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  1. Even though we FINALLY have got a public playable release out to the public, this doesn't mean we get to relax. The TSR team has been hard at work making sure that we keep finding ways to make TSR better and better. Here is a bit of what we have been working on. Terrortowers has been hard at work with a quick-start how-to User Guide that includes info about the launcher and TSR's gameplay. This should help bring players up to speed if they haven't tried Renegade or A Path Beyond before. We have also seen and heard your cries about the "too much green scopes" So we have been re-doing team to make them a bit more user friendly. These are just WIP screenshots. OWA and Fabian have been hard at work repairing the broken hitboxes reported in the last blog. Dtrngd has been working on a new balance patch to also go along with the hit box fix. Here's what we have for right now. * Added projectile extension again to Disruptor, Knife and Crowbar * Added vehicle blocker to tunnel entrances on TS_Field * Added minimal spray to Umagon Sniper Rifle * Added score/money reward for disarming EMP mines * Added AA Missile Launcher to GDI Officer's weapon list * Added $200 cost to GDI Disc Thrower and Nod Rocket Soldier * Increased Officer/Elite Cadre costs to $300, no Barracks/HON required to purchase * Increased Medic healing range by 66% * Increased damage and clip sizes of Uzi weapons slightly * Increased Toxin Rifle velocity by 50 * Increased Cyborg running speeds slightly * Increased Ghost Stalker ammo velocity and damage, passes through first infantry target * Increased Ghost Stalker splash damage radius * Increased Devil's Tongue's damage by 50% * Increased Wolverine ammo velocity by 200 * Increased deployed Tick Tank armor resistances even further * Increased Stealth Tank damage * Increased Cyborg Reaper rocket damage * Increased Cyborg Reaper web radius * Increased Cyborg Commando splash damage radius * Increased Laser type weapons damage against infantry * Increased Missile Launcher damage vs non-air slightly * Increased Elite Cadre grenade launcher radius * Changed Cyborg Commando weapon: less impact damage, more splash damage * Fixed Nod Lasers on TS_Snow * Fixed hole in terrain on TS_Snow * Fixed map-blockers on TS_GrandCanyon * Fixed pool party in Hand of Nod on TS_Isles * Decreased Hover MRLS range by 10 meters * Decreased Jumpjet Rifle range by 10 meters * Decreased Toxin Rifle ammo spray to half * Decreased Jumpjet Rifle damage by 15% * Decreased Elite Cadre weapon switch time by 20% * Decreased Elite Cadre Rifle/Grenade-Launcher reload times * Decreased Wolverine ammo spray to half * Removed S.A.M Trooper from the purchase list As you can see from the list we are doing away with the SAM trooper and moving his AA rocket launcher over to the GDI Officers. You'll also notice that the Disk Thrower and Nod Rocket Soldier are moving up in price BUT both will still be able to be purchased after the Bar and or HON are down, along with the Officer/Cadre. This should give you more options when your factories and barracks/hand are down. Saberhawk has been working on a few cool things lately. Improving the FPS problem and even some cool new things involving the Ion Storms. Wallywood (me) has been coming up with new plans and add on features for future patches. Some of these ideas mean that you will get to see things like Carry-Alls, The Temple of Nod, the Forgotten, and drop pods. We also have a cool new Steam group for TSR thanks to Garrus http://steamcommunity.com/groups/TibSunBarnz# Be sure to stop by and join ...ITS FREE Renardin has started working on the Toxin nade and has also been digging up tons of new assets that we could use, we'll show those off later. They'll likely be used as part of the veterancy system. Beerinator has textured the Vet icons We are going to start planning and working on the Veterancy logic and upgrades in detail and bringing you more information soon. So be sure to stay tuned.
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  2. We have something planned for this. Although I have to say that one of your suggestions isn't far off from what we've discussed. Cool. I think youve done a good job with your balancing decissions. But there are some things I dont understand: * Added projectile extension again to Disruptor, Knife and Crowbar Dont the Flametank would need this extension, too? * Added minimal spray to Umagon Sniper Rifle Why that? I think the toxin trooper will be much better with its new balance, than umagan then * Increased deployed Tick Tank armor resistances even further I think they are just fine for 800$. Dont buff them more. * Increased Stealth Tank damage Since turrets dont detect stealth tanks, they dont need to be more powerful.
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