#81
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bombers is still sweet, i like splodet now find it more stable actually and more agile very nice! ignore the skins complaints there a good gimmick to get the word of the game out well thought out!! great incentive!
only complaints, time anchor i thin shud be able to regen whilst anchoring however at a slower rate and other one remotes could explode quicker! On the whole great job! Love nip =] |
#82
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Quote:
I couldn't resist. If i get an infraction for failing to contribute, so be it. |
#83
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Quote:
Not everyone uses a randa as a bombrunner. I find it pretty insane to nerf one perk, based on the abillity of another perk. If heavy armor would give 100 health, but if you fly a loopy you just get 20 health, there would be too much whines to moderate for you. Or, if you are using flexi wings on a biplane you get the normal bonus. But if you also have reverse thrust, then flexi wings looses 50% of its bonus. Or the repair drones won't repair when afterburning... but if you are using the altfire of miranda, it won't repair either... I hope you see the problem there. Last edited by Varonth; 01-16-2010 at 05:24 AM. |
#84
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That is good to know. You are good at ball so I know that you actually have a clue what you are talking about.
My issue is that the changes have not really benefited anything. In the past, the general idea was to get the ball to your fastest / most agile planes, and they would pass it up the map. Now, a bomber or whale is just as (well, very nearly just as) fast as a loopy with the ball. Are. You. Kidding? The loopy and miranda are supposed to be the speedsters. They have ****ty armor, their only defense is being able to outmaneuver an opponent long enough to either a) pass or b) score. This new handicap (self pass is a whole nother issue) is making it very difficult for either of these planes to exploit what should be their greatest strength at ball. |
#85
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Great patch so far. I find that the Miranda self pass not being allowed does seem to balance the game of ball better..however, after spectating mikesol, I find the repair issue fairly depressing not only because of his inability to repair after warping, but also because he barelly has enough energy to push forward after anchoring. He cannot move fast, and he can't heal..talk about quite the open target? I actually was not expecting an anchor nerf as it seems like few can play it effectively.
Now I'm sure u all are thinking well, that's because Mike is on my team, however, I find that even not coming from a friend, it shouldn't be hard to see that it seems if an anchor randa picks up the bomb, he is slow and rather easy to kill no? Next is the explodet. This plane I find fairly nerfed. Rockets moving slightly faster seems somewhat uneccessary as it seems we could always pick people off from miles away, now it's even easier!?. As mentioned quite numerously, when being chased by any plane closely, we remotes are in trouble. On1x/ObeighsNoOne and I played 1v1 his loopy vs my explo. The test was for him to follow me closely and see how fast I could kill him. Guess what. It took 6 remote mines for me to take down a trailing loopy! xD my suggestion is to being back the auto detonate if someone runs into it but with a closer range for it to impact. I find that at least if someone is trailing u from a close range u have the opportunity to push them, if you accurately angle ur..butt overall tho, great work lamster and Karl |
#86
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The new Xplo
I too have played some ball matches with top tier players as well as a few quality tbd scrims vs IL since the patches implementation, and have a few things to say with regards to the new remote mine xplo. For all who don’t know my in-game username is X, or more recently, ON1X. I’ll go about healthy criticism by looking at each change in turn.
Explodet Remote Mine: 1.) no longer collides with planes, complete control of detonation just like rockets Love this! As many have said before me in posts elsewhere, detonation by collision may have encouraged spam, and more importantly a negative trait, caused users to have their mine explode both unknowingly and and sometimes unwillingly. Collision off addresses this problem head on, enriching xplo gameplay by enabling users 100% control over detonation. +1 to collision off 2.) increased cooldown (0.35 -> 0.66) This nerf doesn’t bother me at all. It’s understandable that measures were taken to ease xplo-OP discussion rage/further balance the game. Cooldown between mines addresses key concerns about xplo players simply spamming ‘D’ in the face of enemies who get too close. I tinker with planes other than xplo and would have to agree that being spammed in the face is not so fun. +1 to cooldown 3.) increased minimum release->detonation time (0.15 -> 0.30) The increase to release -> detonation time also works to tune down spammability of ‘D’, but imo it is a bit too long. I say this for 1 reason only: The combination of ‘collision off mines’ and increased release-> detonation time creates a situation where enemy planes who manage to get close behind remote users have an epic advantage. In such a circumstance, ejected mines in self defense will now pass through the faces of trailing enemies because of ‘collision off’, and detonation time from release is so far off that the intended defensive mine’s explosion hits the enemy plane in the rear, if at all. This in effect just propels the enemy plane closer to the remote users rear, as experienced play allows one to stunt the additional speed by applying the brakes. Combined with the xplo’s inherent slow speed, the remote user is surely dead after having received the full brunt of an attack they knew was coming but had no weaponry to prevent. This is a problem imo. -1 to 0.30 seconds release ->detonation time 4.) reduced blast radius by 4% Not really noticeable to me, so no complaints here. It makes non-xplo players happy so: +1 to reduction 5.) Increased rocket acceleration by 10% Looove this I could go on about why, but its fairly obvious. nuff said. +1 to rocket speed boost Edit: O yeah, and i like the skins and stuff too . Overall great job Lam+Karl. Last edited by ObeighsNo0ne; 01-16-2010 at 05:45 AM. |
#87
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Would like to take this moment to point out undocumented changes in this patch:
1. The join game list now have an X beside hard wall servers and no X for bouncy wall servers. Previously, it was the opposite. |
#88
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playing ball to stop self abuse pass .3 is short now I see. .7 is too long. .6 is best, it may even allow some skill self pass.
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#89
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There is definitely a det timer on whale rockets now : /
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#90
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This thread is making my brain hurt. I feel like I might cry soon.
I am not even sure where to begin explaining why I think these changes are good, because it seems so obvious to me. I'll try pulling out posts individually and responding to them. Quote:
edit- to make this clearer, I agree with previous posters that perhaps TA should be allowed to repair while using TA, but again, it's a new patch let's try it and see Quote:
Quote:
Quote:
Last edited by GGQ; 01-16-2010 at 06:48 AM. |
#91
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Quote:
Loopy dominated the previous version because it was the fastest plane, fastest ball runner and the ball was hardly faster than loopy itself over long distances (because of drag). Thus the best way to score was to have a loopy based running offense. In the new patch the best way to score is to have a DIVERSITY based PASSING offense. This is exactly what ball needed to give it a higher skill ceiling AND make it more fun. Quote:
You're not supposed to hold the ball or run it. You're supposed to pass it. Loopies still have a role because they can get downfield faster and get passed TO by a good passER like whale or bomber. The planes now have more or less the same running speed, to emphasize that it's the passing game you should be focusing on. A bomber or whale may be able to run the ball downfield in 5 seconds about as far as loopy... and all that downfield progress will be undone by ONE upfield pass by an enemy bomber or biplane. Last edited by Sarah Palin; 01-16-2010 at 06:27 AM. |
#92
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Quote:
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I think that we should all focus on how the new way of playing ball will be. Instead of trying to fit the new changes into the old methods, try to look at how new methods will work. Like I said before, passing to me is the skill in ball. Loopy / Miranda can still outrun the other planes when not holding the ball. The whole point of the changes was to allow the slower planes to be able to create great passing opportunities to other planes that are moving up field with their speed. Think of football. You might have a slow quarterback, but he can still rocket the ball up to a speedy wide receiver. So the greatest strengths of the planes are still there, but just in different capacities. The slower planes can now throw the ball with incredible speed to the faster planes who are going to be moving up field. Even in the old ball I rarely ever held the ball. I might score 6 goals in a game and still have a total time of only 15 seconds of holding the ball. So I think that you should give these new changes a chance. Instead of thinking how you can out do a team by holding the ball, think of how you can move the ball up field by holding the ball as little time as possible. And just as a note, I have been around this game for a while, maybe not as long as some of the old timers, but long enough to see quite a few patches. A lot of times people get set in their ways and when a change comes along they are so quick to jump and say that it's bad. However, in the past the changes mostly work out for the best and people adjust to what is a better game style. I say just give this a chance and wait a week or so. If you still think there is a problem then let's hash it out then. |
#93
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Quote:
This ball thing however is.. To start everyone could see ball needed changes when you have 98% of the planes ebing loopy something is wrong. Was self pass imba? It was too strong, but it gave randa a purpose. Now what does a randa do in ball? I wasn't making a point based on A or B, I literally believe they only listened to tbders or loopies. Maimer defo comes to mind as he is closer to them then most, but you do get a lot ball loopy whiners who couldn't get a 1/2 kd ratio in tbd complaining. Their sample of who to listen to in ball is obviously bad (due to the mass of loopies with half built basics) and I hope that as the plane range balances out they can get better advice on it. I (reasonably I feel) consider myself a good ball player who plays 4 planes in ball, and from my perspective it looks like loopy players got the best side of it. There are bombers (e.g. Ryguy) who routinely go 26-0 and make a tough defence. Or whales who go 26-3, or Biplanes who can outmaneuver loopies (e.g wiseguy) but you still see so few of these other planes. Why? Because they are harder to play. If you plan to make the ball type good for people who have half built fundamentals then this is a good nerf, otherwise you're merely over punishing a plane because the masses don't like it. TLDR (may of rambled): I believe Lam listened to both A and B. This sample is biased by noobs complaining. Other viable planes not used due to skill necessary. Changing the gametype based on noobs wants is not good (unless you want ball to be the safe haven of just noobs). Hopefully if we get more planes in the mix the voices that the developers have to listen to is more wide and we can get a further balance change. Last edited by CCN; 01-16-2010 at 06:37 AM. |
#94
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All he try to say is for all of you loops ppl, stop bitching about loops being a weak plane as it is already good as it is? meh, i cant speak english well
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#95
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On a side note, I have a concern about the implementation of patches.
With all this dispute about the pros and cons of balance items, there needs to be some sort of beta testing for balance patches. Instead of implementing patches onto live servers and having a "wait and see" mentality, there should be some level of testing and discussion before the changes go live. I'm sure it would not be hard to find plenty of willing testers for new patches. Maybe incorporate community points as a reward for participating in beta testing? I say this not to insult the developers, but as a general suggestion to the progression of this game. Cheers. |
#96
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After having played for several hours with some of the better ball players out there ( http://i46.tinypic.com/25fovmf.jpg ), I feel like we have reached some general conclusions about how this patch affects ball. If any of them want to chime in with their own opinions, feel free.
1) The miranda is no longer useful in its old capacity. A good player can still get some results with it, but it's pretty sketchy. I don't play miranda, but virtually everyone who uses it as their primary plane is not amused. They can articulate their grievances better than I can. 2) Maps need to be reworked to accommodate ridiculous shot power. We are currently in a football map scoring half court shots with a loopy. This is the most egregious example, but the new shot range of even the weakest planes is just plain laughable. 3) Something about loopys sucking, I forget. They don't suck, but my god it is annoying to climb uphill with the ball. 4) Kill ball_woods. With fire. 5) Did I mention the maps (especially the smaller ones and ones with wide open shot arcs around the goal) need some work? 6) I just made a half court shot with a loopy on ball_football. I am all that is man. |
#97
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Regarding loopys: (Ohh I forget to mention, most of us were playing on random for much of the session, to test everything out.)
I play loopy. I like the loopy. I tried the other planes...I don't like them. I like going fast. I am too retarded to figure out time anchor, so loopy is what I use. With that said, this patch made me at first. Now, I am still pretty , but it's not as bad as originally thought. Harmonica is right (though none of you heard him yelling at us for an hour), the game is much more focused on team play now. Shot speed makes up for a loss of carrying speed, but it is still very boring to have a plane moving so slowly. The adrenaline rush isn't really there when you are watching grandpa bomber pass your sleek red loopy on the highway just cuz you have a ball in your trunk. Regarding bombers: So basically, after having played with very good players, the game appears reasonably balanced for everything except the miranda and the bomber. The bomber, you ask? Yes. Stick some flexy wings on a bomber and it is a beast at running the ball. It's like an old loopy on crack. Now, keep in mind that was experiment was run with very skilled players. I have a suspicion that things are slightly more chaotic on the public servers (read: they are). |
#98
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Quote:
I will strongly +1 this. As most of us seem to have forgotten, myself included, Altitude is no longer a beta game; it's on the market, available to a paying consumer. Pushing out untested patches nowadays is probably an inappropriate way to go about updating Altitude. In the past, we knew from the start that the game was a development stage, and that we were subject to any changes the developers wanted to put in. But now, the customers have the right to a finished product, with any updates being focus-group-approved. I'm confident we have a core of players willing to do this (the ones who make the most reasoned balance arguments anyway), so I don't see how it would be difficult to implement. |
#99
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Huuuuge patch, I love the ball tweaks and the miranda bounce nerf. I miss my mine hoping though. I guess I'll have to get used to it. Thanks for doing such a huge update.
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#100
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Quote:
I like the high speeds as well.. Especially weaving through those cave rocks like a hero while all the bad guys chase you.. then after all the weaving through chaos, you see a familiar face emerge from the smokes! then just as you're about to die, you lob a fadeaway pass that all hope relys on to your friend for the hawt score Memories.. :'( I don't know, the ball physics can be salvaged if you increase the width of ball maps by I dunno.. 4000 - 8000 pixels? and make a few alterations? While the slower/higher speeds of ball carrying does somewhat motivate passing, It doesn't relinquish a rambo easily sniping the goal from halfway across the map right now. Personally, I felt the ball physics prior to this patch were perfect. I think it was one of those situations things were you could say, don't fix what isn't broken. Just saying when ball matches were as competitive and intense and team orientated as they were prior, it didn't seem like the ball physics needed or wanted to be changed. Currently, "dribbling" or clearing the ball is nonexistent. It definitely encourages team passing, but unless you're a straight G with all the turbo in the world. There is no hope of you retrieving something you shot out without it reaching conflict. With this, there is no Michael Jordan situations.. you're the only one left, where you can bounce it, cross 2 guys, kill the guard, and shot for 3 and win the game. I guess we'll have to wait for our teams to respawn now, or find new ways to run it across the map, or just forget all about that and be forced to work together in every dire situation. You can however beam it across the floor with ease! ..and let your team regroup with the time I suppose, unless it's a map like ball_maze, or ball_lostcity, in which your bounce pass it probably going to hit a random piece of debris or void space and make a perfect vertical pass for the opposing team to pick up, or your own team to pick up, but then who knows. It may just ricochet 3 times into the goal. Exciting! I suppose the same goes for hitting the rim. Ollie-oops and rebounds are really struggling. Once the ball hits the rim, it rockets straight towards the ceiling, or vice-versa. But then again.. teamwork right Loopy is my plane, and I may have to learn to fly something else.. I was carrying the ball, and obviously I felt like a frail 9 month pregnant explodit when I had the ball.. I tried dribbling to move fast and dodge some damage.. However, had little hope of catching what I launched in time to make my turn or potential pass to my teammate. Which is rather an issue.. Unless again you're team is magnificent, can perfectly pass the ball 3-4 consecutive times, without anyone getting killed or missing the ball. The ball will end up on the ground, and in those times you should be able to swoop it and carry it out back to your team. Trying to dribble is just risky risky business Yes no, maybe so? I mean, you can do some sick bounces to yourself -yes, but depending on the map, and just the all the little factors, tough coconuts man. But then again.. TEAMWORK!! Regardless of how hulk I am right now because of this update (not really), I look forward to the efforts and change we ballin' ballers will need to make to accomplish "teamwork" and be successful around these cruel depressing times. It really shouldn't be hard.. sniping is easy -ya? Just my opinion after playing the patch for a bit, at this point.. Only time will tell.. Anyone's opinion is as good as the next. +1 beta-testing please don't bite my head off, <3 T-PaiN Last edited by TRUEPAiN; 01-16-2010 at 10:12 AM. Reason: +1 |
#101
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since the update, i have been have high ping on all of the servers. Also it lags so much it kinda makes the game not fun (weird english). Also its really hard getting skins.
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#102
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Thank you Paul Watson
Quote:
EXACTLY WHAT HE SAID! I agree with every word, especially the comunity points...it's horse**** quite frankly... regardless of years of loyalty, gamer-reviewed articles posted, price paid for this game, et cetera, those points are not a reflection of one's community advocacy for the game, but merely a cheesy (almost tacky) marketing ploy. SAVE THE WHALE! |
#103
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After playing for awhile, I kinda take back all my comments. It's not bad, and Loopy is still pretty great.
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#104
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The key part of the patch to me was the explo nerf. I've been calling for it for a while but I wanted to see how it would affect me.
My initial impression that it has been nerfed too much. I only just managed a 1 - 1 ratio in a random pub game, and I think I'm fairly competent at explodet. The combination of both nerfs to the cooldown and the minimum release/detonation time makes me think about switching to another plane. I'm vulnerable for a large period of time and I can't remote mine boost anymore :S. I planned to wait a few more days of trying to play it before I would post so I could properly make a judgement but this nerf seemed extreme. |
#105
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oh let's see:
Laser buff, check. Everything else nerfed, check. awesome patch. |
#106
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Skins are difficult for colorblind people. I need a bit more time to confirm myself that this plane is one of my time or not. Nevertheless I invited friends to Altitude and did all that facebook stuff. I didn't bought it over steam and I am not using steam. You need to support your players, who started playing from the early hour. |
#107
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Key words: IN THE PAST. it'd be kind of hard to award community points for past actions, and maybe more importantly, wouldn't actually help build the community NOW. if nimbly is bad about awarding points for stuff other than link referrals in the future, I feel like I'll have reason to complain. I dunno, I'm just trying to imagine the effort it'd take to hunt down all the past efforts and be fair, and I just don't see it being possible. starting with a clean slate from now forward seems like a reasonable move to me that will allow them to focus on stuff that's more important. |
#108
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The first thing that comes to mind is "where are the non-ball loopy nerfs?".
I agree with the overall notion of the comments on this thread so far: this patch seems to be based almost solely on the trigger happy dual missile loopy newbies. |
#109
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I have a problem.I bought a skin and then went to play on a server.Then i tried puting the skin on.It redirected me to a page listing all the skins.{and it wouldnt let me use it}Somebody help?
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#110
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too much too quickly
I can understand the reason behind each change, and how people felt the loopy was overpowered. I'm not going to debate that right now, that's what the rest of this thread is for.
I'd like to address one issue: massively changing a game that was already pretty darn good. Sure, it might have needed some tweaks to the balance. This totally changes the game, and I'm unhappy about that, regardless of what the particular differences are. As someone who has spent a lot of time practicing the old plane ball, and help put together a clan that was pretty good at it, I'm fairly annoyed now that we're all starting over learning the new plane ball which really doesn't translate well. Complete change of ball mechanics, as well as changing every plane (hard to learn how to shoot in one and then switch, now that they all do it differently) has really thrown any skill I had out the window. Yes, I could start over and try to get good again. The point I'm making is that I'm annoyed that I have to do it. Why not an incremental change? Why not take one of these changes, set the percentage differences really low, and see how it works before ramping it up some more if necessary? In my opinion, making dramatic changes all at once only serves to confuse and annoy people...ball seems to be very chaotic now. Sure, eventually it might sort itself out, but there was no need to do it this way, and I'm unhappy the all-at-once approach was the one chosen. |
#111
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I played for an hour or so, and I now hate the game of ball. The changes, especially to the miranda are atrocious and render it useless.
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#112
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Quote:
This is now TBD, where you have to fly en masse if you want to work as a group, otherwise it's chaos and you have to just hope it lands in friendly hands. I miss being able to make a play that wasn't just an interception of a crazy bouncing ball. |
#113
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Having played under the new patch, I saw plenty of amazing shots with the loopy or other planes. These shots were certainly on the more difficult end of what was possible pre-patch. Now they are...average. The problem is, I did not see much amazing maneuvering to get in position for the shot. The new range is so absurd that a good player can hit a shot from previously unfathomable distances. The close range maneuvering around the goal has been partially lost due to the combination of speed decreases to the most maneuverable planes and shot power increases for everyone. |
#114
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BALL is basically TBD with a ball now...
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#115
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Quote:
The new strategy is either (a) scoop a rebound and score or (b) hope all the defenders are dead/not paying attention and launch a bomb from midfield. There is no more streaking through the defense and getting that clutch goal that your team needs. You are just too slow. Now with the increased shot power there are other wyas to do that, but they are not - in my opinion - in the spirit of the loopy's design. |
#116
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Quote:
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#117
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I'm not mad (well, I was in my first posts, but not he recent ones), and I'm still more than competent with it.
It's just a completely different feel for the plane now, and it seems to be counter intuitive that the fastest plane in the game no longer has any noticeable speed advantage when carrying the ball. |
#118
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Quote:
Lets say you are running in a race, and you being the fastest think you can win. Well, this patch is trying to even things out, lets hand you a 20 lb weight to carry and the big guy only has to carry 5 lbs. I know the analogy is weird but thats the way it works. The big guy is stronger and therefore can throw the weight farther the small guy not so much. See? |
#119
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Before I say what I have to say about the patch I'll present myself as I'm still a new face on the forums and in the game (Steam noob :P ). So yeah, I'm {arr}Gemi in game and only play ball. I label myself as a "casual-pro" in that I'm definitely no match against the great veteran players such as the guys in {ball}, but I'm still doing well compared to majority of the player base both in goals, passes, guarding and kills.
Today I spent a lot of time on a couple of different servers with {arr}D4rt getting a feeling to the new game mechanics. Half of the day we spent on 10vs10 servers. The experience was absolutely horrible. The huge influx of bombers makes playing an absolutely chaotic mess with no tactics or progression at all. It's horrible. And everyone is saying the same in chat. Then we moved on to the {arr} ball server where we have a limit of 7vs7. With this player amount the game felt good and possibly even better than before. It was enjoyable to play and you could actually play without having huge explosion walls everywhere. The conclusion for us was that ball is now unplayable in larger games, but 5vs5 to 7vs7 works well. Each plane also seems playable and has its uses, so none of them is useless or boring to play. I'm not going into great detail for each plane and I'll let the veteran players dabble with the fine tuning discussion. Also, this might change later on when the community has had time to play more with the changes as the favorite planes might change and the nature of the game at the same time. What I'd suggest personally is to turn all of the official servers to 7vs7. (or max 8vs8 if you want to keep it a bit larger so that you have more slots for the new players to play) Other than the player limitation I don't feel an urgent need for other changes, though when players have had the time to throughly test it all slight changes to other things might be good. Time will tell. All in all, good job guys, even though there are some negatives at the moment. |
#120
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ok... this update is just going to take some getting used to i guess. i dont like the increased cooldown time for remote mines. It just makes mine hopping almost impossible, and makes no difference in battle, because energy consumption makes you wait awhile before releasing another mine anyway. also, another way to earn CP. an in-game way. maybe if you win 10 battles you get one CP? so that it takes forever to get a skin, but it is possible?
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