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1. What did you do to remote explosives!!!!? - in Technical Support/Bugs [original thread]
Additionally, they take longer to deploy now.
- by Buster Friently - at 2013.07.31 16:14:00
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2. Flux Grenade suicides - in Technical Support/Bugs [original thread]
I've had this happen as well. Tonight.
- by Buster Friently - at 2013.07.17 05:11:00
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3. easy money exploit? - in Technical Support/Bugs [original thread]
Syther Shadows wrote: this is still useful for tanks who constantly QQ they are not making enough isk and imagine if we had a full corp doing this ? as side money to donate to the corp No. It's far easier, (and doucheyer, ahem) to just ...
- by Buster Friently - at 2013.07.17 03:18:00
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4. easy money exploit? - in Technical Support/Bugs [original thread]
Aero Yassavi wrote: Alts start with 250,000 ISK exactly, and as stated take 10 hours to delete. Since you can make two alts at a time, that is 500,000 ISK per 10 hours. You can make more than that in 2 skirmish matches which would only take you...
- by Buster Friently - at 2013.07.17 00:58:00
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5. easy money exploit? - in Technical Support/Bugs [original thread]
Ah yes, 10 hours, not 24. Thanks for correcting me.
- by Buster Friently - at 2013.07.16 20:11:00
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6. easy money exploit? - in Technical Support/Bugs [original thread]
Alts come with something closer to 200k isk AFAIR. Also, you have to wait 24 hours to complete deletion of a clone, so you aren't going to be making isk very fast this way. Sure, you can make a bunch of PSN accounts, but what a PITA for not much.
- by Buster Friently - at 2013.07.16 19:09:00
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7. [bug] radial menu blows with keyboard/mouse - in Technical Support/Bugs [original thread]
Maybe it's isolated to vehicles? It seems to be working ok when selecting dropsuit equipment.
- by Buster Friently - at 2013.07.16 03:33:00
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8. [bug] radial menu blows with keyboard/mouse - in Technical Support/Bugs [original thread]
Casius Hakoke wrote: I hate necroing threads but I had to ask if there was ever a work around with different settings that we could use to minimize this problem as I am really surprised that this has not been fixed in the two and a half months ...
- by Buster Friently - at 2013.07.14 17:08:00
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9. [Bug] Cannot see player models on the field. - in Technical Support/Bugs [original thread]
Boo CCP
- by Buster Friently - at 2013.07.13 00:22:00
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10. [BUG?] Railguns stop rendering after about 300 meters - in Technical Support/Bugs [original thread]
KalOfTheRathi wrote: Buster Friently wrote: They did not move to Unreal engine 4. So sooooorrry for my confusion. I was informed that the Released Product would be on UnReal 4. The UnReal 3 variant they were using was unable to handle ...
- by Buster Friently - at 2013.07.12 20:46:00
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11. Ferroscale Issue? [I want to share a secret + please fix as soon as possible] - in Technical Support/Bugs [original thread]
SponkSponkSponk wrote: It's a stacking penalty bug. Stacking penalties work fine when the numbers are positive (e.g. +10% damage, then +8.6% damage etc) For negative numbers like -10% speed, it sorts them in the wrong order so if you add a l...
- by Buster Friently - at 2013.07.11 22:23:00
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12. I'm not sure if its a misleading, a bug, or an outright lie - in Technical Support/Bugs [original thread]
Pete B wrote: N1ck Comeau wrote: There different races, it wouldn't make sense. I don't think that the average person would look at it that way. As much a you might say "Learn about the game before making stupid decisions", do I need to R...
- by Buster Friently - at 2013.07.11 00:45:00
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13. [Bug?] Lag in deployment time of clones - in Technical Support/Bugs [original thread]
I've seen this quite a few times. Mostly I see it at the beginning of matches.
- by Buster Friently - at 2013.07.10 20:24:00
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14. Complex Shield Regulators - in Technical Support/Bugs [original thread]
Boomer Dues Mortis wrote: Did the skill for this change because it says I need level 5 and I am not sure if I used to have level 5 because I used to be able to use them? Used to be 4 I think. Someone correct me if I'm wrong.
- by Buster Friently - at 2013.07.10 20:23:00
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15. [BUG?] Railguns stop rendering after about 300 meters - in Technical Support/Bugs [original thread]
KalOfTheRathi wrote: Takahiro Kashuken wrote: They say it was optimization reasons i think If you read my post above I mention that. This is a direct result of moving to UnReal Engine 4 and needing more power to display the fancy graphic...
- by Buster Friently - at 2013.07.10 20:21:00
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16. [Bug] Cannot see player models on the field. - in Technical Support/Bugs [original thread]
Yo, CCP, in case it isn't clear, this is pretty gamebreaking for anyone who actually wants to play tactically. It isn't fixed, and it needs to be such that a player can see universally long distances no matter what weapon they're carrying, even n...
- by Buster Friently - at 2013.07.09 15:23:00
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17. [bug] Killing one of multiple people hacking cancels hack for everyone - in Technical Support/Bugs [original thread]
Ordrian Maxus wrote: Mobias Wyvern wrote: Be your own Judge. What game looks like more fun to you? Dust.........Or this......... Planetside 2 Coming to PS4 this year 1080p Ultra settings at Night Intense Open Field Battle 100 ...
- by Buster Friently - at 2013.07.06 01:32:00
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18. [BUG] Forge Gun Projectile still 'vanishing' past Optimal - in Technical Support/Bugs [original thread]
Vyzion Eyri wrote: Buster Friently wrote: I'd like to also point out that the dev blog says that every weapon was altered to have the new falloff scheme, yet MD rounds and flaylock rounds still self detonate at max range, nearly exactly like...
- by Buster Friently - at 2013.07.06 00:32:00
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19. [Bug] Cannot see player models on the field. - in Technical Support/Bugs [original thread]
Appia Vibbia wrote: Again, no word to the community and no annotation in the patch notes: 1.2 has brought the draw distance to 200m (absent of Z-axis). This is still gravely insignificant, and even more frustrating that there is no mention of i...
- by Buster Friently - at 2013.07.05 22:38:00
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20. [BUG] Forge Gun Projectile still 'vanishing' past Optimal - in Technical Support/Bugs [original thread]
I'd like to also point out that the dev blog says that every weapon was altered to have the new falloff scheme, yet MD rounds and flaylock rounds still self detonate at max range, nearly exactly like what you describe with the forge gun.
- by Buster Friently - at 2013.07.05 22:28:00
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