NEW PATCH INCOMING

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NEW PATCH INCOMING

Post by Agent of Change on Tue Jul 10, 2012 12:29 pm

User Echo wrote:So there should be a patch coming today. Mainly just balance changes, and some behind-the-scenes changes that will help us fix bugs.
In no particular order:
Mamba and Rhino shield delay has been further reduced.
Mamba shield regen has been increased.
Nighthawk and Sidewinder can fire rockets more frequently.
Nighthawk heat regen has been increased.
Sidewinder boost regen has been increased.
Mamba acceleration has been increased.
Stingray can fire missiles more frequently.
Heavy Cannon damage has been increased.
Missiles fire less frequently, but move faster.
Rockets fire more frequently and move faster.
Carrier health has been increased.
The Carrier will take much less damage from normal weapons.
Two extra turrets have been added inside the hangar to make it a less viable location for torpedo attacks.
The damage and turn speed of the hangar turrets has been *slightly* increased.
Disconnecting will no longer help you survive a dog-fight.
Players may no longer collect their own bounties if they end the match with it.

I'll get this out as quickly as I can. Then I'll spend some time trying to stomp out the nasty server bugs before beginning work on the match-making system.
Your feedback is always appreciated.
--wj


Last edited by Agent of Change on Tue Jul 10, 2012 12:39 pm; edited 3 times in total
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Re: NEW PATCH INCOMING

Post by longshot on Tue Jul 10, 2012 12:33 pm

The Mamba is really getting some benefits from this patch. I might go out and buy one!
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Re: NEW PATCH INCOMING

Post by Agent of Change on Tue Jul 10, 2012 12:40 pm

longshot wrote:The Mamba is really getting some benefits from this patch. I might go out and buy one!

lol!

that said CA just got real, the "Complex Lain" maneuver may be a thing of the past.

Carrier Assault is dead... long live Carrier Assault
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Re: NEW PATCH INCOMING

Post by Viking Jack on Tue Jul 10, 2012 12:41 pm

great! this patch will fix a lot of gameplay issues, i like how they balanced the ship only modifying some stats like the missile fire rate.

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Re: NEW PATCH INCOMING

Post by longshot on Tue Jul 10, 2012 12:45 pm

Agent of Change wrote:CA just got real, the "Complex Lain" maneuver may be a thing of the past.

Carrier Assault is dead... long live Carrier Assault

Read some of the ideas I've posted in the DMHS board, more to come Smile
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Re: NEW PATCH INCOMING

Post by Verkytr on Tue Jul 10, 2012 1:02 pm

This update definitely making me jumping in joy XD
Can't wait for it !

Being a Mamba and Sidewinder user, think this might be an advantage for me too Cool

Keep up the good work guys ! Very Happy
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Re: NEW PATCH INCOMING

Post by Complex lain on Tue Jul 10, 2012 3:25 pm

If CA is dead your thanks should go to all the Whiners in the UserEcho forum who moaned that much about their lack of skill that the devs actually took notice and made changes Laughing !

Ive already posted a response for WJ over this one - "Players may no longer collect their own bounties if they end the match with it."
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Re: NEW PATCH INCOMING

Post by Nyxy on Tue Jul 10, 2012 3:28 pm

Complex lain wrote:If CA is dead your thanks should go to all the Whiners in the UserEcho forum who moaned that much about their lack of skill that the devs actually took notice and made changes Laughing !

Ive already posted a response for WJ over this one - "Players may no longer collect their own bounties if they end the match with it."

I'm kind of glad for the changes. Last night a bunch of us, DHMS and TP and others played CA on Broadsides; it was literally over in under 2 minutes. The gov't team had at the first spawn, 10 bombers.
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Re: NEW PATCH INCOMING

Post by Complex lain on Tue Jul 10, 2012 3:34 pm

Yeah the good old bomber charge - not tbeen in one of those for a whil - Got a response from WJ over the Bounty.

Complex Lain wrote
"Players may no longer collect their own bounties if they end the match with it."
@WJ - I Can see why you would want to do this to discourage people hiding and collecting their bounty but isn't that sort of a big discount on the people with the skill to fight and still survive with bounty intact? (or am i going to get it wrong again LOL)

WJ wrote
"This is a good point, but there are other changes incoming as well. Really, I want to start increasing the rewards for team play and reducing the awards for individual actions.
I will probably introduce a new stat (Reputation) that can be increased by skilled playing. This stat will affect ladder rankings and will unlock perks. It will only accumulate and cannot be spent. Collecting your own bounty would earn reputation instead of Cred.
The problem with the previous bounty system was that the reward for hiding out became greater than the reward for playing the game. Players should never be encouraged to hide in the carrier or refuse to spawn. I will find other ways to reward skilled players. --wj"
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Re: NEW PATCH INCOMING

Post by Quantum Razor on Tue Jul 10, 2012 6:19 pm

I've been using the Nighthawk for direct Carrier Assault and ignoring the turrests. I wonder if the changes will help or hurt this.

Only one way to find out.

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Re: NEW PATCH INCOMING

Post by Smooticus on Tue Jul 10, 2012 7:55 pm

well after the update there are only like 4 ships that can take out turrets. Here's how I'd rank them:
1. Stingray: big surprise, but the new heavy cannon appears to have a damage bonus against turrets. It can destroy them in a single approach. increased missile rate of fire helps too.
2. Nighthawk: The nighthawk's dual beam-cannon can now fire every ~5 seconds, and the rocket rate of fire has been quadrupled to 2 seconds.
3. Krait: the duel rocket tubes can fire every 4 seconds, and with a fast firing single beam cannon, it can take out a turret in a few seconds. The low health is a problem though, and it isn't maneuverable enough to stay unscathed.
4. Sicewinder: Can shoot a rocket every 2 seconds. It is small enough and fast enough to avoid all turret damage. Just don't crash into anything.
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Re: NEW PATCH INCOMING

Post by Twilight Sparkle™ on Wed Jul 11, 2012 6:28 am

Yes!!!
Being a Mamba and Sidewinder user I find this very very good for me.
But the boost upgrade made full upgraded sidewinders get infinite boost.
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Re: NEW PATCH INCOMING

Post by moonglow on Wed Jul 11, 2012 8:38 am

sorry for getting a bit out of topic, but is sidewinder buff that good? i was considering dropping 250k of upgrades on mamba because of its own buffs, but my original goal was the sidewinder.

i figured that if my mamba usually doesnt go below 50% HP id evetually like sidewinder. just how good is this rocket time boost? right now sidewinder feels like a sidegrade, even with a good rocket aim.

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Re: NEW PATCH INCOMING

Post by Agent of Change on Wed Jul 11, 2012 8:49 am

Twilight Sparkle wrote:Yes!!!
Being a Mamba and Sidewinder user I find this very very good for me.
But the boost upgrade made full upgraded sidewinders get infinite boost.

The Mamba is a sexy beast now, a sexy sexy beast. We had a couple vent organized all Mamba rumbles last night and it was a blast.

Turrets go down to Rockets and cannons like punks now so put away your Swordfish and pirhana, pull out the Mamba, sidewinder and krait (yes i said mamba i can now kill turrets faster with that ship than anything I used to use)

And visit your enemies carrier only if you area a fan of raves.
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Re: NEW PATCH INCOMING

Post by Twilight Sparkle™ on Wed Jul 11, 2012 9:15 am

Mamba can now go in and out of hell unscratched
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Re: NEW PATCH INCOMING

Post by Facundo on Wed Jul 11, 2012 5:09 pm

I like this:

Carrier health has been increased

Very Happy
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Re: NEW PATCH INCOMING

Post by Twilight Sparkle™ on Thu Jul 12, 2012 10:36 am

But then nuke damage on impact has also been increased.
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Re: NEW PATCH INCOMING

Post by Complex lain on Thu Jul 12, 2012 10:46 am

Twilight Sparkle™ wrote:But then nuke damage on impact has also been increased.

No Torpedo increase.

It takes 16 hits to destroy the carrier which shows the carrier with double the hit points and no nuke increase
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Re: NEW PATCH INCOMING

Post by Loki on Thu Jul 12, 2012 10:47 am

Complex lain wrote:
Twilight Sparkle™ wrote:But then nuke damage on impact has also been increased.

No Torpedo increase.

It takes 16 hits to destroy the carrier which shows the carrier with double the hit points and no nuke increase

I assumed the same thing, but asked WJ about the specifics and here they are;
Link...
Actually the carrier health was increased by 200x. The turret health by around 2x (they had less health than a bomber before). Torpedo damage (direct hit only) was increased by 100x. --wj

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Re: NEW PATCH INCOMING

Post by Complex lain on Thu Jul 12, 2012 11:00 am

Ok, can see where that comes from.

In reality though foe all the torps have been given an increase it is retrospect and enough to keep them in line so that they do half the damage and take double the amount to destroy the carrier.

If the gun damage could have been dealt with another way then the carrier and torp hit points would have been left where they were.

If that makes sense ? ? ?

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Re: NEW PATCH INCOMING

Post by Loki on Thu Jul 12, 2012 11:33 am

Complex lain wrote:Ok, can see where that comes from.

In reality though foe all the torps have been given an increase it is retrospect and enough to keep them in line so that they do half the damage and take double the amount to destroy the carrier.

If the gun damage could have been dealt with another way then the carrier and torp hit points would have been left where they were.

If that makes sense ? ? ?


I see what you're getting at. Carrier/turret health and torp damage were probably the smallest, least disruptive changes required to make it all happen; I'd rather see something broken there (and on only 1 gametype) than on the primary weapons of all ships in the game.
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Re: NEW PATCH INCOMING

Post by Complex lain on Fri Jul 13, 2012 3:58 am

Thought about it (dont tell anyone I can think, its a secret)

WJ could not change the value on the guns without messing up all the values of the other craft and creating loads of changes eg hit points

So he raised the value of the carrier by x200 (as stated) to stop or minimise gun fire affecting the carrier (it still does to a lesser extent)
If left at their previous values it would mean it would take 1600 torps to take out a carrier !

If he had raised the torp by the same amount ie x200, it would still have only taken 8 to finish off a carrier, therefore he raised the torp hit points by x100
in respect giving them half the original damage value, which means it now takes 16 torps.

So while the torp was jigged with in real terms it was made LESS powerful, effective is a better word. (Phew!)
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Re: NEW PATCH INCOMING

Post by Loki on Fri Jul 13, 2012 6:22 am

Yeah, programmers think in strange circles compared to most Wink
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Re: NEW PATCH INCOMING

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