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21. [bug] Passive scanner is broken (even more so than you might think) - in Technical Support/Bugs [original thread]
Spergin McBadposter wrote: Could a dev give us info on how the scanning system is supposed to work? It's hard to tell whats broken or not when we haven't been told anything about how passive scanning is intended to work. For example: Is the sc...
- by Marc Rime - at 2013.06.09 10:38:00
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22. [bug] Passive scanner is broken (even more so than you might think) - in Technical Support/Bugs [original thread]
S Park Finner wrote: FWIW this problem shows up on almost every game video you care to watch. Guys have completely clear scanners and someone walks up behind them and starts shooting. Even at point blank range the attacker doesn't show up until...
- by Marc Rime - at 2013.06.05 11:17:00
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23. [bug] Passive scanner is broken (even more so than you might think) - in Technical Support/Bugs [original thread]
Xubber II wrote: Agreed profile damps are op. At this point the radar is usles. It forces us to cqc and I dont wana fight up close. It can't be dampeners. I doubt anyone wears enough dampeners atm to hide successfully from the setup I have (a...
- by Marc Rime - at 2013.06.05 11:05:00
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24. [bug] Passive scanner is broken (even more so than you might think) - in Technical Support/Bugs [original thread]
While waiting for the re-spec I figured I might as well experiment some more (my scanner skills are still maxed). After digging up my proto Gallente Scout I once again stuck four Complex Range Amplifiers in the lows. Relying entirely on the frame...
- by Marc Rime - at 2013.06.03 23:12:00
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25. [BUG?] Gallente Advanced Light Frame/Scout probably has incorrect highs/lows - in Technical Support/Bugs [original thread]
Doyle Reese wrote: I would like my proto Scout to have 2/4 :D Yeah, would be nice to get the sixth slot they took away in Uprising. (And they should restore the scanner range advantage we had. And make suit scanners work again. Why did they ...
- by Marc Rime - at 2013.05.27 19:44:00
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26. Aim frame rate issues. - in Technical Support/Bugs [original thread]
Whoa, this thread is almost down on page two, better post something... I dug out my move, sharpshooter etc. to see how they worked in Uprising. This aiming issue really ruined it, especially in close quarters. I remember shotgun used to work fair...
- by Marc Rime - at 2013.05.27 19:02:00
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27. Bug: sever is currently not available - in Technical Support/Bugs [original thread]
I also had trouble logging in a few minutes ago, but it seems to work now.
- by Marc Rime - at 2013.05.23 18:44:00
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28. [BUG] Movement is still unresponsive/sluggish - in Technical Support/Bugs [original thread]
Am I the only one who thinks this? Or did everyone else just give up hope it'll ever get fixed? :P
- by Marc Rime - at 2013.05.23 18:13:00
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29. [bug] Passive scanner is broken (even more so than you might think) - in Technical Support/Bugs [original thread]
Spacetits CDXX wrote: Yes it is. Back when we had that discussion there was some speculation that the scanner might work to a lesser degree... or at least I thought that could be the case, otherwise I wouldn't have bothered with further tes...
- by Marc Rime - at 2013.05.23 18:10:00
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30. [bug] Passive scanner is broken (even more so than you might think) - in Technical Support/Bugs [original thread]
I've had the passive scanner skills (precision enhancement, profile dampening, range amplification) maxed since the first day of Uprising. Those ~-á3M SP did not seem to do much, so I did what any sensible investor would do in that situation -- sp...
- by Marc Rime - at 2013.05.22 21:38:00
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31. Aim frame rate issues. - in Technical Support/Bugs [original thread]
After playing a few games with HD resolutions disabled I've realized just how choppy things actually are now that I'm back to using 720p. It's horrible! Sadly I can't really play at the lower resolution either, it's smooth but pretty much impossi...
- by Marc Rime - at 2013.05.22 17:58:00
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32. [BUG] Movement is still unresponsive/sluggish - in Technical Support/Bugs [original thread]
Wish they had a real issue tracker we could report bugs in. Would be nice to know if what we report is known, being worked on, working as intended (not a bug in their eyes), mistakenly believed to be a duplicate of some other issue or simply ignor...
- by Marc Rime - at 2013.05.21 17:48:00
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33. Aim frame rate issues. - in Technical Support/Bugs [original thread]
XeroTheBigBoss wrote: I know for a fact the problem is NOT the PS3 can't handle this game. The graphics on this game are not over the charts by any means I have seen other games go a lot crazier with their graphics. Hell I would say COD has mo...
- by Marc Rime - at 2013.05.20 20:48:00
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34. Laser shooting through object - in Technical Support/Bugs [original thread]
Maybe he was shooting at your feet. I've done that sometimes, it's quite funny ;).
- by Marc Rime - at 2013.05.20 19:29:00
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35. Aim frame rate issues. - in Technical Support/Bugs [original thread]
Aiming is not fine, and the problems are not due to what's described in this thread. This is a separate issue (a very real issue however ;)). I don't know what's causing it, maybe the PS3 can't quite handle the new graphics and models don't get re...
- by Marc Rime - at 2013.05.20 19:07:00
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36. [BUG] Movement is still unresponsive/sluggish - in Technical Support/Bugs [original thread]
The right stick (aiming) feels more responsive now, but the left stick (movement) is still sluggish and unresponsive. It feels like you're on a slippery surface or wading through something sticky. Please do whatever you did to improve aiming to t...
- by Marc Rime - at 2013.05.20 17:26:00
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37. [Need Clarification] Booster not taking me beyond 190K SP - in Technical Support/Bugs [original thread]
Passive SP: Without booster: 1pt every 3.6 seconds = 1000 sp / hour With booster: 1pt every 2.4 seconds = 1500 sp / hour
- by Marc Rime - at 2013.04.08 20:27:00
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38. [Need Clarification] Booster not taking me beyond 190K SP - in Technical Support/Bugs [original thread]
AFAIK the active booster doesn't actually raise the cap, but neither do the extra SP it gives doesn't count towards the cap. This means that if you've already capped before activating the booster it'll only increase the post-cap SP by 50%. Active ...
- by Marc Rime - at 2013.04.05 23:30:00
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39. SP Cap TS/Bug question - in Technical Support/Bugs [original thread]
Active and passive SP are calculated separately. Sjem'Tolk wrote: I found your page: https://forums.dust514.com/default.aspx?g=posts&t=50021&find=unread We used to have a daily cap on active SP, this is the announcement for the old...
- by Marc Rime - at 2013.03.27 10:10:00
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40. [bug] Everything gets less fluid and more choppy the longer you play - in Technical Support/Bugs [original thread]
After playing for a while the game gets less fluid and more choppy (both graphics and audio). I believe the degrading is gradual so I couldn't say if it's caused by certain maps, lots of tanks, phase of the moon or merely the amount of time played...
- by Marc Rime - at 2013.03.21 16:32:00
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