Nice qol change, will this be extended to deployed lodestars as well?
It will indeed.
Nice qol change, will this be extended to deployed lodestars as well?
It will indeed.
What about making it so that ownership of a something like a merit flash (or maybe even normal flash/jav as they're often throwaway pulls) wouldn't override ownership of other vehicles. It should be possible as manas and phoenixes are technically vehicles but they do not make you lose your actual vehicles afaik, though I bet there's a big plate of spaghetti worth of reasons why that wouldn't work.
Something like that should be possible, but I'll need to take a look.
Hey, this is a pretty timely post. We're working on this particular feature as a part of the construction update, so that folks with deployed ANTs don't end up losing them while they're out tending to their base and fighting at it, and the same will be done for a deployed Sunderer you own. If it's abandoned to pull a separate vehicle, however, that's a separate issue that comes down to performance concerns.
I don't think is something that would be considered important, but lowering the resolution scale increases the size of all holographic sights. Static sights, like those on IRNV scopes or higher powered scopes, aren't affected by this.
We can take a look at that.
Hey there. Currently compiling a list of reticles that seem out of whack compared to their Live counterparts. Please drop specific examples in the comments below. Since weapon optics vary wildly in size depending on which weapon you're using (which is what we're trying to clean up,) it'd help to post a screenshot with the specific weapon name and reticle without UserOptions.ini color modifications, please.
External link →That broke my nso heart. What is my purpose then D:
You pass butter.
Test Server Download link is busted :(
Thanks for the heads up, I'll run that down now.
oh its lego time
This one isn't construction related. That's still pretty far away.
We have some changes for "stale squads" landing in the next update that should keep this from happening.
EDIT: To be clear, I don't know that the audio issue is being caused by what you're describing, but if it is, then we'll be good come February's update.
That's exactly what's being fixed...
No, we were not using it.
Interesting. I'll take a look.
PROVIDES THE ENEMY INFILTRATOR WITH CLOAKING ENERGY.
Haven't followed up on this bug yet, but are you using the default equipment on an Infiltrator? Their default suit slot gives energy back when their shield breaks.
EDIT: As a follow-up. Tested this on Live, and it works fine. However, because we don't pause energy regeneration at all, and since the drain is fairly minimal, it can be easy to miss the effect. There are some improvements to Disruptor ammo we can make to give this more punch.
EDIT2: After further investigation, looks like there are some missing effects on the Tempest, Guardian, Shadow, and A-TROSS. So provided these were the weapons used for testing, it's definitely broken.
Looks like Lumen, one of our network providers, had an outage that impacted Emerald at around 9pm PT last night. Seemed to last for about two hours, by the reports I'm reading.
Keep an eye on February.
Read moreBuilder main here. Not to keen on the suggested changes, but will keep an open mind and hope Wrel does too.
Just jamming construction into the lattice or overall continent lock mechanics isn't fun, and hasn't done so well int he past (HIVEs etc).
My list of alternative suggestions:
Defensibility of Fledgling Bases
- Pain Spire
- Convert to some kind of resist/health/shield/regen buff.
- Modules
- Give modules similar resistances of the Spawn Tube.
- Change the alert module to only fire if the actual player base and its parts are are under attack. Also add ability to detect and warn of Cortium bomb placement.
- Turrets
- Make AI turret module require activation, similar to the shield module overload with cooldown.
- Add shielding to turrets, which is dropped when controlled by AI.
- Terminals
- Remove equipment terminal from Bunke...
First off, I'm pretty apprehensive of constraining building to vehicle capture hexes.
Building isn't being constrained to vehicle capture hexes.
So with piecing multiple structures to make one big structure. Would you still need individual modules to power everything? Or would it require less because you "made a new structure" ?
To be clear, you won't be piecing structures together. The system will work much like it does now, except that modules will be slotted directly into structures instead of scattered around a base, and each module will only benefit the structure it's slotted into. Let me know if there's a part in that article that might have caused the miscommunication, and I'll see if I can rephrase it.
It looks like this constructions update is veeeeery early in the development, are we going to get any updates before that?
While I'm describing a large, multi-month initiative above, you'll still see plenty of bug cleanup, quality of life improvements, balance iteration, as well as monthly Prime Gaming content and seasonal events in between major releases.
With the update, the intention would be to convert non-Skywall shields to two-way shields (and revamp which structures have access to them and how they use them,) remove the Pain Spire, remove (or revamp) Automated Turrets, remove the EMP effect from Skywalls, as well as increase the overall resilience of larger bases by increasing defensability when modules are placed within them.
?
I agree, but as I said. The game uses a few different definitions.
I want to be on the same page.
Flipped point is likely what we'll go with since that's (unfortunately) what registers a base as no longer secure, but timer ticking is the ideal.
What was the goal you wanted to achieve by removing it? Is there something different that could be done instead?
Regarding the design goals: https://www.planetside2.com/news/planting-a-flag-this-anniversary
Unrelated to the priority system above, we've also disabled the remote-deployment of vehicles at the moment, with the goals of slowing down the pace of deployment around the map, bringing us back to earlier times where terminals had more value as sub-objectives, and vehicles could more easily find gunners willing to hop in. This change is non-destructive, however, and we can return it with relative ease if the design goals aren't being met.
After watching the spawn system play out for a bit, I think we're in a decent spot overall. Preventing quick p...
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