lol, I was hoping I could use it to get on the other side of you guys, but I don't have Safefall on that loadout and was too close when the explosion went off :'(
lol, I was hoping I could use it to get on the other side of you guys, but I don't have Safefall on that loadout and was too close when the explosion went off :'(
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.
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.
Could it be related to the Punisher model or the different class specific underbarrel effect visuals of the Punisher?.
Don't believe so. Punisher effects aren't triggering alerts for looping, and the model isn't abnormally impacting framerates either.
We're looking into the framerate issues. One thing we've noticed are certain particle effects looping infinitely (even if you don't see them,) instead of expiring like they're supposed to. This can cause your client to hold onto 1000 particles (real example during a session a couple of days ago) that aren't even on the screen any more, which causes your framerates to plummet for the remainder of your session.
This is not a new issue, but we've recently expanded our ability to find and diagnose where the problems occur, and are addressing the problems where we can find them. Pillager is a good example of the on-demand FPS issues you can create due to this problem. That one, and a few others, are fixed internally already.
Unfortunately, there's nothing we can point to right now as the sole cause of the problems (Ordnance Dampener uses a mesh with a texture on it, it doesn't use particles,) but we're doing what we can to diagnose them as a priority.
We're currently working on this, it's our highest priority as of the last update. This includes both the turret issues and third person vehicle cameras.
We've got a fix for this checked in internally, but it still needs to be vetted. Won't make it for this update, but if we have a good window to send it Live after it's tested, we'll try to do that.
EDIT: Just followed up on this. Turns out this did make it into tomorrow's update, but wasn't flagged as such. I'll add it to the patch notes as well. GOOD NEWS FOR ALL OF AURAXIS.
Hey there. As you know, we released a PTS update earlier today that had some pretty significant changes and additions.
This thread is to consolidate feedback regarding the update. The biggest points I've heard so far are that Colossus feels underwhelming and unfun (and it was definitely very, very conservatively tuned,) and that the Facility Tech module is too restrictive to MBT players. Both of those things we can look to address in the future, alongside the rest of the feedback that shakes out of this update. So feel free to offer your thoughts and suggestions (ideally in a constructive fashion,) either in the comment thread below, or in the patch notes thread on the PlanetSide 2 forums. We'll be paying attention to both.
You can the patch notes here: ...
Read more External link →This makes me feel bad. I really thought I mentioned it to you way back when that change was first made. I was definitely using the Hailstorm/Hailstorm way back as a reason to rename the weapon, and it was changed over to "Maelstrom" because I wanted to celebrate you as a community member.
Next update I'll add a V26 in front just to drive it home :P
Nailed it? We'll take a look.
Hey there. As we head into Alpha Cycle 2’s Outfit War here on Saturday, the 16th, I wanted to share some of our learnings from the qualifier phase, and talk about what we’ll be doing for the next cycle.
Over the qualifier weekend, we ran three days of eight hour qualifiers, a full-time job for most of the players looking to compete. During those times, the pacing of the game became way more intense (for better and worse,) and showcased a couple of bugs that were disproportionately aiding Outfits with high body counts.
One of our takeaways on the Outfit recruitment side, is that we need to be better about protecting our new players from sleazy recruitment practices. Login recruitment macros have been an issue for years, but time was never set aside to address the issue. We will be doing that in a coming update.
On the Outfit Wars side (barring the bugs mentioned above,) the overall feedback for qualifiers has been positive and many have described it as “playi...
Read more External link →Hey there. Please remember that I was a player back when these changes took place; and being a mediocre pilot, I couldn't feel the differences like some of you could. During that time I heard a lot of complaining that things were changing, but none of the community members really broke down what exactly changed to me. So when I asked on stream for information, I wasn't sure what was being referred to.
Fortunately, the community has shared some good information since then (got a good post ...
Read moreThese are all good suggestions. We will be addressing some of the Mentor Squad related issues later in the year, and maybe we can squeeze some of the other quality of life stuff in as well.
I love the trail of shamrocks flying by as the Sunderer rolls through the air.
Thank you Wrel, that's awesome to hear. (: I guess I will use composite armor in the meantime.
I assume you guys are aware of the broken construction vehicle gates aswell? They don't block any vehicles atm. Is there a fix coming soon?
Aware of the Construction Wall issue. Unsure of when we'll have a fix for it.
Fix for this will be out in the next big update. For some reason the Harasser's stealth line was using the Prowler's rank 1 stealth at all ranks, instead. Not sure when or why it happened. I did do a quick pass on the rest of the vehicles to see if anything else was wrong and didn't find anything, but if you see more like this, please call out.
Kinda weird that they just give everyone the reproduction for a very annoying bug, but cool polish patch +1
Mistakes were made. I was so excited that this bug was finally fixed that I wanted to enlighten the community.
This is a long-standing bug where your score won't always update if you leave one fight and come to another that's already in progress. This is on our list of things we'd like to fix. Doesn't have anything to do with outfits, or changes that were made in recent updates.
We're likely going to be replacing Aux Spitfire in the next update. Until then, Decoy Grenades new counter-meta.