Wasn't mentioned in the notes, but the same fix for the invisible body-vehicle also applies to the weapon locking bug. But to echo the patch notes, it's a speculative fix.
Wasn't mentioned in the notes, but the same fix for the invisible body-vehicle also applies to the weapon locking bug. But to echo the patch notes, it's a speculative fix.
This bug will be fixed in the next update.
Thanks for the response.
Are there any timers for the sidespawns? If not it might turn out to be impossible to get in the Lab from the pads without overwelming force and killing the SCU is basically worthless in any case. This changes will make Biolabs the hardest to capture bases ingame imho, tossing the likes of Indar ex. and Jaeger's from the winner's podest of that competition.
I don't think defenders need more options without penalties (I'm thinking of the likes of 10 sec here) in this case. It might turn out fine, because the attackers have little cooldown aswell, but I have doubts about it. I've been trapped into sidespawns to often.
We may end up making satellite capture point control (instead of base control) dictate whether or not the satellite and teleporter are accessible, so that it's easier to stymie the spawn points (similar to 3 point Amp Stations.) Additionally, we can always add more bypasses to BioLab outposts to encourage flow around them, as we have with Esamir. We'll see how much more defensible the bases become on Live, and tune accordingly.
/u/Wrel can you clarify this:
>Now includes spawn beacons. Dev Note: This means players will be able to spawn onto any spawn beacon
Does this mean I can spawn on another squad's beacon? I can't imagine that, but the wording would suggest it.Drew already answered this, nevermind.
Spawn Beacons can only be spawned on by squad members.
Great news with the server update! I also appreciate you guys fokusing on the spawn system. But, does this:
Satellite spawn points inside BioLabs now act as spawn points, and not just teleporters, though you can still use the teleporters at satellite bases to reach the BioLab spawn rooms.
mean defenders can also spawn at the sidepawns in Biolabs? If so, does the destruction of the SCU eliminate the sidespawns as well? I fear neither is the case.
Thank you for the update and have a nice WE.
If you control the satellite outpost, you can spawn at these spawn points (includes if BioLab defenders own the surrounding outposts.) It's basically cutting out the middle man of having to use the teleporter at a satellite base to get to the BioLab.
If so, does the destruction of the SCU eliminate the sidespawns as well? I fear neither is the case.
No, SCU governs only the main spawn room.
Found the issue with this. It'll be fixed in the next update.
This issue is resolved in the upcoming hotfix.
If its a bug, I get it, no prob.
This is a bug.
Have a speculative fix for this one on the way for the next update, but we won't know how it'll really shake out until Live.
Can you also fix Join Combat trying to send you to an entirely different continent when the one you're on has several perfectly good fights? It's particularly annoying when you had to go through a long queue to get in, since not paying attention can result in you leaving in the middle of an alert with no way of coming back quickly.
That's something we're currently investigating as well.
Those changes have not yet gone Live, as noted in the patch notes. On another note, we're currently working on the bug where Join Combat will sometimes fail to send players to a combat area when the timer hits zero. That should be in the next update, alongside fixes to the spawn system, beacons, and not the Dalton.
Yellowjacket should still be doing siege damage. We'll look into it, thanks for the report.
Just fixed this internally, thanks for the report.
Not supposed to have access to the ones outside your faction's colors, will put in a task to fix it.
Ye olde crouch bug. Wrel can't replicate it though so it doesn't exist.
Not sure why you think that.
its a bug yeah
Correct, you should be able to spawn at all of those Sunderers.
Thanks, that'll be taken care of next update.
In a previous post he said that priority 2 would have to have “the correct conditions” to see the spawn.
I see nothing here detailing what those conditions are specifically and think it’s important to know what they are, rather than leaving it up to a community guessing game.
In this case, it's only the cooldown that matters. Spawn beacons will still functionally be the same, which is to say, they're valid spawn points at any time.
What is the intended way for beacons to work?
Beacons are moving to the new system, and they'll have a standard cooldown like other spawns. We'll need to tune for the correct numbers, but prior to the "fix" last update, they were supposed to sit in the 15 second (priority 2) section.
Beacons are broken after the hotfix though, right? Them resetting every time you die surely can't be intended.
Correct, this is a bug.