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  1. #1941
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    A lot more balancing than I expected, a fair bit less QoL stuff than expected, but certainly lots of stuff.

    Skyguard buff seems err, underwhelming.

    Be interesting to see if that CoF change is enough to make the Saron a genuinely good AT weapon again. I suspect that nothing short of making it AP will actually do that though.

    Also, will be very nice to not spend half my time shooting friendly infiltrators, or imaginary infiltrators.

  2. #1942
    Secondary Hivemind Nexus Jesus_Phish's Avatar
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    I really wish these updates would come out more spaced apart and that they'd spend more time testing the changes. It's obvious that they're not when you see back to back updates adjusting the same items, like the saron, zoe etc etc. I'm sure the same happens for TR and NC items too.
    "Halo is designed to make the player think "I look like that, I am macho sitting in my undies with my xbox""

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  3. #1943
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    Personally, I like the fact that things happen with the game on a regular basis. Keeps things fresh. Not sure you'd be able to manage balanced patches just because you spent another two weeks trying. There'd just be another two weeks between the attempts, I think.

  4. #1944
    Secondary Hivemind Nexus mickygor's Avatar
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    There are too many variables to get it right first time. OP weapons could be because a particular use case didn't get tested - and once someone finds it, they use it more, others see it and follow suit etc.
    Itsbastiat, Dawngate
    Bastiat, Planetside 2, Miller NC
    Therin Katta, FFXIV, Cerberus

  5. #1945
    Secondary Hivemind Nexus Jesus_Phish's Avatar
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    Don't get me wrong, I like that they're active as opposed to giving up one update a year. But the constant changing and rebalancing of items only to rebalance them back again the next patch doesn't fill me with confidence that they actually know what they want to do with the game in terms of how factions should play, what advantages and disadvantages they have etc.

    When there's no stability for these things and they can change from patch to patch, it makes the game feel like a released beta.

    Let's use the Saron again as an example. It was changed from it's original implementation of daddy long range tank gun, slow and powerful. It was iconic. Then it went to rapid fire, medium range, ok against tanks and infantry due to splash. Now it's deemed too good with it's splash and it's being changed yet again. It's outclassed as a "king" of anything and instead it'll now sit in the middle ground of everything.

    I still think it's original implementation was the best of the bunch. And I'm not just being bitter about it, I loved how it made our faction feel and the almost fear of god it put in enemy tanks. But it was alright to put the fear of god in those, because any HA or ESF worth it's salt could deal with it.
    "Halo is designed to make the player think "I look like that, I am macho sitting in my undies with my xbox""

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  6. #1946
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    Quote Originally Posted by CMaster View Post
    Light Assault Drifter Jumpjets have been enhanced to provide a speed boosts while using them on flat ground, these should now provide a new alternative gameplay role for Light Assault.

    Looks like I was wrong, prepare to loathe LAs!


    Quote Originally Posted by EsotericReverie View Post
    Reduced infantry traction. Players will now decelerate before accelerating to their max speed when quickly changing directions while moving.
    Shit. I am going to die so much more in this patch. This could completely change the feel of running around in close quarters situations.

  7. #1947
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    Agree with you on the Saron. The original implementation was still the most interesting, though I have grown to rather like the 6-shot OHK version too, but mostly in other roles. It does steal some of the limelight from the PPA though, so an adjustment was probably in order. What I'd like to see is a reverse charge-up mechanic, where you can fire as quick as you like, much like today, but the longer you wait between shots, the more powerful the shot gets. Charging the capacitors for a more powerful shot, if you will. Wouldn't even have to have an ammo counter, or at least not a "clip count".

  8. #1948
    Secondary Hivemind Nexus Bankrotas's Avatar
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    Well that was preview, now for real thing:

    [All servers will come down for maintenance at 6:00 AM PT (3:00 PM CEST) for game update 11. Downtime is anticipated to be less than 2 hours. Players may note the following changes:

    GU11 Patch Notes
    General Game Updates
    Continental Domination Thresholds
    Domination requirement for securing continent benefits has been lowered from 100% to 75% of the territory on the continent.
    The point where a domination benefit will be lost increased from 0% to 15% of owned territory.
    These changes do not affect alerts.
    The Map Statistic for Territory Control now has a visual representation of the thresholds where benefits will be gained and lost.
    Our goal is to make continent domination and denial during prime time a tough but reasonably achievable goal and to reduce the situations where entire empires would hold out in a single facility.
    Resource Cost Increases for Tanks and MAXes
    The below are the new resource costs for each vehicle type and the MAX unit.
    Flash: 100
    Sunderer: 400
    Lightning: 300
    Magrider: 450
    Vanguard: 450
    Prowler: 450
    Scythe: 250
    Reaver: 250
    Mosquito: 250
    Liberator: 350
    Galaxy: 350
    Harasser: 300
    MAX: 350
    Map Tutorial
    It is accessed by clicking the help button at the top of the screen
    This can be accessed by anyone at any time.
    Interactive Tutorial Additions
    Tutorial Intro now includes a list of covered topics and an estimated time to complete
    Infiltrator segment now also mentions holding breath to stabilize scope sway
    Warpgate Terminal now highlights the highest non-queued continent instead of always Indar
    The “Skip Tutorial” option is no longer available if the account does not have any existing characters.
    Subsequent characters will have the option to skip the tutorial
    Several minor tweaks and fixes to the tutorial to improve usability
    Instant Action & Reinforcements Adjustments
    Less emphasis on fights where your empire is dominating.
    More emphasis on fights where your empire has a small disadvantage
    Optimal IA fight is now a bit bigger than platoon vs platoon.
    Lowered maximum population allowed for an instant action / reinforcement point to be active.
    The intent of these changes is to be a better reinforcement mechanic and to help support and balance the medium-sized fights.
    New in VR
    Cosmetic items for infantry and vehicles should now be available in the VR training zone


    New in Depot
    New Helmets
    The long-awaited shemaghs have arrived!
    New Liberator Glass Decals
    Three new and exciting colors for each empire.
    Camo Bundles
    Coming Soon: Keep an eye out for limited time camo bundles at a ridiculous discount.
    Ground Vehicle Lumifiber Trim
    Coming Soon: New Lumifiber Trim for your Sunderer, Lightning, Flash and Harasser


    General Infantry Updates
    Player Movement
    Reduced infantry traction. Players will now decelerate before accelerating to their max speed when quickly changing directions while moving.
    Reduced player warping
    The above should help reduce issues with ADAD
    Walking over small ledges will no longer cause iron sights and optics to play the jump animation.
    Better Visibility for Friendly Explosions
    HUD indicator range for friendly explosives increased from 10 meters to 30 meters.
    Improved IFF for Friendly Infiltrators
    Any cloaked infiltrators that are part of your faction are now highlighted in your faction color.
    This change has no impact on enemy units.
    All IR/NV attachments
    Added scope sway
    dded a short delay when transitioning into this scope
    Improved IFF for Friendly Infiltrators
    Any cloaked infiltrators that are part of your faction are now highlighted in your faction color.
    This change has no impact on enemy units.
    Improvements to Drifter Jump Jets
    Light Assault Drifter Jump Jets have been enhanced to provide a speed boost while using them on flat ground
    These should now provide a new alternative gameplay role for Light Assault
    Underbarrel Attachments
    All underbarrel attachments have been removed from the weapon selection list. They are now mapped to the primary weapon key. Press 1 (default) to toggle between the primary weapon and its attachment.
    Miscellaneous Changes
    The last rank of the Repair Tool now allows Engineers to deconstruct enemy tank mines. This will reward the Engineer experience.
    Placed C-4 now has a visible light attached, similar to placed personal mines.
    The default infantry attachment toggle key is now “X”. This will only apply to new installs. Existing clients will still have the previous default of “L”, which can be re-mapped in the settings.
    Bug Fixes
    Fixed personal mine particle effects not showing if you were far away when the mine was first placed.
    The scope sway pattern no longer resets each time you exit the scoped view.
    Distortion effect on the active Zealot Overdrive has been reduced to one quarter of its original size
    Medics and Engineers should no longer lose their heal tool and repair tool/ammo pack while in the VR zone.
    Fixed third person character models never aiming below “level” while firing
    Fixed a problem causing the Medic triage ability to not function properly while in a Harasser
    The VS Infiltrator Crested Helmet should no longer cause players heads to disappear at certain distances
    Fixed a problem preventing the Female TR Combat Medic composite helmet from displaying properly
    Cloaked Infiltrators will now correctly show bullet hit impacts when they are cloaked with shields down.
    MAX Ability Tuning
    VS MAX: Zealot Overdrive
    The amount of additional damage received while Zealot Overdrive is active has been increased from 25% to 30%.
    Reduced the indirect damage buff for Bursters when using Zealot Overdrive
    Rank 1: Indirect damage increase reduced from +15% to +5%
    Rank 2: Indirect damage increase reduced from +18% to +7%
    Rank 3: Indirect damage increase reduced from +22% to +9%
    Rank 4: Indirect damage increase reduced from +26% to +12%
    Rank 5: Indirect damage increase reduced from +30% to +15%
    TR MAX: Lockdown
    Reduced the rate of fire for MAX Burster when using Lockdown.
    Rank 1: Fire rate increase reduced from +13% to +5%
    Rank 2: Fire rate increase reduced from +16% to +9%
    Rank 3: Fire rate increase reduced from +20% to +13%
    Rank 4: Fire rate increase reduced from +23% to +16.5%
    Rank 5: Fire rate increase reduced from +26% to +20%
    Adjusted reload time increase for MAX Bursters while using Lockdown.
    Rank 1: Reload speed changed from +15% to +10%
    Rank 2: Reload speed remains at +20%
    Rank 3: Reload speed increased from +25% to +30%
    Rank 4: Reload speed increased from +30% to +40%
    Rank 5: Reload speed increased from +35% to +50%
    Weapon Updates
    NS-10 Burster
    The effectiveness of MAX Bursters at extreme ranges has been reduced by the introduction of movement penalties and accuracy loss over sustained fire. Details below.
    Detonation range of flak reduced from 5 meters to 4 meters
    Added blooming to the CoF of 0.2 degrees per shot
    CoF can now bloom from a minimum of 1.25 degrees to a maximum of 3 degrees
    Minimum CoF is at 1.25 when stationary
    Minimum CoF is at 1.75 when moving
    Minimum CoF is at 2 when sprinting
    Minimum CoF is at 3 when jumping
    CoF recovery time for all states reduced from 20 degrees per second to 10 degrees per second
    NC NC05 Jackhammer
    The Jackhammer’s burst fire mode now has unique properties. It will fire at double the fire rate of the semi-auto fire mode, with the weapon needing to be chambered after each burst. In addition, the default magazine size of the weapon has been increased from 6 to 9 rounds. Details below.
    Default ammunition capacity increased from 6/48 to 9/54
    Extended ammunition now gives +3 to the weapon’s capacity
    Semi-auto rate of fire reduced from 255 to 225 rounds per minute
    Burst mode now fires at double the semi-auto rate of fire, with the weapon needing to be chambered after each burst
    Minimum damage reduced from 90 to 70
    Long reload time increased from 3.5 seconds to 3.6 seconds
    Short reload increased from 2.0 to 2.6 second
    Added default iron sights and optic attachments
    TR T7 Mini-Chaingun
    This weapon now fires immediately at a reduced fire rate and then ramps up over time to its listed fire rate. The spin up delay has been removed. The hip accuracy changes will result in greater accuracy over sustained fire.
    Projectile speed increased from 550 m/s to 600 m/s
    Aimed stand-moving accuracy improved from 0.9 to 0.45.
    Aimed crouch-moving accuracy improved from 0.3375 to 0.3.
    Hip accuracy decreased by 0.25 in all movement stats. Hip accuracy bloom improved from 1.0 per shot to 0.5 per shot.
    Long reload time increased from 4.0 seconds to 5.39 seconds
    Short reload time increased from 3.4 to 4.39 seconds
    Minimum damage reduced from 125 at 65 meters to 112 at 60 meters.
    Vertical recoil reduced from 0.268 to 0.2.
    First shot multiplier increased from 1x to 3x.
    Minimum horizontal recoil increased from 0.1 to 0.225.
    Equip time increased from 0.9 seconds to 1.1 seconds.
    New fire audio
    VS Lasher X2
    The Lasher has been given multiple small improvements that should make it competitive in more situations. In addition, ally players will now a resist a percentage of the Lasher’s area of effect damage.
    Rate of fire increased from 300 rounds per minute to 333 rounds per minute.
    Max damage increased from 225 to 230.
    Min damage increased from 175 at 60 meters to 180 at 65 meters.
    Ally players now resist the area of effect damage by 75%.
    Long reload time lowered from 5.4 seconds to 5.2 seconds
    Short reload time lowered from 4.374 to 4.2 seconds
    Vertical recoil increased from 0.2 to 0.4.
    First shot recoil reduced from 2.0 to 1.5.
    Horizontal recoil increased from 0/0 minimum maximum to 0.1/0.2.
    Recoil recovery rate reduced from 18 to 15. Removed the recoil recovery acceleration. The end result is a faster recoil recovery speed.
    Aimed crouch/crouch-moving/stand accuracy improved from 0.4/1.2/0.5 to 0.3 in all states.
    Aimed stand moving accuracy improved from 2 to 0.5.
    Fixed a bug that was causing the hip accuracy to be displayed lower than its actual values.
    Hip accuracy reduced from 0.24/0.75/0.24/1.5 to 1.0/1.5/1.5/2.0
    Hip cone of fire per shot increased from 0.05 to 0.1
    Added optic attachments.
    NC Mauler S6, TR FA1 Barrage, and VS Thanatos VE70 shotguns
    Maximum damage reduced from 134 to 130
    Minimum damage reduced from 60 to 50
    Slug ammunition minimum damage reduced from 360 to 334
    Long reload changed from 2.05 seconds to 2.1 seconds
    Short reload changed from 3.35 seconds to 3.22 seconds
    NC NC12 Sweeper, TR TS4 Haymaker, and VS Nova shotguns
    Maximum damage reduced from 134 to 130
    Minimum damage reduced from 60 to 50
    Slug ammunition minimum damage reduced from 360 to 334
    Long reload changed from 2.8 seconds to 3.0 seconds
    Short reload changed from 4.1 seconds to 4.0 seconds
    NC AF-57 Piston, TR AS16 NightHawk, and VS Pandora VX25 shotguns
    Maximum damage reduced from 134 to 125
    Minimum damage reduced from 50 to 45
    Slug ammunition minimum damage reduced from 360 to 334
    NC GD-66 Claw, NC LA39 Bruiser, TR TRS-12 Uppercut, TAS-16 Blackjack, VS Phobos VX86, and VS Deimos VA29 shotguns
    Maximum damage reduced from 134 to 130
    Minimum damage reduced from 60 to 50
    Default ammunition capacity reduced from 5/30 to 4/28
    NC MAX NCM1 Scattercannon and NC MAX AF-23 Grinder
    Maximum damage reduced from 134 to 130
    Minimum damage reduced from 60 to 50
    Maximum damage range increased from 5 to 8 meters
    NC MAX AF-34 Mattock
    Minimum damage reduced from 90 to 70
    Maximum damage range increased from 8 to 10 meters
    Minimum damage range increased from 28 to 30 meters
    NC MAX AF-41 Hacksaw
    Maximum damage reduced from 134 to 125
    Minimum damage reduced from 50 to 45
    Maximum damage range increased from 8 to 10 meters
    Bug Fixes
    Adjusted Lasher geometry to help address issues with it getting in the way of the fire animation.
    T-7 Mini-Chaingun can no longer bypass it’s spinup time by firing and looking down sights
    Fixed an issue with the first person revolver reload animation that could occur if you used the quick knife during the reload
    Fixed a bug that could cause default scopes to appear as available for all rocket launchers
    Newly acquired SMGs will now display the correct number of “Kills to next medal”
    Corrected an error that swapped the Vortex VM21 Left and Right weapons in the certification menu
    Fixed an issue that would break animations for a player that died while charging a lancer and aiming down sights
    General Vehicle Updates
    Tank and Fighter Superiority XP
    Added Tank Superiority Bonus: 100 xp bonus for killing an enemy tank with a tank
    Added Fighter Superiority Bonus: 100 xp bonus for killing an enemy ESF with an ESF
    Gunner Heading on Schematic
    Added a display for gunner heading to the vehicle schematic on the HUD.
    Vehicle Night Vision Optics
    Vehicle Night Vision Optics no longer highlights enemies
    Thermal Optics still highlight enemies
    To compensate, Night Vision has a longer range than Thermal Optics
    Miscellaneous Changes
    Pulled the third person camera for Main Battle Tanks and Lightnings out about 1 meter
    Adjusted all vehicle ammo capacity certification tooltips to display the amount added instead of displaying what the new total ‘could’ be
    Bug Fixes
    Fixed issue where vehicle diagram turned red before the vehicle actually caught fire.


    Vehicle Weapon Updates
    G30 Vulcan
    G30 Vulcan has been given a one second spin up time but has also been update to be more effective at range and have a larger magazine size. The Vulcan still fires during the spin up time, but at a reduced rate.
    Projectile gravity decreased from 5 to 2.5
    Minimum Cone of fire decreased from 0.5 to 0.25
    Cone of Fire recovery rate increased from 1 to 6.25
    Clip size increased from 30 to 60
    Magazine size ranks reduced from 3 per rank to 2 per rank
    Maximum Ammo Capacity increased from 450 to 900
    Ranks increased from 30 to 60 per rank.
    Added a spin up time of 1000ms
    Fire rate at spin up starts at 200ms and moves towards 75ms
    Minimum damage ranged increased from 300 meters to 500 meters
    Minimum damage on Harasser variant increased from 80 to 85
    Minimum damage on Prowler variant decreased from 110 to 90. With changes to extend the minimum damage range, it should still do 110 damage at the old minimum damage range of 300 meters.
    New fire audio.
    Skyguard
    Projectile Speed increased from 375 to 400
    Magazine size increased from 50 to 70
    Ammo Capacity Increased from 750 to 1050
    Amount granted from certifications increased from 60 to 70 per rank.
    Reload Speed Certification increased from -60ms per rank to -100ms per rank.
    C75 Viper
    Projectile gravity decreased from 10 to 4
    Inner Radius Splash range reduced from 1 meter to 0.5 meters
    M20 Basilisk
    CoF reduced from 0.75 to 0.5
    Projectile Speed increased from 500 to 600.
    M20 Drake
    CoF reduced from 0.66 to 0.5
    ML85 Enforcer
    Inner Radius Blast damage reduced from 450 to 150
    Saron HRB
    Inner Radius Blast damage reduce from 850 to 350
    Max CoF reduced from 2 degrees to 1 degree. This should extend its effective burst fire range.
    M40 Fury (Flash Version)
    Ammo capacity reduced from 75 to 30.
    Ammo capacity certifications reduced from 15 to 5 grenades per rank
    Xiphos Anti-Personnel Phalanx Turrets
    Increased maximum turn speed for quicker aiming
    Should now fire empire colored tracers (instead of all of them being yellow).
    Vehicle Appearance Slots
    Added additional appearance slots to all vehicles, allowing you to fully customize your vehicle with multiple appearance items. Below you will find an example of the new slots available today, but keep in mind that not every vehicle will have all of the slots open to them.
    Ground Vehicles
    Camo (various camo patterns)
    Decals (various decals)
    Exterior (bumpers, fenders, grills, cosmetic armor)
    Horns (vehicle specific horns)
    Trim (lumifiber, future vehicle trim)
    Lighting (Chassis Lights)
    Tire (hubcaps, tire spikes)
    Antenna (Flash Antennas)
    Windshield (Harasser windshields)
    Aircraft
    Camo (various camo patterns)
    Decals (various decals)
    Cockpit (cockpit glass)
    Exterior (fins)
    Trim (lumifiber, future vehicle trim)

    UI UpdatesLoadout Screen Improvements
    Now displays locked, unlocked, and upgradable cert items (like scopes, abilities, suit mods, etc)
    Now displays un-owned slot items
    Added quick weapon switch arrows
    Will display the last used loadout per class by default
    Squad and Platoon Improvements
    Added an icon callout for friends in the Squad and Platoon windows
    Leaders names are now highlighted and have an icon callout in squad and voice chat listings
    Added a drop down option for the platoon leader to set a member of their squad as the leader of that squad
    Squad members in vehicles now display an icon to denote that status. This icon is color coded (green for open slots, grey for none) to show if the vehicle is full or has more room for passengers/gunners.
    Squad Browser Improvements
    We’ve made several additions to the squad screen, including:
    Continent column and Continent filter
    Outfit Tag column
    Squad Leader column
    Description text will now show platoon subsquad coloring and information
    Page number display
    Squad Manager Improvements
    We’ve made several additions to the squad management screen, including:
    Battle Rank column
    Location column (in meters or continent name depending on if you’re on the same continent)
    Outfit tag column
    Vehicle icon callout if the player is in a vehicle
    An area to drag and drop a member to create a platoon
    Toggle to show the outfit tag of the squad leader
    Quick Action Menu Polish
    Increased tracking speeds for vehicles and infantry.
    This should keep the menu in the center of the screen and track on the target much faster. Having the menu stay in the middle of the screen will make it much easier to select the menu option of your choice.
    Control should not be inverted if mouse control is inverted
    Other Miscellaneous Improvements
    Experience reward text will still appear, even when an experience threshold has been hit
    Revives remove the death stat received
    Cached several UI menus to decrease load times
    When clicking on the Squad Deploy or Instant Action button, the map will move to show you where you’ll spawn
    Region Names will display when mousing over a waypoint HUD indicator
    Expired Bundles in the Depot will no longer display
    Made a visibility pass on NC vehicle HUDs to help them stand out better against Indar environments
    Bug Fixes
    Fixed common pool weapons displaying faction icons in the depot
    Fixed an issue causing the fire mode on the weapon stats UI to be too small to read
    Fixed incorrect text strings displaying on faction specific weapons
    Fixed an exploit that allowed players to circumvent visions restrictions with aiming down sights by activating the scoreboard or not drawing the HUD
    Fixed missing vehicle weapon utilities and ammo attachment certs missing from the VR zone
    Turret and vehicle IFF indicators will now hide themselves when you don’t have line of sight
    Facility/Environment Updates
    AP Phalanx Turret Changes
    Xiphos Anti-Personnel Phalax Turrets
    Increased maximum turn speed for quicker aiming
    Will now fire empire colored tracers (instead of always being yellow)
    Bug Fixes
    Fix for issues causing the environment and other assets to flicker in and out of view
    Ammo towers should properly render in the VR training zone
    Players should no longer be able to get inside collision at certain areas of the Tawrich Tech Plant
    Jump pads as the spawn room of the Peris Amp Station should now work correctly
    Fixed the missing SCU shield generator at Mani Bio Lab

    Hear from the spirit-world this mystery:
    Creation is summed up, O man, in thee;
    Angel and demon, man and beast art thou,
    Yea, thou art all thou dost appear to be!

  9. #1949
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    meh. reverse charge is an extreme disadvantage at closer ranges/when fighting tanks that have way more firepower anyway. it'd have to be spectacular at range to make up for that, but i'm not ever expecting anything to exceed the current enforcer.

  10. #1950
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    @Bankrotas - yeah, we're already discussing that, just nobody block copied the whole thing.

    I'm tempted to make a reddit post or something that might get the dev's attention about the Magrider. I still love it, but I think they make a massive mistake again and again by treating it the same as the other two MBTs. It isn't at all (and it wasn't in PS1 either)

  11. #1951
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    Any ideas what this actually means?

    "Changed shotgun damage model to reward more skillful usage and bring these in line with other close range options such as SMGs and Carbines - these should remain potent in close quarters, but not be the only viable option."

    Sounds like a nerf but there essentially no details about what the changes actually are...

    Also, I still think (at least for the LA) the skill in shotgun usage is in getting into position not in aiming. Maybe we need a LA only weapon.
    WallyTrooper = TrooperWally

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  12. #1952
    Network Hub eltdown's Avatar
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    BRB, buying thermal optics for roflpod.

    Edit: Wally, they've reduced the maximum and minimum damage per pellet so it penalises people who only score partial hits and engage at longer ranges.

    Quote Originally Posted by EsotericReverie View Post
    • Reduced infantry traction. Players will now decelerate before accelerating to their max speed when quickly changing directions while moving.
    I'm going to echo Rizlar's sentiments here - it might affect not only strafing in CQC, but also zig-zagging when taking fire crossing open ground. It entirely depends on what parameters they've set in terms of angle of movement to trigger the deceleration and how much the deceleration is, but it is potentially very game-changing.

  13. #1953
    Secondary Hivemind Nexus Bankrotas's Avatar
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    Well, this patch might not have killed NC maxes outright, but still 2 extra meters of damage might be only saving grace of a scatmax...
    Hear from the spirit-world this mystery:
    Creation is summed up, O man, in thee;
    Angel and demon, man and beast art thou,
    Yea, thou art all thou dost appear to be!

  14. #1954
    Network Hub eltdown's Avatar
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    Well, the servers are now down for the update.

    NC MAXs are still going to have a TTK of around 0 for most infantry as long as most of the pellets hit. We shall see. Well, I won't as I never use shotguns on my MAX and rarely even pull one.

    I see the Flash Fury has has its magazine size dropped by 60%, but it still doesn't do anything about the glut of Harassers farming infantry with it. Maybe I'm just bitter that I only have a Halberd for my Harrasser?

  15. #1955
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    I do not think there is a single thing with this patch that I disagree with. Sure some changes could have been taken further like:
    Phalanx AI turrets, reduce the bloody CoF FFS
    Remove all bonuses to bursters
    Change resource cost based on loadout on vehicles.

    But otherwise I am pretty damn excited for this update, especially if it leads to further changes for vehicles to give them more surviveability and more of a impact when you kill them.

  16. #1956
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    I'm a huge fan of a constant flow of patches and changes back and fro, it gives you a nice pace of change in the metagame. Guild Wars 2 e.g. takes a long time to balance things, which might also mean that they kind of get it right every time, but also leaves certain classes at the bottom of the foodchain for a very long time.

  17. #1957
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    I'm really tempted to dump 500 Certs into the new drifters (I'm assuming that low level Drifters just won't have enough fuel). Seemed very fun to use in VR and the extra speed should be handy in catching up to enemies,as I'm playing mostly autoshotgun on my LA at the moment.
    Any thoughts on how much of a disadvantage the lack of vertical momentum is (and wether I will regret spending those certs) before i buy them?

  18. #1958
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    TR harassers will now kill magriders in one vulcan clip if they shoot from behind (5s). Fun times ...
    Last edited by qaz; 20-06-2013 at 05:29 PM.

  19. #1959
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    Jan 2013
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    2,457
    How long would it take a new Saron to kill a Prowler in the rear armour? Seeing as how they are trying to make them 'equivalent' .

  20. #1960
    Lesser Hivemind Node
    Join Date
    Jan 2013
    Posts
    890
    the new saron takes 10 seconds to kill from the rear, 19s from the front. the spam range has been increased to at least 150 or so.

    the new vulcan kills a mag in 12(!!) seconds from the front, and in 4 or so from behind. this is a load of bullshit. effectively, we're not ever going to win against a competent prowler with a vulcan, if he can close the distance.

    not sure yet whether the saron is still worth it at all.

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