However, I have a bone to pick.
"Ever wonder how your aim stayed perfectly stable while jump jets exerted enough force to lift all that tonnage off the ground? So did we! We had your mechanic take a look at things and turns out your Gyro was broken.... so we fixed it! You're Welcome. Here is a pro tip - Fire after you let go of your Jump jet thrust."
Firing after releasing jumpjet thrust results in non-regs against targets who are visably struck with large disproportion. Maybe this is a problem with all the massive packet-loss and excess that has been going on, but unless you either hover in place or get lucky, most mid-air hits will actually miss despite hit animations and the resulting heat scarring.
The reason this is not more obvious is because "boats" use stacked multiples of weapons, and even if one or two non-reg, the rest will still hit, and appear as though the whole hit has landed.
I appreciate the updates to content. (and am 100% ok with camera shake.) But there are mechanical problems that need to take priority over content inclusions. Needless to say, the model for release and developlement exists that way because you are very much on a schedule with certain amounts of funding and need to do it this way. All I'm saying is that most of the problems both with the game and with the community stem from this.
It's a beta and I get it, and I'll wait for the release before having any real issues beyond balancing, but mechanical solidarity needs to come first.
Edited by TheFlyingScotsman, 04 June 2013 - 09:29 AM.