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PSU: where pillaging coffins is not only legal, but fun
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2013-05-15, 12:29 PM | [Ignore Me] #151 | ||
First Lieutenant
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So much on this list...nice.
How about making the "waypoint" markers more transparent, I have been killed too often because I could not see the enemy aircraft or soldier behind a squad waypoint marker....I feel like a douche even bringing it up lol. |
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2013-05-15, 12:48 PM | [Ignore Me] #154 | ||
Master Sergeant
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The most annoying bug for me is when you are dead and you are on the map screen you choose a respawn location and right as you hit respawn someone chooses to rez you and their rez accept/decline window pops up and gets stuck as you rez to the new location and cannot remove it from your screen. You basically have to log out and back in.
Some indicators on the HUD for engineer CE would be nice as well, so we can know when to place more mines and shit. Last edited by Methonius; 2013-05-15 at 12:50 PM. |
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2013-05-15, 12:52 PM | [Ignore Me] #155 | |||
Captain
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2013-05-15, 12:54 PM | [Ignore Me] #156 | |||
Captain
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2013-05-15, 12:55 PM | [Ignore Me] #157 | |||
Major
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If you are debating the change in skillfulness, give us turret dampening instead of full stabilization. In either case, we should get both turret vertical and horizontal dampening/stabilization. Also, a few users have pointed out that sometimes when resupplying or switching out weapons for a MAX unit, the terminal sets your default class out as LA which makes you have to spawn the MAX again unless you are expecting this bug. Whenever it happens to me, I can't switch back to my MAX because it's on cooldown. Please fix (save previous louadout choice even when switching classes). Last edited by AThreatToYou; 2013-05-15 at 12:57 PM. |
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2013-05-15, 12:56 PM | [Ignore Me] #158 | ||
Private
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Combat Engy markers for the map would be great.
Take a look at C4 cost now that it despawns? Please PLEASE clean up the mini map, I'm sick and tired of not being able to read a damn thing on it. Can we have toggles on the mini map for base objectives and ammo packs? Seriously ammo packs are the least important thing on the mini map. Go back to the PS1 model that thing gave tons of useful info based on facility radar or mosquito sensors. Seriously ammo packs show up larger then tanks... |
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2013-05-15, 01:08 PM | [Ignore Me] #160 | ||
Private
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My top "quality of life" issue in PS2 is the performance.
I really need to be able to have my system do more on the video card than the CPU. I've done the "ultra" settings tweaks and it made the game look better, but I am still CPU bound and still stuck in 20's for FPS a lot of the time. Any time I'm in a large battle I can expect to get down into single digits. |
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2013-05-15, 01:11 PM | [Ignore Me] #161 | ||
Second Lieutenant
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Something small but very annoying for me (and surely some others):
I am affected by gaming/motion sickness. Having a customizable FoV helps, but that's only a part of the issue. Another is head/bobing shake during movement animations. I do understand that screen shake is a gameplay element when being hit (etc) but it is not necessarily needed when walking/running. As that's what I am doing most of the time and it tends to give me problems after a while. It would be very welcome if there would be an option to disable the head bob/shake when walking/running. |
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2013-05-15, 01:23 PM | [Ignore Me] #164 | |||
Corporal
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I am SO damn tired of seeing "Reinforcements Needed" completely populated by multiple spawns to the same tech plant, amp station or biolab. Typically, mind you, fights that have both enemy and ally platoons with deployed Sunderers and no need of reinforcements. Meanwhile, a tower base a few regions away has Enemy Platoon/Allies Detected, and no one can spawn at it to defend the tower, even though an ally got there and deployed a Sunderer. At minimum: 1) Change "Reinforcements Needed" to never display more than one spawn inside a single base's region. 2) Re-extend the distance to which deployed Sunderers show up on the general deployment list. Not to the extent that it used to be, where you could literally deploy all the way across the continent, but several hexes from the present position. Sunderers have greatly reduced longevity compared to months ago, Instant Action won't necessarily even drop you on the same continent, you can't tell where your squad leader is if he's in a vehicle and base capture times are about to be reduced on the live servers. This needs to be done. Last edited by NotTheMomma; 2013-05-15 at 01:29 PM. |
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2013-05-15, 01:37 PM | [Ignore Me] #165 | ||
Not enough loadouts, no longer a reason to limit them anymore due to no more single use camo.
Revive bug where you accept a revive but the selection box doesn't go away. Repair sundy repair holograms are sometimes visible through terrain. (though I'm very happy with the way that repair sundy's have been fixed since launch.) Would like a turbo fuel indicator on 3rd person HUD of Vehicles. Or all ability gauge indicators really (like IR smoke, time till nanite regen kicks in, time of next fire suppression availability, etc.). I really think that suit upgrades (like nanoweave, shield cap, flak armour) should be their own thing separate from supply upgrades (like extra magazines, extra exlosives, munitions belt...) when outfitting your character. The barrier to entry is not sufficiently high as to disrupt the 20% power difference that was alluded to pre-beta. A hundred certs would put you up to 10% anyway, since early levels are cheap. With all the ways to get XP in PS2 (a good thing) you won't be down by 20% for very long if you're just starting out. Thank you for seeking input from PSU community Higby! |
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