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2013-02-03, 11:28 AM | [Ignore Me] #1 | ||
Private
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Ye Magrider is still workingand the rest is corrupted ... But the changes are awesome overall !
But i still have a little problem with the new colour system ^^ nvm still cool new base designs Last edited by zauberkraft; 2013-02-03 at 11:31 AM. |
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2013-02-03, 07:49 AM | [Ignore Me] #3 | ||
I think it might be a good idea to clear up any confusion that might have been caused by the fragmented replies about the Magrider's mobility post-patch.
-Firstly, SOE made a mistake with the patch notes and included the moblity changes thay they had promised would be held off for now. The following line has been removed from the actual patch notes on the official forum. So don't worry about it. "The hover length bonus (how high it floats above the ground) obtained from the rival and racer chassis has been removed. It still retains its hover power bonus (how springy the hover mechanic is, more power adds stability)." -Secondly, this doesn't mean that they have not made changes. The following line was taken from the patch notes on the official forum. It represents the only thing that they have changed when it comes to the Magrider's mobility, not so much a nerf as a fix. "Made adjustments to the Magrider so that combining strafe and forward velocity no longer provides an advantage to hill climbing" -Thirdly, SOE overdid it by mistake. Players have complained about the Magrider being very slow when strafing. This is a bug, confirmed by Higby in the previously mentioned twitter messages. This will be fixed. -To recap: The only intentional change that has been made to the Magrider is the removal of the ability to increase its climbing speed by going forward while also strafing. Any other change to its mobility was unintentional and will be fixed. Hopefully this will clear things up for anyone who's scratching their head. If anyone has any further information to add I will be happy to integrate it into the post.
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Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-02-03 at 07:54 AM. |
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2013-02-03, 02:47 PM | [Ignore Me] #5 | ||
Corporal
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Most of these changes sound good. I feel that the NC guns in general have improved slightly, or maybe I'm just getting good with the aiming I don't know. Yet to try the improved shotguns out, I hope they aren't so crap now.
Still nothing about increasing the damage of NC ESF guns though, or making sure that Liberators don't one shot kill you. Other first impressions: Base layout and Xp changes are very welcome to the game. VS > TR > NC metagame still remains to a large degree which is unacceptable. ESFs - no noticeable change whatsoever, Reavers still unloved. Last edited by FreeSpeech; 2013-02-03 at 03:28 PM. |
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2013-02-03, 04:03 PM | [Ignore Me] #8 | ||
Corporal
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For the weapons yes, but the weird FPS lag in bigger battles is still there.
Big battles are almost impossible to play now.
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Gameplay footage // Dogfight Montages // Outfit play ect http://www.youtube.com/user/GrmlZGaming |
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2013-02-04, 03:15 AM | [Ignore Me] #11 | ||
First Lieutenant
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Killed myself jumping on an allied Sundie twice last night (also faceplanted the side and took damage in an attempt to resupply once too), hope they fix that soon.
Last edited by ShadetheDruid; 2013-02-04 at 03:17 AM. |
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2013-02-04, 06:41 AM | [Ignore Me] #14 | ||
First Lieutenant
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Anyone else finding the broken underbarrel grenade launcher kind of fun?
I mean, not in a "I hope they don't fix it" kind of way, because I hope they do reduce the arc somewhat.. But a couple of times last night I found an ammo pack to sit on far from the front lines, and had some fun with what could be considered a makeshift mortar. I didn't get many hits with it, let alone kills, but it was great fun. |
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