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  1. #881
    Network Hub Orius's Avatar
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    Quote Originally Posted by MrEclectic View Post
    Ah, some good news. Hammer time! Ban-hammer, that is.
    You (and I ) wish. The guy pulls too many guys to get banned by SOE. Sad fact. It's weird how such an utter cunt has that big a following.

  2. #882
    Secondary Hivemind Nexus Bankrotas's Avatar
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    Your thoughts on this:
    http://forums.station.sony.com/ps2/i...ign-up.110232/
    I would liek to know!
    Hear from the spirit-world this mystery:
    Creation is summed up, O man, in thee;
    Angel and demon, man and beast art thou,
    Yea, thou art all thou dost appear to be!

  3. #883
    Secondary Hivemind Nexus Jesus_Phish's Avatar
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    Didn't SOE already announce they were making instanced versions of the continents for this very thing? Pretty sure they said it at the last MLG event about three weeks ago.

    This wouldn't work on a "live" server for three big glaring reason.

    1) How do you get everyone started on an equal playing field?
    2) How do you factor in random players and outfits that have no interest in playing. This will directly affect the score and point one.
    3) You're assuming that the one rule will actually be followed by all members of all squads of all outfits. That's asking a lot
    "Halo is designed to make the player think "I look like that, I am macho sitting in my undies with my xbox""

    Steam ID

  4. #884
    Secondary Hivemind Nexus Bankrotas's Avatar
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    I don't follow SOE, since they don't fucking post anything on their own god fucking damn forums. (Yes, that's how much angry about that I am.)
    Hear from the spirit-world this mystery:
    Creation is summed up, O man, in thee;
    Angel and demon, man and beast art thou,
    Yea, thou art all thou dost appear to be!

  5. #885
    Secondary Hivemind Nexus Jesus_Phish's Avatar
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    I believe it's in this video but I've no sound at the moment so I can't confirm.

    They announced they'd be bringing in ladders which would use instanced continents to allow outfit vs outfit without the random variables that that TR guys proposal will fail to be able to manage.
    "Halo is designed to make the player think "I look like that, I am macho sitting in my undies with my xbox""

    Steam ID

  6. #886
    Secondary Hivemind Nexus bonkers's Avatar
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    Also the data spreadsheat got updated:
    https://docs.google.com/spreadsheet/...UdTJpM1E&gid=3

    Does not yet include the last double xp weekend. Does anyone remember when the one before that was?
    The new characters created seem to be stable, which is good. But active characters is constantly dropping. Which is sad. Only about 50% of the people that played in January. Would be interesting to know if the last double xp brought some of them back.

  7. #887
    Secondary Hivemind Nexus Bankrotas's Avatar
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    Emm, last one was on Xmas-new year week afaik
    Hear from the spirit-world this mystery:
    Creation is summed up, O man, in thee;
    Angel and demon, man and beast art thou,
    Yea, thou art all thou dost appear to be!

  8. #888
    Secondary Hivemind Nexus Dominicus's Avatar
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    Wasn't there a double XP-weekend during the empire showdown event?

  9. #889
    Secondary Hivemind Nexus bonkers's Avatar
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    Found the info. Last one was March 15-17. During GU4 where there were some severe performance issues. That's why I remember but could not track down the date.
    "Interestingly" it did not seem to increase activity or new characters.
    But maybe it's just a bad example because of the performance issues. Although surely many players at least logged in, despite the performance.
    Last edited by bonkers; 02-04-2013 at 04:54 PM.

  10. #890
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    Lightbulb Game Update 06 coming online today

    http://forums.station.sony.com/ps2/index.php?threads/server-maintenance-gu6-04-03-2013.111845/
    Last edited by EsotericReverie; 03-04-2013 at 10:04 AM. Reason: Formatting

  11. #891
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    This wouldn't fit in the above post...

    All servers will come down for Game Update 06 beginning at 6:00 AM. Downtime is anticipated to be less than 2.5 hours. Players may note the following changes:

    General Updates

    Service Ribbons
    • Service Ribbons are quick-to-earn achievements that are repeatable and grant a reward for completing them.
    • Service Ribbons are earned by killing enemies with infantry weapons and by supporting your allies. We will be adding more ribbon types (ex: teamwork, base capture, and vehicle ribbons) in future updates.
    • Players earn an experience bonus (on top of the normal ribbon experience reward) for the first few ribbons earned each day
    • Weapon Ribbons = 10 kills
    • Revive Ribbon = 15 revives
    • Healing Ribbon = Heal 10,000 points
    • Repairing Ribbon = Repair 15,000 points
    • Piloting Ribbon = 20 driver assists
    • Rewards for each are 250xp
    • An additional 500xp if it’s receiving the daily bonus


    Alerts

    • This is a new, dynamic, server controlled event system. Alerts are automatically triggered and communicated to players through notifications and the [Tab] screen.
    • The Alert type being introduced in this initial phase of implementation is Continent Capture. In Continent Capture, empires will need to control a specific continent within a fixed amount of time. If an empire captures all regions on the designated continent before the timer expires that empire will be declared the winner, ending the alert. If no empire captures all regions within the allotted time, all empires will receive a reward proportional to the territory control (i.e. an empire that owns 40% of the territory will earn 40% of the reward). Players do not have to be on the alert continent to receive the reward. The reward is server-wide.
    • While participating in the event areas players will receive a percent increase to their experience rewards.
    • We will be adding more alert types in future updates.


    New
    Membership Benefits

    • Members now have access to an additional daily sale
    • Members now have access to an additional three character slots as part of their membership


    Client stability improvements

    New in the Depot

    • Extra character slots can now be purchased from the Depot
    • The new common pool NS-15M LMG has been added to the Depot
    • New Mercenary Helmets for Combat Medic and Engineer



    Infantry Updates

    • Tank Mines Will no longer arm if thrown on top of a vehicle.


    All Shotguns

    • Maximum damage per pellet reduced to 134 damage on all shotguns that previously did 143 damage.
    • Slowed down to 700 MS, from 575 MS (now matches assault rifle equip times and not carbines).


    Slug Ammunition

    • Slug animation no longer lowers rate of fire when equipped.
    • Now reaches minimum damage at 40 meters, reduced from 65 meters.
    • Minimum and maximum damage are unchanged on semi-auto and auto shotguns. Pump-action slug ammunition had its minimum damage raised to 400 from 360.
    • Iron sights and optics have been realigned to give a better sight picture.


    NC Mauler S6, TR FA1 Barrage, and VS Pandora

    • Rate of fire slowed down to 225 RPM.
    • Short reload time slowed down to 2050 MS.
    • Long reload time is faster at 3350 MS.
    • Lowered vertical recoil to 1.3, from 1.5.


    NC Sweeper, TR TS4 Haymaker, and VS Nova

    • Rate of fire slowed down to 225 RPM.
    • Short reload time slowed down to 2900 MS.
    • Long reload time slowed down to 4100 MS.
    • Lowered vertical recoil to 1.3, from 1.5.


    NC Piston, TR AS16 NightHawk, and VS Thanatos

    • Rate of fire slowed down to 260 RPM.
    • Short reload time slowed down to 2600 MS (long reload unchanged).
    • Recoil recovery rate slowed down to 12 degrees per second, from 15.
    • Minimum damage lowered to 50 per pellet.


    NC GD-66 Claw, TR TRS-12 Uppercut, and VS Phobos VX86

    • Chamber time slowed down to 600 MS.
    • Recoil recovery rate slowed down to 12 degrees per second, from 15.


    All NC MAX shotguns

    • Extended ammunition lowered from +5 ammunition to +4.


    NC Scattercannon

    • Rate of fire slowed down to 180 RPM.
    • Projectile speed slowed down to 300 m/s.
    • Magazine capacity lowered to 6.
    • Short reload time slowed down to 3800 MS.
    • Long reload time slowed down to 3000 MS.


    NC Mattock

    • Rate of fire slowed down to 180 RPM.
    • Projectile speed slowed down to 400 m/s.
    • Magazine capacity lowered to 6.
    • Short reload time slowed down to 3800 MS.
    • Long reload time slowed down to 3000 MS.
    • Spread accuracy improved and is now at 2.5 degrees.


    NC Hacksaw

    • Rate of fire slowed down to 209 RPM.
    • Projectile speed slowed down to 300 m/s.
    • Magazine capacity lowered to 6.
    • Minimum damage lowered to 50 per pellet.


    NC Grinder

    • Rate of fire slowed down to 180 RPM.
    • Projectile speed slowed down to 275 m/s.
    • Magazine capacity lowered to 8.
    • Short reload time slowed down to 4300 MS.
    • Long reload time slowed down to 3400 MS.


    NS-11c


    • Fixed weapon not working with the ammunition belt.
    • Fixed reload speed being 2 seconds for both the short and long reloads. New reload times are:
      • Short: 1.85 seconds
      • Long: 2.35 seconds

    • Fixed forward grip not being aligned with the rail.



    General tuning

    • Fix for the Phoenix dumb-firing if fired quickly after entering iron sights
    • The charge on the Lancer can now be sustained through switching to different fire modes (in/out of ironsights)
    • MAX weapons no longer have incorrect access to rail attachments in the VR zone.
    • Rez icons should now properly display for combat medics over downed ally MAX units
    • Sprinting while reloading a pump action shotgun should no longer cause animation issues
    • Fixed animation issues with using under-barrel attachments
    • MAXes should have proper access to the Ammo Storage Container Suit in VR training
    • The GD-66 Claw reflex sight’s zoom functionality should now be working properly
    • Scope overlays should no longer be removed when hit with an EMP grenade
    • Claymores and Proximity Mines should be causing appropriate damage again
    • Addressed some UI inconsistencies with Heavy Assault’s shield indicator when using Adrenaline Rush
    • Fix for the LX Tacti-Eye no longer being accessible after logging out with the scope attached



    Vehicle Updates

    • Magrider survivability in large falls should be more in line with other vehicles
    • Sunderers should no longer slide after stopping on slopes
    • Reaver composite armor should no longer cover decals
    • When landed and idle, Galaxies should no longer slowly roll backwards
    • The Flash’s Wraith Cloak will now deactivate when the driver changes seats
    • Normal vehicle effects like brakes should come back when the Wraith cloak effect is removed
    • Vanguard IR Smoke, Shield, and Mine Guard utilities will no longer clip through the back plating of the tank
    • We no longer have Safe Ejection utilities that fail to eject you safely
    • Vehicles should no longer start rocking after firing a few times
    • You should now be able to properly exit the Flash rumble seat if they re-mapped their “exit vehicle” key



    UI Updates

    • /l is now a valid shortcut for leader chat


    • The death cam should no longer cancel an active revive prompt
    • Squad Leaders should no longer see “Set Primary Defense” as an option in the Quick Action Menu when targeting allied soldiers
    • Waypoints now properly display on the minimap
    • Updated spawn indicator art on the respawn screen to be more visible
    • Vehicle acquisition timer UI should now be updating properly after spawning a vehicle
    • The AMR-66 should now be filtered properly in the Depot
    • NS weapons should no longer be lacking the preview button in the depot
    • Fix for non-selected characters being deleted in error during character deletion process
    • Enabling Auto join on Log in will properly persist when you navigate away from the UI page



    Facility Updates


    All Phalanx Turrets

    • Increased damage resistance to Aircraft Machine Guns from 85% to 94%. This makes it similar to the damage aircraft machine guns can do to tank top armor.


    Spear Phalanx Turret (Anti-Vehicle)

    • Min damage upped from 1000 to 1250
    • Projectile flight characteristics now match Vanguard 150mm HEAT
    • Speed increased from 200 to 250
    • Gravity multiplier decreased from 5 to 4


    Xiphos Phalanx Turret (Anti-Personnel)

    • Changed damage type from personal weapon to heavy machine gun. Allowing it to damage heavy armor targets.
    • Adjusted damage and fall off
    • Max/Min damage adjusted from 218/150 to 200/167
    • Max/Min range adjusted from 100/75 to 85/10


    Aspis Phalanx Turret (Anti-Aircraft)

    • Can now pitch 10 additional degrees downward.


    General improvements


    • Jump pads at The Traverse should now properly acknowledge base ownership
    • NPCs should now spawn more reliably in the VR Training Zone
    • The Peris Amp Station Barracks, Tower, and Eastern Grove forward spawns have proper capture points again
    • Addressed occlusion issues near Zurvan Storage Yard
    • Addressed cosmetic geometry issues at Rashnu Bio Lab
    • Addressed an issue with players getting stuck in geometry near the SE pass of the Crown
    • All banners at Mao Tech Plant should accurately reflect base ownership
    • Addressed an issue with prop objects stacked on a capture point at Mani Biolab
    • Fixed an exploit that allowed players to pull a free MAX from the VR zone and take it to other continents
    • Tower teleporters in VR now work properly.
    • Floating objects in the VR tower have been nailed down.
    • Fixed the floating AV turret at Heyoka’s western forward spawn
    • Fix for SCU shields not properly stopping projectiles and deployables
    • Leaving the VR zone with a tool equipped will no longer break your loadout until you resupply


    Audio Updates

    • There should now be appropriate audio when using the Flash’s turbo utility
    • You should once again be able to hear your own footsteps after exiting a vehicle
    Last edited by EsotericReverie; 03-04-2013 at 10:05 AM. Reason: Formatting

  12. #892
    Secondary Hivemind Nexus
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    Finally! Scatmax nerf! \(^^)/

    Shame they didn't buff VS max though...

  13. #893
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    See especially:
    The charge on the Lancer can now be sustained through switching to different fire modes (in/out of ironsights)

  14. #894
    Secondary Hivemind Nexus
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    Shotgun nerf sounds relativley minor, at least compared to what it could have been. Suprised to see such a focus on slugs, as I concluded in the end that they weren't that strong.

  15. #895
    Lesser Hivemind Node
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    Dissapointed that they went the nerf way on the maxes instead of actually looking over the weapons of all maxes for a short balance tweak pass that would differentiate weapons. Because right now there isn't really any difference between the different weapons a max has to choose from, they are all tiny variants of the same weapon. If the NC max would get 1 short range wide cone of fire shotgun and 1 midrange tight cone of fire shotgun there would actually be a choice in what weapons they need. Just as we could have a max arm with extreme fire rate but wide cone and one slower with a tight cone.

    Right now max weapons are basically either shit or decent, and that is the only difference between them. This is what needs addressing not sweeping nerfs to all weapons, or cool new abilities. Just differentiate the bloody weapons.

  16. #896
    Secondary Hivemind Nexus Dominicus's Avatar
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    I could be wrong, but it looks to me as pump actions still have the 1 shot kill option. The focus on sluggs is strange indeed, but it might be that in the right hands they where possibly even stronger then the normal pellet shot.

    At least they didn't overshoot to much this time, at least I hope. Only playing will tell.

  17. #897
    Secondary Hivemind Nexus Bankrotas's Avatar
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    Here's the thing, they still didn't fix shotguns, only made difference between pump and others even clearer. Pump actions are now only shotguns worth getting.

    Sprinting while reloading a pump action shotgun should no longer cause animation issues
    Are you kidding me, you shouldn't be able to do that at all
    Last edited by Bankrotas; 03-04-2013 at 10:38 AM.
    Hear from the spirit-world this mystery:
    Creation is summed up, O man, in thee;
    Angel and demon, man and beast art thou,
    Yea, thou art all thou dost appear to be!

  18. #898
    Moderator QuantaCat's Avatar
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    today I found out that blockade armour shields against C4.
    - Tom De Roeck.

    verse publications

    "Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it."

    "It's frankly embarrassing. The mods on here are woeful."

    "I wrinkled my nose at QC being a mod."

    "At least he has some personality."

  19. #899
    Secondary Hivemind Nexus Dominicus's Avatar
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    Quote Originally Posted by Bankrotas View Post
    Here's the thing, they still didn't fix shotguns, only made difference between pump and others even clearer. Pump actions are now only shotguns worth getting.
    That my friend, I agree on.

    Also, @wardancer. I think the max update will be coming next week or the week after that. I suspect they wanted to pull all maxes to roughly the same level (or attempt to) before adding new stuff. I think they where talking about adding options for the maxes to be effective at all ranges. So one weapon for close, one for long, etc.

  20. #900
    Network Hub Orius's Avatar
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    -Fix for SCU shields not properly stopping projectiles and deployables

    I always thought that was intentional.

    Also, completely agreed, Bankrotas. Fairly disappointed by this. Here's hoping for yet another nerf.

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