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#81
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I like it personally. I have been hearing about new/old possible lineups which sounds like fun to me.
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#82
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Lol Tek, no need to get your kni kers in a twist over it. Its same for everyone and if our devs and mike feel its the right time i trust that it is so. What better testing ground for the patch could there be other than SL or APL?
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#83
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I can imagine how much you'd get your pant ies in a twist if it were before APL.. anyway I don't really care except pointing out that -I- did sense this would happen and there other othesr who are wondering why patch in middle of SL.
Regarding your "it's the same for everyone" logic, that's not the point; it is now a question of how players adapt rather than just their skill and overall just causes more qq. Personally I welcome the patch and I honestly don't find any of the changes -that- major except biplane. Also, loopy is still op as ape**** with teams consistently playing more than 1 loopy Last edited by Tekn0; 02-17-2013 at 04:30 PM. |
#84
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For me this topic is end and i said all i wanted to say. Thanks |
#85
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IMO it's perfect.. But I think it may be too early to tell.
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#86
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I'm unsure what the resistance is for biplane. I'm assuming that they don't suffer from the debuff as bad as others, but I just checked and the CD is still shorter then the duration of debuff on biplane. |
#87
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#88
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I think emp nerf is fair, it actually requires you to aim it now instead of mindlessly spam it.
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#89
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I disagree with balln about the change for bomber turning rate. Its fine as it is.
For the EMP I think trying it at between 35-38% rather than 40% would be worthwhile. This would be enough so you have to to aim suitably and it does not leave u wanting on the EMP too much. On the whole I am yet to see any other outstanding issues. nipnip |
#90
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After playing loopy today I really like the EMP changes, it basically means you can perma disable 1 plane instead of 2 and it punishes spamming. Loopy is still neccessary on any team, those saying that EMP is useless need to get a grip.
The laser nerfs are really substantial, I won't go into exactly why but I think it'll make a big difference come APL. Bomber and bip changes are welcome, if bip turns out to be too strong, I'd like it to keep the acceleration buff and take a slight nerf to secondary damage instead, though I think it's in a good place right now. Awesome patch. |
#91
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well thats one way to do things
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#92
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#93
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Ok after having played some more games, I think it's possible this patch may have made miranda more effective than ever (at least in ball.) The number of situations affected by losing 25% of its warp damage is heavily outweighed by the benefit it receives from the major nerf to EMP.
Still not sure, just giving a heads up and would like others to consider this while we keep playing. The reason teams were needing 2 or 3 EMPs was to keep the other team's miranda from doing everything it wants. Now I'm afraid it may be too hard. Like I said, not sure, but a definite possibility considering how minor the changes were to each plane and EMP being the biggest change in the patch by far.... EMP is the main contribution for the double fire loopy and 40% is a big number compared to the 1% and 3% and 10%s we're seeing everywhere else. I think the main consensus was for this patch to be a randa nerf with a small nerf to emp's annoyingness, instead right now it seems like a big big emp nerf, a small randa nerf, and a small buff to bip/bomb/whale. Last edited by zz-; 02-18-2013 at 07:45 PM. |
#94
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If you want a quick explanation I think a laser's damage is at least linearly dependant to it's range for almost any close fight (approaching a whale/bomber from behind/front or any light from the front), because it's length is proportional to how long you can keep it on them and a how close you need to be to deal damage.
Imagine how difficult laser would be if you cut it's length by 50%. |
#95
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personally i feel like the nerf is substantial vs heavies, but was also probably very deserved. the ability to exploit any weakness in positioning by a bomber/whale was just a bit too much, and i think the patch helped that interaction a lot. the flip side is that the warp damage nerf makes the laser/trickster dogfighting way more interesting and not just autowin for the trick. i also feel like laser/trick bomb running is stronger than before though. pretty much the only plane that can consistently stop a full speed randa bomb carrier 1v1 is a bip or if the loopy hits an emp outside cover (which is harder now) |
#96
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I think it may be worth considering exchanging a good portion of the cooldown increase for a decrease in the turning debuff time. The cooldown increase punishes good loopies who are landing EMP after EMP, and the real skill in playing EMP is spreading it around efficiently, minorly distracting enemies and keeping them from playing perfectly. If the cooldown was reduced closer to the old cooldown but the duration of EMP shortened, it wouldnt be SUCH a disadvantage to get hit by one, and we'd end up meeting the goal of forcing a loopy to be very accurate to use emp to maintain control.
Again, just tossing ideas, we all know i'm an emp player but for me and others it actually feels somewhat dumbed down and skill ceiling lowered bigtime, not necessarily harder. |
#97
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#98
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Personally, I feel like the cooldown increase has only made me better. I can emp but I am not wasting energy on pointless emps like I was before. I am much more focused in what I am trying to accomplish as an emp player. I understand where zz is coming from and others. Just for me, now I can stun and finish players off in certain situations that maybe I would have not been so good at before because I was constantly emping players. I feel that again certain maps definitely punishes the emp nerf more than others though.
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#99
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I wonder how much longer laser will be the whipping boy. Love the changes overall gents. Especially bomber buff.
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#100
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The warp damage is very substantial and noticeable, randas can no longer just warp through smoking cluster-fcks and get the ball and I think this is good enough for now. |
#101
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srsly can u fix the explodet aside from everything else..
MIKE pls fix this man.. |
#102
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Do you want Mike to fix Lamster?
Or do you want Mike to fix the balance patch? |
#103
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either or isnt it like an egg chicken problem anyway.
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#104
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Explo's slight nerf on mine dmg imo was needed, good patch so far. By the way tricksters and ta's can still shot/warp combo loops and randas with HA.
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#105
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i honestly haven't felt a difference in explo. it was a slight nerf, just keep it as is.
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#106
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Edit: Plus, I agree with soccer, balln, and zz. |
#107
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Out of curiosity, will anyone be updating the wiki to reflect these changes? Especially the stats page.
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#108
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#109
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This patch makes me so happy, that is all.
Cant wait to actually get some games in to test stuff out ^^ |
#110
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has the agilty to dogfight as well as provide pushing power now, liking it |
#111
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Code:
if (user.name.contains("leggo") || user.vaporid == c8aa9606-6849-4bde-8f0c-699bfb983be3) nerf_everything(); |
#112
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I only played a couple bladder games after the first patch, and noticed the remote nerf just twice in 50-odd kills when a smoking whale didn't die when I expected it to. But it wasn't hard to finish it off and only cost me a second or two at most, so I guess it's fine. Though I have to say, getting rid of SHRODE's stupid buffed whale-hunting bip on pp was about 2-2.5 times more annoying. Remote might have balanced better vs laser, but I'm feeling the bip buff a lot harder. It'd be nice to have it toned it down, but who really cares...I'm just a clam... Also, on open maps and in TBD, rockets seemed to be more powerful in comparison to mines (at least to me) and I end up using the former quite a lot more. Does anyone know the dmg of rockets vs mines? Last edited by Clam; 02-20-2013 at 06:28 PM. Reason: forgot something |
#113
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Code:
public void SpawnPlane() { if (user.name.contains("leggo") || user.vaporid == c8aa9606-6849-4bde-8f0c-699bfb983be3) nerf_everything(user, 0.3333f); } public void nerf_everything(Player oPlayer, float fPercent) { oPlayer.HP = Math.Floor(oPlayer.HP * fPercent); oPlayer.MaxHP = Math.Floor(oPlayer.MaxHP * fPercent); oPlayer.MaxSpeed = Player.MaxSpeed * fPercent; oPlayer.MaxTurnDelta = Player.MaxTurnDelta * fPercent; oPlayer.Weapon[0].Damage = oPlayer.Weapon[0].Damage * fPercent; oPlayer.Weapon[1].Damage = oPlayer.Weapon[1].Damage * fPercent; oPlayer.Weapon["Bomb"].Damage = 0; oPlayer.Weapon["Ball"].LaunchSpeed = oPlayer.Weapon["Ball"].Speed * fPercent; oPlayer.Buff.Add(Buff.DOT, oPlayer.HP * 0.10f);//Player has 10s of life } Last edited by Aki1024; 02-20-2013 at 07:44 PM. |
#114
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I played for a while are decided that the patch is fine. Everything is pretty balanced now. I sort of got used to the loopy, I'm developing a new play style which consists of holding F most of the time, but it's a pretty good patch. I'm still hoping the Loopy gets reverted a little bit, but I never got to mention how good the miranda nerf was. Great patch overall.
Also, the fullscreen glitch isn't as severe, but it's still there. And my controls on my Mac still randomly stops. Last edited by zackzingki; 02-22-2013 at 01:07 AM. Reason: Forgot to add something |
#115
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the emp nerf is far too much, to do a 40% time delay from the start rather than trying 10 or 20% first seems a little unfair. noticed you didnt nerf any of the other planes by anywhere near as much, this update may be the nail in the coffin of a already dieing game.
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#116
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#117
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can we just start ignoring posts by people like that? it's honestly not helping at all in the discussion. just don't look at it, don't talk to it, and we can all hope it goes away.
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#118
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It's screwed over my playstyle, but i should adjust eventually and I still enjoy loop (Then again, fix it for coop? :]) |
#119
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I've actually found that my movement when playing loopy now is more fluid and aggressive. Whereas before when it was all too easy to spam emp without delay, now loopies need to use the emp more wisely as i dont think anyone will argue that it's still the best secondary.
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#120
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