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Old 2013-04-18, 05:21 PM   [Ignore Me] #61
Snydenthur
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Re: GU07 Patch Notes - 4/18/13


Originally Posted by ringring View Post
Also what happened to the length of capture timers, I've seen one for 16 minutes! Were they changed or is it just that now we see the numbers we've just noticed how long it can take in extremis.
I saw like 70 minutes. But I think it has to be only because there was one out of three points taken or something. Overall, the game is much more boring now, if you want to take the xp. And why wouldn't you, since there's no point going forward alone.

What is the timer on some generators? It was something like 20000 minutes.

I'm quite surprised that commissioner isn't as good as I expected. It has some recoil bug, where sometimes there is no recoil. Makes it a lot harder to shoot at more than few meters range. Also there seems to be some sort of bug where it doesn't do any damage. I had a lot of situations where I should've landed a hit but there was no damage at all. And spread wasn't large enough even from the hip to miss at close range when I first tested it at warpgate.

And there's still no reason to use battle rifle. It's better, but not enough.
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Old 2013-04-18, 05:24 PM   [Ignore Me] #62
Ruffdog
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Re: GU07 Patch Notes - 4/18/13


Feel sorry for my Mercy brothers. Why should customers buy a gun when at any time Sony can cut its maximum damage by 13%?
Ive bought what I've bought now and alterations will fall where they may. I'm never going the smedbuck route again.
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Old 2013-04-18, 05:47 PM   [Ignore Me] #63
maradine
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Re: GU07 Patch Notes - 4/18/13


I've bought about 6,000 SC worth of gear since launch. Sometimes my gear gets buffed. Sometimes my gear gets nerfed. Sometimes both happens in the same patch.

Man up, for fucks sake. I refuse to believe you were so naive as to think somehow purchased weapons would be held in some vacuum against balance.
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Old 2013-04-18, 06:09 PM   [Ignore Me] #64
fierce deity
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Re: GU07 Patch Notes - 4/18/13


The best part of the patch in my opinion is the ability to turn off the terrible inverted reverse on tracked vehicles. The era of the panic wobble is over!
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Old 2013-04-18, 06:27 PM   [Ignore Me] #65
Ruffdog
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Re: GU07 Patch Notes - 4/18/13


This is the first game I've encountered with micro transactions. When I signed the t&c I realised they had the power to change attributes of world items of course. I just imagined micro tweaks since major balancing should already have been performed on things you can buy with real money.
As it is we are balancing for them and then they react. The test server should help but frankly its been distasteful thus far.
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Old 2013-04-18, 07:07 PM   [Ignore Me] #66
Neutral Calypso
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Re: GU07 Patch Notes - 4/18/13


Surprised no one has mentioned the capture point bugs... wherein for some bases you cannot change the faction of the point AT ALL. Kinda ridiculous right there.
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Old 2013-04-18, 07:09 PM   [Ignore Me] #67
moosepoop
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Re: GU07 Patch Notes - 4/18/13


Originally Posted by Ruffdog View Post
This is the first game I've encountered with micro transactions. When I signed the t&c I realised they had the power to change attributes of world items of course. I just imagined micro tweaks since major balancing should already have been performed on things you can buy with real money.
As it is we are balancing for them and then they react. The test server should help but frankly its been distasteful thus far.
well, we have a test server now.

Last edited by moosepoop; 2013-04-18 at 07:22 PM.
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Old 2013-04-18, 08:23 PM   [Ignore Me] #68
Chewy
Major
 
Re: GU07 Patch Notes - 4/18/13


Now I can get to work on seeing if MAX AI weapons are really balanced now. Im thinking of using just one weapon per factions MAX but uncertain of if more are needed. So far Im thinking of going for the ones that seem to have the best ranges.

NC-
Mattock

TR-
Mercy

VS-
Cosmos

Should I use 2 weapons per faction? Say the best ranged and stock for example but that is going to take much longer to record, edit, and upload. Im just going with the 3 listed for now and might get stock latter if needed.
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Old 2013-04-18, 10:38 PM   [Ignore Me] #69
camycamera
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Re: GU07 Patch Notes - 4/18/13


i love this update. better m3 for TR MAX, inverted setting for vehicle reversing to be able to be turned off (ABOUT FREAKING TIME), slightly better mechanics regarding vehicle flips (this shouldn't apply to flashes imo though, it should not do damage at all, and there should be an option to flip the flash), and better map stuff, and CAMO PREVIEWS (now i can finnally spend some station cash on camos.
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Old 2013-04-18, 11:39 PM   [Ignore Me] #70
Dragonskin
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Re: GU07 Patch Notes - 4/18/13


Originally Posted by Aaron View Post
Those things that are supposed to pop out of the Lasher when you fire are not there. I mean, it looks like they've been removed or something. You can see the new interior part of the gun, though. The ammo cartridge is also missing. It's invisible. xD
I'm hoping this will be hot fixed because right now the Lasher isn't anything like what Higby showed us. Like you said the ammo cartridge is completely missing and it looks like the barrel sections were removed... hoping that is just all broken animations.
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Old 2013-04-19, 12:59 AM   [Ignore Me] #71
Falcon_br
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Re: GU07 Patch Notes - 4/18/13


Ok, I saw someone reporting a bug that he was flying under a bridge and hit an invisible wall.
I couldn't believe in him, or maybe it is in just one bridge in the map and in a very specific way.
During a dodge fight today I was going to use one bridge to do a very fast loop and get my chaser from behind, it had a very large gap under it, so it was easy to do.
My mosquito just crashed and blowed, also my chaser also crashed behind me!
I thinked, wtf!?!?!?
I just respawned in a close back and discovery what is the problem.
I don't know how to say it in English, but the bridge pillars, the one under it, are now the new ammo towers! They just pop out after you crashed on it! People are crashing at them everytime they go under a bridge!
I am already pissed of the game only uses 2 gb of ram, just because it was made in 32 bits, now that the game is receiving new weapons and helmets, soon with only those 2 gb of ram, not even biolabs will renderer before you crash on them!
I already know what is causing the problem, the truth is, I have no idea if it is possible for Sony to fix it.
32 bits diretcx 9 were a bad decision and now are affecting very bad the game! I remember when they said in beta that with all the items 2 gb were enought, now it is no longer even close to that!
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Old 2013-04-19, 01:07 AM   [Ignore Me] #72
Chewy
Major
 
Re: GU07 Patch Notes - 4/18/13


Well that didn't take long. I just finished editing the Cosmos and Mercy videos and I already have the Mattock video online. With luck we should have a debate soon on the new MAX AI balance if youtube plays nice.
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Old 2013-04-19, 02:08 AM   [Ignore Me] #73
Climhazzard
Sergeant
 
Re: GU07 Patch Notes - 4/18/13


Originally Posted by Ruffdog View Post
I just imagined micro tweaks since major balancing should already have been performed on things you can buy with real money.
"Balance" isn't a purely numbers-based comparison. It's pretty much impossible to know exactly how each weapon will ultimately perform without a significant sample size. They just do their best to get it as close as possible. Sometimes they get closer than other times.
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Old 2013-04-19, 04:29 AM   [Ignore Me] #74
Nur
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Re: GU07 Patch Notes - 4/18/13


I am used to play with Blue allies and red enemies UI.

But now on the big map I see the allies in RED. If this is a change it is a BAD change. VERY BAD.
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Old 2013-04-19, 04:30 AM   [Ignore Me] #75
ChipMHazard
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Re: GU07 Patch Notes - 4/18/13


Guess it's a good thing that my colour scheme was already set to faction colours
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