Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Soon to be PS-U-2!
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
2013-04-27, 12:15 AM | [Ignore Me] #5 | ||
Contributor PlanetSide 2
Creative Director |
No, not at all. Public Test sits in a sequence of servers that features and content go through before going to live. It's not the first stop, though. In fact, it's about 3 environments behind the latest data that the team is working on day to day, and as things are ready they're promoted up the chain to eventually go live, and ideally go through a finer and finer tooth comb along the way, scraping away all the bugs and problems as they do. Often, due to the way that data promotion works, problems still get on test server, but it's a lot more stable and error free than the dev working branches, which with dozens of people making hundreds and sometimes thousands of changes to a day, can be quite chaotic.
Our goal with test is of course to keep it as up-to-date with the latest and greatest, so we have more time to integrate feedback and tune based on real world usage, but we can't keep it on the bleeding edge and ever have something that can be counted on to be remotely stable. Last edited by Higby; 2013-04-27 at 12:17 AM. |
||
|
2013-04-27, 12:28 AM | [Ignore Me] #6 | ||
Second Lieutenant
|
You can still tell us what you have planned/implemented RIGHT NOW, and tell us what you have NOT done yet, with each set of patch notes.
For example: We've put in the weapon, and it works and is animated, BUT we have not done full balancing yet in this build/The hit detection of this weapon isn't complete (see Flamethrowers). Putting this on each set of PTS patch notes would help the community know what to expect and what not to expect. |
||
|
2013-04-27, 06:20 AM | [Ignore Me] #7 | |||
Don't take what you see on the test server as being a complete represenative of the final piece of content.
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
|
||||
|
2013-04-27, 09:14 AM | [Ignore Me] #8 | ||
Major
|
yeah, the flamethrower is clegged up atm. it is weak, and hit detection is terrible. but its there for a reason
and i like the new lockdown ability, and that new grenade launcher gun that fills the screen full of grenade icons. |
||
|
2013-04-27, 10:43 AM | [Ignore Me] #9 | |||
Sergeant
|
Overdrive ability seems absolutley rediculous and will make the Vanu maxes even more easy to kill for u guys ! We get 20% vulnerability and 40% damage increase with a small boost to speed Now how does that help us if our max weapons are the WORST and they 90% dont even hit the target because of such bad accuracy :/ (everyone will agree to this point that VS maxes are not threatening in combat and are easy to kill) If i see a NC or TR max i will run away fasst. When i jump on my NC char i jus go in and terrorize those helpless VS max's, they dont stand a chance... Also by looking at the new empire specific max weapons they are releasing, its just rediculous how bad the VS dual lancers are ! They are soooooo inaccurate that its just useless to use it as you get spotted and die very fast NC and TR empire specific max weapons look so much more effective.. I just think that they need to re-think how they want to upgrade the VS max's.. Or two things need to be balanced properly to make them useful. Either reduce or eliminate the 20% vulnerability, or make the weapons more accurate to increase survivability.. Last edited by hashish; 2013-04-27 at 10:47 AM. |
|||
|
2013-04-27, 10:48 AM | [Ignore Me] #10 | ||||
Second Lieutenant
|
(min 1.00+) Zealot burster maxes.... oh I can already see the OP threads. It will be glorious. (The numbers might be bugged here but still, 40% damage for bursters? Yes please. And with that skyguards will finally be completely useless) And on a sidenote, yes the current VS max lancers really don't seem to be that useful. A max doesn't have the agility, mobility or health to go head on with a tank. Which the lancers seem to require. *EDIT* Oh, its only 25% damage boost. Still good. But 40% speed boost seems a bit... odd. I would not not what do do with it much. Last edited by Emperor Newt; 2013-04-28 at 07:10 AM. |
||||
|
2013-04-27, 11:20 AM | [Ignore Me] #11 | |||
Contributor Major
|
|
|||
|
2013-04-27, 11:28 AM | [Ignore Me] #12 | ||
Im not particularly overjoyed at the additional damage ability for vulnerability trade off. I know they said jump jets were OP, but id even take a limited weak jump jet with a long charge up time over an additional damage/vulnerability trade off. MAX's are shock troops for breaching heavily defended areas, you have to be a bullet soak, so having an ability that will make me more vulnerable isn't going to appeal to me.
|
|||
|
2013-04-27, 11:55 AM | [Ignore Me] #14 | |||
Captain
|
|
|||
|
2013-04-27, 12:32 PM | [Ignore Me] #15 | |||
Staff Sergeant
|
I don't mean to come across like I'm jumping on you or anything, I'm just super annoyed at the video for being unable to tell that maybe, just maybe, being able to kill a tank in a few seconds or being able to 1-salvo another max MIGHT mean the weapon hasn't been actually tuned yet. "VS get ... nothing" Last edited by Kail; 2013-04-27 at 12:34 PM. |
|||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|