Those should disable with the objectives section. If they don’t, it’s a bug.
Those should disable with the objectives section. If they don’t, it’s a bug.
The long and short of it is that the people working on the API have responsibilities for the entire Daybreak organization, and their time is almost wholly devoted to urgencies elsewhere, and has been for some time.
The actual RPG team is only tangentially involved in the ongoings of the API (mostly to bring to light issues,) and I know you folks already have the direct contact information of the people who can help resolve the API issues either way.
If you give me (or Mithril) the top 5 issues (don't include SolTech or TeamId, as those are actively tasked,) I can pass it on to them more directly, but that's about all I can do at the moment.
As a side note, if anyone interested in job opportunities at the Daybreak level, there are plenty of listings on the Careers page. This one in particular is most closely related to the issues in the post, however: ...
Read morehe said that with maximum battle rank the player is awarded with additional health
Think you may have misheard, because this is definitely not a thing.
Overall though, I'd say the balance discussions/loadout guides/weapon reviews (which amounts to a lot of the content) is outdated. The live gameplay/montages/tips and tricks are mostly relevant still, and the Thoughts on Better Gaming series is pretty evergreen, but it's also not always with PlanetSide 2 content in the background.
This absolutely should have not gone Live in this form, and is a major screwup. We're taking care of it as soon as we can manage this morning. Unfortunately the fix will strip some of its audio and FX, but I'd rather that than have a completely broken game this double experience weekend.
I'd like to apologize for this issue even appearing in the first place.
Yeah, maybe it's a little easy to headshot with it. Could probably do with having the projectile size reduced a bit. I will give it that.
Chiming in because I've seen this misinformation pop up in a couple of places so far, and it shouldn't be something that guides the balance discussion:
The Archer does not have larger projectiles than other weapons. It uses the smallest size, which is 0.03, to determine the collision. That's the same as the vast majority of weapons in the game. The bullets are only visually more prominent, it has no impact on performance. People make this mistake about the Lasher quite often as well.
Jackal Burst Adapter still prevents other rail slot items from being used, whereas it was supposed to work like the adaptive UBGL of the Punisher, i.e. that you can pick another rail attachment next to it.
From the patch notes (emphasis mine):
MG-S1 Jackal (TR SMG)
- BX Adapter no longer reduces magazine size, and uses the existing weapon ammo pool.
- BX Adapter now consumes two rounds per shot.
- BX Adapter's refire rate from 60ms to 80ms.
- BX Adapter no longer prevents rail slot items from being equipped.It does, so fix it please, pretty please +.+
Edit: well I guess the servers are crashing left and right, so this is probably lower priority, but please don't forget about it for another 4 years!
- BX Adapter no longer prevents rail slot items from being equipped.
That's meant to be "barrel," not "rail," as was previously the issue. I've updated the patch notes.
This should be cert-purchasable on Live now. Thanks for the report.
Also overall speed is much slower but that's probably intentional.
That's intentional. Roll and yaw are both increased while underwater, but if it's too much or doesn't feel correct, we can take another look.
Read moreBUG REPORT(collecting them from everywhere and the old Oshur bug megathread!).
1) Decoy Grenades are not available for use on Light Assaults despite having the ASP skill unlocked (checked only on NSO).
2) Gunslinger reload speed bonus doesn't work with UBP-1 Starfish
3) The Pocket flash is not detected by players base auto-turrets . Some players are exploiting It.
4) The Wasp reactors don't turn off when you land and go on the mining gun seat . Because of that you can't use them on solo mode (it make them dance and crash).5) The base gate can't be dismantle with the construction pistol
6) Deliverer, Lodestar and WASP don't get nanite cost decreases from ASP and Outfit module facility discounts.
7) Distances by the platoon/squad members are not visibile in the Platoon/Squad panel (I read "-1" for every member)
8) Centri Mining Operation has no "Forbidden Area" Pain field near spaw...
This post doesn't seem to take into consideration this morning's update, going to narrow your list down a bit here.
4) The Wasp reactors don't turn off when you land and go on the mining gun seat . Because of that you can't use them on solo mode (it make them dance and crash).
Resolved with this morning's update.
9) High Ridge Security probably has a forgotten teleport between main spawn room and vehicle spawn room, that is VEEEERY distant
Resolved with this morning's update.
12) WASP cannot switch to heavy machine gun alterative fire mode on it's mining laser.
Not a bug, this was removed before Wasp was released for the campaign.
13) Shield module overload don't immune against explosion damage (It immune against all damage except explosion damages (C4, Cortium bomb, flail, etc...))
Shield module increase armor b...
Read moreAll servers are now available with Oshur unlocked.
I hope this has been addressed
Invulnerability on the flotilla was added, you'll see it in tomorrow's update, as well as PTS here shortly.
Have a fix for this that'll be in the next update.
Then why is there a countdown in sanctuary if you’re not holding yourself to the deadline displayed in game? That’s what has most of us worried
Unless we were to remove the dates from the campaign chapters altogether (which is a little counterproductive to campaigns' original intent,) the questions would still come up. Saw that a lot with Campaign 01. We were optimistic about the original timeline, and I was hoping the caveat on-stream would allay some concerns if the date needed to slide.
This was mentioned in the Livestream, but I'll reiterate it here: We're not going to shove the map out for the sake of hitting an arbitrary date.
We're currently in the process of deciding what our timeline will be, based on the remaining scope of work and test turnaround. You'll see some official communication regarding that, and our intended test schedule, later this week.
Did you go through the new player tutorial on any character prior to this? Trying to track down repro steps for this issue.
Make it OP, sell it. Nerf it. Seems standard
Eh, wouldn't go that far. Anyone with a long memory for this sort of thing will tell you that it's been on both sides of the fence. Sometimes the weapons start weak and get tuned up (Thumper,) sometimes there's some experimentation that goes awry (Canis.) Mores the latter in this case.
The splash damage on paper for Fracture is pretty low, but the soft traits of the rest of the weapon are what pushes it over the line. Namely the 40 round mag and perfect hipfire with Lightweight Arms. We've never done perfect accuracy while airborne, but have been inching closer to it with weapons like the Horizon, so that's a concept that's being felt out a bit.
If you removed the splash, I'm not entirely convinced that the perfect hipfire wouldn't still raise complaints later on (afterall, the weapon still hits hard, and right now we're all focused on Fracture Bolts,) but it might be worth continuing to find the answer to that question.
It should be doing as much. Which server are you on?
Can confirm, is broken and working on a fix.
Good idea, we can get this in.