Grenades and other player-spawned objects are all handled server-side. Once someone throws a grenade, everyone in the area has to know about it, FAST, before it explodes. If a position packet with information about that grenade is slow and/or lost, you're going to think it's in a different place than it actually is.
Sorry I don't have a better answer for you. Hopefully we can do some things in the near future (better interpolation) to help you out.
Posted on reddit in Sneaky Grenadeson 26 November at 04:32Link
We had a bug for grenades doing damage through walls/shields, but could only repro it with simulated packet loss. Nothing open that I see. Please submit a new bug via the issue tracker if you think you're seeing something different!
Posted on reddit in Sneaky Grenadeson 26 November at 04:10Link
Ah thanks. Missed that one.
Posted on reddit in Sneaky Grenadeson 26 November at 03:53Link
>its because the physics models for the grenades are spheres, huge spheres with the grenade in one side of the sphere
Posted on reddit in Sneaky Grenadeson 26 November at 00:21Link
Voice changing software is fine. Carry on.
Posted on Official Forums in A question about 3rd party software...on 25 November at 21:31Link
lol you state how there's deployable cover already in the game, then ask for deployable cover :)
Ok kidding aside I believe deployable cover would be a great Heavy Assault replacement/alternative to NMG. Engineers have turrets, soon to be AI turrets, and a variety of other tools, but pushing up and providing cover for advancement seems like a good choice for Heavies to expand their role and make the class more interesting while also addressing a topic of much debate, the I-win shield.
Then when heavies and engineers work together you have AI turrets, cover shields, manned turrets, ammo, mines, etc. Good teamwork tool without overloading engineers.
Posted on reddit in I see AI turret being used as deployable cover more often than for actually shooting. SOE pls! Deployable cover is a must!on 25 November at 20:52Link
The issue with the terrain is that players are allowed to climb 50 degree slopes (which is extremely steep) and at no movement speed penalty while doing so. Add in wall jumping and running along near-vertical slopes without falling and as a level designer it is very difficult to create natural-looking barriers and nearly impossible to keep players from climbing just about anything. To a player nearly everything is climbable, and you can often climb things that at first glance don't seem like they should be. So you're left wondering whether you can or can't climb something because in most cases you can climb anything. Vehicles have a speed reduction and a maximum angle, but those mechanics don't exist for infantry, and turbo and hover vehicles tends to throw those limitations right out the window.
As a level designer the only reliable way to ensure no climbing is to put a slightly leaning wall (leaning towards the outside) so it cannot be scaled and doesn't look like it can be scaled. But in reality that requires way too many objects in the game world, which becomes a performance issue AND a time issue in creating a good sealing. If the terrain wasn't nearly entirely traversable we could use terrain for that purpose and not make it a guessing game.
And as with all level design discussions, you have to face the reality that it is not feasible to go change 250+ outposts on 4 continents and redo all the terrain. You're talking a ridiculous amount of man hours. I'ts just a realistic expectation. So complaining about level design means it might help in the next revamp or the next new base, but it is unlikely to help the vast majority of the places in which you fight.
Posted on reddit in Let's Talk Level Designon 25 November at 20:47Link
Because it would make the input processing code much more complex. This means it can cause bugs, or not work properly. It is much simpler and safer to offer presets. I would love for their to be fully remappable controls. But it just isn't gonna happen.
>do something no one else does.....that seems to draw peoples attention.
I think the MMOFPS on a console has that area taken care of. Remappable controls are really nothing attention getting.
>having a fully fleshed out options menu is important for the console peasants
No not really. Most console players don't care for options like those. I think even MMOs with customizable UI only sees like 10% of players using it.
Posted on reddit in PlayStation 4 Update [Official PlanetSide 2 Anniversary Stream]on 25 November at 19:08Link
Thanks for the report. It's already fixed internally.
Posted on reddit in What is the Dev team currently working on?on 25 November at 18:42Link
Yup, it is. Should be fixed real soon.
Posted on reddit in Game Error G29on 25 November at 17:38Link
Looking into it now.
Posted on reddit in Game Error G29on 25 November at 17:17Link
Tony "RadarX" Jones
I'm extremely impressed how helpful everyone was in this thread. I really wanted to give some advice too but you guys have literally covered everything I could think of.
Posted on reddit in Just tried PS2 first time yesterday - WOW! Please answer a few newcomer's questions.on 25 November at 15:14Link
Posted on reddit in What is the Dev team currently working on?on 25 November at 05:19Link
I once suggested using bridge terms as generic control consoles that gained control over stuff.
Examples: Have a term that controls the teleporter rooms in a bio lab instead of having it tied to the base ownership. Would ideally be something near the jump pad for better flow. Same for treehouse bases - put a term at the bottom that controls a teleporter to the top. Hack the term to gain control of the teleporter and associated painfields and shields.
Could be used for doors, bridges, teleporters, jumppads, anything really. Hard part is teaching players that hacking those terms always helps your team and is bad for the enemy, but I don't think it would be that hard to do. As long as it was clearly friend/foe like the Heyoka Chem bridge terms are.
Posted on reddit in [Suggestion] Hackable shield doors that use light bridge mechanics that turn neutral when hackedon 25 November at 05:06Link
I often think about what might be my best base, but I think it's definitely Heyoka Chemical. I really like the way vehicles interact with infantry in the base. It's not all or nothing infantry or vehicles, but both support each other and have roles in attacking and defending the base.
Posted on reddit in We need more light bridges.on 25 November at 05:01Link
lol you're funny
Posted on reddit in We need more light bridges.on 25 November at 04:58Link
They are emergency SC cards. They are to be used in cases of testing code redemption or needing SC to test purchasing something.
Posted on reddit in New to the game. Persuade me to join your faction.on 25 November at 04:19Link
There will only be presets, it will not be fully remappable.
Posted on reddit in PlayStation 4 Update [Official PlanetSide 2 Anniversary Stream]on 25 November at 00:20Link
Those traits are general, not guaranteed on every weapon.
In the case of battle rifles I'm surprised there's any factional differences at all, as I thought they would be treated like most sniper rifles and be exact mirrors. It looked to be the case for the Warden and AMR, at least until the reload difference was noted.
Posted on reddit in Why is the reload time shorter on Warden compared to AMR-66/Eidon?on 24 November at 23:06Link