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All Posts by Beanpuie

All Posts by Beanpuie

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725 posts found

Alright here are my impressions:

 

bottom line, i approve and welcome the lattice (lettuce) even in its  bare bones, flawed state, It greatly promotes the games core feature;  big, giant battles.

 

Some concerns , such as issue of  "lack of tactics/strategy"  that people bring up are subjective, and tend to extremely find ways to have different definitions and beliefs from various people.  therefore what i will list will be things that the lattice offers as well as what it is lacking:

 

1. The lattice frowns upon ghost capping

with the lanes having pre determined directions of where to go,  usually 2 to 3 choices of directions, this eliminates the options of small squads or less, to jump around the map, cap territories and continue on their way without the obligation of defending said territory.  now they do have a choice to hunker down and defend, but in most cases they opt to avoid the enemy as much as possible, and take land for quick xp/certs.

the lattice, instead  funnels people into the fight,  again with predetermined directions to go, the overall battle flow is set, putting groups of soldiers in areas where they either have to defend, or advance-  so bridge battles, combined arms, multiple counter attack situations are FAR more visible and FAR more frequent. 

This also gives commanders a chance in building front line defenses, or legitimate counter attacks to throw at the enemy, as for scouts and logistic oriented individuals, this makes their job alot more easier focusing alittle less on what direction(s) the enemy may attack from and more on what the enemy make up they may be facing.

2. The lattice punishes small squads

Unfortunately, the lattice in its current state, punishes small squads.  small squads/outfits  as a whole still have a function, but they are in most cases tied to the hip of the zerg simply due to having no alternatives of attacking the enemy except head on.

in pure speculation, if the lattice continues to be used and built upon, i do forsee the potential of  bases having greater importance of funneling resources around the territory.  much like  generator lockdowns in the first planetside,  it wouldnt be far fetched if Bases that:

A. have key refinery benefits that help accumulate resources (air,infantry vehicle) faster or more in large bonuses

and

B. having resources be funneled via lattice including said benefits depending on which base gives them.

I beleive if that option is ends up becoming possible down the road, then small squads would have a great importance of severing resource lattice's  via a "resource generator".

nothing worse than having your zerg lose their supply line- attrition sets in, and things fall apart.

again, all speculation.

 

3. the lattice still gives potential backhacking

much like the hex, if any left over territory is still in the hands of the enemy, then they still have the ability of regaining their lost land back without the connection of their warpgate

 

4. unstable netcode

with GU09 and the lattice, well....big battles unfortunately bring big consequences, from  several no hit bugs to people disappearing and reappearing in front of you, the server ..and the hamster, im certain has exploded into a million pieces, twice last night and the night before. imo it was to be expected, but im sure they got alot of data/notes from the insanity.

 

Overall, I enjoyed all the fights involving the lattice, the strong ability of logging in, getting into a fight with little down time brings alot to the game.   now if only scarred mesa can get hit by a meteor also.

 

even in its bare bones form it is providing big fights as promoted, and less platoons or people capping bases for easy xp.

making plans to play through the lettuce some more later tonight.

Hey there,  I want to add this to help you with your experience of playing this game:

 

1. Killing is not everything -

ya people and outfits will clamor for grabbing the twitchiest of soldiers, but those who do support, or non killing roles have a just as strong importance.

a. galaxy pilot either for transporting soldiers point A to B, or a pilot of a gunner crew, 

b. sunderer driver, either for transporting troops to locations, OR can be set up as a mobile ammo/repair depot for vehicles that dont want to drive all the way back to the nearest outpost to rearm/repair

c. medic, even though medics are capable of killing (alot) they can also do quite abit of healing

these rolls in the CURRENT state of the game offer average to pretty good experience point gain when your in a heated battle

 

2. Indirect Combat is a option-

If aiming at your enemy is not your strong suit,  you do have other options of killing your enemies using land mines or having your fellow allies kill people for you

a. Tank mines -  you can cause abit of havok as a Engineer laying tank mines  in the battlefield, its important to predict the direction of where the enemy will attack next for it to be effective

b. proximity mines - mines for soldiers,  laying them in bases and moving on to other places does wonders

c. C4 -  remote controlled, can hide around a rock and wait for victims to get near you  or  have it set up with your tank mines to double the damage (this may have been taken out or soon to be changed due to it being too effective =/ )

d. spotting enemies- you can spot important targets for greenies to shoot at, no enemy wants their important assets to be visible let alone targetted, esspecially if they need it to take a base

gaining experience in this route varies, and takes patience.

 

 

the more you play (and die..sorry, dying alot is mandatory no matter what K/D you have) the more you will grow and find a role or style you are most comfortable in. that also involves choice of weapons. 

             

the biggest beef now looks to be  th cap times,   where capturing a base  takes way to long. to me this is normal, due that the cap times is alot more similar to when capping a base in PS1 , it took this long.

 

didnt take SOE long to make a hot fix the day after this patch was released, lowering the cap time.   either way, my eyes are still directly set at the new lattice system,  people are going to be forced to fight and get their teeth kicked in and less ghost capping bases.

 

and on a personal note,  the crown needs to be hit by a perpetual orbital strike beam for all eternity. 

Here it is Gu07    Lattice System and Max changes have be placed back in the shed to be worked on some more before releasing.

 

 


 

  • Minimum Damage: 112 changed to 100
  • Minimum Damage Range: 65 meters changed to 50 meters
  • Projectile Velocity: 450 m/s changed to 440 m/s
VS Beamer VS3
  • Short Reload: 1.7 seconds changed to 1.45 seconds
  • Long Reload: 2.0 seconds changed to 1.75 seconds
  • Aimed Accuracy: 0.4 degrees changed to 0.3 degrees
VS Manticore SX40
  • Aimed Accuracy: 0.4 degrees changed to 0.3 degrees

NC Warden, TR AMR-66, Eidolon VE33
  • Vertical Recoil: 1.0 changed to 0.6
  • Horizontal Recoil: 0.25 min, 0.35 max changed to 0.18 min, 0.22 max
  • Recoil Recovery: 5 degrees per second changed to 15 degrees per
second
  • Aimed accuracy loss per shot: 0.125 changed to 0.1
  • Hip accuracy loss per shot: 0.25 changed to 0.2
  • Equip Time: 0.5 seconds changed to 0.85 seconds
  • Short Reload: 2.3 seconds changed to 2.5 seconds
  • Long Reload: 3.4 seconds changed to 3.5 seconds
  • Damage scale start: 10 meters changed to 8 meters
  • Damage scale end: 85 meters changed to 65 meters

NC AF-18 Stalker, TR SOAS-20, VS Artemis
  • Minimum Damage: 112 at 65 meters changed to 125 at 65 meters
  • First Shot Recoil: 2.5 changed to 1.5
  • Recoil Recovery: 15 degrees per second changed to 18 degrees per
second
  • Magazine size: 20 changed to 24
  • Total Ammunition: 120 changed to 240
  • Short Reload: 2.25 seconds changed to 2 seconds (long reload remains same at 3 seconds)
  • Aimed Accuracy: 0.15 crouched moving, 0.25 stand moving changed to 0.2 crouched moving, 0.3 stand moving
  • Horizontal Recoil: 0.1 min, 0.3 max changed to 0.2 min, 0.225 max
  • Equip Time: 0.5 seconds changed to 0.75 seconds

NC AF-6 Shadow, TR HSR-1, VS Nyx VX31
  • Rounds Per Minute: 260 changed to 255
  • Vertical Recoil: 1.5 changed to 1.0
  • Recoil Recovery: 6 degrees per second changed to 8 degrees per second
  • Short Reload: 2.32 seconds changed to 2.0 seconds (long reload remains same at 2.9 seconds)
  • Damage Scale Start: 10 meters changed to 15 meters
  • Damage Scale End: 85 meters changed to 65 meters
  • Aimed accuracy loss per shot: 0.125 changed to 0.3
  • Hip accuracy loss per shot: 0.25 changed to 0.6
  • Equip Time: 0.5 seconds changed to 0.85 seconds
  • Magazine size: 10 changed to 12
  • Total Ammunition: 70 changed to 72
NC NCM2 Falcon
  • Reload: 2.5 seconds changed to 2.4 seconds
  • Max Projectile Velocity: 80 changed to 100
  • Projectile Gravity: 1.5 changed to 0.5
  • Direct Damage: 750 changed to 675

VS Comet VM2
  • Projectile Velocity: 60 changed to 90
  • Magazine Size: 1 changed to 2
  • Direct Damage: 550 changed to 350
  • Short Reload: 1.5 seconds (Short reload previously didn't exist. Long reload remains the same at 1.7 seconds)
M2 Mutilator
  • Projectile Velocity: 400 m/s changed to 500 m/s
  • Long Reload: 3.5 Seconds changed to 3.4 Seconds
  • Short Reload: 2.975 Seconds changed to 2.8 Seconds
  • All VS MAX Anti-Infantry weapons except for the Nebula VM20
  • Increased starting accuracy by 0.1 degrees in all movement states.

VS Blueshift VM5
  • Rounds Per Minute: 350 changed to 365
  • Projectile Velocity: 400 m/s changed to 500 m/s
  • Now does 143 maximum and minimum damage.

VS Nebula VM20
  • Rounds Per Minute: 400 changed to 425
  • Accuracy loss per shot: 0.06 changed to 0.05
  • Short Reload Time: 2.1 seconds changed to 2.15 Seconds
  • Long Reload Time: 2.8 seconds changed to 2.6 Seconds
  • Minimum Damage @ 50 meters: 112
  • Projectile Velocity: 450 m/s changed to 430 m/s

VS Cosmos VM3
  • Projectile Velocity: 400 m/s changed to 500 m/s
  • Long Reload: 3.3 Seconds changed to 3.2 Seconds
  • Short Reload: 2.475 Seconds changed to 2.4 Seconds

VS Lasher X2
  • New model with new firing and reload animations.

TR T7 Mini-Chaingun
  • This weapon’s spool up time no longer acts like a fire delay. It will now fire immediately and then ramp up to its maximum RPM over the spool up duration.
  • Aimed Accuracy: 0.3375 crouch moving, 0.9 stand moving changed to 0.2 crouch moving, 0.35 stand moving
  • Hip accuracy: Reduced by 0.5 in all movement states.
  • Short Reload: 3.4 seconds changed to 4.15 seconds
  • Long Reload: 4.0 seconds changed to 5.0 seconds

Bug Fixes
  • Fixed health and shield bars intermittently displaying as empty when wearing nanoweave.
  • Fixed reticule flicker when compensators are equipped on LMGs and slug ammunition is equipped on shotguns.
  • Fixed 3rd Person animation issues with the Phobos VX86
  • Fixed an issue that caused 1st and 3rd person animations to break for the Lancer if it was reloaded under the right conditions
  • Fixed issue that removed access to the VMS or DMO scopes when logging out with them equipped on the Eridani SX5 or SMG-46 Armistice
  • Fixed visual firing inconsistencies in 3rd person for the Lancer
  • Purchasing the TMS 4x Scope will no grant access to the correct scope
  • Fixed 1st person reload animation issue for NS-11 C
  • Fix for flickering OG-4 scope cross hairs
  • Healing an ally damaged by friendly fire will no longer grant XP
  • Addressed problems with the AV MANA Turret not displaying 3rd person projectiles accurately once at least one level of the turret’s cool down cert was purchased

Vehicle Updates
  • Increased Magrider base strafe acceleration rate.
  • Increases top speed to 20 KPH (up from 15)
  • Takes 2 seconds to reach 20 KPH (down from taking 3 seconds to reach 15)
  • This should also cause the Magrider to not slow down as drastically when strafing over small inclines.
  • Damage received when a vehicle flips over and hits the ground reduced. The vehicle will still take increased damage and eventually be destroyed, but this should allow a chance for the vehicle to right itself or passengers to bail out before it explodes.
  • Added option to toggle off inverting steering controls when a tank goes into reverse.
  • Improved Flash Handling
  • Should be easier to control while in reverse
  • Traction should be improved at higher speeds
  • Bug Fixes
  • Fixed issue that would not allow the S12 Renegade to be equipped while being trialed
  • Proximity Repair system should now properly award support XP to the owner if they are not in the driver seat
UI Updates
  • Strategic Communication Improvements
  • Removed blinking map regions
  • Capture progress is now displayed on the map
  • Ally activity displayed on the map
  • Influence pie charts have been replaced with population percentages
  • Changed the visualization of enemy activity – activity level coloring is now a gradient of red instead of spectrum of different colors
  • Disabled generator/spawn display for facilities
  • Secondary objective timer display added to HUD indicators
  • Facility icons now visible at all zoom levels on the map
  • Map legend added
  • Service Ribbons can now be earned for capturing and defending bases
  • Improved Item Preview
  • Preview is now full screen
  • Items can now be previewed on multiple classes
  • Loadout Screen Improvements
  • Locked gear and weapons can now be viewed and unlocked from the loadout screen
  • Quick camo selector added to main Class/Vehicle screens – Allows you to quickly select and apply permanent camos to all classes/weapons/vehicles
  • Removed the old class and vehicle landing pages
  • The currently equipped consumable can now be resupplied directly from the main Class screen
  • Medals are now displayed in the loadout from the main Class screen
  • Added a class/vehicle cert button to main Class screen
  • Specific weapon attachment slots can now be selected from the main Class screen and weapon selection screen
  • Item descriptions added to the weapon selection screen
  • Better Weapon Stats shown on weapon selection screen
  • Replaced stat bars with numbers
  • Added damage-range degradation graph
  • More weapon stats displayed
  • Muzzle velocity
  • Ammunition
  • Hip Accuracy
  • Aim Accuracy
  • Iron Sight Zoom
  • Indirect Damage
  • New HUD indicator for Ammo Packs
  • Added a Bundles category to the Depot
  • Added invert reverse steering option for track vehicles
  • Bug Fixes
  • Loadouts should now unlock properly if players earned enough XP at once to skip the battle rank that unlocked it
  • The Squad listing in the social window should now display additional squads when scrolling down

Facilities Updates
  • Increased facility secondary objective (generators and SCUs) XP rewards:
  • Overload: Raised from 100xp to 250xp
  • Stabilization: Raised from 100xp to 250xp
  • Objective Kill: Raised from 100xp to 500xp
  • Bug Fixes
  • Turret shadows should rotate with the turret appropriately
  • Vehicles in VR should now respawn more reliably

 

Overall Im positive about it, there are some things about the alert system unfortunately brings into light of empire imbalances on some servers, it really chocks up the issue of  those wanting to be on the winning side all the time. 

additionally since there are only 3 maps at the moment (until hossin and searhus etc. get released)  the alert system is at risk of becoming stale for players that dont like following orders, or players who are forced to follow the battle, whic happens to be on a continent that they hate most  (a.k.a.  Indar..or CrownLand).

 

when more options open up in the game as well as vehicles, land, battleflow and whatever else.  i think the alert system will have more leg room to walk around and do its thing

Originally posted by Gravarg
Three letters sum up this game...SOE...I knew it before it was even launched...that's why I won't go near SOE games...on my stuff.  I played it at a friends, and I gotta say, it's worse than the original.  SOE is just looking to get in, get thier money, and get out.  They won't fix anything, or put any effort into making the game any better, look at Vanguard.  It's needed love since it was launched.  It's the one SOE game I actually loved, but due to bugs that you can STILL find to this day, noone wants to play it.

cant say i agree,  they did work on the render distance, and A2A adjustments for air, then added the VR training room, as well as recently put in Test Servers. 

every GU that they release tends to break peoples FPS' on their machines, and in a 2-3 week turn around tops, they add a mini patch to get rid of a number of bugs from the GU they release (repair bug for example).

l

Higby:

Hey all - 

I wanted to pop in quickly to talk about today's cert point grant. As you know, a couple weeks ago we implemented account-wide SC unlocks which made any item that was common pool available to any character on your account, and any faction specific items available to all characters of that faction on your account. At the time we promised that we would be looking into ways to compensate players who had purchased the same items on more than one character. Today's cert grant was the resolution of that promised compensation. The grant logic worked as follows:



For every SC that you spent buying an identical item, which would now be available as an account wide unlock on multiple characters, we gave 2 cert points.


For example, if you have two TR characters and bought MAX composite armor's on them both, you would have spent 1000 SC on a duplicated item on your account, and we will have granted your characters 2000 certs this morning. 

Players who did not purchase the same item on multiple characters on the same account should not have been eligible for these cert grants, although some players are reporting that they did. We are investigating why, but right now it is our mistake and we won't be 'confiscating' or rolling back characters which received certs. 

We are looking into reports of players who have purchased items that should have been flagged as account wide but did not receive cert grants, these seem to be for multiple purchases of common-pool vehicle weapons which were not captured as part of the database query we ran. 

Additionally, if you purchased an individual item, and later a bundle that contained that individual item, we granted cert points at the same rate for the price of the items purchased from that bundle - this was an error in the logic that was used to collect the cert grants, so those of you who benefitted from this get an extra bonus. 

We will be reevaluating if future changes to the account-wide unlocks will include a retroactive cert grant, at this point we are uncertain if we will continue to adhere to this policy; so fair warning to those of you who might want to create 5 characters and buy a ton of repeated stuff on them - it is not certain that this type of grant will ever occur again. 

I hope this answers some of the questions as to what is happening with the grant today.

Thanks!

-
mh

 

Now heres my 2 cents of this matter:

what SOE has done,  overall is a good thing for people who spent money and bought things that they later regretted, or items that bought multiple times on different characters/faction characters.

regardless, this brings up debates about the reinforcement of pay2win which it really shouldnt and why they should of just reinbursed the SC and not just coverted it to  Certs. and yes,  the reinbursement is over the top,  very over the top.  even if i didnt put a whole alot in SC side,  its not gonna affect me much, though,  cant say the same about those who covet the leaderboards.

To keep this short,   many people will still hate SOE, and some of the hate is valid, but to be the most hated, they are going to have to do alot more work to beat these guys

oh well...See you on the "Battlefield"! 

got my time in on the double xp,

I owe it all to my lasher  <3

hot fix is out  , test it out.

have you tried using adrenline rush shield to go with your full nano weave armor?

 

alot of it is situational, and the unforgiving TTK really makes it feel that going any which way wouldnt make a whole lot of difference.

 

but again, if your the type of heavy that likes to push forward, adrenline shield maybe something to look into. 

In a nutshell,   Higby is  tinkering with a different territory control system,  one that is more akin to  planetside 1  Lattice System.

 

 

For those who have not played planetside 1,    the lattice system in the first game provided a more predictable outlook of the battlefield.

 

a letter from higby.

 

====

Greetings Auraxians -

Many of you have requested that we take a serious look at the shortfalls of our territory control, influence and base connectivity in order to ensure we're routing players into great fights and encouraging a better overall battle flow. We've taken that feedback very seriously and have been working behind the scenes on a few different ideas to make that desire a reality, most of which have been inspired by ideas from the community - including this one that we're ultimately choosing to move forward with. Many of you probably saw a tweet that I sent out several days ago showing the first steps towards limiting the connectivity between regions. I'm going to share a bit more progress and talk a bit about what our plan is for this, answer a few FAQs and talk a bit about how and when you can help with this.

First of all, here's a complete map of Indar with the current prototype connectivity that we're working with.

And here's a slightly more zoomed in image of a specific area:

What we're doing here, in a nutshell, is reducing the number of adjacent territories from an average of around 6 to an average of around 3. Smaller outposts will have 2-3 connections in general, larger "hub" regions will have 3-5. "But, why?" you may ask. We see several benefits to doing this which have also been brought up by many of your fellow players who are advocating for some of these changes:


  • This Lane / Corridor approach means that rather than 5 different targets you can attack next or fall back to when defeated, we've got a more limited set of locations to fall back to. This will hopefully encourage fights to progress more often from outpost to outpost instead of "dispersing" after a large battle as often happens today.
  • Defenders will have a better idea of what targets attackers will be gunning for next, that predictability should hopefully encourage more active defense of outposts and facilities, as well as allow for proactive deployment of combat engineering.
  • Tactical severing of supply lines and base benefits will be more feasible as well as more understandable.
Along with this change we'll be adding & experimenting with several other features to both support and augment the changes to base connectivity:

  • Making roads, bridges, etc follow the connectivity more logically than is displayed in the above map - this will involve changes to the connectivity above as well as some changes to Indar's layout.
  • You'll also notice that each of the 9 primary facilities are now surrounded by 3 regions that used to be the "Forward Spawn" outposts, those will be turning into full fledged outposts and will be the only connectivity to the facility "core", which we hope adds a bit more back-and-forth to facility capture.
  • Standardizing capture times - influence and # of players on the control point will no longer cause the capture time to fluxuate so defenders can have a better timebox to gather reinforcements or set up their next line of defense.
  • Making facilities which are under capture contention no longer provide adjacency for capturing other territories. If you are playing TR and own Xenotech Labs but it is being captured by the NC, you will not be able to use it's connection to to Crossroads to begin capturing Crossroads until you've secured Xenotech.
  • Enhancements to the Biolab and Amp station base benefits to make them WORTH cutting off.
  • Showing more info on the map including:
    • Generator status on facilities
    • SCU status on facilities
    • Friendly as well as enemy troop populations for each region
    • Capture progress and time remaining on the map (in addition to the region "tooltip")
Now, before you start posting "Why isn't X connected to Y, it's connected to Z but that looks dumb!", this is just a first pass on the connectivity, and our next step is getting this played by you guys so we can figure out if 2-3 is the right number of connections or if 3-4 is better, or maybe 1-2! We won't know until you guys get a chance to really PLAY IT. Now, this is still at least several weeks from going live... however...


Within the next week or so (fingers crossed!) we will launch our new Public Test Server. Once we have the Test Server up we will be putting this current iteration of the hex connectivity on there and asking you guys to come play it and let us know how it works. From there we will be making modifications, finalizing the plan for the Indar layout, integrating the other two continents into this flow, and iterating on the other features I mentioned above as well as tuning capture times, rewards, etc. We've been working on a plan to get a Public Test Server up and running for a while now and we'll have more details about how you can access the server as we get a bit closer.

As always, we're very interested in hearing feedback on this, positive, negative or neutral. We couldn't be making this game without you, our amazing community and your ideas and feedback.

Thank you, look forward to hearing the feedback on this system!

===

 

 

Originally posted by Hrimnir
Originally posted by Beanpuie
Originally posted by Wolfenpride
Aircraft training room would be neat, as I suck terribly at ESF play. I like to think partially because I refuse to invest in A2A/lol pods, but probably majorly due to me flying straight into the ground half the time.

as of late, A2A are less effective to use and are now borderline situational.

with the reduction of the cone of fire,  flares, and overall  time/experience of veteran pilots  A2A takes a back seat while A2G rocket pods/rotary guns are the new top choice for overall fighters.

 

whats funny though, official forums barely made a whisper about the changes,  guess alot of people dont mind it.

Official forums definitely did not "barely make a whisper".  For almost a week the entire first page of the general discussion forums was inundated with pilots (mostly VS) pissing and moaning ad infinitum about A2A missiles.  Finally to get them to shut up SOE nerfed them into the ground.

 

And when SOE nerfed A2A missles to the ground, where was the outcry? definitely not as big when VS was destroying planets with their pre-nerf mags,  and when the Mag got nerfed, there would be multi-page threads about  the VS pop suffering due to the changes; of course even that is a load of crap.

When A2A got reduced, there were pilots from all 3 factions that either supported the changes or were indifferent. Those that complained didnt make posts that involved pictures/graphs or multiple videos (unlike why Reaver ESF is inferior to other ESFS, the Prowler is OP threads) to plead their case as to why the A2A missles changes were a bad idea.

  The post-nerf A2A change complaints do not compare to the other whine threads on the offical forums.

VR Room Video  

 

sorry about the unicorn, it was killed along with a couple of hamsters during the patch, that also includes the Empire specific Rocket Launchers, those at least will be released at a later time.

we can never have nice things it seems.

 

General Update:

 

Passive Certification gain has been increased for members.

We've increased the number of passive certifications for members and scaled the increase in Certification points based on length of Membership. The new cert point rates are as follows:


  • 1-mo. member - 24 passive cert points/day
  • 2-mo. member - 28.8 passive cert points/day
  • 3-mo. member - 33.6 passive cert points/day
  • 4-mo. member - 38.4 passive cert points/day
  • 5-mo. member - 43.2 passive cert points/day
  • 6-mo. + member - 48 passive cert points/day

Added a Virtual Reality Training Center
  • This area is accessible through any warp terminal
  • This is a safe test area where you can try every weapon, vehicle, and upgrade available to your empire!
  • Each empire has its own Training area.
  • This area has target dummies for vehicles and infantry that have the same properties as in normal combat.
  • An indoor shooting range with random targets at 10 meter intervals for reflex practice and target recognition is available.
  • An outdoor shooting range with infantry and vehicle targets to train with all manner of weaponry is also available.
  • There is an open area to practice driving or flying with vehicles.
  • A quad course is available, but jump ramps haven’t been installed yet, so be cautious and creative when navigating the course!
  • While in the training area players have a separate set of loadouts for vehicles and classes. Normal loadouts are used when the player returns to one of the continents.
  • A Redeploy hotkey has been added and can be used without having to view the map. Default binding is the Delete key. If you find yourself stranded in VR, use the hotkey to get back to the training facility. This functionality is available both in and out of VR Training.
  • For training purposes, reality has been altered in this area:
  • All weapons for infantry and vehicles available to the player’s empire can be used!
  • All vehicle upgrades, suit upgrades, abilities, and weapon attachments are available and at the maximum rank while in the zone, regardless of the player’s current certifications.
  • Vehicles and MAX suits do not cost resources.
  • Vehicles and MAX suits do not require or start acquisition timers.
  • Player stats are not recorded while in this area.
  • Experience and medals cannot be earned while in this area.
  • Players cannot hurt each other or their vehicles but can hurt themselves.
  • Shooting or destroying friendly target dummies does not grant grief points but will still show the grief indicator and play the grief sound.
  • Respawning has no time delay.
  • Weapon trials cannot be obtained while in this area (you already have access to every weapon!).
  • Note that consumables still cost resources and deplete the player’s inventory when used while in VR. This will be altered in a future update.
  • Rotated the Warp Gates on all three continents

New Items:
  • More Classic Decals have been added to the Depot.
  • Added a new weapon for the Flash, the S12 Renegade shotgun.

Infantry Updates
  • The cloak effect on low graphics settings will no longer make the infiltrator completely invisible.
  • Fixed issues with some AA weapons not causing proper damage to air vehicles at close range.
  • Fixed an issue where rocket launchers could maintain a lock through actions that should have cancelled it
  • Shooting through SCU shields should no longer impact projectile range
  • When set to semi-automatic, the crosshair for the NS-11 and NS-11 Platinum should no longer disappear
  • Fixed an issue where the M77-B could lose its crosshair after aiming down the sight
  • Changed the color of the night vision scope’s crosshair so that is easier to see against dark backgrounds.
  • Should now be able to unlock the Auraxium Medal for the TR’s ASP-30 Grounder
  • The shell casings for all pump action shotguns should now eject from the weapon at the correct time and match the texture of the shell casings being loaded
  • Placed C4 will now despawn when the source player dies
  • NS Annihilator: Range to lock-on to ground targets reduced to 400 meters (matching the range of other ground lock-on rocket launchers). Range against aircraft remains at 500 meters.
  • Fixed bug that was causing the hit box and the player model to not match when jumping.
  • Note: Other players will now jump lower to the ground (and be slightly easier to shoot). There has been no change to actual jump height.
  • Small increase to the angle that players can walk up
  • The medals for the TRS-12 Uppercut should no longer be mislabeled
  • The LX Mark IV and Trueshot scopes should now both apply the proper attachment to the GD-66 Claw when equipped
  • Addressed cosmetic issues with the T5 AMC’s reload animation
  • The following infantry based explosives have been modified. In general, explosions are now stronger at their center, but damage falls off faster
  • Frag Grenades: Reduced inner blast radius by 2 meters. Reduced outer blast radius by 0.5 meters. Increased inner damage by 25 points.
  • Sticky Grenades: Reduced inner blast radius by 2 meters. Reduced outer blast radius by 0.5 meters. Increased inner damage by 25 points. Sticky grenades will now bypass flak armor if stuck to a player.
  • TR Claymores: Reduced inner blast radius by 1.5 meters. Reduced outer blast radius by 1 meter. Increased inner damage by 25 points.
  • NC Bouncing Betties & VS Proximity Mines: Reduced inner blast radius by 0.5 meters. Reduced outer blast radius by 1 meter. Increased inner damage by 25 points.
  • Tank Mines: Reduced inner blast radius by 0.5 meters. Reduced outer blast radius by 3 meters. Note: These changes only apply to infantry.
  • Underbarrel Grenade Launcher: Reduced inner blast radius by 0.4 meters. Increased inner damage by 25 points.
  • C4: Increased inner blast radius by 1 meter.

Modified the total ammunition capacity of the following weapons:

Default capacity increased from 120 to 140 on the following carbines:
  • NC Reaper DMR
  • NC AC-X11

Default capacity increased from 180 to 210 on the following assault rifles:
  • NC GR-22
  • NC Carnage BR
  • NC GD-7F
  • VS Pulsar VS1
  • VS H-V45
  • VS CME
  • VS Equinox VE2 Burst
  • VS Equinox VE2
  • VS Solstice
  • VS VX6-7
  • VS Solstice Burst
  • VS Solstice SF
  • VS Serpent

Default capacity increased from 60 to 70 on the following Sniper rifles:
  • NC Gauss SPR
  • NC Impetus
  • TR 99SV
  • TR KSR-35
  • VS VA39 Spectre
  • VS Phantom

Default capacity increased from 30 to 40 on the following bolt action sniper rifles:
  • NC NC14 Bolt Driver
  • NC SAS-R
  • NC LA80
  • NC Longshot
  • TR M77-B
  • TR TSAR-42
  • TR SR-7
  • TR RAMS .50M
  • VS XM98
  • VS Ghost
  • VS V10
  • VS Parallax

All 75 round LMGs are now the same and have a 300 round capacity.
  • NC Gauss Saw S
  • TR TMG-50
  • VS Pulsar LSW
  • VS SVA-88
  • VS Flare
  • VS Ursa

Pistols:
  • NC NC4 Mag-Shot : Default capacity increased from 60 to 75
  • NC Rebel : Default capacity increased from 32 to 56
  • TR TX1 Repeater: Default capacity increased from 84 to 105
  • VS Beamer VS3 : Default capacity increased from 68 to 85
  • VS Manticore SX40 : Default capacity increased from 60 to 75

SMGs:
  • NC AF-4 Cyclone : Default capacity increased to 175
  • TR SMG-46 Armistice : Default capacity increased to 240
  • TR PDW-16 Hailstorm : Lowered default capacity to 240
  • VS Eridani SX5 : Default capacity increased to 200


Other:
  • TR T32 Bull: Lowered default capacity to 240
  • All semi-auto shotguns : Default capacity increased to 48
  • NC Jackhammer : Default capacity increased to 48
  • VS VX29 Polaris : Fixed bug that was causing this weapon to pickup ammunition twice as fast as all other 100 round LMGS.
  • NC Gauss SAW S: Fixed bug that was causing this weapon to pickup ammunition too slow. It now collects a full magazine each pickup pass.
  • All 8 round magazine semi-auto shotguns: Fixed bug that was causing these to only pickup 6 rounds each pass. They now pickup a full 8.

Vehicle Updates
  • Flash Update:
    • Rumble Seat: You can now bring a passenger with you on your Flash that can utilize their personal weapons while moving.
    • New Cert Line: Wraith Module: Cloaking for infiltrators using the Flash
    • New Weapon: S12 Renegade Shotgun
  • Vehicle horns should now be able to be heard from significantly greater distances
  • Movement improvements have been made for the Magrider:
    • Stock hover length increased
    • Hill climbing restrictions re-adjusted. Should no longer receive excessive penalties when driving on uneven terrain.
  • Torque has been increased for all ground vehicles.
  • This should result in an increase over their current top speeds when driving up inclines.
  • General tuning adjustments to environmental collision damage for all vehicles
  • Should now be able to re-equip the default cockpit glass on aircraft after equipping decal cockpit glass
  • Vehicles will no longer continue to drive themselves after the pilot exits
  • Fixed an issue that could cause a players to be flung long distances when they collided with a vehicle

Vehicle Weapon Changes
  • Prowler P2-120 HEAT & HE rounds have had their blast damage reduced from 1000 to 700.
  • Full shields and health infantry require at least two rounds to be killed from splash damage exclusively.
  • This does not affect direct damage.
  • A direct hit will still kill a full health infantry in one round.
  • Most vehicles are immune to tank blast damage so this will have little effect on vehicle to vehicle combat.

Prowler P2-120 HE
  • Time to reload increased from 3125ms to 3500ms
  • Vanguard Titan 150 HE
  • Time to reload decreased from 5000ms to 4750ms

G30/A30 Walker
  • Reduced cone of fire penalty slightly
  • The inner/outer blast radius from the following vehicle based weapons has been reduced
  • MBT HEAT: (P2-120, Titan and Supernova): Inner radius blast reduced from 2 to 1.5 meters. Outer radius blast reduced from 7 to 5 meters.
  • MBT HE: (P2-120, Titan and Supernova): Inner radius blast reduced from 2.5 to 2 meters. Outer radius blast reduced from 11 to 8 meters.
  • Lightning: L100 Python HEAT: Inner radius blast reduced from 1.5 to 1 meter. Outer radius blast reduced from 7 to 5 meters.
  • Lightning: L100 Python HE: Inner radius blast reduced from 2 to 1.5 meters. Outer radius blast reduced from 11 to 8 meters.
  • Liberator: L105 Zepher: Outer radius blast reduced from 8 to 7 meters.
  • Liberator: C150 Dalton: Outer radius blast reduced from 10 to 9 meters.

ESF:
  • Rocket Pods: Outer radius blast reduced from 6 to 5 meters.
  • Common: M60 Bulldog: Outer radius blast reduced from 8 to 6 meters.
  • Common: E540 Halberd: Outer radius blast reduced from 4 to 3 meters.
  • Magrider: Saron HRB: Outer radius blast reduced from 4 to 3 meters.
  • Vanguard: Enforcer ML85: Outer radius blast reduced from 4 to 3 meters.
  • Prowler: P525 Marauder: Inner radius now matches M40 Fury; Increased from 1 to 2 meters.

The experience granted for killing many enemy vehicles has been increased:
  • Galaxy: 400 xp, increased from 300 xp
  • Liberator: 500 xp, increased from 150 xp
  • ESF: 400 xp, increased from 75 xp
  • MBTs: 500 xp, increased from 100 xp
  • Lightning: 400 xp, increased from 100 xp

UI Updates
  • The server select screen in the create character flow now defaults to showing recommended servers
  • Improved bundle preview functionality
  • Added item descriptions tooltips
  • Added strikethrough for owned items
  • Added “last logged in” to outfit management
  • Added drag and drop functionality to the Platoon Management window
  • The grenade counter on the HUD now displays which grenade you have equipped
  • Various UI optimizations
  • Manual minimap zoom is now supported. The default keybindings are ‘[‘ and ‘]’ for zoom out and zoom in, respectively.

Respawn & Map screen revamp
  • The respawn screen has been merged with the map screen capabilities
  • Deployment locations are now displayed on the left side of the screen when the player is dead, along with simplified class selection panel. The list functions the same way it did on the respawn screen.
  • You can now switch continent views by clicking directly on the continent title bar at the top of the map screen.
  • Statistics, Resources, and Filters panels have been consolidated into a modal toggle bar in the upper-right of the map screen. In addition to reducing screen clutter, this cleans the map up to future expansion as features such as the mission system get implemented.
  • Instant action has been redesigned to be a single button press, with no on-map indication of where it will send the player, but it will still hot-drop them onto a facility with heavy combat. This is to prevent people from exploiting instant action as an organizational tool, which is what people were using it for previously. If you are in a squad and not the leader, a second button for squad deploy will appear.
  • Fixed a bug where locked certs were showing as purchasable, even though they could not be purchased
  • The tooltip displaying Bronze and Gold membership bonus percentages should now show the correct bonus amounts
  • The information displayed in the Profile page and the Leaderboard Stats Pane should now be consistent
  • Fixed an issue where platoon leaders that gave up squad leadership were unable to be promoted back to squad leader
  • Facility defends should now be appropriately tracked in stats and leaderboards
  • Leaderboards should no longer display erroneous negative numerical values in the Time Played column
  • Can now click/sort the BR, Capture, and Defended columns in the Leaderboard
  • Social Menu button on the Leaderboards should now be grayed out for your own name
  • "Back" and "Next" buttons become grayed out and do not function once the player reaches the beginning or end of the leaderboards
  • The "go to top" and "find me" buttons are now disabled on the friend and outfit leaderboards
  • The Mini-Chaingun, Jackhammer, and Lasher are now listed in the machine gun section of the stats page
  • /l and /c are now shortcuts for leader/command chat.
  • Destroyed phalanx turrets display the “need repair” wrench icons for friendly engineers
  • Location of squad mates should correctly show on the map, even if the squad was created at long ranges
  • Will no longer receive a successful confirmation message when entering incorrect Twitch TV credentials
  • Vehicle acquisition timers should now display accurately while you are dead
  • There is now a Battle Rifle filter in the Depot
  • The AMR-66 should now be correctly filtered in the Depot

The following commands should now function properly:
  • /outfit invite
  • /outfit quit
  • /outfit leave (same functionality as /outfit quit)

Facility Updates
  • Can no longer capture Point A at Arroyo Torre Station through a wall
  • All jump pads at Nott Amp Station should now be empire-specific
  • Replaced a missing ammo tower from the Spec-Ops Training Camp
  • IFF shields at Wokuk Amp Station should now update appropriately on base capture
  • Fixed misplaced IFF shields at the NE teleporter room of Andvari Bio Lab
  • The shield generators at Zurvan Amp Station should now be connected to the appropriate shields
  • All banners at the following locations should now update properly with ownership:
    • Andvari Biolab
    • Terran BL-4 Crash Site
    • Onatha Biolab
    • Ymir Biolab
  • Added a fourth equipment terminal to the Heyoka Southeast Gate forward spawn
  • The ammo tower at Xelas Bio Lab’s North East forward spawn should now properly update with point ownership
  • Removed a non-functional SCUs from:
    • Copper Ravine Station
    • Crimson Bluff Tower
  • Mani Bio Lab
  • Addressed issues with Gravpad particle effects missing when viewed from certain angles
  • Fixed collision issues that could cause players to fall through the world near the Indar’s northern warpgate
  • Fixed patches of missing terrain at the following locations:
    • Zurvan Amp Station
    • Dahaka Amp Station
    • Allatum Biolab
    • Mao Tech Plant
    • Tawrich Tech Plant
  • Addressed some graphical issues at the spawn point for Howling Pass Checkpoint and the Dahaka Amp Station tunnels.
  • Forward spawn points should now display as neutral when appropriate on both the map and minimap
  • Addressed terrain clipping and texture seam issues at:
    • Zurvan Amp Station
    • Ikanam Bio Lab
    • Tawrich Tech Plant
    • Crimson Bluff Tower
    • The Stronghold
    • The Crown
    • Crossroads Watchtower
    • Highlands Solar Station
    • Indar Bay Point
  • J908 Impact Site
  • Red Ridge Communications
  • Sandstone Gulch Mining
  • Camp Connery
  • Scarred Mesa Skydock
  • Mao Tech Plant
  • Hvar Tech Plant
  • Gravel Pass
  • Abandoned NS Offices
  • Quartz Ridge Camp
  • Removed a non-functional capture point from the Esamir Biolabs
  • Fixed inconsistent experience reward for capturing Quartz Ridge Camp
  • Friendly terminals and phalanx turrets now give appropriate grief when damaged
  • Redesign of the Outpost Tower to make vehicle ordering more secure
  • Added a switchback from Blackshard Platinum Mine to Mesa Com. Station and connected Rust Mesa Lookout to the Old Stockpile
  • Adjusted ARC Bioengineering and NS Salvage Yard to be more accessible
  • Added a bridge from Crater Firing Range to Alkali Mining Supply
  • Addressed a stuck bug in some crates and containers at Northpoint Station
  • Anti Gravity Pad particle effects should no longer be coming through the floor anywhere at The Crown

Audio Updates
  • Riders on the Flash should now hear audio cues for lock-on
  • Exiting a Sunderer with a gate shield diffuser equipped should no longer play the diffuser activation audio.
  • Suppressor attachments should now change the firing audio of the Eridana SX5 and SMG-46 Armistice
  • GD-7F Carbine should no longer have different firing audio for single shot vs automatic fire
  • NS Annihilator should now have lock on sound effects
Originally posted by Shadanwolf

I have tried several times to like this game.

For me the reasond I don't play

-sniper class doesn't work.You cannot tell friend from foe at long range.

-I really did not get a sense of a real war going on...but just a game to be played

-when I tried the game there were no good tutorials

-100% of the activity is fighting.....no crafting  or any other activity

-game feels clicky....and not a welcoming player base for noobs

-I REALLY wan't third person viewing....not first

-I could not strongly identify with any of the factions

-game seemed too twitchy(fastest finger wins)  vs more tactical or strategic

completely understandable

 

the Sniper Class in this game (or Infiltrator)  has a love/hate relationship, esspecially if your a hard core sniper.  it is a type of role that tests someones patience, as well as having  guess work of where the enemy will be coming from.  with the current map system, it is up to the player to anticipate their enemies behavior; such as what direction they are heading, what they are fighting or capturing, if there are any potential flanking areas where you can capitalize.  and of course the type of rifle you take with you,  a bolt action type, or semi auto.. and so on.

 

as for the real war, that has been the common complaint. the meta game is something, unfortuantely will have to be worked on continiously. 

 

tutorials as they are on lacking,  even with the VR Training room to be placed soon it will mostly be limited to trying out different type of weapons and vehicles.

 

alot of it is really just preference, your not the only one that wished to have third person  and not first when in infantry among other things.  

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