Tank and fixed (tower, base) turrets are sometimes not rendering at medium range, resulting in rockets fired at them going right through them. This is not consistent, nor does it appear to be location specific. This seems to be the case since the OMFG patch.
PlanetSide 2 (currently available only for PC) has been confirmed for the PlayStation 4. This will be the first time the PlanetSide series has been available on a console. http://uk.ign.com/articles/2013/06/05/dc-universe-online-and-planetside-2-coming-to-playstation-4 UPDATE: The closed beta for PlanetSide 2 for Playstation starts on January 20th. If you'd like to (…continues)
As depicted by the screenshots below, when reloading with a stalker cloak active, the ammo clip remains in a more visible state, akin to running while cloaked. Uncloaking and recloaking fixes the issue. Ammo clip when reloading while cloaked: http://steamcommunity.com/profiles/76561198061003346/screenshot/547517466611246706 Ammo clip fixed after uncloaking and (…continues)
The NC Phoenix rocket launcher has started to misfire since a recent update. It's been occasionally iffy for a while but now it regularly misfires when you launch it, instead of switching to the rocket cam mode on launch it dumb fires a rocket that goes all over the place (often bouncing off things). While amusing to watch this really prevents it from being useful.
My (relevant) specs - CPU: Intel Core2Duo E8400 @3.00 GHz GPU: AMD Radeon HD5770 RAM: 4GB Corsair 800MHz Details - As it says above. On multiple occasions, while standing on a vehicle when it blows up and turns into debris, I have lagged out for a few seconds before an automatic crash to desktop. So far it's only happened to me with the Lightning. Reproducing - I've (…continues)
The mini map sometimes - fairly infrequently - gets out of sync with the rest of the game. For example, it can show a capture point as currently being in progress (blinking) when it's secure / even after it's been captured. This has been noted before (and did happen frequently for a while) but seem to be resolved, but either it wasn't fully fixed or it's come back.
As of the 08/29/14 update. The live server no longer reads my Logitech G700 top left three buttons. This was already a problem in PST update (don't remember which update) but I feel I can't be the only one with this problem. Anyone else have the Logitech G700 left mouse (3 buttons) not working? it's horrible because I bound those to inventory items, vehicle driving (…continues)
Joystick support is broken. In addition to not being able to break out arbitrary axes to inputs (such as swapping roll and yaw for the mouse if desired, see http://planetside-tracker.com/suggestions/16/air-vehicle-yawroll-swapping/), actual stick input is not being properly handled. Stick input will lock to the opposite of the last input received and stay there until a (…continues)
The Nexus battle island is coming to PlanetSide 2. The Nexus is full of rugged, snow covered terrain mixing alpine forests with icy underground caverns and large indoor areas. Battle Islands are smaller 96 player zones that tend to focus more on infantry combat, a concept first seen in the original PlanetSide. Screenshots posted on Twitter by @planetside2: (…continues)
There is an issue with the latest patch where you stuck running. I can replicate it easily with an engineer. Start walking forward, hold shift, switch to your repair gun, and you'll get stuck running forward. You won't be able to switch weapons, and the only way to stop running is to redeploy or get killed. I stopped playing tonight because it was happening too much. (…continues)
Platoon VOIP comms can still be heard and the identifier to show who is speaking still shows up even after leaving a platoon. This seems to be a recent bug. Between this and the volume issues (where it just gets quieter over time until you restart, and where it's difficult for people to judge how well they can be heard) are why the in game voice is so rarely used and (…continues)
I'd like to see PS2 be able to let you set waypoints by holding Q while focused on bases within line of where you currently are. It would be easier and more efficient for Squad and Platoon leaders to give quick orders while on the move, instead of constantly having to open up their maps. This would especially be useful whilst in a vehicle they are piloting.
Would like to see a lower TTK for dumb fire rockets against infantry. It's pretty rare that I die to this but I perpetuate it quite a bit. It feels very cheap, requires little skill to pull off and expect it's frustrating. Possible options: • Simply reduced damage against infantry. • Increased time to fire. • Slower projectiles. • Some combination of the (…continues)
Harraser, Enforcer, Marauder, Thresher. I think everyone agree that we really need this class of vehicles (2-3 man light assault buggies) Update by admin: With the empire-netrual Harraser live about 6 months ago, images of the empire specific vehicles have started to come out. NC Enforcer: https://twitter.com/PS_TRay/status/386642611554906112/photo/1 I hear there is an (…continues)
Figured I'd use this nifty site. As many can testify, crewed tanks provide a new level of teamwork and cooperation. A good combination of driver and gunner can allow for tank play you just can't get in PS2 at the moment. A lot of players really enjoy this style of tanking but as it is, we can't do that. There are two tanks in the game, and with the custom load out system (…continues)
By @mhigby on Twitter: "Goldilocks poll: Standard Infantry TTK vs. Infantry - too fast, too slow or just right?" You can find the poll here: http://strawpoll.me/1775970 The original tweet / discussion thread: https://twitter.com/mhigby/status/471754066570121216