play like a complete suicidal moron all day and rush in to the enemy and gain twice as many kills as the defensive player attempting to use tactics in PS2. For those who say kills don't matter, please face the basic facts that more often than not the team with more deaths is the team that loses. If you feel that's an ok style of gameplay that is encouraged by the game mechanics, more power to you, but for me it's very shallow and needs to be looked at for this game to be considered anything more than an arena shooter.
Binkley
2013-04-03, 02:21 PM
Vehicles should no longer start rocking after firing a few times
OMG THANK YOU! Most annoying bug in the game.
Rahabib
2013-04-03, 02:27 PM
I wrote a big response but decided it's not an argument I'm going to win. Some people feel that the TTK is perfectly fine and that's fine with me. Just don't go out of your way to make my argument out to be that I want people hopping around after you unload an entire mag in them. That's not at all what I want, or anyone else who is arguing for an increase in TTK wants. I wrongly assumed that the people at PSU would be bright enough to realize no one wants that.
The bottom line for me is that what we have now is not tactical combat at all. When I can run into a group of 6 and one-shot 3 of them before their reaction time kicks in, there's an issue with how quickly one can kill. I can play like a complete suicidal moron all day and rush in to the enemy and gain twice as many kills as the defensive player attempting to use tactics in PS2. For those who say kills don't matter, please face the basic facts that more often than not the team with more deaths is the team that loses. If you feel that's an ok style of gameplay that is encouraged by the game mechanics, more power to you, but for me it's very shallow and needs to be looked at for this game to be considered anything more than an arena shooter.
It sounds like we want the same thing. I feel its a bit low once you factor in shotties and such, but to me, currently, its not terrible enough thats its a major complaint for me. I dont think I have ever seen anyone run into 6 people and take out 3 before someone could react. I have seen the videos however :)
Babyfark McGeez
2013-04-03, 03:14 PM
Consider yourself lucky, I'm currently having a debate with SOE about the existence of my account.
If it's not technical issues it's something else with these GUs.
Dang that sounds indeed way more crappy, thankfully i have not had to deal with customer support in this game so far.
Snydenthur
2013-04-03, 03:16 PM
so you felt that all weapons were perfect at launch? They balance for a reason.
Again, I havent had much of a problem with the shotties personally. But philosophically, OHKs are annoying when there is no time to react. However, if you go too far and make it take too long, getting the jump on someone will mean less than who does the most damage.
No, I don't know about launch. I started playing quite late, 14.2 if I remember correctly. I don't think they always nerf for a reason. Look at the shotguns. They nerfed them just because people whined about them. Luckily they didn't make them useless, but there was no need for the nerf either. And the whine wasn't very good. It was almost all "you just run and press button and everything always dies with one hit". When in truth, it was more like 2-3 shots per kill on average. Those that aren't that good at aiming, it took probably 3-4 shots.
Well, now I had my first impressions from the gu06. I'm quite sure now that soe doesn't do much testing. There were some lights appearing accompanied by the facility capture sound. Very irritating.
When I joined, there was already alert going on. Capture indar. :O
I hope they do a patch to remove the alert-thing from the hud. It was irritating too. Participation xp bonus didn't work. I was at 70% at the time the alert ended and it dropped me to 65%. So either it gave me 15% of the promised 20% or it just happened to drop at the same time and there was no participation bonus.
Edit. Oh yeah, someone said that rashnu can't be captured at all.
EvilNinjadude
2013-04-03, 03:21 PM
It sounds like we want the same thing. I feel its a bit low once you factor in shotties and such, but to me, currently, its not terrible enough thats its a major complaint for me. I dont think I have ever seen anyone run into 6 people and take out 3 before someone could react. I have seen the videos however :)
That's because my crappy PC cannot stream. I do however love my HA runs. Take a Tower point A. Tons of enemies standing on it. I run down, direct hit rocket launcher a guy standing in the corner, toss a Grenade towards the control point through ONE entrance, the take out my SMG (I love it) and go through the OTHER entrance guns blazing.
Nets be about 4 kills each time.
EDIT: I was ABOUT to get first impressions from the update. My first and only impression is that there is now a new, unnecessary "gameplay tip" on the first loading screen, before character selection... The screen I've been staring at for the past 15 minutes because it refuses to go away.
No comments on gameplay from me, I can't even get in
Snydenthur
2013-04-03, 03:24 PM
EDIT: I was ABOUT to get first impressions from the update. My first and only impression is that there is now a new, unnecessary "gameplay tip" on the first loading screen, before character selection... The screen I've been staring at for the past 15 minutes because it refuses to go away.
No comments on gameplay from me, I can't even get in
Are you on EU server? They are locked down now.
EvilNinjadude
2013-04-03, 03:28 PM
Are you on EU server? They are locked down now.Dude. I can't even get to the character selection screen. I said that. And that's never happened before either.
Emperor Newt
2013-04-03, 03:34 PM
The new LMG "steals" certs from you, the facilities lighting bug is now everywhere and the warping bug where weapons stop doing damage also made a return.
Not a great patch so far. The new LMG seems to be pretty good though.
EvilNinjadude
2013-04-03, 03:35 PM
The new LMG "steals" certs from you
Elaborate.
Emperor Newt
2013-04-03, 03:40 PM
Elaborate.
We have someone in the outfit who bought it with sc and also lost the certs for it, not only the sc. Maybe only an issue when you have "enough" certs sitting in your account.
But I cannot say if it's a more common or an isolated issue. But as I do not see more topics with the issue it seems to be an isolated bug.
EvilNinjadude
2013-04-03, 03:46 PM
Okay. Resetting Useroptions.ini SUCKS. Takes so much time. But am in the game now.
Falcon_br
2013-04-03, 04:03 PM
I am already 4 hours trying to make my game load past 98%.
People say that when this happens you account is probably deleted.
Snydenthur
2013-04-03, 04:07 PM
I am already 4 hours trying to make my game load past 98%.
People say that when this happens you account is probably deleted.
People say a lot of things. I highly doubt it. I had the 98% bug too, but I got in and my account was there. Even played until soe decided to lock the server for some problem.
EvilNinjadude
2013-04-03, 04:12 PM
I am already 4 hours trying to make my game load past 98%.
People say that when this happens you account is probably deleted.
I just disproved this by deleting Useroptions.ini which got me back in.
Falcon_br
2013-04-03, 04:14 PM
I just know that people who got his account deleted, create a new char with your estimated amounts of certifications you had before it was deleted and all your unlocked SC itens back.
So I am always getting notes of how much certs I got, because the XP we got registered, but the passive certs that I am logging all day since day one, it is harder to calculate because the amount have been lowered twice since day one.
Emperor Newt
2013-04-03, 04:32 PM
Nothing really helps with the 98% issue. I tried everything from validating, deleting useroptions, deleting launcher cache and "repairing" (via PS2setup.exe) the launcher. It's a server problem. You either have to keep trying and hope you'll get lucky or just wait (another) while until the servers are being less hammered.
Ghoest9
2013-04-03, 04:46 PM
nerfing the old shotguns because they added new shotguns
lame
Sledgecrushr
2013-04-03, 04:49 PM
Are the new shotguns about the same as the nerfed shotguns?
ChipMHazard
2013-04-03, 04:58 PM
Seems like everything is as it should be i.e. the GU patch introducing technical issues.
Now, if only I can get CS to care enough to actually respond to me some time within the next 24 hours (doesn't seem likely), I might actually get to use my account again and see if my character has actually been deleted or not... I have the distinct feeling that they are going to make me absolutely livid.
bpostal
2013-04-03, 05:04 PM
Seems like everything is as it should be i.e. the GU patch introducing technical issues.
Now, if only I can get CS to care enough to actually respond to me some time within the next 24 hours (doesn't seem likely), I might actually get to use my account again and see if my character has actually been deleted or not... I have the distinct feeling that they are going to make me absolutely livid.
Sorry for you and those who gotta deal with this kinda shit. TBH I can see only one kind of recourse...TO THE BAR! You should have at least, what? Four hours to get shitfaced enough to forget that this happened.
Me? I can't even log in to see if my shit is there.
EVILPIG
2013-04-03, 05:05 PM
Any correlation between Premium accounts not being able to access vs. pubbie accounts? Ya, I said "pubbie".
I went home for Lunch and could not log in, but my son was on his pubbie account.
ChipMHazard
2013-04-03, 05:06 PM
Sorry for you and those who gotta deal with this kinda shit. TBH I can see only one kind of recourse...TO THE BAR! You should have at least, what? Four hours to get shitfaced enough to forget that this happened.
http://i96.photobucket.com/albums/l162/Lord_crapalot/drinkingcontest_zpsc15085b7.gif
Excellent advice, I might just do that:D
Juryrig
2013-04-03, 05:14 PM
We are currently resolving an issue affecting high population servers (currently the EU). In order to help resolve issues, these servers are being locked. We'll update you as more information becomes available. Thanks for your patience!
I'm starting to think they're resolving the 'high population' issue by keeping them locked till we give up and go to bed :rolleyes:
Ghoest9
2013-04-03, 05:26 PM
Low TTK vrs 1 shotting.
I like low TTK.
I believe if I sneak up behind some one and start unloading on their back they should essentially always die.
Thats rewarding tactics and planning.
But I dont like one shoting except for snipers because it makes head to head encounters into an almost random out come.
Honestly, I'd be interested in seeing how the game plays with a higher ttk. I don't feel a particularly urgent need, but when we get a public test server, it could be something interesting to mess around with, both for infantry and for vehicles.
As an NC, I have to admit I was underwhelmed by the scatter max nerf. I wouldn't call our maxes OP, I'd rather call them unbalanced. It's a key distinction, I think our maxes do one thing way too well (CQB) and do everything else way too poorly for AI. The current nerf doesnt seem to be enough to noticeably weaken our shotguns, but even if it does, it still doesn't address our issue of lacking range. I like the idea of giving every faction shotguns, but rather than giving the NC a hmg, I'd rather use something a bit less generic. Bursts rifles? Railguns? I dunno, I just hope we can keep some further individuality, though I wouldn't complain if we just got hmgs. At this point though, shotguns and machine guns are too different to effectively balance for maxes, I think.
ChipMHazard
2013-04-03, 05:59 PM
Agreed, wouldn't have to be an HMG. Could be anything suited to the NC theme, just as long as it's more versatile than the scattergun.
DeltaGun
2013-04-03, 06:04 PM
I don't know if Pumps were really nerfed that much, but I noticed far less people using them today. I think its just psychological.
Assist
2013-04-03, 06:05 PM
Make the base capping sounds go away
i have to yell because i cant hear anything over the sound of the base capping 15 times whenever i walk over a hill
Snoopy
2013-04-03, 06:37 PM
Just turn down music sounds?
I turn mine off, anyway, as I can only stand hearing the same song/theme/sound so many times...
Consider yourself lucky you can even log in ;)
DirtyBird
2013-04-03, 06:53 PM
I thought it was the Alert Warning going off every 30secs
Music off doesnt change it.
Assist
2013-04-03, 06:57 PM
Just turn down music sounds?
I turn mine off, anyway, as I can only stand hearing the same song/theme/sound so many times...
Consider yourself lucky you can even log in ;)
It's not music, it's the sound effect with the giant blue beam for capturing a base. I think it goes off everytime someone hacks a terminal or some shit. Also none of the terminals are changing colors properly.
There's a lot borked with the game right now, lol. Luckily most of it isn't game breaking, just cosmetic annoying shit
Figment
2013-04-03, 08:08 PM
Gotta make sure those Crown guys don't feel left out :huh:
They need a hug, really.
Figment
2013-04-03, 08:09 PM
http://i96.photobucket.com/albums/l162/Lord_crapalot/drinkingcontest_zpsc15085b7.gif
Excellent advice, I might just do that:D
Bring enough mugs for that there grog.
Snoopy
2013-04-03, 08:57 PM
It's not music, it's the sound effect with the giant blue beam for capturing a base. I think it goes off everytime someone hacks a terminal or some shit. Also none of the terminals are changing colors properly.
There's a lot borked with the game right now, lol. Luckily most of it isn't game breaking, just cosmetic annoying shit
Ah, fair enough. I wasn't able to get onto the game at the time to experience any of the bugs (i.e. turning night to day, etc lol), however, since re-downloading the game and it working properly now, I see what you were talking about.
No doubt the server will go down tonight for 'x' hours while they fiddle with all the crap they stuffed up.
DirtyBird
2013-04-03, 08:57 PM
Cosmetically it looked like the icon for my deployed mines had changed color as well.
Looks like its off white now.
Also noticed that shoulder decals are now placed correctly, that may not have been this patch but I only just noticed.
They use to be out of wack, off centre etc. (still don't appear on armour)
Managed to pick up just under 10k for the Alert from only logging in 5mins before it finished.
NC held 48%, TR 35%, VS 16%
luvthesnapper
2013-04-03, 10:07 PM
Can you guys even play the game after this last update? It's a slideshow, and completely unplayable, from my end. My in game settings haven't changed, and I even turned everything to low or off, and it's still not playable.
Assist
2013-04-03, 10:07 PM
Ribbons not working on the new NS LMG :(
Also, new LMG is amazing for VS!
camycamera
2013-04-04, 03:24 AM
agh... every new patch seems to bring as much bad as there is good....
Snoopy
2013-04-04, 05:50 AM
Lol alert came up for Indar on Briggs... 10 minutes later, and Vanu being warpgated on Indar... we some how won and got the whole 10k xp :D can't complain.
Snydenthur
2013-04-04, 07:42 AM
Can you guys even play the game after this last update? It's a slideshow, and completely unplayable, from my end. My in game settings haven't changed, and I even turned everything to low or off, and it's still not playable.
I got to play 1.5h yesterday, but didn't see any major fps changes. It might have gone up, but not down. Will test again today unless there's a hotfix and server locks that prevent it.
luvthesnapper
2013-04-04, 09:09 AM
I got to play 1.5h yesterday, but didn't see any major fps changes. It might have gone up, but not down. Will test again today unless there's a hotfix and server locks that prevent it.
I hate to bitch but I bought a boost a few days ago, and can't play while it just sits there and disappears. As soon as I hit record to try and pick up some footage of what is going on, the game magically fixes itself perfectly. I cut off the record, and the game goes back to all this strangeness. I went back and forth with this for a good 20 minutes.
Calisai
2013-04-04, 09:18 AM
As soon as I hit record to try and pick up some footage of what is going on, the game magically fixes itself perfectly.
Ha... a new promotion to promote the game... force everyone to grab footage, next they'll force ya to update it to youtube channels and twitch.tv. :eek:
Heh..
I didn't notice any FPS drops last night... but on Mattherson there was quite a bit of micro-stuttering and server lag on Esamir during the Alert period. Not sure if it was due to the Cont being locked and the amount of players there, but it seemed to continue even in smaller fights away from the zerg.
hammsammich
2013-04-04, 09:45 AM
Why does SOE concentrate on adding new items instead of fixing the bugs and other issues that have plagued gameplay since the first update?
Every update seems like it does more to break things than fix them.
VaderShake
2013-04-04, 09:49 AM
I didn't notice any FPS drops last night... but on Mattherson there was quite a bit of micro-stuttering and server lag on Esamir during the Alert period. Not sure if it was due to the Cont being locked and the amount of players there, but it seemed to continue even in smaller fights away from the zerg.
I did not see an FPS drop either but experienced the same serve issues in Matherson on Esamir during the alert period too. It was quite a scene to see all the lemmings at the warpgate trying to get to Indar during the alert. I wonder if everyone spamming to get there caused any issues?
Quite a fight at Freyr Amp Station last night with Vanu and NC, a little TR smattered in.
VaderShake
2013-04-04, 09:51 AM
Why does SOE concentrate on adding new items instead of fixing the bugs and other issues that have plagued gameplay since the first update?
Every update seems like it does more to break things than fix them.
I can't say I agree, plus they have a habit of multiple hotfixes after an update to help any issues. I am sure SOE contantly works on optimizaiton, they would have to in order to add more content.
wasdie
2013-04-04, 10:26 AM
I noticed one big FPS drop. When I equipped the Claw my FPS dropped by half.
Must be some issue with the model right now.
Other than that, FPS was normal.
Snydenthur
2013-04-04, 10:57 AM
Why does SOE concentrate on adding new items instead of fixing the bugs and other issues that have plagued gameplay since the first update?
Every update seems like it does more to break things than fix them.
I don't know. It wouldn't really hurt them that much. Just stop adding the new stuff in and fix the bugs and performance (both client and server side). They can still continue doing more stuff but as an added bonus, they get a lot more time to test them out. Once the game is much more polished, they can add the stuff in and hopefully it won't break much.
monkjunk
2013-04-04, 08:29 PM
To people complaining about OHK pump actions or other shotguns, remember that we've sacrificed range for CQB power. LMG heavies can engage relatively effectively at any range from 0-100m (But perform best at mid/close mid). Shotguns perform ONLY within about 10m without slugs. So, if I see someone 20m away with a carbine/other mid range weapon I either:
a) Get killed.
b) Use the terrain to move up fast between cover to get within my range (Hopefully un-seen, if not than additional cover tactics must be employed).
c) Try and go un-noticed and allow him to move along.
At this range most other classes would engage the target, but as a shotgun user you must find alternate means to approach your target. It's a trade off, personally I don't want shotguns to have similar damage values as any other gun because that would put me on an equal playing field in CQB and a severe disadvantage at range. If a weapon is TERRIBLE at something, then it needs to be great at another thing. It can't be terrible at something and not be better than "Moderately effective" at anything else. If they need to change something about pumps, they need to make them more noticeable so people can actively avoid them, such as being extremely loud and showing on the minimap for extended periods when fired, or having some sort of discernible feature as right now they look like any other VS gun, any TR carbine or any other NC carbine.
Neutral Calypso
2013-04-04, 08:50 PM
Why does SOE concentrate on adding new items instead of fixing the bugs and other issues that have plagued gameplay since the first update?
Every update seems like it does more to break things than fix them.
SOE has multiple teams working on different aspects of the game. Oftentimes the guys working on something new release it before the debuggers are done debugging the last thing they been assigned to debug.
Least that's how it's been explained to me.
:groovy:
SconX
2013-04-05, 05:42 AM
hi@all
when i read about gu6 i thought--wow. with exceptions of the shoutguns. in my fall i use the thanatos. i buyed for money this weapon because i thought it is a good way for the cqc. after the patch i think this is a pain in the ass. i payed for a bmw and i get now a fiat punto. damage, rof, and distance are low. in cqc with more enemys impossible to get sprees. in my opinion is this patch a killing weapon class for all users of semi automatic shoutguns. i will not discuss about pumps, because 1 hit kills in cqc are in my opinion absolutelly unfair and low. proposol to soe: before people are buying for money guns, give them a guarantee for 1 year for no-changes...LOL. the only reason i see in changing the stats of the weapons are for sure the high complain rate about it...thank you!@for non skilled players->start playing tetris!
EvilNinjadude
2013-04-05, 07:41 AM
In my fall i use the thanatos
I'm going to go ahead and assume you're German. ;)
Yeah, a guarantee would be nice. They said that they wouldn't be allowing real money purchases in beta because everything was subject to change. It is important to note that everything is STILL subject to change. Maybe you should make a thread on the official forum about it, see how many people agree there. I definitely do.
And no, Tetris would be too hard for them. Try something easier. Like CoD.
Gatekeeper
2013-04-05, 09:34 AM
I don't think anything should be immune to balancing, if the devs think something is weak they have every right to buff it, and vice versa. That's just good for everyone, regardless of whether you're paying or playing for free.
That said, I do find it odd that they seem to have nerfed the old shotguns harder than the newer pump-action models - especially since it's the pump shotguns that everyone seems to have more of a problem with.
SconX
2013-04-05, 10:29 AM
true, im german. translation was bad...:)
@gatekeeper: no mate, i dont agree with you. when someone bring out a product on the market-and i include here also game items and people pay money for them-than i expect the same benefits and not changes because some lowbobs are crying all the time.
Kerrec
2013-04-05, 10:44 AM
No. This is a video game, advertised as an MMO.
It is reasonable that the players EXPECT items to be balanced, become obsolete or get drastically altered.
On top of that, weapons in particular have the option of being purchasable using in game currency, that you gain by playing the game. If you choose to purchase weapons in particular using SC, you are doing so in order to avoid doing work/being patient, OR you do so to willingly support a product that requires real world money to produce and maintain.
1) If you buy a weapon because it is known to be OP, then it is within REASON for you to expect it to be balanced.
2) If you buy a weapon as soon as it is released, without waiting to find out if it is reasonable when used by the player base, in ways that developpers didn't and couldn't predict, then it is within REASON for you to expect it may be changed.
If you think otherwise, then by all means, go ahead and DO something, like pay a lawyer to pursue a legal claim at the risk of wasting your money. Otherwise, stop crying about how you think things should work instead of living in the world with how things actually DO work.
Snydenthur
2013-04-05, 11:20 AM
I think this buff/nerf issue just shows that it's not very good thing to sell weapons with real money. I think it is fine to nerf or buff weapons that open from just playing the game, but if you sell it, then it should remain as it is.
And watching people whine about something and nerf a gun just because of that doesn't show a very good skill at balancing. Luckily they didn't make shotguns obsolete, so people that use them can still use them about the same as before. But I didn't see any proof anywhere that they were overpowered in the first place. All the people that whined about it always said that it's overpowered because it always kills with one shot without even aiming. That wasn't even the case. Even with a good aim you weren't guaranteed to get ohk from any range.
My own experience is that I can kill a pump action user from close range with ns-11c about 7-8 times out of 10, when it is purely 1vs1. When they surprise me, I do die 9 times out of 10, but that's just how it should go. Before and after nerf. When I used the pump action, I didn't get that much ohks. Even my kd-ratio seems to hover around 2-3, no matter if I use shotgun or carbine.
mrmrmrj
2013-04-05, 11:31 AM
If the game can handle headshots, then why not increase TTK in face to face situations? Keep TTK as it is now for shots to the back. Reward players for sneaky, tactical play and slow it down a bit on the front lines. I am just talking infantry v infantry here. Armor vs Infantry is fine the way it is.
SconX
2013-04-08, 05:10 AM
At least the discussion dont bring anything to the people in Europe (special-Germany) because at weekend P7S1 have changed their general terms and conditions. Under point 7 you have to agree all changes, or you will not play-incl. payments etc...sad!
EvilNinjadude
2013-04-08, 11:28 AM
At least the discussion dont bring anything to the people in Europe (special-Germany) because at weekend P7S1 have changed their general terms and conditions. Under point 7 you have to agree all changes, or you will not play-incl. payments etc...sad!
And that's why I am going to ask Americans to buy my SC for me. After hearing so many bad things about ProSiebenSat1, I don't think opting into that would be a good idea. Now that I know how a ticket works (and won't try to submit one the day before I leave for hols) I'll see if I can get my Zip Code and Address changed without changing who provides my Service.
Und wenn ich dann umsteigen soll, lass ich es einfach. Die können mich dann alle Mal.
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