If you press reload key as soon as you stop firing/run out of ammo you will not start reloading. Need to wait half a second-second after firing to start reloading.
If you switch weapons at the moment you run out of amo and then switch back pressing reload will often not reload and you need to press fire instead to get it to start.
I (and others) had another bug, the rifle won't reload after running out of ammo. Then I need to switch to pistol and back, then I can reload. It wasn't introduced in 267 and happens for a long time. But quite rarely. Though it can really ruin a game when it happens in a big battle.
If you switch weapons at the moment you run out of amo and then switch back pressing reload will often not reload and you need to press fire instead to get it to start.
I (and others) had another bug, the rifle won't reload after running out of ammo. Then I need to switch to pistol and back, then I can reload. It wasn't introduced in 267 and happens for a long time. But quite rarely. Though it can really ruin a game when it happens in a big battle.
Same but this is not so rare for me... That's a bit boring by the way. Because, as already mentioned, if that happens during a fight, you're dead, and usually, you need to shoot, reload & request for ammos when you're in fight.
If you switch weapons at the moment you run out of amo and then switch back pressing reload will often not reload and you need to press fire instead to get it to start.
I (and others) had another bug, the rifle won't reload after running out of ammo. Then I need to switch to pistol and back, then I can reload. It wasn't introduced in 267 and happens for a long time. But quite rarely. Though it can really ruin a game when it happens in a big battle.
Same but this is not so rare for me... That's a bit boring by the way. Because, as already mentioned, if that happens during a fight, you're dead, and usually, you need to shoot, reload & request for ammos when you're in fight.
Hah, my rifle can stuck in the middle of the clip, see my post here.
Sometimes the pistol will do it's idle animation while you're shooting. I think it was because I was standing still for a long period sniping a structure from afar.
1. Armory's, Arms lab's, Proto's, Spur's, Hive's, etc, animations repeats when you PG to them or Respawn near them.
See video:
2. When you construct a new PG the previous PG disables for 3-4 sec waiting for the end of deployment of the new PG. For example, you have 2 PGs and building the 3rd one. While deployment of the 3rd PG, the 2nd PG is disabled for use, but you can use 1st PG to transfer to disabled 2nd PG.
See video:
3. I'm using a 21:9 aspect monitor (2560x1080), and Lerk's stings have a gaps:
4. Veil's poor little tree:
2. When you construct a new PG the previous PG disables for 3-4 sec waiting for the end of deployment of the new PG. For example, you have 2 PGs and building the 3rd one. While deployment of the 3rd PG, the 2nd PG is disabled for use, but you can use 1st PG to transfer to disabled 2nd PG.
I always thought that was intentional? As in, the PGs re-routing their destinations?
2. When you construct a new PG the previous PG disables for 3-4 sec waiting for the end of deployment of the new PG. For example, you have 2 PGs and building the 3rd one. While deployment of the 3rd PG, the 2nd PG is disabled for use, but you can use 1st PG to transfer to disabled 2nd PG.
I always thought that was intentional? As in, the PGs re-routing their destinations?
No, it is weird. It can re-route in a second when 3rd PG lights up. Why 2nd PG lights down then and we can still transfer to it via 1st PG? 3rd PG must not interfere with transferring between 1st and 2nd PGs before it fully operational (lights up).
No, it is weird. It can re-route in a second when 3rd PG lights up. Why 2nd PG lights down then and we can still transfer to it via 1st PG? 3rd PG must not interfere with transferring between 1st and 2nd PGs before it fully operational (lights up).
Ok, I see.
Another minor thing I noticed: In the server browser, the arrows next to the ping slider adjust in steps of 50ms. I think that's waaaay to coarse... 10ms maybe?
Crosshairs aren't actually in the center of the screen but are shifted by few pixels. I'm using crosshair feature on my ASUS monitor that renders a more visible crosshair in the middle of the screen and NS2 crosshairs don't align with it. Meaning what you're shooting in the middle isn't actually a middle of the screen. It's a small thing but a small thing can result in big error at long distances...
1) There's a server map mounting/loading issue for maps with invalid map metadata, which makes specific maps unable to load for the clients, unless these maps are specified in the global mods section.
For example:
If you were to try mount either of these two maps in MapCycle.json:
Whenever either of these maps are used, the clients will receive a missing map message. If you try it with the vast majority of custom maps, it'll work.
2) When using quick swap (swaps between the last used weapon and current), after dropping a weapon, the last used weapon is reset and requires having to swap back to it again. Which is quite annoying, as I do this most matches.
Comments
Also you need to really press and hold the reload button now to be sure it actually reloads.
If you press reload key as soon as you stop firing/run out of ammo you will not start reloading. Need to wait half a second-second after firing to start reloading.
Same but this is not so rare for me... That's a bit boring by the way. Because, as already mentioned, if that happens during a fight, you're dead, and usually, you need to shoot, reload & request for ammos when you're in fight.
1. Armory's, Arms lab's, Proto's, Spur's, Hive's, etc, animations repeats when you PG to them or Respawn near them.
See video:
2. When you construct a new PG the previous PG disables for 3-4 sec waiting for the end of deployment of the new PG. For example, you have 2 PGs and building the 3rd one. While deployment of the 3rd PG, the 2nd PG is disabled for use, but you can use 1st PG to transfer to disabled 2nd PG.
See video:
3. I'm using a 21:9 aspect monitor (2560x1080), and Lerk's stings have a gaps:
4. Veil's poor little tree:
Aww... that's either sad, or cute
No, it is weird. It can re-route in a second when 3rd PG lights up. Why 2nd PG lights down then and we can still transfer to it via 1st PG? 3rd PG must not interfere with transferring between 1st and 2nd PGs before it fully operational (lights up).
Another minor thing I noticed: In the server browser, the arrows next to the ping slider adjust in steps of 50ms. I think that's waaaay to coarse... 10ms maybe?
Because they're not longer Marines...
For example:
If you were to try mount either of these two maps in MapCycle.json:
(Missing some map metadata, as it's a WIP)
http://steamcommunity.com/sharedfiles/filedetails/?id=220935709
(Outdated map, for older NS2)
http://steamcommunity.com/sharedfiles/filedetails/?id=160889720
Place in MapCycle.json:
Whenever either of these maps are used, the clients will receive a missing map message. If you try it with the vast majority of custom maps, it'll work.
2) When using quick swap (swaps between the last used weapon and current), after dropping a weapon, the last used weapon is reset and requires having to swap back to it again. Which is quite annoying, as I do this most matches.