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post #1661 of 2960
Game update 03 is coming!@!!! I bought the first SMG and I plan on buying this SMG as well... I don't even use the SMG as much as I thought I would... Still buying it!

http://forums.station.sony.com/ps2/index.php?threads/server-downtime-and-gu03-02-20-2013.95936/
Quote:
All servers will be brought down at 6:00 AM PT for a game update. Downtime is anticipated to be approximately 90 minutes. Players may note the following changes:


General Updates

· Tweaks have been made to render distance values

Infantry Updates

· Corrected an issue while using HR-NV on an SMG on low settings that would make it difficult to see other players within 20m
· Dying and reviving with the VS Eridan SX5 HS/NV Scope equipped will no longer cause the scope to become misaligned.
· Icon for the VS Eridani SX5 should no longer be misaligned
· If an engineer turret is placed on or near a vehicle pad, they will be deconstructed when a vehicle spawns.
Vehicle Updates

· Optics will no longer persist when switching from gunner to the driver’s seat in various vehicles
Item Updates

· New SMG’s and customization items

UI Updates

· Players with outfit tags should be able to see kill messages in chat
· Made it so players can see hotspots on continents they are not on.
· While using the Enemy/Ally HUD color scheme, the influence pie chart will only display 2 wedges (ally vs enemy) instead of three (two of them being red anyway)
· Squad leaders should now be properly added to the Command Chat voice channel
· Squad leaders that belong to a platoon should now be able to promote a member of their squad to the role of squad leader.
· Fixed an issue where changing an outfit member’s rank would not always work on the first attempt
· Corrected an issue where multiple consumable tints could not be purchased at once in the Premium Early Access section of the depot
· Submachine guns should now appear properly in the depot when filtering for Infiltrator or Heavy Assault weapons
· Influence percentages on the HUD should now update more dynamically
· Fixed an issue where purple generator icons were being displayed on the respawn map instead of the appropriate destroyed generator icon
· Will no longer display a “Killed by []” message in chat when you are killed by a pain field

Facility Updates

· Fixed the spawn location for Xelas South Bridge
· Made fixes to the coverage of multiple spawn room pain fields including:
o Zurvan Pump Station
o Zurvan Network Complex
o All forward spawns for Dahaka
o Saurva Data Storage
o Mao Southeast Gate
o Mao Southwest Gate
o Rashnu Cavern
o Rashnu Southern Pass
o Allatum Broadcast Hub
o Allatum Research Lab
o Hvar Northgate Garrison
o Auraxicom Substation
o Wokuk Shipping Dock
o Wokuk Storage Yard
o Camp Waterson
o Elli Barracks Complex
· Should now be able to successfully capture the Freyr Substation forward spawn point
· Fixed the spawn point at the NS Refinery
· Made fixes so the spawn room shields will properly change faction when the point is captured across the following areas:
o Hvar, Southeast Forward Spawn
o Mekala, North Forward Spawn
o Tumas, Northeast Forward Spawn
· All jump pads at Tawrich Depot should work correctly again
· All teleporters at Andvari Bio Lab should have functioning shields again
· Amerish’s East Hills Checkpoint should now display correct region info in the HUD
· All jump pads and air vehicle pads at Elli Amp Station should now properly recognize the Empire in control of the facility
· Saerro Listening Post’s teleporter room has had its pain field re-enabled
· Fixed an issue where specific door shields at Zurvan would be invisible when viewed from certain angles
· Corrected some missing wall textures at Tawrich
· Corrected ramp geometry errors across all amp stations
· Regions of the Vanu Archives should no longer display as part of Snake Ravine in the HUD

Audio Updates

· VS Flare audio should no longer cut out when running low on ammo
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post #1662 of 2960
Woohoo render distance tweaks!

Still waiting for the fix to in-game voice chat, which has never worked for me. Apparently there's some funny stuff in proximity chat that I'm missing out on.
Ice cream truck Sundys, scripture quoting Medics, Deckard Cain wandering east . . . always to the east . . . tongue.gif

Apparently, my outfit almost recruited Deckard Cain for our media team, but it turns out he's kind of a drama queen. I wouldn't know though, since I can't hear what's going on mad.gif
Quote:
Originally Posted by Sethy666 View Post

1) In your opinion, which is the most accurate of the TR BAR’s?

The wiki only lists four, the M77, SR7, RAMS .50 and the TSAR 42. Which would you recommend?

2) Any recommendations on a scope?

3) Also, what would you recommend as far as ‘must have’ certs?

1) Whichever one has the highest bullet velocity. It should say in the description in-game.

2) I like the 10x. The 12x is too much IMO because players don't render far enough out to make good use of it. The default 7x scope is sometimes useful too.

3) Proximity Mines (free kills), Flash Scout Radar (park it near your perch to keep knives out of your back), silencer for your weapon of choice (stay off the mini map), laser dot + silencer for your pistol (TR only, TR pistol is OP)
Edited by willis888 - 2/20/13 at 2:49am
post #1663 of 2960
Quote:
Originally Posted by Grath View Post

They just aren't as agile that the opposing factions heavies. I like the ability to look in one direction instantly, takes forever with a Mag and isn't as accurate. I use a Lighting often instead of the Magrider, just for that reason. But the firepower is amazing, despite that.

I think agile isn't the word you are looking for. The strafing ability makes me consider it the most agile. Yes, a Prowler will stomp it in a foot race, but that's one of the Prowler's strengths.

The tanks are tough to compare as it is, since there are so many player skill level and cert differences. Mags use to give me more trouble, but as I have gained experience, I've gotten better at controlling my Vangaurd's movements while keeping the turret locked on target. More open areas put this skill to the test, as I have to use different methods to keep from exposing my tail. I use side armour, and Mags have serious troulbe getting behind me now. Also, it's pretty much an easy kill if I have a halfway decent gunner in the ol' rocket launcher. The shield also helps!

Of course, base battles are a different animal, which depend on having a good idea of your surroundings, and using cover to your advantage, and the enemy's disadvantage. A good Mag driver is particularly dangerous in this situation, as it can become a game of whack-a-mole, and the mole ussually wins this time.

As far as long range goes, that's different as well.. That one really depends on skill and loadout. For example, my Van is much more lethal at range than my HEAT, because the bullet drop is so much less and velocity is so much more, making it easier to aim, and harder to predict/dodge. (Although after using it for a while, I've moved back to mostly using HEAT. Lately, things have come down to infantry grinds, but I'm not a fan of HE, I use it, and the first thing I see is a Mag.)
Edited by Purger - 2/20/13 at 5:51am
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post #1664 of 2960
Quote:
Originally Posted by Kazumi View Post

We excell at mid/long range battles.

Quote:
Originally Posted by Ganf View Post

Anchor mode exists for a reason. Don't try to fight a prowler from a distance no matter what faction you are, it's a guaranteed loss if they've certed into anchor. I have over 200 vehicle kills in the last two weeks since the patch, I promise you, you won't win.

Quote:
Originally Posted by Kazumi View Post

Maybe your extremely amazing, maybe your lucky and fight terrible Mag drivers, maybe you've got a great secondary gunner, or maybe the mags secondary gunner sucks. There is alot of "maybes" in this situation. I could say the same thing from a mag perspective. I don't fear prowlers or vanies, I don't even hesitate unless they break into the short-early mid range. If it's mid-long range battles I don't care about your projectile speed. I can still dodge it and if they are decent I will atleast dodge 1/2 and return the favor shot for shot. So you "might" be amazing, I cannot disprove this, just the same as you cannot disprove that I'm a good mag driver. But saying that a prowler will win every time..Is laughable. 200 kills in a week is not a really impressive number to rave about.

Quote:
Originally Posted by Ganf View Post

I play an hour a day. I have no secondary gunner, and the full projectile speed bonus means that at 500-700 meters you can't even strafe the length of your tank before the shot lands. Hitting afterburning aircraft is a cinch, and I promise you I suck. Strafing is a close range combat ability, sitting still is not. Common sense dictates this.

Quote:
Originally Posted by Kazumi View Post

Apparently you underestimate the frame upgrades that increase strafing speed. As well as the ability of a driver to predict incoming around patterns and move? Your still refering to fairly close range combat, so I assume you don't even attempt mid/long range or that you cannot predict movement at that range and thus don't even try. However I fight at ranges twice what you talk about, and I'm good at determining the range, speed, and the required arch to hit a target fairly effectively.

I also cannot under stand how you can refer to strafing as a CQB skill. Your ancored, you cannot move....I'm hovering...It's to easy for me to just strafe to your side and enjoy weak armor if they didn't spec into it. Under mid range I'll admit I'd not want to fight a ancored prowler, but at mid/long range your no threat. I circle strafe in my scythe against people like you who say you can hit a afterburning ESF. it's all about managing the range, and effectively dodging. Hard? Not really, just takes practice, a good rig, and a decent connection to the server, besides that I don't fear prowlers
Quote:
Originally Posted by Kazumi View Post

Well, I'm gonna attempt to stop the arguement here. Every player has their own strenghs and weaknesses, the same as every tank/aircraft, and loadout. Debating a tank based on our own skills does not clear up anything. So we can leave it at yes, ancored mode does increase firing speed by a considerable about, but in doing so limits the tanks ability to correct it's facing effectively allowing other tanks to move either out of effective rang, or exploit their in-ability to move and counter them.

It was never about me or you, it was about the basic purpose of strafing, and the basic purpose of anchoring. You jumped right out of the gate making it a personal issue. And thank you for agreeing with me.
    
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post #1665 of 2960
Guys I suggest you manually set RenderDistance in the .INI, then lock the file as read only.
I did this while also enabling PhysX and so far no crashes with the ULTRA config (levels to 5) and I maintain 40-60 FPS.
Gameplay just seemed smoother.

The default value with max render slider is 999999.9999, I'm not sure what that means but I am guessing it is trying to render past the max engine render range, thus possibly rendering unnecessary and invisible objects and players.

I'm interested to know how the patch will affect this.
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post #1666 of 2960
Quote:
Originally Posted by Kazumi View Post

Will have to try this. I've never really cared for shadows personally.

I like shadows being on. I have to say that I have had shadows save my life a few times. Most of the time I catch the shadow of an ESF about to open up on my backside, or the occasional LA passing overhead in CQC. Sometimes a shadow just lets me know I am about to die in 3, 2, 1...
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post #1667 of 2960
Quote:
Originally Posted by Aparition View Post

Guys I suggest you manually set RenderDistance in the .INI, then lock the file as read only.
I did this while also enabling PhysX and so far no crashes with the ULTRA config (levels to 5) and I maintain 40-60 FPS.
Gameplay just seemed smoother.

The default value with max render slider is 999999.9999, I'm not sure what that means but I am guessing it is trying to render past the max engine render range, thus possibly rendering unnecessary and invisible objects and players.

I'm interested to know how the patch will affect this.

Really? Ramping my slider up only went to 10000.0000. You sure that wasn't something that you copy-pasted into your .ini when you changed to ultra settings? That's what I did, and ended up having to go back and turn it down to 20k.
    
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post #1668 of 2960
Quote:
Originally Posted by Ganf View Post

Really? Ramping my slider up only went to 10000.0000. You sure that wasn't something that you copy-pasted into your .ini when you changed to ultra settings? That's what I did, and ended up having to go back and turn it down to 20k.

Speaking of this, what render distances are everyone using? I finish my new build tonight, so that means I'll actually be able to fly again, but would like to know a good render distance to set...
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post #1669 of 2960
Quote:
Originally Posted by Ganf View Post

Really? Ramping my slider up only went to 10000.0000. You sure that wasn't something that you copy-pasted into your .ini when you changed to ultra settings? That's what I did, and ended up having to go back and turn it down to 20k.

No that is the default. I deleted the User.INI and made the game create a new one when I was testing Ultra vs stock.
Not at my PC right now but I'll copy the [Render] later to show what I am seeing with my High Stock settings.

There was supposed to be a patch soon, did you patch today? I have not logged in today yet.
Quote:
Originally Posted by Purger View Post

Speaking of this, what render distances are everyone using? I finish my new build tonight, so that means I'll actually be able to fly again, but would like to know a good render distance to set...

I'm using 6k set in the INI config.
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post #1670 of 2960
Quote:
Originally Posted by Creator View Post

1) Whatever has the fastest bullet velocity (and hardest hitting). You're looking to land head shots and that's easiest with whatever has the least bullet drop. For me as NC, that's the Longshot.

2) Doesn't matter much. I personally use 10X.

3) Ammunition belt. It lets you camp out in your favorite spots for much longer. And mines as well, because you can use them to defend your point. If you're in a spot that has only one or two possible "entrances", mine them to prevent anyone from knifing you in the back.

4) Go hunter cloak. It regenerates a depleted cloak quicker (so less down-time in between cloaking), which is exactly what you need when you don't want to be seen.

Thanks man, Ill be taking all this on board. Im looking at the RAM .50 as it looks to be the hardest hitting of the group. 10x scope looks good.


In other news
Quote:
John Smedley @j_smedley
Server merges soon. Info coming by Monday. No server transfers coming till after that's done. Wouldn't be right doing it other way around
12:33 PM - 20 Feb 13

Source: http://www.planetside-universe.com/showthread.php?t=53055

This seems to be widely applauded. I think Briggs will lose out, as we have no one to merge with ... oh well.
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