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Patch Hotfix

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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

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But do require sensibly placed vehicle blockers and pathfind generation

Maybe you should have put some sensible blockers for your attutude you showed public. Its very irretating for fans to see a inner circle member of the dev exaggerates issues in a sarcastic way to the public.

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Huh? All I stated was the requirements for using the pathfind logic, in the event that anyone else is interested in using non-waypathed harvesters/miners in their games/mods/maps. Nothing more.

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Lol... i gotta say i dont see how that response was sarcastic? Maybe he thought you were referring to his map in a "sly dig"?

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Huh? All I stated was the requirements for using the pathfind logic, in the event that anyone else is interested in using non-waypathed harvesters/miners in their games/mods/maps. Nothing more.

my quote was a bit false placed. Im refering to actions of danpaul in the public server after the latest patch launched.

As you didnt see happy with some of these changes (for example cyborg speed), it is a bad idea to show this by exaggerating this issue in a sarcastic way to the public. Since you are in the team. sort this out internally.

Edited by Timeaua

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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.

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were there no internal tests for these demonstrations? Where I want to go with this is, that the whole devteam should show that they stick together and show responsablity for false decisions or gameflaws. Now with your public sarcastic exaggerations (like "Borg time") you offically blame others for their decision (and you are right. the desicion of buffing the cyborgs is wrong). But its also your responsability as inner circle member to not let this change happen.

Edited by Timeaua

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my quote was a bit false placed.

 

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

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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.

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I know this probably isn't needed, but given how the wolverine was buffed a few patches a go to be actually useful even late again against infantry and light armor from the dps buff it got. The buggy never got buffed, could it be given like AP bullets or something (Damage increase) to be a wee bit more useful against infantry? Buggy in Renegade X is a good example, its very light armoured, but it has AP bullets, which makes it great from early to late game to kill infantry.

Edited by Bayonetta

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I've never had trouble killing infantry as a buggy. Thing is, Nod has to worry about GDI vehicles a lot more than infantry.

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I know this probably isn't needed, but given how the wolverine was buffed a few patches a go to be actually useful even late again against infantry and light armor from the dps buff it got. The buggy never got buffed, could it be given like AP bullets or something (Damage increase) to be a wee bit more useful against infantry? Buggy in Renegade X is a good example, its very light armoured, but it has AP bullets, which makes it great from early to late game to kill infantry.

 

Thing is, the buggy can run people over easily (insti kills everything except GS and Uma) whereas the Wolverine struggles to run over even Cyborgs (which does nothing to them anyway)

 

And the Wolverine still sucks at killing Infantry in most cases due to bunny hopping Infantry being very hard to hit (but it rapes Nod laser turrets, even though said turrets sliced Wolverines to bits in the TS cutscenes)

 

I wonder if you could have something like a timer ingame set up so that once the game hits a certain period (ie roughly when people have the money for the good stuff like Titans and Tick Tanks) a beefed up version of the Buggy/Wolverine becomes available and replaces the original version.

 

Give them lock on guns/auto turrets perhaps or add aoe splash damage or even wide projectiles similar to the disruptor to make gunning down footsloggers easier.

Edited by DeviousDave

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I wonder if you could have something like a timer ingame set up so that once the game hits a certain period (ie roughly when people have the money for the good stuff like Titans and Tick Tanks) a beefed up version of the Buggy/Wolverine becomes available and replaces the original version.

 

Give them lock on guns/auto turrets perhaps or add aoe splash damage or even wide projectiles similar to the disruptor to make gunning down footsloggers easier.

 

While this is probably possible (not sure), it sounds an awful lot like the tech level system that was in place on APB a while back, which was very unpopular. Thats just my opinion though, it might work well if properly implemented :)

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Is there any chance that Cyborg Reaper fixes can be implemented in this? It urgently needs them. Although I am having fun netting airborne Jumpjet's.

 

It cannot be repaired at all(be it tiberium or MRV), it only fires 1 rocket which deals little damage and it dies very quickly.

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We noticed that. The patch will also give them two rockets (still only one net though), and fix their ability to heal in tiberium.

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I know this probably isn't needed, but given how the wolverine was buffed a few patches a go to be actually useful even late again against infantry and light armor from the dps buff it got. The buggy never got buffed, could it be given like AP bullets or something (Damage increase) to be a wee bit more useful against infantry? Buggy in Renegade X is a good example, its very light armoured, but it has AP bullets, which makes it great from early to late game to kill infantry.

 

Thing is, the buggy can run people over easily (insti kills everything except GS and Uma) whereas the Wolverine struggles to run over even Cyborgs (which does nothing to them anyway)

 

And the Wolverine still sucks at killing Infantry in most cases due to bunny hopping Infantry being very hard to hit (but it rapes Nod laser turrets, even though said turrets sliced Wolverines to bits in the TS cutscenes)

 

I wonder if you could have something like a timer ingame set up so that once the game hits a certain period (ie roughly when people have the money for the good stuff like Titans and Tick Tanks) a beefed up version of the Buggy/Wolverine becomes available and replaces the original version.

 

Give them lock on guns/auto turrets perhaps or add aoe splash damage or even wide projectiles similar to the disruptor to make gunning down footsloggers easier.

 

suppose you're right. But why would you encourage to run over then to shoot when you have a ranged weapon?

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suppose you're right. But why would you encourage to run over then to shoot when you have a ranged weapon?

 

 

 

I agree, which is why I suggested the idea to add a more powerful 'gun orientated' version of the Buggy and Wolverine that focused more on shootting stuff than mowing it.

 

 

 

I wonder if you could have something like a timer ingame set up so that once the game hits a certain period (ie roughly when people have the money for the good stuff like Titans and Tick Tanks) a beefed up version of the Buggy/Wolverine becomes available and replaces the original version.

 

Give them lock on guns/auto turrets perhaps or add aoe splash damage or even wide projectiles similar to the disruptor to make gunning down footsloggers easier.

 

While this is probably possible (not sure), it sounds an awful lot like the tech level system that was in place on APB a while back, which was very unpopular. Thats just my opinion though, it might work well if properly implemented :)

 

 

Again agreed, it would need to be carefully balanced and considered however the big difference between my idea and BHP tech level system is that your not locking entire sections of the game behind a 'time wall' rather you are locking an upgrade behind the time wall that makes Wolverines and Buggies more attractive late game by giving them weapons that can mulch Infantry which might be unbalanced early game before stronger Anti - vehicle units come out to play. You still get these units at the start of the game in their current format, just later on after X time has past they get more powerful.

 

Another way to think of it is that you are giving them Elite status instantly when purchased (or if you already have one) after X seconds has passed ingame because most higher tear Infantry and vehicles tend to view them as target practice by mid game and a buff could keep them useful as escorts for the bigger stuff.

 

It's just a thought of course, I mean it's your game so if you feel something would totally unbalance it or detract from the experience then don't do it. Don't make the same mistake HAWKEN did by blindly listening to the community and caving in to their every whim.

Edited by DeviousDave

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I would wait for the vehicle veterancy feature implementet in the game. So ist not a matter of time to get uber buggys but a matter of skill. You wont get elite buggys too early if the balance is right.

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One of my concepts a while back was that, over time, the basic infantry would get upgraded such that you start at veteran level as soon as you buy them, thus giving them the teeth to go toe to toe with the top tier units and giving players who join late in the game some useful and cheap units to get started.

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I agree, which is why I suggested the idea to add a more powerful 'gun orientated' version of the Buggy and Wolverine that focused more on shootting stuff than mowing it.

 

Or.......Add the Weed Eater unit! Solely for mowing units and then give the buggy the buff suggested here :D

 

Just kidding, I like what both of you said :) but i would like to see the Weed Eater one day. Might be a good April fools for next year :)

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"Hijacker can steal vehicles again."

 

Was that removed? Because I swear I've stolen vehicles straight from the WF as a spy sometime in the last couple days.

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Front page edit :D


"Hijacker can steal vehicles again."

 

Was that removed? Because I swear I've stolen vehicles straight from the WF as a spy sometime in the last couple days.

Spy can steal vehicles straight out the WF

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lol, mixed up hijacker and spy. Hijacker being unable to hijack would be kind of a major error, lol.

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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.

Edited by Timeaua

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