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2013-05-23, 05:12 PM | [Ignore Me] #346 | ||
Private
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Id like to be able to swap my mini map for mini view of what gunner sees. Also, gunner should be able to toggle this for me by pressing key, perhaps when gunner uses spot key my mini map would toggle to gunners view for 5 seconds. This would be of great help in liberators.
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2013-05-23, 05:59 PM | [Ignore Me] #347 | ||
Corporal
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One could call it an alternative fix for the lag... /sarcasm
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2013-05-23, 06:10 PM | [Ignore Me] #348 | ||
Corporal
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Just make a turret direction indicator in the hud, like the lighting has, would work for all vehicles if done right, the lib would be hard to do this way though due to the 3 dimensional aspect. but even just a 2d directional indicator i presume would help greatly for a lib pilot also, maybe with vertical pitch in numbers.
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Get this or an empire themed dynamic sig with your name on it at http://ps2.gilsweb.com/ Belonging to Long Forgotten Soldiers outfit on Miller, Technology IS Might |
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2013-05-23, 07:45 PM | [Ignore Me] #349 | ||
Private
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i hoping for a more usefriendly keybindingssettings, because with some of my loadouts my pistol will move from 2 to 3... and in the heat of the battle this will get me killed...
so let us bind at least the pistol to a preferd key for all loadout.. |
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2013-05-23, 08:54 PM | [Ignore Me] #350 | ||
Private
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10 Bugs in order of what I think are most important more or less that as far as I know are still in effect after GU09 (admittedly I haven't tested these all since GU09 went live so some of them might be fixed):
1. Loadouts on infantry suit slots and all vehicle upgrades slots wiped or 'bugged' after trying things out in VR training. 2. Griphics flicker bug. 3. (I assume this is a bug) The bug that allows strikers to fly straight through mountains and follow you clear across the map. Although personally I feel skilled pilots should be able to break lock by utilizing terrain I would be okay with the missile being "smart" and coded for it to go around the mountain (or whatever) (lol good luck with that coding btw) rather than show it just flying through the mountain. If the striker is really intended to be 'that good' against air and it can't be made so that the projectile is coded to be 'smart and go around obstacles while tracking the target then fine, re-balance it by buffing some of the stats, I am NOT calling for a nerf here I just think it shouldn't be flying through mountain because that is just bad coding and makes the game look low quality. I have on more than one occasion on Amerish seen them go straight through the center of a mountain so I know it happens. 4. Engineer dropping ammo or a turret with an underbarrel attachment equipped on their gun and then defaulting to the under-barrel attachment and not allowing a switch to primary until another weapon/tool selected first. 5. Bug that redeploys you somewhere other than where you selected (and no I didn't just forget to click on the spawn beacon etc. I did and it still sent me somewhere else). 6. Netcode exploit that allows ADADA key macros to move faster than normally possible or at the very least outpace the hit-box detection. 7. Bug that resets squad deploy/instant action timer after clicking it without actually deploying you. 8. Bug that stops all health regen if user uses a medkit while being healed by a medic. 9. Visual bug that displays ammo towers on both Amerish and Esamir as 2 models 'stacked' on top of each other causing surfaces to flicker (especially annoying using IR or thermal scopes). 10. Visual bug that causes the recon dart not to render in or when loading the infiltrator recon dart gun. ---------------------------------------------------------- I have many 'quality of life' suggestions that I may get to later but for now I will leave you the few that I can think of atm: - for vehicles and infantry in the loadout screen and terminals add a button like the camo button to select a decal to equip on all classes/vehicles. This would be especially useful for those of us that enjoy updating our rank decals. - For infantry I think it would be nice to allow us to equip a different decal to each shoulder or perhaps make one shoulder always display you character's current rank and the other display the decal of the players choice. |
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2013-05-23, 11:29 PM | [Ignore Me] #351 | ||
Major
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There appears to be a resurgence of the hit desync bug with GU09... fixing that would improve my quality of life greatly.
Please see this thread... http://www.planetside-universe.com/s...ad.php?t=55241 |
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2013-05-24, 12:09 AM | [Ignore Me] #352 | ||
Contributor Lieutenant Colonel
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One major quality of life issue that just popped up: The SCU shield gens in major facilities.
Just remove the fucking SCUs if that's what y'all want. I was hoping we'd be at the point where we would be discouraging zerg tactics and cheesy ass shit like spawn camping but I guess we're doing the opposite... Also, base layouts. Unfuck them. What I mean by that is simply add a sensible, logical flow to the base fights. PS2 is NASCAR. We run in circles shooting each other in the back. That's not good gameplay, it turns most any fight into pure, unadulterated chaos. Chaos is bad. I know you (SOE) know this. Do we have to kickstart Figment's paycheck to get him a job working at SOE? You can fix all the bugs you want but when the underlying gameplay is just...bad, it doesn't help for shit. Also Also: The MCG is still upside down. Justify it anyway you want, but it's still upside down. Last edited by bpostal; 2013-05-24 at 12:23 AM. Reason: additional rant |
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2013-05-24, 01:08 AM | [Ignore Me] #353 | ||
Private
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i wouldn't express my love for this enough!!!! if you guys add more slots to put in those things but are in different parts of the vichel(wheels/fins , lighting , and ornaments.) it would bring more businesses to those departments aka more money for you guys while giving people like myself more customization! besides wasn't this on the roadmap a few months back, but never done?
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2013-05-24, 01:54 AM | [Ignore Me] #354 | |||
Second Lieutenant
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Yes base layouts are the reason for all this. Everything else is not a problem, but a symptom of the only problem: base layout and defendability. The attackers know where the defenders will come from. The defenders... not as much, unless they're all really organized. Without that, most battles end up pushing the front line... either out of the facility if defenders have the advantage, or to the spawn if the attackers have the advantage. Advantage being generally speaking here. In e.g. Biolabs there are multiple contol points that the attackers will cluster around. So you either hold a point or you don't. Spawn and SCU are opposite from one another; attackers can just run all over the place if defenders aren't careful, and suddenly the fight is over. |
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2013-05-24, 02:25 AM | [Ignore Me] #355 | |||
Contributor Lieutenant Colonel
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Once a fight has reached that tipping point where the spawn is camped by armor, air and turrets...simply end the fight (and frustration). Drop the shields and kill the SCU. Don't force us to spawn camp for another 10 minutes. Place the SCU gen in a sensible location, distribute the cap points logically so that the flow (and IMO the quality) of the fight is heightened and remove vehicle spam from the final push for a base. |
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2013-05-24, 02:35 AM | [Ignore Me] #356 | |||
Second Lieutenant
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That said, I want the SCU shields to go back up ONLY when the capture bar disappears as the facility is halfway capped. Because right now, if there is Faction B taking a biolab from faction A, then if faction C arrives, suddenly the SCU shields go back up. What nonsense. If the capture bar disappears and reappears for faction A, then SCU shields should go back up... until the capture is once again 75% done for factions B or C. |
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2013-05-24, 02:42 AM | [Ignore Me] #357 | ||
Captain
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Since gu 09 everytime I close my game I receive the error:
Planetside 2 no longer responds, looking for one online solution. I had to turn off the online problem solving on my windows just to decrease the annoyance of this bug. The 487 kb patch didn't fix it, but tomorrow I will check it again, it happens all the time! But I am ok with it, most gu really introduced much more horrible bugs on it, I am ok with gu 09, I am just sad that SOE didn't learn yet one thing: Never do a double weekend after a gu release! Wait for the GU fix to do the double expo weekend! But I do agree the gu 09 is stable enought for that double XP weekend. Also, I am colliding with enemy copses, this shouldn't be happening!
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In planetside since the close beta of the first game! Outfit Brasileira de Planetside 2 |
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2013-05-24, 08:25 AM | [Ignore Me] #359 | ||
Private
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Top annoying bug:
Not doing any damage after ~30 minutes ingame. Seems to be an upcoming showstopper. [edit] by the way: if I remember correctly since GU4. Last edited by SDaxxter; 2013-05-24 at 08:27 AM. |
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2013-05-24, 08:46 AM | [Ignore Me] #360 | |||
Second Lieutenant
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I've given up waiting for the game to close. I just kill the task when I feel like it. |
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