DO NOT ASK QUESTIONS TO THE UBIS IN THIS THREAD -- THIS IS SIMPLY A COMPILATION OF ALREADY EXISTING QUESTIONS AND ANSWERS
IF YOU'RE LOOKING FOR A SPECIFIC QUESTION, USE YOUR BROWSER'S SEARCH/FIND FUNCTION (CTRL+F ON PC) AND ENTER A TERM (FOR EXAMPLE "SIEGE")
Since the community's communication thread with the Ubi-People has become quite large (you can see that here: Ubi-People (and all you other people) A moment of your time please) - to the point where people are double and triple posting the same questions again and again, get upset when they don't get another answer they could've found for themselves and ultimately clog up the thread - I decided to compile all of The Questions and Answers (both official and from forum members) into this one post here.
Simply put, I will copy/paste Ubi-Brock's and Ubi-Antoine's posts, as well as some others from forum members, so if you have a question, check here first, it may have been asked and answered already. These posts are not prioritized, they are in the order they are in the thread, just compiled.
I will try to keep this updated, but feel free to join in and help out.
All answers, if not marked otherwise, are from Ubi-Brock[FONT=&]:
And I apologize in advance if I don't credit people with their posts. This is already quite a lot of work, you know...
If you feel there is a bug in the game not mentioned or asked about here yet, feel free to add a report: Future Soldier Bug Report Form
Another useful compilation with info:Good links for those who love the game
COMPILED Q&A
Ubi-Brock:
- We care very much about the game and the community; we have a team of forum managers, the GRFS ComDevs (myself and Ubi-Antoine), and the GRFS teams who read the forums continuously. This being said, the sheer volume of posts is more than we can reply to individually - as an example the GRFS forums had roughly 30,000 posts and replies during the beta period. Everything is read and someone replies to all of the hot-topics and trending issues when we are able. We also disseminate information through as many communication channels as possible (ghostrecon.com, facebook, twitter, etc). We would love to post replies more frequently, but we have to balance time spent writing posts with time spent reporting issues, generating community content, supporting the dev team, etc. - It is a personal goal of mine to improve in this respect and if you feel I'm not communicating enough in the future, please feel free to call me out on it.
- Communicating details and dates is important - Ubi-Antoine and I strive for as much transparency in this process as we are able. As much as we want to get information to you as quickly as possible, it is also important that we provide a high a degree of accuracy. In the past, the community and the team have both been burned when information has been released too soon: dates or details get change and people feel slighted. We don't hold back information once we have an accurate picture to share, but we work very hard to avoid conjecture and speculation. Sometimes the best answer that can be given is a "we're working on it" and a promise to follow up when we are able.
- Frequency and consistency of game updates are important to us, we pushed this hard in the beta and we are working to do the same with release. The server issues of the past couple of weeks have put a slight delay on this, but this is a high priority of the team and it is something we are resuming shortly. I also want to make it very clear that while our desire is for frequent updates and tweaks, the process cannot move at the same pace as during the beta. Because the game is in release, the verification and testing process for updates is longer - while it is never our intention to unbalance the game with an update, in release we need to be doubly sure changes are working as intended.
So these points being made, I'm going share what I can about updates:
- Balance and tuning will receive and update soon - I can't give you a specific date because I don't have it yet, but we're talking days, not weeks.
- We are working very hard to prep a title update for both platforms which addresses as many of the major issues as possible. This is not the first update (we had one on launch day) and there will be further updates to follow as we continue to address issues. We'll announce details on what the patch contains and when you can expect it once that information is nailed down. Please be understanding that we will not release this information until we have a high degree of certainty.
- We have already and are continuing to make updates to the server infrastructure. Most, if not all, of these changes are transparent to the end user, but will result in fewer Ubisoft server connection issues. I want to be extremely clear that this is an ongoing process, one we are taking very seriously. We'll provide more information to the community as it becomes available.
If you try to join a friend and get the "You cannot join this game because the Host has content you have not yet downloaded" Error Message, try this, it should help:
Step 1:
Check if you have the Rooftops Map from UPlay - you can visit Uplay directly through the game.
But you probably did that already, sorry, just to be sure.
Step 2:
After you start the game, before you get to the main menu, there should be three "Alerts": "Connecting to Ubisoft Servers", "Checking DLC packages" and "Integrating DLC packages". Sometimes, the third (Integrating DLC) does not happen - for whatever reason.
If it doesn't, sign out of your profile, then sign back in again - or Dashboard / XMB and restart the game (this will force the game to reconnect and recheck). And make sure the person(s) you are trying to play with does the same, i.e. try until he or she or they gets the "Integrating DLC" alert before the main menu. If it doesn't show up, you HAVE to exit the game to the dashboard/XMB or sign out of your profile and back in, just going back to the Title Screen WILL NOT WORK.
And if the "Integrating DLC" Alert still doesn't show up:
Step 3:
Check your Version of the game in the Extras Menu: In the Main Menu, select Extras. On the Extras Screen, in the bottom right corner, there should be a line starting with: "v.1..." This is your current version of the game. Title and Cloud Updates change this number. Since there was a Title Update on 06.07. 2012 for Xbox 360 and on 11.07. 2012 for PS3, and the latest Cloud Update (in-game, automatic NON-PROMPTED Update) on 25.07. 2012, your Version line should look like:
"v.1.4.5 p:0x1" or "v.1.4.5 p:0x3" if you have the Arctic Strike DLC
If you are stuck on anything lower (like v.1.0.2 or something like that), there is a problem with the TU. Clear your console cache so the TU has to download again.
After the mandatory TU was successful (and changed the version to "v.1.4.x"), the "5" then becomes the important number. If there is a 0, the latest Cloud Update did not download properly or did not integrate properly - and you need to do what is described in Step 2. If you have the "5", make sure the person(s) you're playing with check theirs and have the exact same number that you have.
About "Game Servers" (from a Ubi-Brock Post):
There are no "servers" for actual matches so to speak. Games are hosted by a peer.
When matchmaking, region is accounted for and is a factor before joining or creating a new session.
It is possible to join a match outside your region if nothing is found within the region.
Hosts are chosen based on a QoS process, so it is possible that you may be the host of any match, given that you did not Join-on-the-fly (since the game is already in progress if you do) - the likelihood of any specific player being chosen depends on a lot of factors including their internet connection (speed up/down, latency), region relative to other players, match history, etc.
Questions and Answers:
-Originally Posted by FLIGHTRE
I can't think of much to say but the sandstorm bug at the hanger is annoying, you can take the objective through the wall on the outside, probs already pointed out
Team has been made aware of that issue, not sure when a fix is due for it.
-Originally Posted by FLIGHTRE
Is there any chance of an in game squad leaderboard? I know the network has it but it would make the squad matches so much more competitive if it was in the menus!
Seeing this in game is unlikely, most of this is hosted on GRN because it allows for additional (and more dynamic) features and future updates.
-Originally Posted by ManlyGunnerCow
I bought this game for one reason, Guerilla so I want to know if There will be GunSmith and Matchmaking for Guerilla. I'm not asking "When is it going to be released?" I just want to know if these topics are even on the table. Are you guys talking about this? Are they even possible?
Ubi-Antoine can better speak on this subject since he works directly with the team responsible for Campaign and Guerrilla, but to my knowledge the feature set for Guerrilla is fairly fixed. There is currently additional content coming, but I'm not aware of any changes in features.
-Originally Posted by CarlDurand2012
Will it cure the unbelievable deaths i have had to endure one after the other, when i have clearly fired upon the enemy first with head shots/upper torso using red dot.
Server fixes are on the back-end and to address things like progression, matchmaking, uptime, etc.
Issues with in-game lag (who shot first, etc) are related to (peer) hosting and connection. We have some improvements in the next title update, but some of this will always be reliant on the internet connections of everyone in the game.
-Originally Posted by CarlDurand2012
Communication in this game is key, as its all objective based. But many do not get on mic fullstop, and if others are indeed in party chat how does that help any other serious gamer to communicate to help with teamwork. my outlook is force them to go to in game chat to be able to play, it wouldnt normaly bother me but as mentioned its a team game and i have lost count of the matches i have been well and truely wooped because of a lack of coms and teamwork.
First, we cannot force people in or out of party chat or effect it in anyway - this is a restriction of the platform and beyond the control of the team.
As for how to communicate with people in parties or not using voice chat, this is the motivation behind the coordination system. Tapping RB over a target (for example the objective) will call out to your team your intentions, holding RB will pop up a wheel allowing you to select from available coordination options. In either instance, your team is alerted to your goal and you are provided with a waypoint to the selected objective/player/etc. Pressing Down on the D-pad is the "Call For Help" which has a similar function
Unfortunately, we can't FORCE players to play as a team, but we do everything possible to encourage team play through the scoring system, game types, and the objective perks.
-Originally Posted by xtraordnry0129
And please,don't focus just on multiplayer. Fix single player campaign too. It needs a lot of touch-ups. There are a lot of us who are campaign diggers.
Campaign is being worked on and patched by the team in Paris who developed the mode. Ubi-Antoine works directly with them.
I'm embedded with the team at Red Storm, which is focused on Multiplayer.
This is why you will often see Ubi-Antoine address Campaign features while I tend to stick with Multiplayer - we each have our specialties
-Originally Posted by P4NCH0theD0G
Now, finding some of the more intricate moves and features (like coordinated kills or jumping into prone etc.) by playing the game, it makes me wonder what else am I missing? Is there a way to tell a squad- or teammate that I need ammo? Is there a way to see where my Squadmates are going apart from the Tac-Map? Can I maybe roll-into-crouch like you could in GRAW 2? I would love to see some notes or gameplay vids from devs, or even a small in-game video tutorial, especially for stuff like the Coordinated Kills in MP.
Addressing some of these directly:
- You'll automatically call out for a resupply when you run low on ammo- "Hey, need some ammo here", etc.
- When a squadmate uses the coordination system, there will be a shout out for where they're going, but so far as I know there is no waypoint marker in-action.
- I'm not sure about roll-into-crouch, but there are some advanced moves focusing around rolling in and out of prone, etc. most of them are accessed by pressing (or tapping) the stance change button while pressing a direction on the stick.
We released a video recently which shows some tips and we have plans to release more videos in the future. You can find the last video posted here: http://www.youtube.com/watch?v=2cmH3gZqH34&feature=plcp
-Originally Posted by P4NCH0theD0G
There are several points in the game, where you are forced into an engagement without cause i.e. detected and attacked by enemies through no fault of your own without any apparent cause (Valiant Hammer or Invisible Bear are prime examples). Sometimes you step across an invisible line and people start yelling and shooting. Sometimes enemies spawn right next to you when you cross that invisible line or somehow know that you killed one of them even if nobody could possibly have seen.
I'm sorry I don't really have a lot of information on specific instances, but part of the design of the Campaign gameplay is to create pacing and tension. Sometimes this is done by forcing the player into engagements, other times this is achieved through challenges such as limiting visibility or disabling equipment. As for specific instances of a mission breaking, I know several of these were being addressed by the team in Paris.
-Originally Posted by Smitchyalor
Has there been any talk about Dedicated Servers from RSE? Is this completely outta the question?? If Ded Servs are not an option, will there be fixes made to better the quality of P2P hosting???
Dedicated servers are not planned.
As for improving the quality of the matches, this is always a priority for the team and something we're constantly working on (we have a very proactive team of networking engineers). You should see some improvements during future updates.
-Originally Posted by P4NCH0theD0G
Will there be regional matchmaking as an option / or a staggered approach to matchmaking, from closest to far.thest?
There is already some prioritization done by region. That being said, there's only so much we can do to keep regions together based on who exactly is matchmaking at any given time.
-Originally Posted by P4NCH0theD0G
Will there be some indication of the connection strength to the host in the lobbies?
No. This tends to open the door to players trying to "game" the matchmaking system and lowers the overall experience.
-Originally Posted by P4NCH0theD0G
Will there be some effect to being hit by bullets, i.e. accuracy penalty, scope sway, being unable to perform a melee kill? So that the person that fires and hits first actually has an advantage?
Other than death?
We don't want it to be a game of "who shot first" or run-and-gun. Positioning, Tactics, and Teamwork should be the deciding factor in an engagement. If you're regularly engaging over-aggressively there is going to be some random factor in who dies and who lives.
-Originally Posted by P4NCH0theD0G
Will you or are you thinking about removing the little white circle reticule that allows people in Multiplayer (and in the campaign on easy) to accurately pre-aim while in cover without exposing themselves?
No plans to remove the circle from multiplayer. Campaign is different than Multiplayer in many regards and this is one of them.
In Multiplayer there is aim sway that takes effect when a player switches into iron sight/scope view - this is specifically to minimize the effectiveness of quick-scoping. While this does not completely eliminate the possibility of scoring a quick-scope kill, it severely decreases the probability.
Originally Posted by P4NCH0theD0G
What is the original thought behind the White Circle Reticule? I mean: is there another reason for it to exist, besides pre-aiming while in cover in order to quick-scope/pop-out?
The goal of the circle is to allow you to quick select (tap RB) coordination items. It's very difficult to select these items and locations (which you can do from cover) without a reference point on screen.
Question: Are there plans to enable Guerrilla Mode to save the earned wave streaks (at least the ones the host has) so you can continue a game at higher waves but not without having no wavestreaks?
I don't have any info on plans to allow the wave-streaks for Guerrilla to be saved to all players in a match.
-Originally Posted by BSmoov83
1.) Is there any plan in place to alter spawning? It seems too often people spawn on their teammates only to get killed before their feet hit the ground. If I'm not allowed to spawn on a teammate who's shooting, at least giving me a chance to survive, should I not spawn on a teammate who's in serious danger of getting us both killed?
2.) Any plans for new game modes or No Respawn variants to current ones?
3.) Any plans to add Customizing to Game Modes when setting up private games?
4.) Will objective locations be altered? It seems most of them spawn really close to the team already ahead.
5.) A lot of people are being forced to switch rooms over and over to play for different teams. In one lobby, I was forced to play as Ghosts 9 maps in a row.
1) Currently there is no plan to alter spawning on teammates, but it is something we can balance and tweak from the cloud (no title update required) should the design team decide a change is warranted.
2) There will be new game types - I can't really spoil any info on them as of right now. Stockade is the next type that will be available, but we haven't announced details on it yet. I will say that I have played it, it's a lot of fun, and it falls somewhere between the other game types
3) Not at present, it would take some extensive UI modification. It is something we've had requested from our dedicated community, so I do want to emphasize that the team is aware of the feedback.
4) Objective locations are entirely random. Sometimes this goes in your favor, sometimes it goes against you.
5) We're aware of this and it's something the team wants to address. That being said, at this time I don't have any solid info beyond our desire to tweak this.
-Originally Posted by Recoil1990
1. More Siege rounds
2. Customisable lobbies.
1. Possible, but not planned right now - that's not to say this can't change in the future. The team likes the length of the games and it provides some variety in the length of matches.
2. I've replied earlier in this thread to that. Unlikely to happen, this would require extensive UI modifications.
-Originally Posted by Roboturner421
I want to know is there going to be some sort of cross-gametype leveling?
And more customization to your appearance for multiplayer would be awesome. I like the different head textures, but one of my favorite things about the Tom Clancy games was being able to change how my character looked. Makes it feel more personalized.
No, not in GRFS. There are some neat things planned for the GRN and the Ghost Dossier, but I don't have any details to share. FYI, GRN is their own special team (although they work very closely with the GRFS team)
I don't have any info on any additional planned customization.
-Originally Posted by djack10
Any tweaks to Saboteur planned? The bomb carrier should be able to use his primary at least. Almost every Saboteur game ends with no bombs planted.
Not at this time. It's one of the Harder-core game modes. Planting a bomb is supposed to be a big achievement!
That being said, a team that coordinates well and plays strategically almost always succeeds in planting the bomb.
-Originally Posted by LinkAndLoad
Brock do u have any information about upcoming maps that will be larger and benefit the sniper more.
Maps like Mill?
Most maps seem designed just for medium range combat.
Also more nature maps would be nice, any spoilers?
We strive for a mix in maps. Things like Overpass and Cargo are very sniper friendly while maps like pipeline are not. This being said, we always want a mix of engagement ranges on any map.
No spoilers. There should be some info on the next batch of maps soon though.
-Originally Posted by ecma4
Are you a Community Developer for the PC version of this game too? Can you provide any details about it? There are quite a few open questions in the PC forums for this game.
Not specifically, although both Ubi-Antoine and I can answer some questions about it.
I'm not really sure what additional details are being sought, but so far as I'm aware, most of the details we have have already been communicated.
-Originally Posted by P4NCH0theD0G
Would it be possible to Spawn close but not next to your selected Squadmate? Say no closer than 5 yards, no further than 10 yards. Close enough that you can still reinforce your squad, but not close enough for one burst of enemy fire to cut down both of you?
There's already some control over this. You will spawn in proximity of your squad mate, based on the placement of your camera when you hit the spawn button. If they are crouched, you should spawn in crouched as well.
When you see a player spawn and stick in a T-Pose, that's usually due to lag with the host.
I'd have to talk to other members of the team for additional details.
-Originally Posted by P4NCH0theD0G
1. when there are weapons on the ground next to the bomb (which always happens when the bomb carrier is killed and especially if the bomb is in location and needs to be armed) you cannot pick up or interact with the bomb, you always swap weapons.
2. One team can take the bomb into their own Protected Spawn and then basically play Team Deathmatch.
1. If you're within range of the bomb, it should prioritize picking up the bomb over the weapon. I'll raise the issue with the team and see if there's anything additional on this.
2. We fixed all of the glitches with this we were aware of from the Beta. That being said, players sometimes like to be tricksy. If you happen to be aware of how/where exactly players are doing this, please consider submitting that information to the bug report form: http://ubisoft-live-team.polldaddy.c...ug-report-form
-Originally Posted by LAbomba0717
This may be petty, but is there any talk about updating graphics (textures) in the game?
Not on the PS3/360. The PC version of the game does have enhanced textures and graphical capabilities to take advantage of DirectX 11.
-Originally Posted by Mia_crazymike
I know this has been said and/or reported multiple times already. But please make sure with the multi-player developing team that mic/ingame voice chat is broken and obviously needs a fix. This issue also hit BattleField3 when it was released and damaged the PS3 community pretty hard.
It's something we're aware of and the team already has several fixes in the works. I don't have an ETA for you.
-Originally Posted by xiiiNteNse-
Currently the squad system awards 1 point per win, and thats it. This means that ANY clan regardless of skill can be ranked as a 'top 10' clan just by playing it 24/7, i feel as tho the points recieved on a win should be based on a gamebattles system.
Thanks for the feedback. I'll pass it on to the team.
-Originally Posted by P4NCH0theD0G
It's about the Coordinated Kill in MP: How exactly does it work?
Coordinated Kill will be the top position (12 o'clock) on the dial and is only available during a Data Hack. Selecting it calls out to your team, provides a waypoint to the enemy, and grants a bonus for a successful kill. You can repetedly coordinate kills until the Data Hack ends.
-Originally Posted by P4NCH0theD0G
And the second thing is about the Coordination Wheel:
In the vid, Tommy J. says you can coordinate to the nearest ammo depot? Is that about the ammo box? And does that option only become available when there is an ammo-box placed somewhere?
The coordination system is dynamic, options (such as ammo box) only show up when available. It will also let you coordinate to the current objective and members of your fire team at any time.
-Originally Posted by Nexolate
Question:
Will there be any officially released footage for the PC version before it launches?
Short answer is I don't have a time frame for video footage.
Long answer, I know a team has been working on this and there is a desire to show footage as soon as possible - I do not work directly with the team responsible for the PC video capture and do not know the current status of that process.
-Originally Posted by SpliffMasterG
Hi I didn't choose an unlock when I was at level 4 and now I can't select either is there anyway around this? Also don't have any respec tokens... Help greatly appreciated!
You should be continuously prompted to select an unlock when you sign in to multiplayer, when you finish another match, etc. until you actually select a decision point.
-Originally Posted by Jess360
Is anything being done about Cheaters (Xbox)?
We're constantly working to address exploits, especially game breaking ones (under the map issues, using weapons that are not unlocked, etc).
The issue you're posting about, I'll address it to the team, but I'm not sure what the response on it will be.
-Originally Posted by neqtan1980
Spawn camping. Big big problem. There is on most maps, ways to sit just outside the spawn zones and keep the opponent locked in. All while never triggering the alternate spawn for the opponent. Also the alternate spawn takes crucial minutes to occur if at all. Is a fix capable for this event?
I think part of this is a misconception among the community on how anti-spawn camping works. Just being "stuck" (afraid to leave the area because you might get shot) does not trigger the anti-camping code. Players must die for the code to kick in. The anti-camping area covers a larger section of the map than just the spawn zone. Also, players must select the "Alternative" respawn location - we've talked about changing this behavior to make this the default selection when available, although it is not currently.
So what I'm saying is, if you're getting spawn camped - 1) don't be afraid to die - if anything it will just trigger the anti-camping measures quicker, 2) make sure to select the alternative respawn.
-Originally Posted by neqtan1980
Another is Myself and many others find that when joining a quick match, more often than not we get thrown on the Bodarks. But not only that it would be nice to flip flop from map to map, ghost one round bodark the other. It is not much fun being the Russians all the time. Any thoughts or ideas?
When joining on the fly, players are placed wherever the empty slots are. When joining a pregame lobby, players are randomly seeded into the teams, keeping them balanced (within +/- 1 player).
Additionally, we're working on some changes that should tweak the randomization of factions post-match.
-Originally Posted by neqtan1980
It would be very nice if a STAT tracker could be added for objectives captured / objectives denied. This I think would be a major improvement as well. Some players might forget about KDR for a sec.
Many stats are viewable in game and all of them (lots more than in game) are available at www.ghostrecon.com/network - this includes some swanky (and useful) heatmaps.
-Originally Posted by SpliffMasterG
I can't seem to select either UAV or Field Computer as it says they are both previous decision points.
Same happened with the Thermal and Custom scopes for the scout class.
I checked the progression tables and I know I didn't select anything at level 4 but now I have a cross on level 4 like I failed it or something? (I', only level 6 scout and 10 engineer
I've also heard about these Respec tokens and was going to drop back to level 1 and select the upgrades when I reach level 4 again. Trouble with that is I can't find them...
Respec tokens are shown on the class selection screen of the character editor. It's a big circle with a number in the center on the bottom left side of the screen.
As for the issues with the decision points, I'm not aware of the problem or a fix for it specifically, but Ubisoft Support should be able to help you troubleshoot and diagnose. Their contact information is located here: http://www.ubi.com/US/Support/InternationalSupport.aspx
-Originally Posted by LinkAndLoad
Brock, do u know if the game mechanics would allow a region filter. I already made a poll about it if people wanted that.
But i'm honest I don't know nothing about developing video games, nor do I know the capability of the engine.
So until I bump my topic, it would nice to know if it is even possible. I think it is, cause almost every game has that implanted.
But my knowledge as said is limited.
There is already filtering in place for regions. It does not entirely block player form other regions, but it heavily prioritizes players from your region.
There is only so much we can do to attempt to put players in region specific matches - sometimes regional matches just aren't available (full matches, player population, different game types, etc).
-Originally Posted by P4NCH0theD0G
Follow-up to the Coordinated Kill:
I don't think I've ever seen anyone on my team do a coordinated kill, so I can't say with certainty, but:
- is there any visual indication if a teammember has selected an enemy as his target (so that others know not to kill him)? I can see he has a little thing above his head when I mark him, but does that show to others on my team, too?
- can two people actually coordinate to the same enemy?
- Do you need to aim at an enemy when selecting Coordinated Kill on the Wheel? Does it make a difference if you do?
karta666
When you select an enemy via the coordination dial, it automatically selects the enemy nearest to you at that moment in time. Your intentions are shouted out to the team but there is no indicator on which enemy you have targeted to your teammates. You can reselect who you target by using the dial again if that enemy is killed, or has ran to a position that is now further away than another enemy.
Players on your team can target the same enemy, if that enemy is the closest to both of you.
It doesn't make any difference if you're looking at the enemy or not when selecting them. The camera will auto snap towards the target, in the same way it would any other objective.
And further to this, once you kill an enemy, you can coordinate again and target a second enemy, then a third etc. but you can only coordinate on one target at a time.
Hope this helps. I've been using the system for a while, and my entire team use it. It's great, as soon as we get a hack it's a huge free for all to see who gets the most coordination kills, and it's absolutely hilarious watching an entire team running towards some unlucky person who was closest to everyone...
-Originally Posted by P4NCH0theD0G
Smoke from Smoke Grenades not in Sync on both teams
So this can be caused by lag, but if it is happening as consistently as you are reporting, there is the possibility of a separate issue.
I've passed the info off the the team and they'll attempt to reproduce it.
-Originally Posted by P4NCH0theD0G
I was wondering (also) if there is any news on the Smoke Grenade problem, with the smoke not dispersing equally for both teams (I see it, my enemy doesn't, I die)?
It's really quite frustrating, to the point where I just don't use smoke grenades anymore because me and my teammates never know if we are hidden or not (until we die).
It is possible for a delay to be caused in a high lag game (just like anything: melee, shooting, etc.). We do not send the actual particles over the network due to the bandwidth demands. We tested and verified that players should be seeing near-identical coverage.
Please note that Kill-Cam is not an accurate representation of smoke coverage - we actually do not record the smoke particle data for the kill-cam.
Essentially what happens (because of a technical limitation of the way kill-cams are generated by the engine) is the moment the kill cam starts, a grenade is spawned at the correct location and is set off. Because of this, it is not accurate to the current smoke coverage when you were killed.
-Originally Posted by Bajan Elite
Rifleman shouldn't be able to get stunned in the torso, I mean think about it. They have that extra armor than can withstand extra bullet damage. There is no way those two little rods can penetrate armor like that and stun. Shots to the leg, crotch and backside or another story.
While body armor may provide an additional layer of protection against a stun pistol in real life, we have no intention of implementing such an effect in the game as it would greatly alter the stun mechanic.
-Originally Posted by Bajan Elite
Can you tell us what is being done about the melee. I have had died so many times now because an enemy ate my bullets and still manged to melee me. Too many people just rush up on you and tap the x button. That mechanic is flawed. Can they just get rid of that and allow that quick execution to be for only if you hit x from behind an enemy. Its unfair with the lag issues and such no one really has a 50/50 chance of coming out on top if both go for the frontal melee. If someone has a faster connection it gives them the advantage. The scouts already melee faster.
Currently there are no major adjustments planned for the melee mechanic. We've tested some variations on the mechanic (such as only meleeing from behind as you mentioned), but what is in game was decided upon because it best met the intention of the design. Also, while there are variation in the melee animation that performs once you trigger the action, no class melees faster than any other class.
-Originally Posted by Bajan Elite
How come the unlocks from GR network, Uplay and the Signature Edition are not available for the second set of classes you unlock?
This is a known issue and should be resolved in the next title update.
-Originally Posted by P4NCH0theD0G
About Location Marking, Way-point selection and the forced Camera Redirection
There is some prioritization and assistance in the quick selection based on various factors: objectives, proximity, etc.
I'll pass on feedback on the redirection and sensitivity of the prioritization.
-Originally Posted by P4NCH0theD0G
In conflict, when you resupply at the objective, does the Resupply REPLACE your current ammo with Incendiary Ammo, or does it simply ADD the Incendiary Effect to your current Ammo (Incendiary AP, etc.) And how would it affect Dragon's Breath and Raufoss Ammo?
It does not replace your ammo (this includes Dragon's breath, etc), simply adds an Incendiary bonus. It applies to (at max) the first 40 rounds. The effect is essentially to increase your damage per shot as well as providing a small DoT effect (and it looks puuurdy)
-Originally Posted by Bajan Elite
Hey Brock I want to know if Ubi plans on doing anything about Siege mode.
The only for sure change coming to Siege is an adjustment to the number of rounds. The team will continue to evaluate other changes on a case by case basis.
-Originally Posted by Bajan Elite
Why is it that when the UCAV is shooting at you, you can't tell which direction you are being shot from? That needs to be fixed.
Unsure, I believe this is a design decision (not a bug) - but I will verify and submit feedback to the team on the issue.
-Originally Posted by Bajan Elite
Also is anything being done about the teams swapping? I played over 10 games of siege last night and every single game was as the Bodark. Why is it like that?
This is being improved in a future update. I don't have an exact ETA yet, but it is being actively addressed.
-Originally Posted by Zubi Fett
The snipers you can get by pre-ordering the M4OA5 and the MN91/30 have the same stats of the first snipers you have available, with the only change that they have more range, which in most maps, does not make a difference. However, the pre-order snipers are not semi-automatic, therefore, inferior to the the other two snipers you can get on the beginning, since you can fire faster. My question is, is there any chance that this pre-order snipers make more damage than the ones I mention? Something between the snipers of the beginning and the MSR.
As of right now, no changes are planned to these rifles. I'll mention it to the team and see if they have any additional feedback.




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