Planetside

Planetside Dev Tracker




26 Jun


25 Jun


24 Jun

Post
    RPG_Wrel on Forums - Thread - Direct
PC servers will come down tomorrow, Wednesday June 24, 2020, at 8am PT (5pm CEST), for the game update below. Downtime is expected to last up to three hours. Colossus Mammoth Cannon
  • Direct damage from 750 to 850.
  • Projectile velocity from 150 to 250.
  • Projectile gravity from 4 to 5.
  • Swapped impact FX with ones more fitting its splash damage range.
Mass Accelerator Drive (MAD)
  • Much of the benefits of this ability have been rolled into the Mammoth Cannon's default state.
  • Direct damage benefit from 50% to 32%.
  • Projectile velocity benefit from 100% to 50%.
Armor and Resistances Colossus has received the following adjustments to its default armor values.
  • Front Armor from 0% to 25%.
  • Top Armor from 0% to 25%.
  • Rear Armor from -50% to -15%.
  • Side Armor from -15% to 0%.
  • Bottom Armor from -100% to -15%.
Col... Read more

23 Jun


22 Jun


21 Jun

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by le_Menace

Could you reduce the 'particle' frequency for the Ordnance Dampener? It's quite intrusive and difficult to see through.

Yeah, we can definitely make the visuals less intrusive.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Aunvilgod

But I think the frame drop occurred with the last update so it has to be related to that update, or am I wrong there?

Very likely, yes. That doesn't necessarily mean that it was the stuff that was added in the last update though.

We continually optimize code, make updates to cheat detection, have integrated new crash reporting pipelines, modify code to support new features, and make loads of other behind-the-scenes changes during an update, so while players tend to see the shiny new things and think that must be the source of the problem, that's not always the case. We gather data, find the sticking points, and address them that way.

This is a game with millions of lines of code and a lot of interconnected systems mean that sometimes things fall over, or sometimes we optimize an area that runs better in one place, but has knock-on effects in another.