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2013-03-15, 11:27 AM | [Ignore Me] #1 | ||
Major
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I love the new VR room, it's great for players (testing) and SOE (purchases) alike.
Some suggestions on the middle lower shooting range. I assume it's there for testing bullet groupings with different weapons and attachments. There are some issues that prevent it from effectively taking that role though. The problem is that the characteristics differences in some weapons and attachments like the fwd grip become only apparent at longer ranges. For that we need better bullet registration. Bullet marks should show when shooting from longer distances as well and should stay on the wall for a longer period to allow for comparison with different load-outs. I'm playing on high settings btw. Also that range needs to be stretched longer and could use clear distance markers in meters (main shooting range could use clear meters marking as well). Finally, the wall where the bullets land needs a lay out that shows the bullet marks better against the background. Hopefully we see some changes to this range so that we can finally stop shooting at walls to compare groupings |
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2013-03-15, 11:30 AM | [Ignore Me] #2 | |||
Sergeant Major
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Make any Inf resources not actaully take away from your inventory.. I was having fun with 5 AT mines blowing shit up... Til I was at 0/40... I was actaully using up real mines and not VR ones!! Same with all explosives and thats gotta change!
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2013-03-15, 12:02 PM | [Ignore Me] #3 | ||
First Sergeant
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Did you not read the patch notes? They warned you about it. They said they would make it so it doesn't affect your resources in a later patch. In the long run, I think that it's stupid how they didn't throw this in in the first place. Pretty stupid if you ask me.
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