KatrinaS Skrevet 10. april 2013 Rapporter Del Skrevet 10. april 2013 Gjett hvem som fikk 37,4 k Certs idag? Hva er det for noe? Lenke til kommentar
Skjelvgråt Skrevet 10. april 2013 Rapporter Del Skrevet 10. april 2013 Gjett hvem som fikk 37,4 k Certs idag? Hvordan? Lenke til kommentar
MultiForce Skrevet 10. april 2013 Rapporter Del Skrevet 10. april 2013 Hvordan? Er vel refusjonen som man får om man har kjøpt samme våpen etc. på flere chars han prater om antar jeg. Lenke til kommentar
MrLee Skrevet 11. april 2013 Rapporter Del Skrevet 11. april 2013 Idiotisk måte å gjøre det på av SOE. Spesiellt at de gir samme cert point reward på alle characters på samme account. Shitstormen på forumene har allerede begynt. Lenke til kommentar
Fiskekraft1 Skrevet 11. april 2013 Rapporter Del Skrevet 11. april 2013 Vent, så jeg skal ha masse ekstra certpoints? Lenke til kommentar
MrLee Skrevet 11. april 2013 Rapporter Del Skrevet 11. april 2013 (endret) Hvis du har dobbeltkjøpt samme våpen på flere characters, ja. Folk har fått 2 cert points per SC de har brukt, PÅ alle characterene de har på den kontoen. D.v.s. At om du har en vanu main, og har en vanu på en annen server som du hadde kjøpt samme våpen til, i.e. brukt ca 700 SC ekstra, så får du 1400 certs på alle characterene du hadde på den kontoen. Hvilket er en hårreisende overkompensasjon i utganspunktet. I praksis så er det folk som har fått mer enn 2x antallet cert points de ville hatt på BattleRank 100...på alle characters på kontoen. Noe som for meg virker som en syk overkompensering. se selv på noen av de groveste eksemplene: Endret 11. april 2013 av MrLee Lenke til kommentar
Nausicaa Skrevet 11. april 2013 Rapporter Del Skrevet 11. april 2013 Det der henger jo ikke på greip. Føler at mine hardt tjente certs blir litt fåfengt når noen har fått så mange certs på så mange karakterer pga de har brukt noe penger på. Balansen var "ok" før i forhold til pay2win, men dette er jo bare kake. Lenke til kommentar
Aiven Skrevet 12. april 2013 Rapporter Del Skrevet 12. april 2013 (endret) Vel, ser poenget, men er nok ikke mange som har fått så mye. Fyren har fått refundert ca 140000 certs, altså 70000 SC. Derfor har han brukt minst 70000 SC til, siden refunderingen er for duplikatvåpen, Mest sannsynlig har han kjøpt mye mer enn 140000 SC - altså har han brukt over 3000 kroner på spillet (med SC på 3 ganger tilbud) - antakelig langt mer. Dette er derfor ikke en problematikk som vil slå ut for så veldig mange, selv om jeg synes de burde fått SC tilbake. Spillet er bedre enn noen gang, dere som har vært borte en stund burde teste det nå. Endret 12. april 2013 av Aiven Lenke til kommentar
TroubleDouble Skrevet 15. april 2013 Rapporter Del Skrevet 15. april 2013 Vi prøver å starte en hovedsaklig Norsk outfit på ps2.cotnorth.com. Du er velkommen til å joine. Vi spiller på Woodman og holder oss hovedsaklig til Terran Republic. Hmm.. får begynne på en ny karakter på EU1 da Er det forresten noen norske outfits der ute? Lenke til kommentar
MrLee Skrevet 27. april 2013 Rapporter Del Skrevet 27. april 2013 Dobble SC weekend 27/28 april. Lenke til kommentar
Venerable Skrevet 28. april 2013 Rapporter Del Skrevet 28. april 2013 Dobble SC weekend 27/28 april. Sjekket nettopp dette og ser ut som det bare gjelder hvis du kjøper SC på en 7-Eleven i USA. https://www.planetside2.com/news/double-sc-7-11-this-weekend 1 Lenke til kommentar
MrLee Skrevet 28. april 2013 Rapporter Del Skrevet 28. april 2013 Aww, så bare notisen i launcheren. Lenke til kommentar
MultiForce Skrevet 2. mai 2013 Rapporter Del Skrevet 2. mai 2013 GU08 kan vel trygt sies å være ganske heftig. Ser ikke ut til å vær de helst store "hva faen tenkte de på" iaf. http://forums.station.sony.com/ps2/index.php?threads/server-downtime-game-update-08-05-02-2013.121874/ All servers will come down at 6:00 AM PT (3:00 PM CEST) for a brief update to add Game Update 08. Downtime is anticipated ot be approximately 2 hours. Players may note the following changes: New in the Depot MAX Weapons: NCM3 RavenThe NCM3 Raven is a laser guided rocket launcher that deals heavy damage to vehicles. (NC only)[*]MR1 Fracture [*]The MR1 Fracture is a dual rotary cannon that fires high velocity rockets designed specifically to penetrate vehicle armor. (TR only) [*]The VM21 particle accelerator is capable of firing a beam that punches through vehicles. Charging the weapon will increase damage at the cost of more ammunition used per shot. (VS only) [*]Vortex VM21 Faction Helmets NC: Nightstriker Helmet TR: Dreadnought Helmet VS: Hyperion Helmet MAX Helmets NC: MT Regulator Helmet, Extractor LP Helmet TR: Golem MRK1 Helmet, Colossus Helmet VS: Preceptor Helmet, Xenoxus Helmet MAX Ogre Armor Harasser cosmetic items including Lumifiber Trim, Chassis Lights and a Horn Single Use Camos have been removed from the Depot Vehicle Updates New Common Pool Vehicle – The Harasser The Harasser is a speedy armored assault buggy that plays a dual role as both a transport and a strike vehicle. Carries three units:Driver Gunner Passenger in rumble seat (supports a MAX unit) [*]A pass was done on the elevation ranges of some vehicle turrets: [*]M20 Basilisk Increased upward elevation range from 35 to 65 degrees Increased downward elevation range from 17 to 24 degrees on Sunderer Only M12 KobaltIncreased upward elevation range from 50 to 65 degrees Increased downward elevation range from 20 to 25 degrees on Sunderer Only ES540 HalberdIncreased upward elevation range from 25 to 30 degrees Increased downward elevation range from 7 to 14 degrees Saron HRBIncreased upward elevation range from 25 to 30 degrees Increased downward elevation range from 7 to 10 degrees Enforcer ML85 Increased upward elevation range from 25 to 30 degrees Increased downward elevation range from 7 to 10 degrees Vehicle Weapon Adjustments: M20 BasiliskUpped base cone of fire, but removed additional blooming Min COF increased from .25 to .75 Max COF decreased from 1 to .75 Lowered projectile speed from 650 to 500 [*]M20 Drake Upped base cone of fire slightly, but removed CoF blooming Min COF increased from .25 to .66 Max COF decreased from 1 to .66 Lowered projectile speed from 750 to 650 G40-F RangerReduced Flak Damage from 56 to 38 Decreased time between shots from 272 to 182 Increased Clip Size from 24 to 32 Magazine Size certs now gives 3 rounds per rank. Increased Ammo Capacity from 288 to 384 Ammo Capacity certs now gives 16 rounds per rank. Increased CoF from 1 to 1.25 Reaver M30 Mustang AHDamage per pellet reduced from 175 to 150 Scythe Light PPAIncreased projectile speed from 250 to 300[*]Mosquito M14 Banshee Direct hit damage increased from 140 to 150 Tank Armor Changes. In general the below changes will allow tanks to sustain one more anti-tank round to the front and sides and about 1.5 to 2 more tank rounds to the rear. Armor certifications are listed as decreasing, this was to keep them able to absorb roughly one addition anti-tank round to that side. Also smoothed out some unnecessary inconsistencies between the tanks. LightningFront Armor Increased from 55 to 65 Front Armor certification bonus decreased from 10 to 7 Side & Top Armor Increased from 45 to 58 Side Armor certification bonus decreased from 10 to 8 Top Armor certification bonus decreased from 15 to 8 Rear & Bottom Armor Increased MagriderFront Armor Increased from 55 to 63 Side & Top Armor Increased from 50 to 58 Side Armor certification bonus decreased from 10 to 8 Top Armor certification bonus decreased from 10 to 8 Rear Armor Increased from -20 to 30 ProwlerFront Armor Increased from 55 to 63 Side & Top Armor Increased from 50 to 58 Side Armor certification bonus decreased from 10 to 8 Top Armor certification bonus decreased from 10 to 8 Rear & Bottom Armor Increased from -20 to 30 VanguardFront Armor Increased from 62 to 68 Front Armor certification bonus decreased from 5 to 4 Side & Top Armor Increased from 60 to 65 Rear & Bottom Armor Increased from -20 to 35 New Armor Piercing 30mm Resist Type: A new resist type has been created for Tank Busting caliber chain guns. Tanks have been given a vulnerability to this resist type. This makes these weapons nearly as effective as they were before the above armor increases. Lightning (65) Magrider (60) Vanguard (62) Prowler (60) The following weapons use this new resist typeAP30 Shredder CAS30 Tank Buster New Armor Piercing Round Resist Type: A new resist type has been created for AP tanks rounds (and a few other weapons). Tanks have been given a vulnerability to this resist type. This makes these weapons nearly as effective as they were before the above armor increases.Lightning (-25) Magrider (-20) Vanguard (-18) Prowler (-20) The following weapons use this new resist typeLightning L100 Python AP Magrider Supernova FPC Vanguard Titan-150 AP Prowler P2-120 AP Phalanx Spear AV Turret Liberator C150 Dalton Sunderer:Resistance to C4 increased from -50 to -40 Critical damage state on Sunderer begins at 13% health remaining instead of 12.5% Two C4 will still place a full health stock Sunderer in critical damage state. AnnihilatorDamage increased from 1150 to 1200 Bug Fixes: Fix for ESF external afterburners not being able to be re-equipped if a secondary weapon is selected in VR training Fix for ESF external afterburners not being able to be re-equipped if a secondary weapon is selected in VR training Fixed issue where Vanguard Shield would sometimes immediately shut off or shut off after taking a little bit of damage The Prowler should now have appropriate 3rd and 1st person audio while in Anchored Mode Infantry Updates Improved MAX Flak Armor. Flak armor explosion resist is now increased 10% each tier. Tier 1: 10% Tier 2: 20% Tier 3: 30% Tier 4: 40% Tier 5: 50% Improved MAX Kinetic Armor. Kinetic Armor now increases the default light projectile resist by 1.5% each tier. Tier 1: 81.5% Tier 1: 83% Tier 1: 84.5% Tier 1: 86% Tier 1: 87.5% Updated MAX Nano-Armor Accelerator Renamed to Nanite Auto Repair System. Damage delay reduced to 8 seconds. Increased Healing rate Tier 1: 0.5% per second Tier 2: 0.75% per second Tier 3: 1.0% per second Tier 4: 1.25% per second Tier 5: 1.5% per second Infantry Weapon Changes The majority of infantry weapons have been adjusted to better even out the performance of the different types. Assault rifles, carbines, and small magazine LMGs have had their equip speeds and reload times tuned to allow them to be more competitive with the larger magazine LMGs. Short range assault rifles and carbines are being reduced in effectiveness at long range. Long range weapons are being increased in effectiveness through individual weapon tuning and related attachment changes. Burst variants are now more accurate. Exact changes are detailed below. Weapon Misc. Changes Increased the hold breath time by 1 second when looking through a 6x or higher scope. All rocket launchers now have a short delay between ammo pickups from engineer ammunition packs. All shotguns with a 20 meter max damage range had that max range reduced to 18 meters. Fixed a bug that was causing pump-action shotguns to start their chamber timer early. This will result in the below weapons having a longer delay between each shot.NC GD-66 Claw NC LA39 Bruiser TR TRS-12 Uppercut TR TAS-16 Blackjack VS Phobos VX86 VS Deimos VA29 Weapon Equip Times All Assault Rifles except the below: 0.75 to 0.65 seconds NC Reaper DMR: 0.875 to 0.78 seconds All Carbine Rifles except the below: 0.575 to 0.55 secondsNC AC-X11: 0.7 to 0.65 seconds[*]All Sniper Rifles: 0.75 to 0.85 seconds [*]All Shotguns: 0.7 to 0.75 seconds [*]All SMGs: 0.75 to 0.65 seconds [*]All Scout Rifles: 0.75 to 0.65 seconds [*]TR T7 Mini-Chaingun & VS Lasher X2: 1.3 to 0.9 seconds [*]Both Medical Kit Types: 0.3 to 0.4 seconds [*]LMG equip times are more varied and will be listed below. Weapon Attachment Changes Compensator Increased vertical recoil reduction on all weapons. Suppressor Carbines: These now slow the projectile by 35%, instead of the previous 40%. SMGs: These now slow the projectile by 20%, increased from 18%. Velocity Ammunition The velocity increase from this ammo type was increased on the majority of weapon types. The benefit given differs per weapon. Forward Grips LMG Forward Grips no longer reduce vertical recoil. Weapons with direction recoil will now lean more toward center when a forward grip is attached. The maximum horizontal recoil cap is now lowered when a grip is attached. All forward grips now have an equip penalty. It ranges from 20ms to 150ms, depending on the weapon, with long range weapons and weapons with an innate slow equip speed being penalized less. In general, it drops all weapons down by one weight class. For example, fast equipping 50 round LMGs will drop to the equip speed of 75 round LMGs. Grenade & Smoke Launchers These now have a 4 second delay between ammo pickups from engineer ammunition packs. 6x Scopes All 6x scopes now have weapon sway. Weapon Specific Changes NC Gauss Rifle Long Reload: 2.725 to 2.6 seconds Short Reload: 2.05 to 1.95 seconds First Shot Recoil: 2 to 2.15 NC GR-22 Min Damage Range: 65 to 60 meters Short Reload: 2.31 to 2.455 seconds Stand move aimed accuracy: 0.3 to 0.35 Max horizontal recoil: 0.225 to .0275 NC Reaper DMR Long Reload: 3.03 to 2.565 seconds Short Reload: 1.8 to 1.86 seconds NC Gauss Rifle Burst Long Reload: 2.725 to 2.6 seconds Short Reload: 2.05 to 1.95 seconds Horizontal Recoil: 0.175 to 0.15 Aimed accuracy, crouch moving: 0.15 to 0.075 Aimed accuracy, stand moving: 0.3 to 0.15 Added Velocity Ammo NC Gauss Rifle S Vertical Recoil: 0.35 to 0.34 First Shot Recoil: 1.65 to 1.5 NC Carnage Long Reload: 3.2 to 2.6 seconds Short Reload: 2.55 to 2.285 seconds First Shot Recoil: 3 to 2.25 Projectile Speed: 580 to 600 Aimed accuracy, stand moving: 0.35 to 0.3 Min horizontal recoil: 0.3 to 0.275 NC AF-19 Mercenary Long Reload: 3.2 to 2.75 seconds Short Reload: 1.760 to 1.8 seconds NC GD-7F Min horizontal recoil: 0.2 to 0.225 Max horizontal recoil: 0.2 to 0.3 Made pull to the left more predictable NC AC-X11 Long Reload: 3.05 to 2.425 seconds Short Reload: 2.3 to 1.855 seconds NC Gauss Compact Burst Long Reload: 3.2 to 2.75 seconds Short Reload: 1.760 to 1.8 seconds Aimed accuracy, crouch moving: 0.15 to 0.075 Aimed accuracy, stand moving: 0.3 to 0.15 Added Velocity Ammo NC Gauss Compact S Short Reload: 2.05 to 2.365 seconds NC Razor Long Reload: 2.4 to 2.275 seconds Short Reload: 1.55 to 1.66 seconds Vertical Recoil: 0.4 to 0.35 Made recoil direction more predictable NC NC6 Gauss SAW Long Reload: 7.4 to 7.5 seconds Short Reload: 6.3 to 6.5 seconds Recoil Settle: 13 to 12 Equip Time: 1.0 to 1.2 seconds NC EM1 Long Reload: 4.6 to 4.465 seconds Short Reload: 3.585 to 3.5 seconds Projectile Speed: 590 to 600 m/s First Shot Recoil: 2.6 to 2.3 Equip Time: 1.0 to 0.9 seconds NC GD-22S Long Reload: 4.3 to 3.765 Short Reload: 3.44 to 3.135 Equip Time: 0.9 to 0.8 seconds Increased hip accuracy by 0.5 in all movement states. NC Gauss SAW S Long Reload: 5.1 to 5.02 seconds Short Reload: 4.235 to 4.24 seconds Vertical Recoil: 0.5 to 0.45 Equip Time: 1.0 to 0.9 seconds NC EM6 Long Reload: 5.4 to 5.5 seconds Short Reload: 4.32 to 4.655 seconds First Shot Recoil: 1.5 to 1.8 Equip Time: 1.0 to 1.1 seconds NC Anchor Long Reload: 4.1 to 4.0 seconds Short Reload: 3.075 to 3.37 seconds First Shot Recoil: 2.25 to 2 Equip Time: 1.0 to 0.8 seconds Increased hip accuracy by 0.5 in all movement states. NC Rebel Aimed Accuracy: 0.5 to 0.3 NC AF-4 Cyclone Projectile Speed: 375 to 360 NC NCM2 Falcon Reload: 2.4 to 2.1 seconds Direct Damage: 700 to 850 Indirect damage: Max damage reduced from 250 to 80. TR T1 Cycler Long Reload: 3.7 to 3.55 seconds Short Reload: 2.8 to 2.755 seconds TR Cycler TRV Long Reload: 4.1 to 4.13 seconds Short Reload: 3.007 to 3.12 seconds Min damage range: 65 to 60 Aimed stand move accuracy: 0.3 to 0.35 Aimed crouch move accuracy: 0.25 to 0.2 Max horizontal recoil: 0.275 to 0.3 TR SABR-13 Short Reload: 2.425 to 2.665 seconds Vertical Recoil: 0.35 to 0.4 First shot recoil: 1.4 to 0.75 Projectile Velocity: 620 to 600 TR T1B Cycler Long Reload: 3.7 to 3.55 seconds Short Reload: 2.8 to 2.755 seconds Aimed accuracy, crouch moving: 0.2 to 0.1 Aimed accuracy, stand moving: 0.3 to 0.15 TR T1S Cycler Long Reload: 3.885 to 3.65 seconds TR Tar Long Reload: 4.1 to 4.11 Short Reload: 3.280 to 2.96 Min Damage Range: 65 to 60 Aimed accuracy, crouch moving: .25 to 0.2 Aimed accuracy, stand moving: .3 to .35 TR TRAC-5 Short Reload: 2.6 to 2.595 seconds TR LC2 Lynx Short Reload: 2.8 to 2.96 seconds Min horizontal recoil: 0.2 to 0.225 Max horizontal recoil: 0.225 to 0.25 TR T5 AMC Long Reload: 3.1 to 3.13 seconds Short Reload: 2.17 to 2.265 seconds First Shot Recoil Multiplier: 2.5 to 1.5 TR TRAC-5 Burst Short Reload: 2.6 to 2.595 seconds Aimed accuracy, crouch moving: .2 to 0.1 Aimed accuracy, stand moving: .3 to .15 Added Velocity Ammunition TR TRAC-5 S Long Reload: 3.885 to 3.87 seconds Vertical Recoil: 0.336 to 0.34 First Shot Recoil: 1.88 to 1.85 TR LC3 Jaguar Long Reload: 3.85 to 3.88 seconds Short Reload: 2.8 to 2.755 seconds Max horizontal recoil: 0.25 to 0.275 TR T9 CARV S Long Reload: 6.5 to 6.11 seconds Short Reload: 5.5 to 5.11 seconds Equip Time: 1200 to 1100 TR MSW-R Long Reload: 4.25 to 3.65 seconds Short Reload: 3.4 to 3.045 seconds Equip Time: 0.9 to 0.8 seconds TR T16 Long Reload: 4.95 to 4.925 seconds First Shot Recoil: 3 to 2 Equip Time: 1.0 to 1.1 seconds TR TMG-50 Long Reload: 5.098 to 5.225 seconds Short Reload: 4.233 to 4.24 Equip Time: 1.0 to .9 seconds TR T32 Bull Long Reload: 4.0 to 3.565 seconds Short Reload: 3.4 to 3.195 seconds Equip Time: 900 to 800 TR TX2 Emperor Aimed Accuracy: 0.5 to 0.3 TR Armistice Long Reload: 3.0 to 2.92 seconds Short Reload: 2.275 to 2.25 seconds TR PDW-16 Hailstorm Made recoil more consistently pull to the right. TR T2 Striker Chamber Time: 0.7 to 0.5 seconds Lock-On Time: 2.5 to 2.25 seconds Note: The fix that lowered the pump-action shotgun rate of fire also lowered the Striker’s. These changes are to compensate for that. TR M3 Pounder HEG Direct Damage: 350 to 425 Indirect damage: Max damage reduced from 150 to 75. VS H-V45 Short Reload: 2.55 to 2.565 seconds Damage min range: 65 to 60 meters Aimed accuracy, stand moving: 0.3 to 0.35 VS CME Long Reload: 3.0 to 2.34 seconds Short Reload: 2.4 to 2.0 seconds First Shot Recoil: 3 to 2.5 Min Horizontal Recoil: 0.225 to 0.2 VS Equinox VE2 Burst Aimed accuracy, crouch moving: 0.15 to 0.75 Aimed accuracy, stand moving: 0.25 to 0.125 Added Velocity Ammo VS Equinox VE2 Long Reload: 2.415 to 2.3 seconds Short Reload: 1.8 to 1.875 seconds Vertical Recoil: 0.245 to 0.25 First Shot Recoil: 2.25 to 2 VS Corvus VA55 First Shot Recoil: 2 to 1.85 Long Reload: 2.4 to 2.47 seconds Short Reload: 1.8 to 2.015 seconds VS Solstice Long Reload: 2.2 to 2.28 VS VX6-7 Long Reload: 2.7 to 2.755 VS Pulsar C Vertical Recoil: 0.42 to 0.4 Long Reload: 2.65 to 2.61 seconds Short Reload: 2.0 to 1.82 seconds VS Solstice Burst Long Reload: 2.2 to 2.28 Aimed accuracy, crouch moving: 0.15 to 0.075 Aimed accuracy, stand moving: 0.25 to 0.125 Added Velocity Ammo VS Solstice SF Long Reload: 2.65 to 2.78 seconds Short Reload: 1.730 to 1.875 seconds VS Serpent Long Reload: 3.8 to 2.89 seconds Short Reload: 2.65 to 2.59 seconds VS Orion Long Reload: 4.6 to 4.0 seconds Short Reload: 2.8 to 3.045 seconds Maximum horizontal recoil: 0.2 to 0.225 Equip Time: 0.9 to 0.8 seconds VS VX29 Polaris Short Reload: 4.182 to 4.2 seconds Hip accuracy, stand moving: 3.25 to 3.0 VS Pulsar LSW Equip Time: 1.0 to 0.9 seconds VS SVA-88 Short Reload: 3.845 to 3.065 seconds Recoil Settle: 15 to 13 Equip Time: 1.0 to 0.9 seconds VS Flare Long Reload: 5.0 to 5.225 Short Reload: 4.0 to 4.24 Equip Time: 1.0 to 0.9 seconds VS Ursa Aimed accuracy, stand moving: 0.4 to 0.35 Hip accuracy, crouch moving: 3 to 2.5 Hip accuracy, stand: 3 to 2.5 Hip accuracy, stand moving: 4 to 3.25 Equip Time: 1.0 to 0.9 seconds VS Eridani SX5 Aimed Accuracy: 0.4 to 0.3 Long Reload: 2.85 to 2.8 seconds Short Reload: 1.75 to 1.74 VS Sirius SX12 Aimed Accuracy: 0.4 to 0.3 VS Comet VMT Direct damage: 430 to 475 Indirect damage: Max damage reduced from 110 to 80. Bug Fixes and Misc Changes Fix for the extended magazine attachments not taking effect until after reloading. Fixed an animation bug with the Lasher X2’s ammo clip during the reload. Bolt action sniper rifles should no longer be inaccurately labeled as having Semi-Auto fire modes in the Depot. The ammo, barrel, and forward grip cert prices for the AMR-66 should now be consistent with similar weapons for the other factions. Fixed an intermittent issue where shots from the main turret of MBTs would not display properly. Squad Deploy and Instant Action can no longer be utilized as a MAX. Squad deploy will now give the option of deploying as a different class. The auto resupply function will now attempt to purchase up to the max equip count for an item based on available resources. Increased the maximum look angle of infantry when looking down. Fixed VS Cosmos VM3 having a max cone of fire of 7. It now matches all other MAX weapons with a max cone of fire of 3. NC Bouncers and VS Proximity Mines now have attached lights that will allow aware players to spot and avoid them. VS Comet VM2 will no longer show certifications in the VR zone. Fixed an exploit that allowed engineers to create a self-repairing Flash. Consumables no longer require resources to resupply in the VR training zone. The resist shield duration will now correctly increase with each cert rank. UI Updates The vehicle stat page now shows stats for individual vehicle weapons. This includes ribbons and medals. Added ability to preview items contained in bundles Added directional indicator to capture progress indicators on the map Colors can now be assigned per entity rather than via a global color setting. This allows players to apply color presets to UI elements that represent players (nameplates, minimap indicators, vehicle indicators, etc.) separate from facilities (basically everything else - objectives, map regions, terminal indicators, etc.). Facility NPC indicators (terminals, vehicle ammo dispensers, etc.) now show up on the map screen at zoom level 5 (same zoom level as objectives). Bug Fixes Minimap indicators now properly update their colors when changing them in the settings and then returning to game. Exiting the game should no longer cause Invert Reverse Steering for Tanks setting to toggle off Fixed an issue with the weapon select HUD not updating properly when entering the VR zone The Commissioner and Underboss pistols should now filter properly in the Depot Fixed an issue causing some players to appear to have two helmets equipped simultaneously. May require impacted players to re-equip their helmet. Leaderboards will now display earned certifications only Fixed a display issue with Auraxium Loyalty Level showing as Copper after reclogging Fixed a bug that would end a Twitch TV stream if you Alt –Tab’d out of fullscreen Fixed issues with loadouts being reset after leaving VR training Lenke til kommentar
MrLee Skrevet 2. mai 2013 Rapporter Del Skrevet 2. mai 2013 TR Biasen viser seg igjen. TR får "Stormtrooper" hjelm, NC og VS får skit... Lenke til kommentar
Nausicaa Skrevet 3. mai 2013 Rapporter Del Skrevet 3. mai 2013 Jeg merket at klienten krasjer relativt hyppig etter GU08, noen andre som har det samme problemet? Utrolig irriterende å få spillet avbrutt med ujevne mellomrom. Lenke til kommentar
Greddi Skrevet 3. mai 2013 Rapporter Del Skrevet 3. mai 2013 etter GU8? Det har alltid vært hyppig krasj her i gården. Lenke til kommentar
MultiForce Skrevet 3. mai 2013 Rapporter Del Skrevet 3. mai 2013 Har litt problemer med at PFSen går idass i ny og ne, men bare for et sekund eller noe. Hadde flere krasj når jeg hadde PhysX på tidligere, men jeg har slått det av fordi effektene forstyrret litt for mye. Lenke til kommentar
Nausicaa Skrevet 4. mai 2013 Rapporter Del Skrevet 4. mai 2013 PhysX har alltid gjort at det er virkelig ustabilt her i gården, men nå har det gått skikkelig i dass, selv uten PhysX. Håper det blir patchet snart! (Ja, alltid før hatt 1 krasj per time i snitt, men nå er det kanskje en gang per 20 min) Lenke til kommentar
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