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Old 2004-04-21, 06:50 PM   [Ignore Me] #16
HawkEye
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AMS change sounds cool. no more having like 10 peeps trying to get loadout.
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Old 2004-04-21, 07:04 PM   [Ignore Me] #17
scarpas
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woot.

EDIT: aww, i cant connect... they messed it up again... :sighs:
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Last edited by scarpas; 2004-04-21 at 08:00 PM.
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Old 2004-04-21, 08:14 PM   [Ignore Me] #18
I Hate Pants
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servers are down for matainance.
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Old 2004-04-21, 08:56 PM   [Ignore Me] #19
TheN00b
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Aaarghh! Goddamn maintenance !
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Old 2004-04-21, 09:00 PM   [Ignore Me] #20
EarlyDawn
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It's worth noting for all you infiltrators that the devs listened to reason and made sensor shield passive. It drains no energy, and dosen't need to be activated. Hell, you can't even put the icon on your hotbar, although I think you should be able to attach one that goes from greyed out to white just so you can see when the implant initializes.
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Old 2004-04-22, 06:01 AM   [Ignore Me] #21
Real Mulambo
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New patch also has autoreload.

I have mixed feelings about this.

It makes sniping and the phoenix a helluva lot easier.

Still I do use both of these tools.
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Old 2004-04-22, 06:38 AM   [Ignore Me] #22
drsomewhere
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Pwnzorr
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Old 2004-04-22, 10:09 AM   [Ignore Me] #23
TheN00b
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Wow, playing last night was some of the best fun I've had in Planetside for a while. As long as you can keep a Striker lock while reloading (I'm fairly good at it), you can sometimes have more than 10 missiles in the air at once.
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Old 2004-04-22, 10:26 AM   [Ignore Me] #24
Madcow
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Originally Posted by TheN00b
Wow, playing last night was some of the best fun I've had in Planetside for a while. As long as you can keep a Striker lock while reloading (I'm fairly good at it), you can sometimes have more than 10 missiles in the air at once.
???

They had changed that months ago so that lock was permanently lost if you reloaded while missiles were in the air, was that changed back?
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Old 2004-04-22, 10:28 AM   [Ignore Me] #25
TheN00b
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Originally Posted by Madcow
???

They had changed that months ago so that lock was permanently lost if you reloaded while missiles were in the air, was that changed back?
You misunderstand. What I mean is that autoreload really helps with keeping that many missiles in the air.
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Old 2004-04-22, 12:48 PM   [Ignore Me] #26
Red October
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I'd have to say, I like the auto reload as well. In a small fire fight I usually reload anyway in mid-stream and hence no reason to need it. But when the fights are heavy and your just trying lay down as much lead as possible, one of my biggest flaws is A) Forgetting to hit "R" B) Missing "R" C) Not reloading because I think I still have ammo for second (due to the sound of other weapons fire).

For the first time I noticed a little bit of lag in the HUGE battles, wasn't really anything to complain about (probally due to the increased res). But I lowered the Vis down in big fights and brought it back up in smaller fights. No problems.
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Old 2004-04-22, 02:13 PM   [Ignore Me] #27
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Originally Posted by EarlyDawn
It's worth noting for all you infiltrators that the devs listened to reason and made sensor shield passive. It drains no energy, and dosen't need to be activated. Hell, you can't even put the icon on your hotbar, although I think you should be able to attach one that goes from greyed out to white just so you can see when the implant initializes.
Um... does this implant work differently for infiltrators? I tried it out last night with my heavy infantry character and noticed no difference as far as functionality goes? In other words it has an icon that indicates when it's charged, it's not passive as in I had to activate it, and it drans energy as fast as surge does.

The only difference I noticed was the name changed and it's supposed to help better against mossy radar (detecting you in buildings and such) and other "sensors" which I'm assuming to mean amp hearing and LL Radar...
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Old 2004-04-22, 04:34 PM   [Ignore Me] #28
EarlyDawn
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That's interesting. As far as I observed, it was passive and did not drain energy for my infil..

OH, you know what it probably is? It still works on the Silent Run Principle, the heavier the armor you're wearing, the more stamnia is needs to run. In the case of the infiltration suit, it seems that cost is zero.
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Old 2004-04-22, 07:27 PM   [Ignore Me] #29
BadAsh
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Originally Posted by EarlyDawn
That's interesting. As far as I observed, it was passive and did not drain energy for my infil..

OH, you know what it probably is? It still works on the Silent Run Principle, the heavier the armor you're wearing, the more stamnia is needs to run. In the case of the infiltration suit, it seems that cost is zero.
I just tested this and it still works as before. If you install the implant you get an Icon on one of the bindable "F" keys. You have to activate/deactivate the implant and it drains stamina at the same rate as surge... slower drain the lighter the armor.
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Old 2004-04-23, 12:16 AM   [Ignore Me] #30
Phaden
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Is anyone else getting really pervasive lag?? It just wont stop and as soon as someone comes on my screen i stop and just watch the individual frames slide show past as my armor and health go down. I have not changed anything on my system and already play with alot of the settings way down. I have a 2.8 P4 FSB800 and 128 ati9600 pro vid card, and i know i should not be having all these problems. Any ideas?
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