lytlb1t

lytlb1t


21 Aug

Comment

Originally posted by ItsTron29

What game modes do you play?

Mainly Breakthrough

Comment

Originally posted by Mojo_Lovin

It’s been my life mission since bf3 ti take the tags if a dev

I'm about to play a few rounds so good luck to you

Comment

Originally posted by Repeter_1

So there the development team is......

Hey man, allowed to grind the battle pass during the night right?

Comment

Originally posted by SuchTedium

Played with them yesterday. Sat in a Wildcat all game in Breakthrough. Didn't die until 50 kills.

Were you my gunner on Kaleidoscope?

Comment

Originally posted by Pixel131211

this guy is great. I played with him a few times and he always got like 50 revives as falck. 10/10 player. DICE might not be the best developers atm, but damn are they good medics lmao

PTFO'ing since 1942

Comment

Originally posted by DANNYonPC

ey niels /u/lytlb1t

Oh hai


25 Nov

Comment

Originally posted by Stevestating

Hi /u/lytlb1t, can you pass this to the team? Thanks!

Yep I will, thanks for reporting!

Comment

Originally posted by da_undataka

There was a bug I discovered yesterday, shooting rockets from one of the shipping container beams down on a tank dealt zero damage. Shot about 4 rockets while the tank was moving. The one facing the ship i think sector D manifest. I should have clipped it. I'll try to replicate but it could have been a one off.

That sounds weird. If you manage to record a video I'll happily forward it.

Comment

Originally posted by T_Cunn1102

Can you say what was causing it? Just curious

I think it will be mentioned in the patch notes.

Comment

Originally posted by ChrisH100

apologies to double comment but just letting you know that there’s a bug where if you take a tactical insert and place it in an elevator, the tactical insert does not stay in the elevator car.

It stays on the ground level and if you spawn on the tactical insert while the elevator car is on another floor, you are inside the elevator shaft (and not the car)

If you go prone while the elevator comes down and are in the elevator shaft, you can avoid getting pushed back into the elevator and stay inside the walls of the elevator shaft.

Thanks, I'll forward this to QV

Comment

Originally posted by McVersatilis

Congrats on finding the fix! Must have have been a pain debugging that one...

I wouldn't have managed without our great QV department that went above and beyond to find the repro.

Comment

It took a while to find the cause of this issue, but yesterday I checked in a fix for this which will go live in one of the upcoming patches.


24 Nov

Comment

A fix is lined up for one of the upcoming patches.


15 Nov

Comment

Originally posted by Slayer418

How about controlling exit direction with WASD? I think it could be better in certain situations.

That's definitely a good suggestion that I will give some thought.

Comment

Originally posted by MartianGeneral

I just checked it with the LATV4 and the T-28 and it seems the updates didn't make it into the early access build :(

For now this is how it works; no matter where your gun is aiming (both driver and gunner) you always hop out from the left of the vehicle. The only thing that changes is where you're looking when you get out. So as an example, if you aim your gun to the right, you'll still exit from the left but you'd be looking towards the right. If you aim your gun at the rear, you'll exit from the left while looking at the rear. video example of the T28

Yeah I'm pretty sure I fixed this already, but I'll take another look just to be sure.

Comment

Originally posted by MartianGeneral

Since we're on the topic of entering/exiting vehicles, I feel there is a pretty important mechanic missing when it comes to exiting vehicles, i.e. exiting in the direction you're looking at.

If you pointed your gun/camera at the back of the vehicle, you'd exit from the back; if you pointed it towards the left, you'd exit from the left, and so on. It was actually extremely useful in BF2/3/4 as you could control which direction you exit from, and that helped when quickly getting out of vehicles to repair, etc.. This feature was lost due to the addition of enter/exit animations but since they don't exist in 2042, I think this is something that should be brought back!

We do check the aim but have a limited amount of exit points. If you aim towards the right, you should exit on that side too. We did some fixes to this the last months, so if that doesn't work as it should, consider it fixed for an upcoming patch.

Comment

Originally posted by shelledpants

The solution being so obvious it hurts: Delay the time you can control by the same time of the entry animation...

We had it working like that before, but it turned out to be annoying when entering gunner seats. Changing it to make it more responsive seemingly introduced this issue. We'll follow up on it!


12 Nov

Comment

Originally posted by mattypanckake420

You guys are quick into action lol. Yeah no problem. Pretty badass game you guys made nice work mate

Thanks :)


11 Nov

Comment

Interesting, I think it has something to do with the open container you teleported to. It's probably a moving one, and we had some problems with moving objects in the past. I asked QV to take a look at this problem, thanks for sharing :)


09 Nov

Comment

Sim stands for simulation, it's the CPU side update of a frame. It includes all game logic, physics, etc. The result is used on the gpu side which updates asynchronously thanks to the latest frostbite version that we are using. This allows us to render on a much higher frequency than the simulation tick rate.