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News Read announcements and change logs here. |
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#1
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Patch - march 24th - server list + friends, bugs, balance adjustments
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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 |
#2
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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. |
#3
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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. |
#4
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Ah-ha. Thanks for this.
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#5
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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
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Sweet merciful Lammy!
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#7
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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
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That's also good stuff to put in the wiki
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#9
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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. |
#10
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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
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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
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Quote:
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. |
#13
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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
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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
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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
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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. |
#17
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Quote:
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