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2013-04-10, 09:04 PM | [Ignore Me] #1 | ||
PSU Admin
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PlanetSide Universe - Administrator / Site Owner - Contact @ PSU Hamma Time - Evil Ranting Admin - DragonWolves - Commanding Officer Last edited by Hamma; 2013-04-11 at 09:40 AM. |
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2013-04-10, 11:12 PM | [Ignore Me] #4 | ||
Captain
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It is awesome!
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In planetside since the close beta of the first game! Outfit Brasileira de Planetside 2 |
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2013-04-11, 04:08 AM | [Ignore Me] #9 | ||
need to strike a balance between to little detail and info like we have now on the new respawn screen & to much load out clutter, short cuts are your friends
Couple of things I'd like to see added More load out options, 3 just isn't enough now based with how many guns vs situations are now arising. I'd like to see the load out options at least doubled to 6. We did have 10 in that other game This next one is a personal but I might not be alone, it's that darn previous button, working on certs in a certain tree under a class and it's just so natural to hit previous to close the current tree but no that closes all the tress of the class. I keep doing it maybe try 2 options - <<back - collapses all cert trees of that class and returns to MAIN index <previous - collapses current tree back to CLASS index
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"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2013-04-11, 04:50 AM | [Ignore Me] #11 | ||
I hope it has all the weapon information, if so then I really like it. I can't really judge if it does indeed have everything on there.
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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.
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2013-04-11, 05:56 AM | [Ignore Me] #13 | ||
First Sergeant
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Would be welcome if the graphs (of what I assume to be effectiveness/rof/accuracy/damage etc.) would dynamically adjust when you add or remove an attachment so you can see the affect its having on the "base model".
As to the guns not yet unlocked - sounds like an easy implementation as the store allows you to toggle display of Locked/Unlocked items already. |
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