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Showing content with the highest reputation on 02/11/2019 in all areas

  1. 6 points
    There is no map rotation in the autorotation. Once you get onto a Moscow TDM server, you will be rotated onto new Moscow TDM server each time, this is by design. We could in theory make some kind of map/gamemode voting, but that's something for the future. Rest of the suggestions, like joining a queue/spectator and so on are all considered and some are planned for sure, it just will take time, since there are bigger problems currently. We'd all love to have all this in, but the game is not yet finished and we didn't even have a server browser a month ago and autorotation two months ago
  2. 4 points
    We've got a hotfix for you. Some server browser improvements and animation fixes, as well as temporarily hiding TOR sniper rifle from future usage. This is done because we're going to add more mechanics around this weapon and it's not possible to balance it right now. We've also added a Japanese translation to the game and made some audio changes. Here we go! 0.4.1 Patch Notes [GENERAL] Added Japanese localization (in-game and customization menu), Temporarily removed TOR to rebalance it and add it later, [BUGFIXES] Fixed two major crashes, Fixed infinite refresh in the server browser, Fixed inappropriate errors being send to server browser (no more 'server is full' when it's not), Fixed Chinese customization menu localization not working, Fixed DMG Nine-Milli idle crouch animation, Sprint reload animation fixed, Fixed gadget count not refreshing on HUD, Fixed strike deploy masks sometimes not showing up, [AUDIO] New Quad sounds, More differentiated footsteps, Lowered amount of bass in far gunshots.
  3. 3 points
    Yes, this is how this is now setup. Yes, we're working on it. It will require some time to make sure the base tech works first, but after that we can have servers like Warzone - All Maps or so. Look above
  4. 3 points
    sooooooo much shit talking here........like fuck.... yall need to just chill, if ya don't like what he's saying just don't respond... I read the whole thread, and I still don't know what I read
  5. 2 points
    In TDM we have a lot of spam like "we are losing"/"wea re winning", since 0.4 it comes amid annoying sound. i suggest to change it: this announcements should appear only when any team reaches 10th,20th,30th and 40th kill. When the winning team reaches this point, announcement after another team for this point will be skipped once the losing team reaches it too: Team A gets 10th kill: Team A gets "we are winning" message, Team B gets "we are losing". Team B finally gets 10th kill too: nothing happens, because team A got it first Team B takes the lead and gets 20th kill: Team A gets "we are losing", Team B gets "we are winning". And so on. In this case the sound will not be so annoying as it is right now and will really helpful
  6. 2 points
    i keep seeing these in the loading screens are we ever gonna get it?
  7. 2 points
    So I've been reading through other threads and what not, and with Farm 51's development of 2 Chernobyl games, What would be the possibility of seeing a Chernobyl Warzone or TDM map? Either Pripyat or Chernobyl Nuclear Plant. However I think having a map that is the Chernobyl Nuclear Plant building would be absolutely awesome! Especially if they were to incorporate a way to have the first half of the match be the plant before the explosion, and then the 2nd half of the match AFTER the explosion. Maybe it's just me? But I think that would be absolutely awesome and a unique game map idea.
  8. 2 points
    Did you guys play apex legends ?? they have nice Commands for team its was great idea to put same commands engine to the game used middle button mouse simple and fast .
  9. 2 points
    Pretty much what I've done after creating this topic.
  10. 2 points
    I personnaly find that this update is great. My only concern before was the TTK that I found a bit too long with the G36. In TDM I sometimes had to insist on an enemy to take him down but now it's just fast & precise. Love that ! I'm like other players here, and I prefer the short TTK with a complex gunplay instead of an easy aim and very very very long TTK (like Quake Champions, Doom or Apex Legends for example). Short TTKs are best for games with a realistic feel like WW3, cause it feels more real and no players will spend their time rushing around not playing the objective at all cause that sould make them easy targets. The more it goes, the more WW3 feels like a perfect mix between Battlefield and Insurgency Sandstorm. We'll see what will happend with the Recon Mode added. Hope the TTK will remain the same, and the map will be cool... That's not a bug but it's very useful. You can do the same in Ring of Elysium, BFV. In fact you can sprint when you crouch so you can move faster while staying covered, it's not an awkward animation. If you want to go from crouch to full speed sprint you'll have to manually stand up and, only then, sprint. Just think of the sprint key as a speed modifier that you can activate when you stand or when you crouch walking forward.
  11. 2 points
    I warned you about this Tzoning. From the day you and I disagreed about the game needing server browser. Your response to me was that my opinion didn't matter because there's a logical way to do things (btw, everyone seems to enjoy the server browser tyvm) and I thought you were just in a mood. But here I see it again. You actually believe that your opinion is better and that mostly everything else that is not your opinion is inferior. I told you that it would help if you learned that you've just got to agree to disagree on some things. In case its not clear - this game was brought into early access so that it could be built around what the community wants. Not what you want. WW3 is not a game that will ever be catered to what you alone want. WW3 is not Tzonings side project.
  12. 2 points
    TTK feels pretty good to me right now. 0.4 is a step closer to a more enjoyable experience.
  13. 2 points
    0.4 is here! It comes with many improvements in game stability, camera movement and game balance. It also comes with heaps of new content (which is being produced with no relation to bugfixing, artists don't fix bugs!). We've been focusing on fixing the game before creating new problems, but that doesn't mean all work in all departments has to stop - don't worry, we're listening. I'd like to reiterate what has been in the 0.4 PTE patch notes, that due to us focusing on performance and stability, some stuff is moved to 0.5. We think that this is a good decision, because there's no point in releasing more stuff when the game is still not working properly. 0.4 marks the start of our commitment to "quality over quantity" approach - we'll see how it pans out. That all said, dig into those juicy patch notes - you might need a snack and a drink, this is a long one! 0.4 Patch Notes [KNOWN ISSUES] Infinite loading is still happening sometimes, this is most likely related to the ammo problem (synchronization issues). If you can reproduce this issue, send us a video recording of you doing this, it will help speed up the resolution, Some HUD elements are not updating properly, this is because we're optimizing the HUDs, Crouch weapon positions are not finalized, resulting in lasers not aligning well and other visual bugs, [GENERAL] Server browser, New TDM map: Moscow Senate, New weapon: DMG Nine-Milli, New vehicle: Buggy, New outfit: Resistance Fighter, Weapon dropping and picking up is now ready for testing, Chinese localization added, New attachments (pistol silencer is in!), Reworked ballistics system with wall penetration changes, Polish commander VO, [IMPROVEMENTS] Penetration and ricochet setup for all small arms calibers and bullet types, Improved (smoothed) camera movement, Reload animation improvements, Improvements to stats displayed in the customization menus, Held grenade drops after death now, Motion blur strength is now available as slider (0-100%), New collision model in Soldier-Vehicle relation, Improved roadkill mechanic: soldier is now pushed when colliding with a vehicle, Anti-Tank Mine doesn't react to Mini UGV, Punish doesn't work in case of roadkilling allies (this is a temporary fix for vehicle thieves), Commander Voice Language can be changed in Audio Settings, Falling crate with vehicle now can be marked for other teammates, Weapons dropped by dead soldiers can be marked, Updated strikes stats in customization menu, Updated stats for warheads, Weapon sounds polish pass, Removed waiting for players from PTE builds (will stay as it was on Live), [GAMEPLAY] Claymore mines are back, TDM timers tweaks (wait times etc.), Helmet balance pass, Global hipfire accuracy decreased due to lower TTK, Vehicle and strike limit increased, Vehicle armor endurance increased, Environmental penetration and ricochet setup for all small arms calibers and bullet types. Every bullet type has its own distinct penetration/ricochet behavioural pattern that emulates their real-life performance against different materials. Those values are still WIP, Damage model pass - new damage and armor penetration values for all weapons (this is WIP, we will adjust things during PTE based on feedback): All automatic weapons set at 3 bullets-to-kill at close range with further variations based given caliber's range and AP performance, Armors reworked to provide protection (that is: increases the BTK) against specific calibers: HDPE is effective against pistol rounds, Polyethylen against pistol and intermediate rounds, Ceramic against pistol, intermediate and rifle, Steel against pistol, intermediate and rifle with some protection against sniper rifle shots at longer distances, Increased the damage dealt by leg/arm shots to 75% (was 50%) and hand/foot shots to 25% (was 20%) - This was done in order to make the TTK more reliable/predictable based on weapon shot and the armor used by the enemy. Those values are still WIP, Weapon recoil bugfixed which resulted in minor improvements to overall weapon handling, Assault Rifles had their stability reworked to promote more accurate bursts; will be observed and tweaked during the PTE, SMGs slightly reworked in order to adjust them to their newfound close-range effectiveness (especialy SIG was heavily re-done), Screen space for weapons tweaked for the new camera system, there may be a few oddities here to be fixed in PTE and/or once the new animation system goes live, Improved Quad's speed and acceleration, Improved Mini UGV + C4 combo. Now Mini UGV + 1xC4 can destroy IFV, MINI UGV + 2C4 can destroy a tank, UAV FlyEye: price -30% (500BP) UAV Barracuda: price -30% (1000BP), duration + 25%, range + 20%, UAV OTV: price -10%, duration +70%, JAM Reaper: price -15%, JAM X-47B: price 10%, range +30%, Airstrike Hellfire: price -15%, Airstrike Stormbreaker: price -20%, Airstrike Mephisto: price -15%, AA Artillery: increased damage against vehicles +25%, increased dmg against infantry +30%, decreased barrage duration to 10 seconds, decreased spread to 15m, increased price to 3200 BP HE artillery: increased dmg vs vehicles +30%, increased dmg vs infantry +25%, decreased barrage duration to 15 seconds, increased max dmg radius by 30% for each shell, SH artillery: increased max dmg radius by 30% for each shell, increased spread to 30m, increased price to 3200BP, CUAS Loitering Ammo: price -75%, CUAS Quadrocopter: increased unlock value to 10 000, price +40%, Warheads: GTB dmg vs infantry +30%, GTB blast radius -13%, GO1 dmg vs infantry +30%, GO1 dmg vs vehicles +30%, GO1 blast radius -13%, GK-1 dmg vs infantry +300%, GK-1 dmg vs vehicles +80%, GK-1 blast radius -25%, UGV Leviathan: price -25%, HP -10%, operational range +10%, UGV Battle Robot, price -25%, HP +30%, operational range -60%, MBTs: stock price -12%, AFVs: stock price -13%, IFVs: stock price -29%, [OPTIMIZATION] Instanced destructible objects, Warsaw Warzone map optimization pass, Berlin and Warsaw TDM maps optimization pass, Continuous collision, LOD, shader and mesh optimizations across the board, HUD optimization, [BUGFIXES] Fixed some weapons spawning with 0 ammo when player has multiple weapon copies in different loadouts, Fixed spread desync when server receives 3 or more shoot requests at once (should reduce hitreg issues), Improved player count calculation serverside, should reduce problems with server overfilling and autorotation, Wall glitching should be reduced greatly, Fixed flying vehicles after dismounting, Fixed calculating global score for the Metagame, Buying a weapon now unlocks all its default attachments, Fixes for strikes collisions with soldiers. Server will now properly close when 0 players is left on them. Many, many smaller bugs fixed, [AUDIO] Doppler effect for vehicles, Gearbox simulation for engine sounds, New hit marker sounds, Fixes for destroypack sounds, Gun sound positioning fixes, Radio barks and request fixes, TDM announcer voice, Level ambient improvements, Polish Commander, Better explosion sounds, Ambient sound fixes.
  14. 1 point
    Why is Steam reserving tons of GB (60+) for a few MB or GB Update? Sometime its not possible to load the Update because the HDD is "out of space". Got this Problem only with WW3. Can anybody help?
  15. 1 point
    I understand that this is unlikely for a variety of reasons, with the most pertinent one being the lack of market share. I also believe that anti-cheat systems may wrongly flag players playing games that have not been officially ported to Linux by the developers (and recently Steam with the Proton system). I have checked Easy Anti-Cheat's website, and it does appear that fortunately, for major Linux distributions, compatibility (and hence false positives) may not be an issue (granted, the webpage I have linked may not have been updated in a while). While I was on the Discord, I've noted people asking about console ports of the game, which you have also considered only if the PC release is a success. Having used Unreal Engine 4, I am aware that, like with many other game engines, it offers support for platforms other than Microsoft Windows. Recently, Unreal Engine 4 offers Linux deployment from Windows, but it's been a challenge for me to get that working myself. If this is feasible for The Farm 51, in the long term, I would eventually like to see this operating system be considered, with compatibility through Proton on Steam at the very least. I, and I believe many other users since the release of Windows 8, are frustrated of being locked down with needing to use Windows just to run the vast majority of software and games out there. I believe that Linux helps users avoid vendor lock-in through Windows, have better control and independence over the software they need, and will allow them to save money as well (Linux distributions are generally donationware). It would interest me to hear The Farm 51's input on this.
  16. 1 point
    So there is an answer to your problem ?
  17. 1 point
    As far I noticed, after the patch, the same day, when the player count reaches 18vs18 servers start struggling somehow, the red/orange icon of the server performance start flashing and also the ping went from ~40 to ~140. As the player count was exceeded 20vs22, the server crashed every match in WZ at least.
  18. 1 point
    Might not be the right place to ask, but to me 20v20 sometimes feels a bit too clustered at some spots on the maps. If it also leads to performance drops maybe 16v16 is at least for now the better option on WZ medium?
  19. 1 point
    This might be related to new player count on maps, upped to 40. With player cap also being kinda wonky and letting in more players than it should, this could impact performance. There's also a bigger vehicle spawn limit and strikes cost less, which also can contribute to overall framerate. Please take a look at your fps when there's not many players on the map and if it changes depending on player count. If it does, we can balance it out a bit with player counts and limits.
  20. 1 point
    Morphine is easy to use, press 3 and BANG, you have 33HP more. Medpack: trow gadget, point at it, press F to restore. For me it is longer but you can restore more HP. So IMHO they are balanced
  21. 1 point
    Miałem się wypowiedzieć na temat aktualizacji ale widzę, że wszystko zostało już napisane Jedynie co mogę to się pod tym wszystkim podpisać
  22. 1 point
    Just quote myself: as for "we are losing"/"wea re winning", i`d rather make this less spamming. For example, it should appear only when any team reaches 10th,20th,30th and 40th kill. When the winning team reaches this point, announcement for another team for this point will be skipped once the losing team reaches it too: Team A gets 10th kill: Team A gets "we are winning" message, Team B gets "we are losing". Team B finally gets 10th kill too: nothing happens, because team A got it first Team B takes the lead and gets 20th kill: Team A gets "we are losing", Team B gets "we are winning". And so on. In this case the sound will not be so annoying as it is right now @Rozmo @weedtime can you please forward this as suggestion?
  23. 1 point
    Maybe yes maybe not. For me the morphine animation is balanced ATM. You can restore 33HP faster then using medpack so why doing it more faster?
  24. 1 point
    combo sight as primary sight. Another combo sight as secondary sight. So we get... 4 (!) sights at once! Niiiice!
  25. 1 point
    I can’t tell if your being sarcastic or not?
  26. 1 point
  27. 1 point
    Наверное все видели, я как всегда опоздал... )))
  28. 1 point
    Nice video, well made and I like the commentary. First video I've seen from you, but I suppose there'll be more to follow now, your content is very well made. I also agree on the TTK, I like how it's made the game more difficult and promoting positioning and thinking. The ballistics are cool, too.
  29. 1 point
    This. I feel exactly same way. I think it's better this way, not being able to pull a 180° turn and pull off a kill. When I die by getting shot in the back or side, I get told I was an idiot for not bringing awareness into play.
  30. 1 point
    Well there's always time for this to change down the road. I was fine with 0.3 and averaging a pretty high K/D keeping boots on the ground (not playing in vehicles all game) I don't think 0.4 is bad but I understand what you're getting at about having a better reaction time not being as rewarding. I'm just not sure that its true. My reaction time is pretty dang good and I'm still wrecking games in TDM at the top of the scoreboard. Doing even better in warzone. This tells me that a skilled player is still rewarded for their reaction time, map awareness, and decision making. What I like now is that if I get shot - I die. I don't have time to use my reactions to whip around and gun down the player that had the jump on me and should have killed me. Perhaps armor needs a revisit? They seem to be considering it but want to test the 0.4 a little bit more before making any decision. If anything, with the lowered TTK, I've been slowing down while moving around maps. I'm using the flash grenades a lot more so I don't get dropped in tight rooms/hallways. I communicate and work with my squad a lot more because I'm able to feel the benefit of it, and more importantly, I'm able to feel the drawback of trying to run and gun by myself. 0.4 gets a thumbs up from me. I wouldn't be upset if they went back to 0.3. but really I'm hyped for 0.5
  31. 1 point
    A few people on a forum doesnt represent the whole community. Lets say they make a decision based on what 10-20 people say here. Then when the game gets released it hits 10k+ players every day. When those 10k people say the TTK is fine, then that is what the community wants. People hate me when I compare CS:GO to this game but here goes. The developers of CS:GO never make any change directed to casual or new players when it comes to balance (ttk, recoil, everything like that). They always have the competitive scene in mind. Even if they make a change that the pro scene doesnt like, they revert/fix it right away. Now go check out reddit/hltv/official csgo forums, over 90% of the people posting suggestions and what not there are LOW RANKED PLAYERS that do not understand what it is like to play at a higher level. If the developers would listen to them then CS:GO would be dead along time ago. I remember when I played COD back in the days before they went full retard. Almost all of my "noob" friends played hardcore mode, because it was easier for them. Crazy low ttk requires less skill to kill, simple as that. I always played with snipers and hated hardcore mode even tho the sniper was a 1 shot kill there. I played way better with a higher TTK which required a HS to kill with one bullet or 2 bullets to the chest if they had full hp. What im trying to say is with the TTK too low, everybody can kill fast. The really skilled players get no reward for their crazy aim and reactions. And that takes out alot of fun from the game for these high skilled players. Which is also why so many "casuals" enjoy this change so much, because they feel they got better at the game. But in reality the game just got easier. I loved it when I read that the developers came from a competitive FPS scene, because most games being made these days are made by people who are **** at their own game. Alot of things have improved since release but I dont like the way you went lately with cheaper strikes, lower ttk, annoying recoil patterns etc.
  32. 1 point
    It is actually fun, TZoning that you say others are toxic given the list of things you offended without any reason (e.g.: modern Bf and CoD titles and their playerbase [stupid casuals], Squad and Insurgency and their playerbase [stupid larpers], TDM [cancer], a low TTK [cancer], predictable recoil [annoying and unenjoyable], battle royale games and their playerbase [cancer]). On top you are elitist by claim and deny the opinions of others the right of existence. Little surprise some take that with a grain of salt. Besides, there have been multiple occasions others tried to list arguments the contrasted your opinion. At best you ignored them - which is probably why you tink there are none in the first place - or at worst you insulted whoever argued against you. Maybe people felt the need to take a step back to explain to you that different opinions about the same topic exist and are a matter of taste before they get to the subject of discussion again simply because arguing with someone who is entirely unwilling and unable to see another opinion than his own is outright pointless. Now, before turning to the content of your arguments and responding to them I little note on the side about the structure of your argumentation: In most of the cases you claim a generality for your arguments which is proven wrong by a single counter example (e.g. the recoil right now is unenjoyable). Not only do you fail to see that but also you once more ignore counter examples brought up by others. Quite funny to be honest. Let's finally turn to your main argument against a low TTK - it leads to effortless kills and out of sudden everything just comes down to who rounds the corner and sprays down the enemy first and well whatelse. This is true! I said that multiple times already - only this argument has only a limited relevance as it is only applicable for short range engagements. And by the way your argumentation goes there seems to be no cover included as well. In these engagements a low TTK inevitably leads to a noticeable advantage for peekers and lag/ping/latency become very important so the goal is to extend the average duration of engagements. You argue with a calculated TTK based on the ROF and from what I can tell you assume that every bullet hits. Your way to extend the average time of a firefight is to increase the number of bullets needed to kill. Clearly that is a possibility. Is it the only one? No. Another way would be to increase the average engagement distance. While this is of course a stylized way to speak and not as easily realised as a lowering the damage it will lead to a similar result: You say aim doesn't matter anymore? I would say it does on distances closer to 100m than 25m with the enemy being behind cover, showing only parts of his body. Of course being the one who starts the firefight is still important but not as much as on the engagement distance you are implicitly speaking about. Admittedly increasing the main engagement distance is not straight forward and is hard to balance as well but already now it feels to me that compared to 0.3 the engagements in WZ take place on higher ranges. Another way to increase the time of a firefight is making it harder to land the required amount of hits. You may find it annoying to compensate for recoil - others do not, they actually enjoy it more. The recoil is still very modest and given how precisely LMGs can be fired with sufficient accuracy while side strafing it's maybe still too low in my opinion. Someone said in some thread that recoil comensation is something you get used to by pulling your mouse downwards and thus it is not really a skill in it's own right. I disagree with that. If players can be better than others simply because they are better in controlling the recoil it is a skill. Besides, aiming is also a certain way to move the mouse on the mouse pad to which you get used to at some point. To sum this paragraph up: Making it more difficult to land multiple shots in a short period of time is a valid way to make firefights more challenging although you may not like it. If your central complaint about the new TTK is that firefights end too quickly putting less emphasis on aiming and more on reacting and spotting the enemy first the two measures I just explained can lead to the same average duration of a firefight as a higher TTK would. That is not to say it's easy to achieve or it is outright better than a higher TTK but it is something some players prefer which finally brings me to the point why people like a low TTK despite the issues it can bring. I would say that the vast majority of players plays videogames for fun with an important minority doing it for living either by being in a professional team or a full time streamer or youtuber. From now on I can only speak for myself but maybe this is true for others as well: For me a large proportion of the fun I have with a game comes from its "atmosphere" and indeed "feel". I put both terms in quotes because I find it hard to pin point how to define wither of them with respect to a game. If I play a modern military shooter whith real life weapons equipment and so on I just prefer it if a low number of bullets is required to kill because that is what I would expect from real life. I admit to have no military experience on my own let alone from a battle (thankfully) and comparisons to real life are always a risky thing but speaking about how deadly weapons feel in a FPS is a crucial part I think and I find firefights to be much more intensive if a small number of bullets may kill me and also I can kill my enemies with a couple of bullets only. This is highly subjective I know. but it's just what I prefer and others might as well. That's why I advocate the lower TTK but I can live with a slightly higher one as well. But if a battle rifle would require 4 body shots up close as Scroopi proposes it would take me out of the immersion and kill much of the atmosphere lending to the fun I have with the game. On top there are also less subjective arguments going for a low TTK. Given it is done it the right way you can have the following things for example: - LMGs and DMRs/Battle Rifles can be used for true suppressive fire that does not require any special mechanic as exposing myself will indeed put me at great risk. A necessary requirement in my opinion would be to make them a little less effective if fired on the move strafing left and right and maybe also a slight decrease in accuracy and increase in recoil over the time of the burst. - Semi-Auto and Full-Auto will be more equal in terms of effectiveness. Right now full-auto is almost in any case the way to go with an AR. With the Scar-H it makes sense to switch to semi-auto quite often but using an AR I will often be better going full-auto regardless of the range. With a realtively low TTK and high recoil going full-auto is still an option but someone who simply prefers to use semi-auto fire quick tapping is not put at such a massive disadvantages which allows for more gameplay variety in my opinion. WIth a high(er) TTK and low(er) recoil semi-auto is at a massive disadvantage because of the extra time required to shoot the necessary number of bullets. All that being said I this is my opinion and I can happily live with others and I am also aware of the issues a low TTK brings. So if the majority of the community wants a slightly higher TTK I am fine with that. And if the TTK becomes so high that I can't enjoy the game as much anymore that is also fine. I just doubt that it is necessary to be so rude and aggressive to everybody who likes a low TTK. Because I expect an angry respond by TZoning a last word on your argumentation: Because of your denial of the subjectiveness of you arguments you are somewhat inconsistent to be honest. On the one hand you complain about effortless kills but on the other hand you don't want spraying to become harder. On the one hand you complain about TDM and mindless run & gun gameplay but on the other hand it seems as if your argumentation is mainly based on experience gained in TDM. You want a game for hardcore gamers but apparently you have almost exclusively one skill (aiming) in mind when it comes to how players can be better than others. On the one hand you argue for more immersion and less "taking-the-player-by-the-hand" mechanics, (e.g. hit markers, spotting) but at the same time you rage about things like magazines not refilling automatically to 30 (50, 60) bullets. What this tells me is that you have a very specific gameplay experience in mind with little to no willingness to deviate from that in an argumentation. Don't pretend as if that is the only gameplay experience the world is allowed to like.
  33. 1 point
    The problem will be investigated, but I guess on Monday ? Devs are already informed about the problem.
  34. 1 point
    I think it's not the patch itself which made the performance worse but the fact that we finally play on full servers.
  35. 1 point
    I just quote one of our favorite Developers So thanks to him @Borreh Original topic
  36. 1 point
    >Posted a question to the developers on what they would like to do with the TTK in the future. >Got everyone's personal opinion on it even though there are other topics asking for that specific opinion. >Got the battle arena for "I love the TTK" vs " I really dislike the TTK". >Last comment I got was the actual answer. >Thank you @weedtime LMAO /Too big image, double-click, you can resize weedtime /I liked the original weedtime, pls no bully
  37. 1 point
  38. 1 point
    MFG, TZoningHard, u r just everywhere!!! In every f..ng theme there is u, and ur usual "hurr-durr, TTK, brainless and skillless run'n'gun, yada-yada!". I'm f...ng tired of reading forum full of ur whining! I'm really not wanting to open the forum because I know that there will be u non-stop spamming how devs are wrong and only u know what's better for all of us.
  39. 1 point
    Me too. I prefer it over the old one.
  40. 1 point
    It has a rough start but its EA. Give it some time. They are young and learning. If you are frustrated take a step back and play some other games and come back in a week, maybe 2 or something. Always helps when I'm frustrated. Farm 51 really tries to do everything they can and I think once they are done with the game the population will skyrocket. Maybe not the same amount as a AAA title but it will attract a lot more players.
  41. 1 point
    But why you think in this way? We just pushed a big patch which changes a lot since the last one, still improving everything, adding new features and the game is not even finished. You just create a Thread which brings nothing into the game, completely unconstructive topic. Developers, made mistakes and the are aware of that, we must learn from previous mistakes and not repeat them.
  42. 1 point
    Hey there, this time another batch of fixes, with a big one we think is finally figured out: the 0 ammo bug. Let's get to the notes! PTE 0.4.3 Patch Notes [GAMEPLAY] Vehicle and strike limit increased, Shotgun range nerfed, Tweaked HMG mag capacity, Boxer and Abrams armor prices update, Vehicle armor endurance increased, [BUGIFXES] Fixed some weapons spawning with 0 ammo when player has multiple weapon copies in different loadouts, Fixed spread desync when server receives 3 or more shoot requests at once (should reduce hitreg issues), Fixed splash damage on vehicle projectiles, Fixed weapon firing automatically when player jumps, Fixed air vehicles not colliding with ground vehicles, Fixed exploding vehicles not dealing damage, Fixed some impact effects getting stuck, Some fixes to guided projectiles, Fixed localized content stretching server browser, Fixed carpet bombing, [IMPROVEMENTS] Warhead stats display in customization update, Server browser improvements: displaying join errors, default sorting, locked servers are shown by default, Reduced damage received by Buggy upon collision, Better Buggy setup for character collisions, Improved player count calculation serverside, should reduce problems with server overfilling and autorotation, Buggy wheel collision updated, Server will now properly close when 0 players is left on them.
  43. 1 point
    Its only 28 bucks, turning it to 15 or 20, wont change anything. But the player base will gradually increase, we are just in very early build.
  44. 1 point
    Next patch, server browser, it'll be a bit easier to find full games guys, no worries. I do support the idea on having a discount, but not in the near future, when everything is nice and running well - that's when IMO the game's price should be lowered for a few days to get a few new players in. Cheers
  45. 1 point
  46. 1 point
    Ammo submachine gun Sig is 666 bullets. But it can't firing.
  47. 1 point
    Agree with this, once its in a better state then I am sure its nothing a few open test weekends wouldnt fix
  48. 1 point
    First devs must fix game. After that they can do marketing things like promotion or sale.
  49. 1 point
    I dont see a need for a price drop when they are just gonna raise it in the end. Why try to bring more players to the game that's not in a great state.
  50. 1 point
    I don't know exact numbers but there was a topic in "Tutorial" subforum in which author had made a spreadsheet with the numbers which were pretty close to the real ones. Also, to dispel any doubts hitbox multipliers is only one of few major systems which are determining final damage amount. We also have our armored helmets, with various bullets having their own damage, speed and penetrability of different materials. Please remember that the damage system is not final, and there will be many changes in the coming months.
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