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Chris On Ngng Explaining What Was Changed In Patch Today.


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#21 Cy Mitchell

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Posted 30 June 2017 - 02:16 PM

View PostNavid A1, on 30 June 2017 - 02:11 PM, said:

Tarogato made a list of changes:
https://docs.google....t#gid=187689285


I saw we both tried to get an answer on the reduced damage for ATMs at short range instead of minimum range. He had not responded when I had to get off and get ready to head out to dinner. Did he ever pick up on the question from you?

#22 Nesutizale

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Posted 30 June 2017 - 02:18 PM

Thanks @ Chris for the podcast and saying hallo. Hope we can see you here more for some discussions and more infos on the design progress.

#23 Ruar

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Posted 30 June 2017 - 02:20 PM

View PostNavid A1, on 30 June 2017 - 02:11 PM, said:

Tarogato made a list of changes:
https://docs.google....t#gid=187689285


That is a good list of changes. Wish they had adjusted the spread on MRMs and not just the speed, but at least it's a step in the right direction.

#24 Hal Greaves

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Posted 30 June 2017 - 02:21 PM

I think there should be at least 1 damage to the ATM sub 120m range, so that way they arn't all that 100% pointless within close combat.

#25 Gas Guzzler

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Posted 30 June 2017 - 02:30 PM

Please get rid of the random spazzing reticle shake on the Heavy Gauss. If you want to give it recoil (as in up and then back down) fine, but having an arbitrary reticle shake for a couple seconds is pointless and a bad gameplay feature.

#26 JC Daxion

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Posted 30 June 2017 - 02:45 PM

anyone know where he is streaming from? is it still going on?

#27 Monkey Lover

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Posted 30 June 2017 - 03:11 PM

View PostRuar, on 30 June 2017 - 02:20 PM, said:


That is a good list of changes. Wish they had adjusted the spread on MRMs and not just the speed, but at least it's a step in the right direction.


Same here but we will see, if they can tweak the numbers few more times before release this is going to be a very good patch.

#28 Cato Phoenix

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Posted 30 June 2017 - 04:02 PM

Nice!

I like the direction of all of these.

#29 Linkin

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Posted 30 June 2017 - 04:05 PM

This is good, nice start! Now just make RACs not start the jam bar filling until rounds actually start going down range Posted Image

#30 Nesutizale

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Posted 01 July 2017 - 02:46 AM

View PostLinkin, on 30 June 2017 - 04:05 PM, said:

This is good, nice start! Now just make RACs not start the jam bar filling until rounds actually start going down range Posted Image


This and maybe think about give it not such a random jam chance but a fixed one. Sometimes it feels like you can fire forever and then you have situations where it jams imidiatly.
Make the jamming a bit more constant / predictable.

Another mechanic could be that the RACs firingspeed slows down over time till it stops firing.

#31 MischiefSC

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Posted 01 July 2017 - 07:17 AM

It's a start.

RACs, due to size, give up a lot vs UACs. They need to be worth it.


#32 ADI84000

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Posted 01 July 2017 - 07:48 AM

i watched a black widow shoot a zeus in the back with 2x rac 5 and he fired for like 30 sec until it jammed and it didnt die and i was ... lol this weapon so bad u cant even back shot kill people ... also the damage is underwhelming for the efects it shows... the guys was being visualy shredded... and he was red ct when it jammed the guy turned arround and killed the guy ahahaha
also ... heavy lazor duration is still .... to much and the heat...makes them totaly not viable on any build.... unless u want to explode.... tried 4 heavy med and 2 heavy large...with 30 dbh and still ... u cant do crap with them atleast u can shoot people in the back and they die ahahahhaa

#33 Tordin

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Posted 01 July 2017 - 07:58 AM

View PostDeathpig, on 30 June 2017 - 12:59 PM, said:

They need to change the crit spaces of LB20x and HGR, or they need crit sharing. This is a clear case of adherence to TT stats without the TT rules to mitigate the effect.

It's glaringly obvious. Fix please.

(I don't even play IS, but it's stupid to have toys you can't play with)


The LBX 20 should realy be toned down to only use 10 slots at least. Then it can be used on more builds and with Light Fusion Engines to beccause now its exactly ONE slot off. Lore or not its needed and Im one of those that want this game to follow lore, TT as closely as possible. But at the sacrifice of sensible gameplay? No.
However the Heavy Gauss Rifle should stay at 11 slots. its pretty powerful, the screen shake, cooldown are just enough to hold it in chains for not outcompete anything else in close range category, like LBX 20, UAC 20 and AC 20.

Edited by Tordin, 01 July 2017 - 07:59 AM.






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