Also, if you do not have normal Halberd unlocked on MBT or Harraser, you cannot buy upgrades on SE version. At all.
That's fixed in the next update as well.
Also, if you do not have normal Halberd unlocked on MBT or Harraser, you cannot buy upgrades on SE version. At all.
That's fixed in the next update as well.
Confirmed, MBT Halberds are using Harasser gravity values. Will be fixed in the next update.
Fix for this is going to PTS soon.
Once more with enthusiasm...
This is fixed in the next update.
Yes.
So....this new bundle came out today and it kind of differs from what was advertised. There are no Hornets shown here and there is no Halberd-G (instead it is a Halberd SE). I have 2 questions now:
1. Any plans to add the hornets at a later date?
2. Do the Halberd SE Versions shoot golden projectiles or does it have any other special particles effects?
/u/wrel It would be lovely if you could hook us up with information regarding this matter.
Hornets were scrapped due to art time. The article was updated to reflect this, but the patch notes the bundles were first teased in were not.
Halberd SE uses separate particle effects for firing, not for muzzle flash, and has modified audio.
Bonus Answer for some confusion elsewhere: 27 Basic Implant Packs = 9 Deluxe Implant Packs, but we can't throw Deluxe Implant Packs into a bundle because Deluxe Implants are a bundle themselves (of 3 implant packs per.) It was decided against updating the messaging on this.
Just have the button grey, then slowly "fill up" green over time.
That's an option, too.
Working with colors should do the trick. Opacity is easier, but I think it'd be more convenient if the icon changed color based on type and timer - from orange to green depending on how soon it will be usable, red or "disabled" grey if it exists but cannot be used.
Colors are fine for those without color blindness, but if we use different iconography we can support everyone at the same time.
If you go for opacity, just remember to add something extra to available spawns, so there's a significant difference at first glance between 90%-99% ready and 100%.
For sure, already been accounted for.
Extremely simple UI timer, is clear and can be used around any spawn icon (sunderer/beacon etc.). I mean we already have timers on the left hand side, that I'm pretty sure 90% of people don't even look at. If they were instead moved to the map itself, wouldn't it solve the current confusion?
Spawn points being invisible was a good experiment, but isn't desirable in the long term, so they'll be getting changed in a later update. However, adding even more clutter to the UI is not something we'd want to do.
There are a few options, and we're still determining the final look, but you'll likely see them either with separate iconography when on cooldown or increase in opacity as they get closer to becoming available.
Is the invisibility on low settings being looked at?
Yes, it's on the list to get fixed.
If the base wasn't capturable (or needed to be defended), you wouldn't be able to spawn there from a normal spawn... but it looks like you should be able to. So seems like a bug to me. Thanks for the screenshots, will give it a look.
If you haven't already done it, could you send over a /bug report in-game next time this happens? Might be something specific to your setup, but this isn't the first time we've seen bugs similar to this post DX11 update.
The next big update revamps instant action, and part of that ensures always being able to drop on the continent you're on.
Not like this... not like this...
" This means players will be able to spawn onto any spawn beacon, and are only subjected to a 15 second cooldown. "
?_? Any player on any beacon ?_? This is too good, I need to see this to believe.
Updated the verbiage to reduce confusion. You can only respawn on spawn beacons your squad owns, so no changes there.
Still trying to figure out the repro on this bug (since our first spec fix didn't work internally,) but these steps aren't doing anything for me. Can anyone else confirm?
EDIT: We do have a new spec fix ready to go as of last night, but I did check these repro steps on both Live and internally, and can't get it to lock up.
Yes.
Read moreOK, sounds some what reasonable. But flipping points might turn out to be to harsh on attackers aswell:
The painfield (I guess you guys are working on those to get reintroduced) will cripple or kill many attackers if flipped.
With NPE in mind you probably don't want to do this because it's not as wide as AMPs and the spawns can easily be camped. Halve of Esmair fights take place in/around biolabs and I know for sure I won't go there if my faction only owns one spawn and the enemy has three (as an attacker), because owning the sidespawns also means you can suppress the attackers way better due to shorter distances to the spawns AND pads.
I'll stay at my proposed defenders penalty. Maybe even 20 sec, because:
If you manage to loose the SCU you should be at a severe disadvantage, but it could give an organized force enough time to team up and do some damage.
Timers depending on ownership of the base should be possible right?
...
you can't spawn directly into the sidespawn if you don't own both, the point and the satallite
This is correct.