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  #1  
Old 03-24-2009, 07:02 AM
lamster lamster is offline
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Default Patch - march 24th - server list + friends, bugs, balance adjustments

================================================== ===============
March 24th, 2009

Improved ping-kick calculation for connections with occasional, but unproblematic, packet loss

Server list now supports "favorite" and "bad" markings; servers with friends are highlighted green; supports and saves filters
favorites, friends servers sorted to top; bad servers sorted to bottom

Add friend button [Available from main menu -> Friends] now shows "recently played with" user list

Miranda-Red "Laser"
reduced beam length by 8%
reduced total damage dealt by 5%
increased duration by 8% (this is a nerf too: must hold laser on the enemy longer to deal full damage)

Miranda-Reverse
linearized(generally reduced) speed boost for reversing (boost is the same as before at very low speeds ... no boost at normal cruising speed ... slight reduction in speed at >cruise speed)

Miranda-Red "Time Anchor"
slightly increased cooldown and energy usage

Bomber-Red "Smart Bombs"
slightly decreased time to acquire lock / bomb deploy time
slightly reduced turning radius
added lock graphic so that target knows a smart bomb has been fired at him

Loopy-Red "Acid Bomb"
decreased cooldown by 40%
reduced range by 20%
increased energy usage by 33%
increased acid cloud duration by 5%
increased acid cloud damage over time by 33%
increased acid cloud damage modifier from +30% to +33%

Biplane-Red "Heavy Cannon"
increased projectile size by 20%

Experience Changes:
changed plane unlock order: bomber now comes before explodet
first few levels require slightly less XP
overall XP to max slightly reduced
round bonus XP slightly increased
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  #2  
Old 03-24-2009, 07:54 AM
Pillars Pillars is offline
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"reduced total damage dealt by 5%"

How much damage is a 'full volley' of the laser? 'x' damage vs 'x - 1' damage is a pretty big deal when fighting another plane w/ 'x' health, obviously.
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  #3  
Old 03-24-2009, 08:03 AM
lamster lamster is offline
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Full volley damage was reduced from 238 to 226

Plane: Health [Health with Heavy Armor]
Loopy/Miranda: 180 [226]
Biplane/Bomber: 250 [307]
Explodet: 295 [359]

Last edited by lamster; 03-24-2009 at 08:08 AM.
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  #4  
Old 03-24-2009, 08:19 AM
Pillars Pillars is offline
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Quote:
Originally Posted by lamster View Post
Full volley damage was reduced from 238 to 226

Plane: Health [Health with Heavy Armor]
Loopy/Miranda: 180 [226]
Biplane/Bomber: 250 [307]
Explodet: 295 [359]
Ah-ha. Thanks for this.
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  #5  
Old 03-24-2009, 08:39 AM
lamster lamster is offline
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We're hoping to really focus in on balance in a week or so, so I'll post full numbers for everything pretty soon to help guide feedback.
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  #6  
Old 03-24-2009, 03:04 PM
PBS PBS is offline
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Sweet merciful Lammy!
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  #7  
Old 03-24-2009, 04:36 PM
Triped Triped is offline
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Explodet with heavy armor's a beast. Pretty much the only way I can go gold.
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  #8  
Old 03-24-2009, 05:00 PM
protest boy protest boy is offline
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Quote:
Originally Posted by lamster View Post
We're hoping to really focus in on balance in a week or so, so I'll post full numbers for everything pretty soon to help guide feedback.
That's also good stuff to put in the wiki
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  #9  
Old 03-24-2009, 05:31 PM
Blank Blank is offline
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I just played an entire game where I couldn't see half the players... they were just completely invisible. Their bullets still showed up but uhhh... yeah.

(edit) fixed itself after 1 round, but it was odd. I was auto-joining the server and was alt-tabbed when I joined. Not sure if any of that has anything to do with it but whatever :0

Last edited by Blank; 03-24-2009 at 05:55 PM.
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  #10  
Old 03-24-2009, 05:48 PM
DiogenesDog DiogenesDog is offline
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Logon with a different name if you want to see players. The only way to balance Blank skillz is to make them invisible.
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  #11  
Old 03-24-2009, 08:12 PM
ZellSF ZellSF is offline
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instant reverse nerf seems nice but I don't really see the need to nerf time shift yet, I haven't seen anybody actually get a lot of kills with that.
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  #12  
Old 03-24-2009, 09:39 PM
nesnl nesnl is offline
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Quote:
Originally Posted by ZellSF View Post
instant reverse nerf seems nice but I don't really see the need to nerf time shift yet, I haven't seen anybody actually get a lot of kills with that.
I agree, I don't see the reason on nerfing time shift when most people are just suicidal with it. I say revert it back to what it was and let people experiment with it without having to feel like the cooldown/energy use requires such a high level of proficiency.

Also, it seems like you changed the bomb tracking icon to have its size better represent how far away it is on the screen. I like this a lot. However, if it's the same, then I don't know why it seems different.
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  #13  
Old 03-24-2009, 09:43 PM
lamster lamster is offline
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I always forget to list a few things in the change log. Yes, I did change the bomb indicator to scale smaller at great distances, it really helps on maps like middleground and asteroids.
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  #14  
Old 03-25-2009, 06:33 AM
Ajplagge Ajplagge is offline
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Kick needs to be adjusted so leaving during vote doesn't save you from your fate.
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  #15  
Old 03-25-2009, 06:54 AM
tmm3k tmm3k is offline
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Quote:
Originally Posted by lamster View Post
I always forget to list a few things in the change log. Yes, I did change the bomb indicator to scale smaller at great distances, it really helps on maps like middleground and asteroids.
Did you increase the range of smart bombs? It seems like people are locking onto me when I don't even see a bomber on my screen.
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  #16  
Old 03-26-2009, 06:08 PM
protest boy protest boy is offline
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I still want to complain about smart bombs. It's really un-fun to be sentenced to death the instant a bomber points in your direction.

I suggest increasing the amount of delay between bomb releases, if the bombs released are going to be tracking.

The way it is now, if someone gets a lock and they unleash 4 bombs, either you avoid them all and live, or they all hit you simultaneously and you're dead. There is no in-between. If the tracking bombs were spaced out a little, you could have a few milliseconds warning when you see the first one coming, to get the hell out of there and maybe only one or two of the bombs would connect instead of all 4.
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  #17  
Old 03-26-2009, 07:28 PM
skywalker skywalker is offline
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Quote:
Originally Posted by protest boy View Post
I still want to complain about smart bombs. It's really un-fun to be sentenced to death the instant a bomber points in your direction.

I suggest increasing the amount of delay between bomb releases, if the bombs released are going to be tracking.

The way it is now, if someone gets a lock and they unleash 4 bombs, either you avoid them all and live, or they all hit you simultaneously and you're dead. There is no in-between. If the tracking bombs were spaced out a little, you could have a few milliseconds warning when you see the first one coming, to get the hell out of there and maybe only one or two of the bombs would connect instead of all 4.
I respectfully disagree with your opinion because I take advantage of the Smart Bombs in the manner that you described often whilst playing FFA.
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