Hot-Fix Scheduled For 04-21-2016
#21
Posted 21 April 2016 - 12:01 AM
To be honest ... thanks for the hotfix! Sounds good!
And my dear Ghost Bear friend ... get a boarder with the IS and you can attack them ... so slay your way to your brethren and then enjoy your war
#22
Posted 21 April 2016 - 12:52 AM
#23
Posted 21 April 2016 - 12:58 AM
#24
Posted 21 April 2016 - 12:59 AM
#25
Posted 21 April 2016 - 02:57 AM
Carl Vickers, on 21 April 2016 - 12:52 AM, said:
Quote me please where the patch-notes say, that faction LP will be reset. I read the whole patch-notes, only searching and hoping they will NOT be reset. So I am pretty sure it was not in the patch notes.
#26
Posted 21 April 2016 - 03:24 AM
Nothing is worse than knee jerk overkill reactions.
Besides...if one faction is putting in the time and effort to scout the HELL out of a planet,
it should give them a significant tactical advantage. If you don't want to face the LongTom,
do your scouting pre-invasion work.
#27
Posted 21 April 2016 - 03:33 AM
We added in points for taking out generators and turrets so there is no reason just to focus on the enemy mech to inflate your damage and c-bill take while allowing your buddies to be torn apart
We added a lobby system so you could pick a planet, a game style, invite your buddies and challenge other units......
Wait. What was I smoking, excuse me while I go stand in the que line for 10 minutes so we can ghost drop.
#28
Posted 21 April 2016 - 04:08 AM
But on Tuesday, I was looking at the total score screen and I was not receiving my double XP for the first victory of the day. Yet when I went to select mech screen, my 2x was gone off that mech. Can someone else either confirm or deny that it is happening for them too???
#29
Posted 21 April 2016 - 04:19 AM
Lovin the 4v4. Even good voice overs.
But longtom needs to be 1-2/match and selectable by a team member, rather than regular. Then its (very) useful but not silly.
Reduce the buckets (they are a nice idea, just don't have population to support them).
Aaaand can we eliminate "ghost" drops. Nothing like waiting in line to do nothing much. Can't be so hard to split the 1 team that did turn up for invasion into 2x6 player teams and let them have a 6v6 on same map/mission(even though their side all get the CW victory). Call it "betrayal" or "training drill"- whatever (I don't care) but till AI come on board at least let us have some gameplay (cant really be harder to code than giving us boxes to attack can it? The pointlessness of which is a little insulting frankly). Alternately if you can put some more coding effort in, make ghost drops free for all, or 3 way 4 man lance fights etc. new game modes are good.
Many thanks PGI
Edited by Wibbledtodeath, 21 April 2016 - 04:24 AM.
#30
Posted 21 April 2016 - 05:20 AM
Wibbledtodeath, on 21 April 2016 - 04:19 AM, said:
Aaaand can we eliminate "ghost" drops. Nothing like waiting in line to do nothing much.
As far as I get this Freelancers joining after call to arms should have eliminated ghost drops for solo que. But since there are no real incentive for them to do so it is unlikely. Would have been nice to add a freelancer career with some decent rewards.
Never faced Long Tom yet, but from what i saw at Kanajashi's video it's a gamebreaker. Will take some time to balance it (headshots, damage, time between shots, etc.).
#31
Posted 21 April 2016 - 05:41 AM
#32
Posted 21 April 2016 - 05:45 AM
#33
Posted 21 April 2016 - 06:25 AM
When you are in the middle of the fighting you may not notice the little progress bar at the top right until it is too late...and the current voice warning happens moments before the hit.
Other than that it was fun. A bigger mushroom cloud and louder explosion noise would be cool too.
Scouting hasn't been overly fun for me, yet. Only won one so far.
Coordination and proper load-out is much more important than the usual games.
A separate drop deck for it would be nice too.
Understanding of the objectives of the mode seems to be a bit lacking so far.
In the matches I've played guys have been charging into 1 on 2+ by themselves and dying. Or we'll be together and when we find the enemy everyone takes off, even if it's one enemy....in defense mode when we need to be killing them.
It also takes more skill than usual to play Scout.
I'm a light guy, but I prefer light on heavy or assault. Mediums and other lights are more difficult due to their speed and mobility (jump jets, cornering, torso-twisting, lag shields, etc.) And going up against groups of them is challenging, especially when you have no backup, and no focused fire.
Oops...didn't mean to go off on a rant.
#34
Posted 21 April 2016 - 06:29 AM
Dee Eight, on 20 April 2016 - 10:08 PM, said:
April road map Russ said they could have released Phase 3 in the march patch.... gee...methinks they SHOULD have...then we'd be a month past fixing all the bugs/flaws we all found in the first 12 hours of actually playing it. And we wouldn't have lost another 20% in steam players.
ROTFL then what the F did they do for the next month until they patched it in?
#35
Posted 21 April 2016 - 07:18 AM
- clicking through available planets to attack/defend, with Invasion selected, sometimes randomly displays a tonnage limit of 240 instead of 250 (IS); I also saw this happen when locked in the lobby waiting for the enemy, but only once in ~10 matches.
- if you're in the Faction Play screen with a planet selected and the Scout deck displayed, and your group leader drops on another planet in Invasion, you will see the Scout drop deck and be unable to edit your Invasion drop deck - not 100% sure if it happens every time, it only happened once to me last night and it is very annoying, because editing the drop deck before the match is vital.
- a bug that was happening before the patch as well, but that morphed somewhat: if you accept an invite to a CW group right after logging on, you cannot ready up before you go to the Faction Play screen and select a planet and (possibly) edit your drop deck.
- planet turning animation when locked in the lobby waiting for a match is glitched.
#36
Posted 21 April 2016 - 07:39 AM
#37
Posted 21 April 2016 - 07:42 AM
Night Fury76, on 20 April 2016 - 06:27 PM, said:
Lol, silly man that's what we are, see the beta ta... oh wait that ship has sailed
I guessing that neither of you work in software design? You almost never get any new content released into a large enviornment that works 100% You can have the team that developed the original package and its concept miss things in testing that 1000 monkies can find when they pound on their keyboard in a manner that the developers never thought of.
#38
Posted 21 April 2016 - 07:56 AM
Quintus Verus, on 21 April 2016 - 07:42 AM, said:
I guessing that neither of you work in software design? You almost never get any new content released into a large enviornment that works 100% You can have the team that developed the original package and its concept miss things in testing that 1000 monkies can find when they pound on their keyboard in a manner that the developers never thought of.
I have to agree. Testing is a huge PITA, especially for more complex code.
PGI isn't the biggest shop, and they do a dam good job, all things considered.
Meh...nothing is ever perfect. Besides, sometimes the glitches are fun.
Thanks again to Theb33f for the video.
Edited by ThatGuy539, 21 April 2016 - 09:44 AM.
#39
Posted 21 April 2016 - 08:41 AM
Ionna Silver, on 21 April 2016 - 12:59 AM, said:
They could make damage 1/7, and it would still have a 200M Instant Kill Zone (with some oddities), theoretically.
As long as it deals that 33 damage, it will blow your face out.
#40
Posted 21 April 2016 - 09:21 AM
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