Altitude Game: Forums  

Go Back   Altitude Game: Forums > Altitude Support > News
FAQ Community Calendar

News Read announcements and change logs here.

Reply
 
Thread Tools Display Modes
  #41  
Old 01-20-2010, 07:51 PM
CCN CCN is offline
Senior Member
 
Join Date: Jun 2009
Location: Xiang Gang
Posts: 1,992
Default

think miranda is not too weak in ball anymore.

I like this patch.
Reply With Quote
  #42  
Old 01-20-2010, 11:17 PM
andy andy is offline
Senior Member
 
Join Date: Nov 2009
Location: Italy
Posts: 1,967
Default

i really dont get why the drone is back for time anchor and not for laser/trickster...
Reply With Quote
  #43  
Old 01-21-2010, 07:56 AM
r87 r87 is offline
Member
 
Join Date: Dec 2009
Posts: 88
Default

Quote:
Originally Posted by tgleaf View Post
I am so impressed. You guys took all of the suggestions about ball bounciness/loopy performance and incorporated them into a patch 4 days after the last one.

Thank you! I haven't played it yet, but the changes sound great.

Edit: this plays like the old ball (which I loved), but with better plane balance/roles and more opportunity for passing and trick shots. Whales can score at a distance, loopy no longer feels sluggish when carrying the ball, and the ball isn't bouncing around like crazy confusing everyone. I'm sooooo much happier! Thank you! Loopies seem happy, mirandas seem happy... very nice job.
This sums up my opinion as well.

Very nice.
Reply With Quote
  #44  
Old 01-21-2010, 02:21 PM
Zombi Zombi is offline
Member
 
Join Date: Dec 2009
Location: Spain
Posts: 94
Default

Great work and many thanks but next time please, please, so pleaseeee do something with Mister no recoil, huge firing range, aimboting double fire because is ruining the whole game

Last edited by Zombi; 01-28-2013 at 08:10 PM. Reason: I was a noob when I wrote this
Reply With Quote
  #45  
Old 01-21-2010, 05:17 PM
AtomikPi AtomikPi is offline
Senior Member
 
Join Date: Apr 2009
Posts: 228
Default

So I played a few games yesterday and remote is usable, although the lack of immediate detonation is still bothersome. Note that three of the four explos in the game were playing thermo, which may be the strongest kit, in my opinion.
Reply With Quote
  #46  
Old 01-21-2010, 05:27 PM
hurripilot hurripilot is offline
Senior Member
 
Join Date: Jun 2009
Location: Oakland, CA, but school is in Boston
Posts: 1,216
Default

Thermo has become an even bigger threat, mostly thanks to improved rocket performance. However, I don't believe it's OP. Thermo is easier to attack from behind than Remote, as well as being easier to out-maneuver. Also, Thermo is more practical in team-based games and competitions as it allows the Explodet to control a wider area for a longer period of time, and it makes defending against bomb-runners easier. Imho, Thermo is a good playstyle to encourage.
Reply With Quote
  #47  
Old 01-21-2010, 05:39 PM
Flyngbanana Flyngbanana is offline
Senior Member
 
Join Date: Aug 2009
Location: UK
Posts: 210
Default

Remote isn't that useful to anymore be honest. If the mines were collidable then that would help with tailgaters. Thermo and director seem to provide much more benefit now.
Reply With Quote
  #48  
Old 01-21-2010, 07:36 PM
AtomikPi AtomikPi is offline
Senior Member
 
Join Date: Apr 2009
Posts: 228
Default

Quote:
Originally Posted by hurripilot View Post
Thermo has become an even bigger threat, mostly thanks to improved rocket performance. However, I don't believe it's OP. Thermo is easier to attack from behind than Remote, as well as being easier to out-maneuver. Also, Thermo is more practical in team-based games and competitions as it allows the Explodet to control a wider area for a longer period of time, and it makes defending against bomb-runners easier. Imho, Thermo is a good playstyle to encourage.
I don't think thermo's OP, but I think remote should be buffed with collision or less cooldown to be balanced.
Reply With Quote
  #49  
Old 01-22-2010, 06:05 AM
volatile volatile is offline
Junior Member
 
Join Date: Dec 2009
Posts: 6
Default

thanks you for fixing the gfx glitchs on the fonts!!!
Reply With Quote
  #50  
Old 01-22-2010, 06:07 AM
Thanatos Thanatos is offline
Junior Member
 
Join Date: Dec 2009
Posts: 3
Default

Three words on the patch: I love it!
Reply With Quote
  #51  
Old 01-22-2010, 06:09 AM
nesnl nesnl is offline
Super Moderator
 
Join Date: Jan 2009
Posts: 1,503
Default

I noticed that on this new patch that it changed my default resolution to my screens native resolution. I had to manually change it back to what I had it before. A couple of other people said this to me too and it usually was like "why the **** are my graphics all messed up???" and then I had to tell them to switch their resolution to whatever they had it before. I don't know if this was intended or not.
Reply With Quote
  #52  
Old 01-22-2010, 08:39 PM
Karl Karl is offline
Administrator
 
Join Date: May 2008
Posts: 1,206
Default

Quote:
Originally Posted by nesnl View Post
I noticed that on this new patch that it changed my default resolution to my screens native resolution. I had to manually change it back to what I had it before. A couple of other people said this to me too and it usually was like "why the **** are my graphics all messed up???" and then I had to tell them to switch their resolution to whatever they had it before. I don't know if this was intended or not.
This was intended. Generally speaking running at a users desktop resolution when in full screen is way better. Faster alt-tabbing and it just looks better (now that fonts were fixed).
Reply With Quote
  #53  
Old 01-22-2010, 09:23 PM
Varonth Varonth is offline
Member
 
Join Date: Dec 2009
Posts: 66
Default

Quote:
Originally Posted by Karl View Post
This was intended. Generally speaking running at a users desktop resolution when in full screen is way better. Faster alt-tabbing and it just looks better (now that fonts were fixed).
In addition, this also seems to fix the problem I reported here.

Ok, it didn't really fix it, since the bug still occurs if I run the game at another resolution then my native, but who cares, as I won't run it under the maximum possible resolution.

Edit:
Ok, seems that it just worked one time.
So still no quick altitudebreaks during study.

Last edited by Varonth; 01-22-2010 at 09:34 PM.
Reply With Quote
  #54  
Old 01-26-2010, 11:07 PM
Deathblade Deathblade is offline
Senior Member
 
Join Date: Dec 2009
Posts: 129
Default

http://altitudegame.com/forums/showp...&postcount=126

This wasn't fixed btw
Reply With Quote
  #55  
Old 01-26-2010, 11:31 PM
Jacques Strap Jacques Strap is offline
Senior Member
 
Join Date: Aug 2009
Location: Colorado
Posts: 171
Default

Please make remote mine collidable. Remote Mine used to be one of the hardest planes to kill from behind. Now it is the easiest.
Reply With Quote
  #56  
Old 01-27-2010, 12:17 AM
[FN]MONXY FIST [FN]MONXY FIST is offline
Senior Member
 
Join Date: Jul 2009
Posts: 285
Default

Quote:
Originally Posted by Jacques Strap View Post
Please make remote mine collidable. Remote Mine used to be one of the hardest planes to kill from behind. Now it is the easiest.
Translation: Lets make remote OP again.
Reply With Quote
  #57  
Old 01-27-2010, 12:28 AM
AtomikPi AtomikPi is offline
Senior Member
 
Join Date: Apr 2009
Posts: 228
Default

Quote:
Originally Posted by [FN]MONXY FIST View Post
Translation: Lets make remote OP again.
Translation: let's make remote not underpowered again
Reply With Quote
  #58  
Old 01-27-2010, 01:11 AM
Esoteric Esoteric is offline
Senior Member
 
Join Date: May 2008
Posts: 211
Default

Remote is currently still exceptionally good, it just takes a more skill and awareness. So many new things you can do with it...but ya, remote has lost the ability to solo effectively--but its as good as ever when with groups. Just make sure to take advantage of the fact that you can shoot enemies forward with the mines now. It's often more effective than slowing them when they're at full burn.
Reply With Quote
  #59  
Old 01-27-2010, 04:25 AM
Jacques Strap Jacques Strap is offline
Senior Member
 
Join Date: Aug 2009
Location: Colorado
Posts: 171
Default

I would be happy with the mines traveling a shorter distance when they are ejected so that explodets have a chance of survival when someone is close behind them.
Reply With Quote
  #60  
Old 01-27-2010, 04:49 AM
Ferret Ferret is offline
Senior Member
 
Join Date: May 2008
Posts: 169
Default

Quote:
Originally Posted by Jacques Strap View Post
I would be happy with the mines traveling a shorter distance when they are ejected so that explodets have a chance of survival when someone is close behind them.
Came here to say something, realized I already did.

Quote:
Originally Posted by Ferret View Post
There are countless ways to prevent them from getting on top of you and 2 variants with mines that explode instantly on contact. If you're using the 'keep them at a distance by having controllable and timed explosions from both end of your plane' variant and a biplane or loopy ends up inside of you, you have just lost through less than optimal play or by playing an opponent of greater ability, and as far as I'm concerned that is perfectly balanced and you deserve to lose.
But to say it again, if you want instantly exploding mines, pick director or thermo. If you want to time your explosions at will, use remote. The fact that each has equal advantages and disadvantages and the difference seems like nothing more than personal preference strongly implies that there is balance. The only real problem here is that personal preference is still "have the best of both worlds."
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:05 AM.


Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2021, Jelsoft Enterprises Ltd.
2008 Nimbly Games LLC