Jump to content

Wallywood

Former Staff
  • Posts

    1,921
  • Joined

  • Last visited

  • Days Won

    21
  • Donations

    0.00 USD 

Posts posted by Wallywood

  1. I still think the bike is too flippy to be effective. Make it heavier and grip the ground more. Just drving it is hell if you have half-second lag spikes

    Actually I know it's not listed but this hot fix already helps that a lot. I'm not saying it's impossible to flip or spin out but it is a lot better. I might even play a bit with the buggy before we ship.
  2.  

     

    *New Aircraft Heavy Damaged Alarms*

     

    nice. Maybe you can add another sound for the bike? A sound with more bass in it.

    and done :D

     

    thanks! that bike engine sound was quite annoying

     

    I should make this a "Request your fix" thread. Within reason of course...Since some of us work at the speed of snail.

  3. always nice to see some lil changes like the texture of the arms. But since objects arent working which have huge impact on gameplay (silos), this hotfix needs to get to the public as fast as possible. Everything else can be added in a later patch.

    If it were up to me, it would have been out two days ago. I've been just taking advantage of this time annd making small changes here and there.

  4. I remember back in the infantry beta for Reborn I came across a texture pack that reclored Nod structures in the blue team color to make them look like Cabal's forces. I can't seem to find it anymore. Has it been expanded to include structures in the current public version? And can I use it in multiplayer games without compatability issues?

    That was an older texture pack that we no longer have access to. And if you were to use any texture pack you shouldn't have any issues.

  5. You mean playing the game and testing the balance? I don't see where you're going with this. As developers it's useful to push the limits of the units to see where balance issues may lie - I was able to conclusively demonstrate the need to nerf the Cyborg for instance, which it appears has now been done as part of this upcoming hotfix.

    He's referring to your constant trolling in public and flame war baiting on the server due to your disagreement with the balance changes.

     

    No, there were no representative internal tests for reasons I won't go into here.

    Actually the patch was tested but to due to FDS access issues we had to host on home PCs as servers. But this going around telling everyone that the patch wasn't tested is false and as of late your actions have been more than childish so Timeaua's response isn't wrong :)


     

    my quote was a bit false placed.

     

    Slightly yes...can we please move this to a PM? Thanks!

     

    Actually he's right and I don't see how him expressing his concerns are out of line.

     

    Fun fact the Cyborg only got a slight speed increase from the last patch to this one. So if it was OP it's been that way for awhile.

  6. Hey everyone, Well as you all may know we released a rather large patch this weekend that included a lot of new content. It was a bit ruff at the start but we managed to clean up the main issues fairly quickly, BUT because of this speedy fix a lot of things didn't make it in or weren't balanced correctly. So we jumped right back into LE and hashed out a hot fix patch that will be correcting the issues and it should be going live very soon. Here are a few of the changes...

     

    Patch Notes 1.2.0.10

    Global
    Implemented the rest of Fabian's Effects
    Reimplemented broken deploy/undeploy sounds
    Implemented missing unit sounds
    Fixed Silos on TS_Field, TS_Shallows, and TS_GrandCanyon (Infantry maps are set up differently, no need for fixing)
    Updated scripts build from b6921 to b6928
    Fixed bug where Hijackers lost their crowbar when attempting to hijack a deploying/undeploying unit
    Fixed missing sounds
    Slightly nerfed hack time for engineers
    GDI
    Juggernaut:
    Rate of fire decreased from 5.0 to 3.0
    Reload time increased from 2.4 to 3.0
    Damage increased from 55.0 to 85.0 (Pre-nerf)
    Damage radius increased from 5.0 to 12.5
    Speed increased 25%
    Added new firing sound
    Riot Trooper:
    Non-Elite Bullet Count increased from 6 to 24
    Elite Bullet Count increased from 8 to 30
    Non-Elite Damage per-bullet decreased from 20 to 5
    Elite Damage per-bullet decreased from 20 to 6.15
    Slug range increased from 30 to 50
    Slug spray angle decreased from .5 to .2 (elite from .5 to .1)
    Disk Thrower
    Disk explosion now has a new warhead: Disk
    Elite explosion now has a new warhead: Disk_Ion
    Warheads are same as Explosion warhead, but with an added bonus against cyborgs
    Non-Elite explosion radius increased from 3 to 4.5 (elite (5.5) untouched)
    Nod
    Cyborg
    Speed decreased from 6.5 to 6
    Elite range decreased from 85 to 75 (normalized with normal range)
    Health decreased from 300 to 250
    Stealth Tank:
    Range decreased from 95 to 80
    Health/Armor changed from 400/200 to 300/300
    MSG's are now much faster
    Chameleon Spy:
    Can steal vehicles again

     

    New Stealth Tank physics- Stanks can no longer get on top of War Factorys, but can still climb the rocks on Shallows...But now you'll have to work for it. Also GDI never fear...a few EMP mines can fix them ;)

     

    *New Aircraft Heavy Damaged Alarms*

     

    *New Content* NEW Hands for Riot and Toxin Troopers

    Screenshot.1.png

    sgssggg.pngScreenshot.2.png

    Old New

     

    Screenshot.4.png

    sfggfg.pngScreenshot.5.png

    Old New

     

     

    Bonus Video because I love ya

  7. Patch Changes



    Ion storm- are now off


    Engineers have Hackcases now


    Engineers can only hack at MCTs


    MRV has a secondary that damages enemy Vehicles


    Buff for health armor for Ocra Trans,Devils Tongue,Stealth Tanks


    DT's flames do more damage to buildings


    Random Unit sounds added for all inf. for Purchased, hurt, death


    Added Juggernaut


    Spy gets new Pistol, Speed increase, and can steal freshly made units from GDI but now cost 500


    Toxin trooper got his toxin nade model


    New Ranking Icons


    New falling aircraft animation


    Hero units can now refill again


    Cyborg Reaper- fires one web instead of two before reload


    Hero units slightly nerfed

    Ghoststalker (Damage: 170/60->150/40, Velocity: 350->399, Proj.Extent: 0.180^3->0.150^3)

    CyCom (Damage: 110/60->100/50, Velocity: 120->180, Proj.Extent: 0.200^3

    >0.180^3, TurnRate: 200->225, SplashRadius: 4->3, ReloadTime: 1.7->1.40)



    Mutant Hijacker - Speed increase from 7.5 ->-> 8.5


    C.Spy - Speed increase from 6.5 ->-> 7.5

    Added Spy Pistol-Damage 8.5 (Reg.Pistol 4.5)

    ROF - from 6->->3

    Can steal vehicles fresh out of GDI WF

    Now cost 500

    Rename spy pistol from .pist to spis



    Riot Trooper- add slug alt. fire

    Standard 110 2 per 1 shot

    Promoted 140 1 per 1 shot



    Cyborg Speed increase from 5.5 ->-> 6.5


    Added Devils Tongue Warhead Set twice as effective as old flamethrower against buildings


    Change silos into Simple objects rather than Vehicles


    Increased drop speed for Orca Bomber bombs (Gravity: 1.750->3.0)


    Increased durability of Orca Transport (health: 150/150->300/300)


    Orca Transport now has a horn


    GDI Base Defenses health reduced (750->500)


    Nod Base Defenses (except obelisk) health reduced (500->400)


    Tweaked GDI mammoth suspension spring strength


    Increase Nod SAPC speed (Engine Torque: 28000->->35000)


    Techie and Engineers no longer heal Vehicles on default


    Confessor is back


    New MSA, MSG, Tick tank arty deploy sounds


    Cycle physics changes (harder to spin out, but will still spin out if you turn while hitting bumps)


    Elite changes


    GDI


    Techie Repair gun for Vehicles

    Engineers Beam upgrade that repairs both Vehicles and buildings

    Standard Ion tipped ammo

    Disk thrower Ion tipped ammo

    officer Ion tipped ammo

    JJ Ion tipped ammo

    Riot Ion tipped ammo



    Nod


    Techie Repair gun for Vehicles

    Engineers Beam upgrade that repairs both Vehicles and buildings

    Standard Toxin tipped ammo

    Rocket Sol. Toxin tipped ammo

    Hijacker Toxin tipped ammo

    Elite Carde Toxin tipped ammo

    Confessor Beam Plasma ammo




    ****We have run into some major issues with scripts, we are going to be running inf. only maps until we fix these issues****

  8. Some minor suggestions...

     

    - Increase component tower hitbox back to what it used to be? I feel like it's really annoying having to aim for that tiny little turret at the top, whereas many versions ago you could shoot at the base of the tower to damage it.

    We are nerfing all the Base defense abit but this may be something we could try if this doesn't fix it in the next patch

     

    - Add a few purchase terminals to the Nod War Factory's second floor.

    We do have plans on upgrading a few buildings, I think this one is on the list.

     

    - Maybe give veteran and elite infantry the ability to slowly self-heal up to half their max hp?

    Certain units could see something like this in the future. But we would have to be very careful about which units get this.BUT the medic will be getting an AOE Healing beacon when Elite to help out in crowded battles and allow him to join the fight.

     

    - Let veteran engineer slowly self-heal vehicles that he's driving. I remember there was something mentioned about elite engineers being able to do this, but it didn't seem to work on the one occaision I managed to get one fully promoted. Also, elite engineer seems pretty rare to come by, so I'm thinking it should get this at the second rather than third rank.

    Healing buildings is the best way to get Vet. points with Engies and Tech. And I think you do heal Vehicles while inside already at Elite status. Plus his wrist repair tool will get the ability to repair both vehicles and buildings. Since we are getting rid of the the ability to repair vehicles at standard level.

    The balance is going to be getting a complete overhaul once the Armor.ini is completed, and since that is going to take alot of work, we are only doing minor balance fixes. Thanks for the good feed back :)

  9.  

    One thing I have been looking into is how to balance it so Nod will not just be able to hold their line but will be able to push back.

     

    How about give the mobile stealth generator the ability to cloak itsself and other units while moving, like the gap generator in APB. But the cloaking range is much decreased, while not deployed.

     

    That has been talked about BUT that is just one idea. We have a few things in discussion at this time. We will be keeping the public updated along the way.

  10. So... now all the 'discussion' is out of the way, roughly any idea how long it will be until the new patch is out?

     

    I don't mean exact dates or even rough dates but rather is it around about the next week stage or a few weeks/month(s), sometime 2015, possibly 2016 or around about the time Half Life 3 comes out.

    I've been working alot on it recently and hope to have it out within this month or next.

  11. @Wallywood: nice. You know, my man, you know. And you had the balls to actually try it! Peace, brother.

    Balls to try it about 62 to 68 times. This was my full time job. I worked out and trained close 10 hours a day, ate like a bird, and on the weekends got my ass kicked.

×
×
  • Create New...