Sorry it's a typo: I meant this is 100% a bug I think this is like a side effect to changes they've done to rendering.
As far as I know, rendering changes occurred before GU03. This is a new bug since GU04 and I wasn't aware of any explicit rendering changes. I filed a bug report and linked the videos in this thread with SOE, I hope you guys do too just to make sure they realize how broken this is. For those of us who were regularly ejecting fools from their unguarded turrets, it was a problem that was noticed immediately after GU04 and seems to be reproducible across servers and at different times of day (i.e. different server loads) - so I suspect it is not lag. Perhaps it is a rendering issue, a stealth change that had this ugly side effect. Who knows. Just sucks not being able to hack turrets for now.
I thought I wasn't sitting close enough to the turret the first few times but after making sure I was close I still always died. something is really wrong. I hate it. and whats up with getting only 25xp for hacks and being limited to 4 turrets and 4 terminals per base? killing turrets you get 100xp and killing terminals you get 40xp. enginers and medics are restricted like that. I say just double the hack xp to 50xp.
Agreed, nothing in the patch notes. But after GU04 I'm experiencing so many rendering issue that I find quite obvious they changed something, or they changed some parameters that affected rendering somehow.
I believe this is a bug. I had a friend hack a turret with a player in it while we both waited to kill him. Ejected player killed the friendly infil before being properly rendered.
Is even more funny that if you place mines, they detonate when they are ejected but do no damage whatsoever.
today's patch was for enable phyx afaik, but by all means, go and hack an occupied turret. Let us know if you survive.
Hacked a turret last night. He killed me dead before I even saw him render. I even started firing pre-emptively at the empty space. Never even saw him at all except on the death screen with no damage. Next time I'm just going to hack and run, hopefully he'll render by the time he runs into a mine.
It completely negates a lot of our utility and ruins a lot of the fun I usually have in towers. I'll see a guy shelling our forces with a Phalanx Turret or harassing our fighters with the Aspis and the only thing I can do is twiddle my thumbs... its infuriating.
i predict the fix will be around GU6 or 7. 2 cycles seems to be standard for inf related bugzors. if you are still planning to hack the guy out because you really really need the turret, your only option is to get into the turret asap and forget about the dude. The problem is he knows you are there and if he is of a class that can destroy the turret or hack you out, there is nothing you can do about it especially in case of AV. AP mine won't protect your back because they do nothing in this scenario (explode and deal 0 damage). At least with AA turrets you can try defending yourself because they have 360 rotation, unfortunately they can't hit peeps that are too close. Bummer. When you abandon the turret and expect company, bail by jumping to the nearest side and try to use anything that can reduce/eliminate fall damage, touching anything mid-air resets the fall time/distance counter or whatever. With the defensive upgrades everywhere in towers there are many things you can use (rails, tall protective anti-HE plates, ...). You can easily make it from the top floor to the ground without taking even a pixel of dmg in 3-4 well placed jumps.
I posted it as a bug in the forum bug section here: http://forums.station.sony.com/ps2/...s-opponent-not-rendering.107489/#post-1439001 I suggest if you are bothered by this bug that you go there and reply to the post and show your interest in getting this fixed. The "squeaky wheel gets the oil" and I bet they prioritize bugs higher if they get more forum attention from players.