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  1. #2921
    Secondary Hivemind Nexus MrEclectic's Avatar
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    So NW will become Kinetic for the infantry classes.

    What I don't like is that all headshots go through. They should go with the same mechanic as Resist Shield, where damage above a certain threshold goes through the shield. It would be consistent with in-game logic, and CQC would not change dramatically.

    Also, they need to clarify how the resistances of NW and Resist will work together. Multiply, add, or only the highest is in effect?

    Time to consider Adrenaline+Resistance Capacitor.

    On a final note, they're doing it again: changing too many things at the same time, so no way to monitor what change affected what. In the notes they mentioned that they will have to reconsider the AoE damage of various explosives. But they don't consider how this change will also affect the performance of various infantry weapons. Besides the sniper rifles, this is a buff to SMGs, NS weapons, perhaps NC in general, but surely to various other infantry weapons with particular recoil characteristics (either relatively flat with low horizontal or weapons like the SVA-88, which somehow seem to jump to the head with ease).

  2. #2922
    Lesser Hivemind Node stoopiduk's Avatar
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    I look forward to actually having to think about my armour rather than just drop NW every time, but the splash damage nerf sounds counter-intuitive to me.

    I don't often get killed by splash from anything other than grenades, and in my experience using HE vehicle rounds, there isn't enough splash for clearing infantry as it is.

    The sniper nerfs seem heavy handed too, the frantic nature of attacks and the number of vectors involved in them seem, in my experience, to keep sniping at an acceptable level. SOE obviously have all the data to crunch through, but for me I rarely find that I'm outgunned by a sniper in any situation. Where they've got range and a clear shot, I've usually got nearby cover.

  3. #2923
    Secondary Hivemind Nexus Boris's Avatar
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    I think snipers are not a problem right now. They're actually quite weak. As an infil, you're usually better off grabbing an SMG and joining the fray. If I get headshotted, I know that guy spent considerable time setting up his position, he had the correct amount of lead for my movement and honestly got a bit lucky to hit with all the wonkyness this game has.

    He's also not an unstoppable killing machine, like snipers are in some games. I don't feel snipers need a nerf, but I'm also pretty sure this isn't one. It's a slight buff.

  4. #2924
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    It's unquestionably a nerf to nanoweave, but it's also what NW always should have been. So I'm fine with it (it remains to be seen if I choose to reinvest in it or not)

  5. #2925
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    I'v been running with grenade bandolier so often lately, that I might actually forgo a few levels of nanoweave here and there...
    Steam: EsotericReverie | Origin: EsotericReverie | Planetside 2: EsotericReverie | Battle.net: Esoteric#2168

  6. #2926
    Secondary Hivemind Nexus Dominicus's Avatar
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    To put it short:

    - NW becomes a % resist
    - Max range OHK on sniper rifles
    - A buff to Flak Armor

    Did I miss anything? Not that many changes at all, but a few good a few bad and some that would have been better if they had not put a number on it. If they would just have said the OHK range of the sniper rifles would to be determined a discussion would have started. By putting the number of 150 they unleashed the hordes again. When will they learn....

  7. #2927
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    Add:
    - no NW damage resistance against headshots
    Steam: EsotericReverie | Origin: EsotericReverie | Planetside 2: EsotericReverie | Battle.net: Esoteric#2168

  8. #2928
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by Boris View Post
    He's also not an unstoppable killing machine, like snipers are in some games. I don't feel snipers need a nerf, but I'm also pretty sure this isn't one. It's a slight buff.
    It kind of is though. I like long range sniping (200-300m, 960 kills with the Parallax, 50% accuracy and 90% headshots), usually targeting AV Engineers, Striker Heavies and other snipers. With the proposed changes and the hard cap at 150m for OHK headshots, this will no longer be viable.

    OTOH, this is a buff to CQC and mid-range infiltrators. At least now with NW, when an infil opens up behind me, I get the chance to turn around and return fire. With the proposed changes, not anymore.

    On a tangent, if these go live, perimeter security will be paramount. People need to start paying even more attention. Never listen to music while in squad, keep listening for the infiltrator cloak sounds, learn the cloak sound differences and the gun sounds, always pay attention to the minimap red dots, keep firing recon darts if an infil, keep putting down ammo packs if an engie. Also, if a support class, keep alternating between supporting and looking to our rear. Heavies and MAXes are usually preoccupied being engaged with the more direct threats.

  9. #2929
    Secondary Hivemind Nexus Bankrotas's Avatar
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    This will change a lot, reward accuracy rather than spray and pray with Nano change. Nano I won't get, since bandoleer seems better.

    Infils, well Xasapis stated that currently range for sure OHK is about 75m, so they just limit the range not to be too long. Also, honestly, I wouldn't like to be shot and know that I can't find the killer :/ And first death is really annoying.

    Flak armor, well I only use it on my medic anyways.
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  10. #2930
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    Yeah, looks like I will be spending my NW refund on grenade bandoliers. As far as I can tell NW was never really OP, I have never heard people say 'yeah, definitely get nanoweave'. More often the opposite. I only used it on my medic since it gave a survivability buff against all damage sources (and on heavy for obv reasons). But yeah, with all those nerfs, particularly the headshot one, and no buffs why bother with nanoweave?

    OHK sniper rifle changes basically put an end to that playstyle. Not particularly sad to see it go, but slightly confused as to why SOE think it's worth changing. Imo the best counter to a sniper is another sniper, you just have to be even more patient and observant than them. And although you can rack up the kills when watching over a big fight, those sort of places are clusterfucks of death anyway.

  11. #2931
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by Rizlar View Post
    As far as I can tell NW was never really OP, I have never heard people say 'yeah, definitely get nanoweave'.
    Mostly on the official forums from people that play Infiltrator, whining why they can't take on Heavy Assaults solo. Which, before all else, raises the question: how can you play exclusively only one class in this game?

  12. #2932
    Lesser Hivemind Node stoopiduk's Avatar
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    Quote Originally Posted by MrEclectic View Post
    Which, before all else, raises the question: how can you play exclusively only one class in this game?
    In my case, until recently I was pretty much always playing infiltrator as it was the first class I committed certs to. As I started playing in RPS I stuck with it, because often infiltrators weren't considered as a part of squad comp until we were up shit creek without a vehicle terminal/turret/radar coverage/infantry terminal.

    Luckily that time invested in the class has led me to deal with HAs in the same way I deal with most other enemies, from out of their line of site with a clip full of SMG to the head. If you're relying on armour for your infiltrator, you're doing it so very wrong.

    I really enjoyed playing different classes last night though, even if it did mean I only got ~200 certs for the evening. I imagine it will get better/easier when my engineer and medic guns hit the top level, as they're both on the penultimate at the moment.

  13. #2933
    Secondary Hivemind Nexus Dewi's Avatar
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    Has the patch been deployed? When I log in tonight will I be shooting things and have this playing?

  14. #2934
    Secondary Hivemind Nexus Dominicus's Avatar
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    O:MGF part 1 is now being patched. Let the betting start, how big will the bugs be? How many small suns will we have this time? Will it even work?

    Performance

    General:

    •Refactored game rendering to better utilize multiple CPU cores. The same has been done for UI rendering.
    •Optimized the CPU cost of some purely aesthetic physics objects
    •Added adaptive complexity levels for physics simulations based on current client performance
    •Disabled redundant physics processing between remotely-simulated vehicles
    •Improved simulations between complex compound shapes, primarily vehicles
    •Sound emitter optimization
    •Numerous optimizations have been done to remote character processing to reduce the cost of per-player processing.
    •We found that players getting in and out of vehicles was causing some performance issues. This has been addressed and is working as expected, now.
    •Audio asset clean-up
    •Added a frame rate smoothing option. (This is on by default and trust us, you probably want this. It will make your frame rate smoother and reduce spikes. Your FPS counter will show as lower overall, but that’s not a bad thing.)
    •Adjusted the default graphics settings. (If you push Reset to Default, it will set the graphics settings appropriate for your system.)

    FX:
    •Vehicle debris pieces updated
    •All bullet impacts optimized

    Animation:

    •Implemented new scatterblend node to provide more fluid third person movement and a performance improvement
    •Reorganized the networks to eliminate redundancies and reduce the overall network size
    •Created level of detail version of the third person network. This allows code to switch to less expensive version of the network based on how far away the player is from the camera. This provided our largest performance improvement at approximately a 50% improvement for network processor time.
    •Consolidated the number of active nodes and pass downs in the network. This simplified the network and insured that costly additive nodes were only active when they were necessary.
    •Removed state machines that could be replaced with blend trees. Blend trees are more efficient than state machines.

    Art:

    •Optimization pass on First Person arms
    •Improved usage of textures on various vehicles
    •Optimization pass on Ace Tool and Ammo Pack

    Memory:

    •Fixed several client crashes (We’re not done with these and should have more coming soon.)
    •Fixed a few client memory leaks (Not done here either. Still investigating some memory optimizations to help with crashes related to memory.)

    UI:

    •Overhead indicator system overhauled for performance
    •The HUD, Centralized HUD, as well as the health and shield bars have been redesigned with a new look to increase performance
    •Fixed Scaleform garbage collection spikes
    •Optimizing UI advance processing
    •Faster communication between AS3 and C++/LUA
    •Faster subsequent map load times
    •Faster retrieval of localized strings
    •Platoon UI optimizations and polish
    •Player kill notification revamp
    •Kill spam notification revamp
    •Fixed various existing and potential memory leaks
    UI HUD Updates:

    •Minimap optimizations: more logic in C++ e.g. alpha updates such as fading and blinking instead of AS3 tweening, throttling via time slicing, recon indicator updates, recon motion dart detects enemies properly on the minimap, fixed AMS exclusion radius not appearing properly, increased default zoom level
    •Compass optimizations: controlled directly from C++
    •Weapon info optimizations ( bullet count, reload warning, blinking etc )
    •Vitals optimizations and revamp ( health, shield, etc )
    •Facility info / squad list will show when minimap is expanded if screen height >= 1080
    •Fixed issue with sunderers not showing ‘gives ammo’ or ‘gives repair’ icon within 100m
    •Now show the HUD facility indicator when you are inside a region but outside of the facility radius
    •Fixed issues with HUD indicators blinking in when they first initialize
    Optimized Indar:

    •Reduced ecosystem masks
    •Reduced polycount on most environment objects
    •Reduced occlusion calculations from most environment objects
    •Reduced texture usage on some environment objects
    •Removed redundant objects, replaced with visually similar ones
    •Adjusted LOD distances

    Non Performance

    Highlights:

    •No more double loading screens
    •Changed recommended server calculation to improve faction balance
    •AI turret should no longer shoot itself
    •AV turrets and their projectiles should no longer disappear in large fights
    •Numerous client focus and cursor fixes such as preventing windows from appearing above the client in full screen windowed mode and the Windows cursor appearing on loading
    •We’ve disabled GPU particles until further notice. (Due to some our optimizations, GPU particles don’t work quite right and we need to spend some time to fix them up.)

    General:

    •All spawn timers are now the same at 15 seconds. Previously the spawn timers would scale based on location or type from 14-18 seconds, with the majority of spawns being at 18 seconds.
    •Squad deploy will no longer drop pod players into the center of a bases. It will instead spawn the player at the closest hard spawn point to the squad leader, which includes facility spawn points, deployed Sunderers, and squad spawn beacons
    •The Infiltrator’s recon dart will now send found enemies to the minimap of all allies in a 150m radius. Previously this tool had a range limit of 50 meters
    •Increased the drop speed of drop pods. They now accelerate as they approach the ground. Collision damage multiplier reduced to account for the higher pod velocity.
    •Reduced the horizontal movement speed of drop pods so they land closer to their origin points
    •Improved look of bullet hit impacts in low settings
    •Fix to sending tells across servers
    •Improved particle effects on vehicle deaths for TR and NC

    World:

    •Amerish sky settings have been shifted 12 hours. If you don’t like the onset of evenings on Indar or Esamir, Amerish has bright sunny skies waiting for you
    •Indar lighting slightly darkend at dawn and dusk
    •Some outposts on Indar received minor gameplay adjustments.
    •Zurvan Amp Station has had its secondary spawn room removed and now resembles the other amp stations
    •Dahaka Amp Station now has gate shield generators
    Indar Lattice Additions:

    •The Crown <-> Crossroads Watchtower
    •Vanu Archives <-> NS Secure Data Lab
    •Quartz Ridge Camp <-> Indar Comm Array
    •Ceres Hydroponics <-> Galaxy Solar Plant
    •Crimson Bluff Tower <-> NS Material Storage
    •Benson Construction <-> Alkali Shipping

    UI:

    •We've renamed the Indar Warpgates to geographical names. So you will now see the "Indar Northern Warpgate" instead of the "Indar TR Warpgate"
    •The squad list now has icons for players inside MANA turrets or Drop Pods
    •The Flash and Harasser mini-map icons have been made more distinct from each other
    •Enemy vehicles will no longer show an occupancy count

    Bug Fixes:

    •Fixed shotgun pellet count tooltip. Instead of saying, "The amount or pellets each time the shotgun fires" the tooltip now says, "Single-shot Pellet Count / Pellet Spread"
    •Added 1x sight for VS Eridani SX5G
    •Fixed an issue where Resupply and Repair Sunderer icons would not display when within 100 meters of the vehicle
    •Fixed an issue where The Smoke Screen Utility tooltip on the loadout menu has a different duration value than the cert rank for Sunderers
    •Fixed gravity lifts in the Frostbite Harbor spawn rooms to function correctly
    •The AV turrets at West Highlands Checkpoint should no longer be floating
    •Fixed floating turrets at West Highlands Checkpoint and The Stronghold
    •Removed erroneous painfields around Indar
    •Fixed an issue where the two projectiles would sometimes be visible when firing the Recon Detect Device when only one was fired
    •Fixed issue where lower ranks of Sunderer Proximity Repair could not repair Sunderers that had a higher rank equipped.
    •Depot Bundles and store items have had a pass to ensure correct faction usage is written in their descriptions
    •Fixed cases where the player’s corpse wasn’t removed from the world after declining a revive
    •Regions that cannot be captured will no longer show up as reinforcements or instant action spawn points
    •Removed the visibility cap on rockets and placed explosives. They should always show in heavy battles now
    •Players can no longer use the quick action menu to track enemy players
    •Fixed the player standing from crouch in third person when shot while holding certain items
    •Fixed the Striker not animating in first person after firing
    •Glass added to cockpit of Mosquito
    Last edited by Dominicus; 12-11-2013 at 02:01 PM.

  15. #2935
    Lesser Hivemind Node stoopiduk's Avatar
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    Squad deploy will no longer drop pod players into the center of a bases. It will instead spawn the player at the closest hard spawn point to the squad leader, which includes facility spawn points, deployed Sunderers, and squad spawn beacons
    This changes a lot.

  16. #2936
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    •Enemy vehicles will no longer show an occupancy count
    •The Infiltrator’s recon dart will now send found enemies to the minimap of all allies in a 150m radius. Previously this tool had a range limit of 50 meters
    •Improved usage of textures on various vehicles
    These are all horrible. Looking forward to the rest.

  17. #2937
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    The importance of infiltrators just got even more pronounced, that much is for sure. I like most of what I'm seeing here, though I agree with Qaz that not seeing occupancy count on enemy vehicles will be a loss. Especially looking forward to seeing the new lattice links hopefully leading to a couple fewer chokepoints, and perhaps even more heated fighting over some of the less played territories.
    Steam: EsotericReverie | Origin: EsotericReverie | Planetside 2: EsotericReverie | Battle.net: Esoteric#2168

  18. #2938
    Lesser Hivemind Node stoopiduk's Avatar
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  19. #2939
    Secondary Hivemind Nexus Cephas's Avatar
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    •Enemy vehicles will no longer show an occupancy count
    Oh my... So you have no idea if a gal is for a drop or not?

  20. #2940
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    Yeah, decoy gals are now way more effective, but the real problem is with assessing how much of a threat MBTs and harassers are. Also, the infiltrator change makes the darts OP as fuck. 150m is a huge area, so we basically have to assume that the enemy always knows everyone's exact location, unless it's a huge ass fight.

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