Patch Day - August 6Th - LIVE!
#61
Posted 06 August 2013 - 09:51 AM
#62
Posted 06 August 2013 - 09:51 AM
Rest:::
#63
Posted 06 August 2013 - 09:51 AM
Didn't get a chance to try 12v12 on the trial servers, so this should be interesting. It's a shame it's all-or-nothing, it'd be nice to choose to drop 8v8 or 12v12.
Also interested in which way rewards have been 'compensated' for the additional players. Guessing that means down, unfortunately.
#64
Posted 06 August 2013 - 09:52 AM
Big Giant Head, on 06 August 2013 - 09:49 AM, said:
Every single weapon in the game can deal critical damage. LBXes and MGs just have an extra chance to deal said damage (And deal slightly more of it when they do crit).
#65
Posted 06 August 2013 - 09:52 AM
Chronojam, on 06 August 2013 - 09:48 AM, said:
I like how the Comic Sans using group thinks it's making them "master troles".
#66
Posted 06 August 2013 - 09:52 AM
Nicholas Carlyle, on 06 August 2013 - 09:45 AM, said:
Native, on 06 August 2013 - 09:47 AM, said:
KIntaro means Golden boy in japanese
Yup! And unfortunately, it won't be going "Benkyou! Benkyou! Benkyou! Benkyou! Benkyou!" ("Study! Study! Study! Study! Study!") when firing.
#67
Posted 06 August 2013 - 09:52 AM
Droz, on 06 August 2013 - 09:45 AM, said:
This makes me very disappointed. Seriously, how is it you can do some things totally great, and totally miss the mark on other things?
But your post already mentions the line about tonnage limits... which means you read it, which means you should know that they will deal with that very question when tonnage limits are in place.
I mean, they specifically address your concern in the very text you just read. How could you say they miss the mark?!?
Since they are in fact going to address the issue, then obviously they're aware of the problem and are not "missing the mark".
#68
Posted 06 August 2013 - 09:52 AM
Dr Hieronymous Alloy, on 06 August 2013 - 09:48 AM, said:
there are also more targets on battlefield.. so 12v12 shouldn't change much..except..people has to me even more careful where to step.. IMHO..this is good for game..
#69
Posted 06 August 2013 - 09:53 AM
RavensScar, on 06 August 2013 - 09:51 AM, said:
12v12 changes everything. I wonder what the forums will be raging about tonight? It's genuinely hard to guess with so few people having used the test server.
#71
Posted 06 August 2013 - 09:54 AM
#73
Posted 06 August 2013 - 09:54 AM
Still not sure about the PPCs.
Way back in beta ppl complained ("PGI, it is such an iconic weapon and so useless, please fix it!")
So PGI buffed it (cooldown from 4s to 3s and heat from 9.0 to 8.0)
This patch is the second nerf to the PPC and except for projectile speed (which was fixed together with ballistic weapons back in the day) it is now where it started out back then. I'm courious to know if it is still worth the heat, min range and high tonnage compared to the lasers. We will see.
#74
Posted 06 August 2013 - 09:54 AM
I was exetremely happy about how the capture time on Assualt specifically had been increased. That is until i realized 12v12 would probly negate that, because where you might have had only a single capwarrior in 8v8, its likely that youll get 2 or more in 12v12. So a wash, Assualt will still be a cap fest.
I played 12v12 test, and it was really easy to miss a couple ecm lights running around the edge to your base.
Edited by Viral Matrix, 06 August 2013 - 09:55 AM.
#75
Posted 06 August 2013 - 09:54 AM
#76
Posted 06 August 2013 - 09:54 AM
Lord Perversor, on 06 August 2013 - 09:41 AM, said:
in short a buff to the crit seeking weapons, if you weapon deal 5 dmg and crits, then it's 5 dmg to inner structure, plus the crit dmg (let's say x2 ) who wrecks the component plus a 15% of such crit dmg extra to the inner structure.
That's how I thought it worked. The wording on that is odd.
So a PPC hit that crits does an additional 1.5 dmg to internals.
An Ac20 round that crits will do 3 extra dmg.
A lbx pellet that crits does 0.15, 0.3 (14% chance),0.6(8% chance), or 0.9(2% chance) dmg. Looking at the averages, you get roughly 0.3 dmg per pellet on average. If by some chance you hit and crit with all 10 pellets, you would do 3 extra damage (the same as an AC20)
a very small buff, and nothing to worry about from a balance standpoint.
#78
Posted 06 August 2013 - 09:55 AM
Droz, on 06 August 2013 - 09:45 AM, said:
The Bad:
only 4-man and 12-man, no in between. It was originally planned that when 12 man's go in, you could either go 4-man, 8-man, or 12-man, and the 4 and 8 man would be populated with other players to equal 12.
This makes me very disappointed. Seriously, how is it you can do some things totally great, and totally miss the mark on other things?
BETA dude BETA..... things have to be tested before they go live. We are in stage 2 for 12man. Be patient.
#79
Posted 06 August 2013 - 09:56 AM
Viral Matrix, on 06 August 2013 - 09:54 AM, said:
I was exetremely happy about how the capture time on Assualt specifically had been increased. That is until i realized 12v12 would probly negate that, because where you might have had only a single capwarrior in 8v8, its likely that youll get 2 or more in 12v12. So a wash, Assualt will still be a cap fest.
I played 12v12 test, and it was really easy to miss a couple ecm lights running around the edge to your base.
It is also easier to play defense.
#80
Posted 06 August 2013 - 09:56 AM
But seriously.. can't wait 'till the maintenance Is overrr :]
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