Planetside

Planetside Dev Tracker




04 Sep

Comment

Hey guys, theres another thread where Wrel cleared this up - we don't consider this an exploit, as Wrel explained on the other thread, it would be on us to prohibit behavior like this using no deploy zones if we intended to enforce it as such.

Sorry for the confusion, the player's temporary ban has been lifted and we clarified that this behavior is fine with our CS team.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by radarsneerss

This screenshot is from me, what i don't understand is why this GM considers using an anvil to drive vehicles into biolabs is exploiting, but doing the same with other methods isnt.

Also if i remember correctly, the devs have confirmed using anvils for this purpose is fine.

As far as i am concerned this is either horroble communitcation on DBG's part (not informing players that something completely common and happens every day is a bannable exploit) or admin abuse by the person who did this.

/u/Wrel

Hey, looks like there was some confusion around what we consider an exploit. Using ANVILs in this way is fine. If we wanted to prohibit it, that'd be on us to create and enforce some no-deploy zones there. I just spoke to CS about this, so there shouldn't be an issue going forward with this type of behavior.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by ItsJustDelta

On the theoretical concept of adding this to tomcats, is it possible to tie the effect to a new upgrade that'd go in the same slot as missile lock range/reload speed/lock aquisition speed?

It is, and was something we talked about. We figured we could always expand this concept to other weapons as an alternative to the flat stat-boosts you see in that slot currently, if the concept worked out well. That's why these rockets fire a barrage of four, instead of being a clone of something else. Since it has a different feel than other weapons, it'd still have uniqueness to it even if we were to strip the Havoc effect away, or make it available to more weapons. Not to say that that will happen, but we are definitely leaving the option open.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by 0verkillgaming

Would it be possible to cap the amount of health a vehicle receives per second or implement diminishing effectiveness for each additional repair tool added? I think this would solve a lot of problems.

The only way we can currently "cap" repairs is by limiting them to being done by a single person, which isn't fun or teamplay oriented (and was done as an extreme case for Valkyrie rumbleseats.)

Comment
    /u/Wrel on Reddit - Thread - Direct

Making them A2A rockets was originally considered, but I figured we'd hear more whining about more A2A lockons being added than dumbfires being added. So honestly, I have no problems changing them up if that's what people are mainly concerned with. It'll still be a new weapon of course (tomcats are strong enough in their own right and don't need a flat buff, and there are monetization and directive vectors of adding a new weapon,) but adding an alternative to them would be nice.

I already have a mocked up A2A version of them, we can get it to PTS at some point and you can let me know what you think.


03 Sep