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Old 2013-06-13, 10:44 PM   [Ignore Me] #1
Timealude
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Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by DirtyBird View Post
Isnt that interesting.
Someone who says it seems like the ZOE nerf didnt go through and others claim its nerfed way too much.
Both VS.
Well I have always been against the idea of adding a cooldown to it when the other empires have it permanently. Im fine with the damage increase but like the others said both of those is just too far. And just because it didnt go through on the test server doesnt mean that they dont plan on doing it..for all I know it could be just a bug.

Last edited by Timealude; 2013-06-13 at 10:59 PM.
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Old 2013-06-13, 11:36 PM   [Ignore Me] #2
DirtyBird
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Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Timealude View Post
Well I have always been against the idea of adding a cooldown to it when the other empires have it permanently. Im fine with the damage increase but like the others said both of those is just too far. And just because it didnt go through on the test server doesnt mean that they dont plan on doing it..for all I know it could be just a bug.
My point is others have not mentioned that it didnt go thru to the test server when posting their disappointment.
You see complaints about how much this nerf has hit them and its overkill, yet your response is it didnt go thru.
Did it or didnt it, was it there and now removed?
Maybe people posted before actually testing it.

Originally Posted by LoliLoveFart View Post
Already tested it, the double nerf is wayyyyyyy too much. If it goes live VS will re enter forum side 2 with renewed vigor. Although since people learned how to deal with ZOE maxes i found my self using charge a lot more.
Good changes on the bursters for TR and VS though.
Example only, I expect Akbar has been on the PST.
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Old 2013-06-14, 12:39 AM   [Ignore Me] #3
GreyFrog
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Re: New Patch Notes - Test Sever 13-06-13


Malorn: Any word on how the new map tutorial explains the seemingly random respawn options. Especially in light of being able to wait on the respawn/map screen and watch the ability to spawn at a particular base come and go.*

This is extremely frustrating simply because we've had no word as to whether this is a bug or working as intended. If you don't know what I'm talking about, let me know and I'll take screenies and document it better for you.

*No they aren't being capped/SCU destroyed repaired.
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Old 2013-06-14, 07:14 AM   [Ignore Me] #4
Sledgecrushr
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Re: New Patch Notes - Test Sever 13-06-13


Please dont give the zoe max a fuel timer, the armor debuff is a big enough nerf.
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Old 2013-06-14, 08:52 AM   [Ignore Me] #5
MrMak
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Re: New Patch Notes - Test Sever 13-06-13


Wow Vanu realy are a bunch of whiners arent they? Seriously that damage taken increase is NOTHING when you can plow through infantry the way you do with this thing.

As to why lockdown and Aegis are "permanet" while ZOE gets a cooldown? Becouse your benefits always outweigh the negatives and the damn thing is usable in every possible scenario.

Lockdown removes one stat completly and buffs one other (completly defencless against flanking when active).

The Aegis shield removes one stat and buffs another (not limitles and possible to circumvent with splash damage and flanking).

ZOE buffs 2 stats and merely reduces one. Also: you an flip it on and off instantly whiel the other 2 leave you vunerable for a second or 2 when you do it.

Honestly get your alien loving heads out of your asses and stop pretending to be some sort of victims.

Last edited by MrMak; 2013-06-14 at 08:54 AM.
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Old 2013-06-14, 10:32 AM   [Ignore Me] #6
Rahabib
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Re: New Patch Notes - Test Sever 13-06-13


Guys, its 8 seconds, which feels like an eternity when running around gunning. I think the reason they did this was you would see people with ZOE on all the time despite the damage increase.

But again, 8 seconds is more than enough time to take out a lot of people. Could it be 10? Maybe, but its not the end of the world.

Lockdown is getting nerfed too.
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Old 2013-06-14, 11:12 AM   [Ignore Me] #7
Sledgecrushr
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Re: New Patch Notes - Test Sever 13-06-13


Im not very happy with revives removing your death stat. If you kill someone then that should be counted as a kill. Not to be erased because a medic revives you. I dont think this is a good change.

This will probably be the new meta where people stay dead hoping to get a rezz and erase that death off of their stats.
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Old 2013-06-14, 11:19 AM   [Ignore Me] #8
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Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Sledgecrushr View Post
Im not very happy with revives removing your death stat. If you kill someone then that should be counted as a kill. Not to be erased because a medic revives you. I dont think this is a good change.

This will probably be the new meta where people stay dead hoping to get a rezz and erase that death off of their stats.
What if they added a timer to how long you could stay dead? Make you respawn to nearest indoor spawn point if you don't do it within amount of time.
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Last edited by Crator; 2013-06-14 at 11:20 AM.
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Old 2013-06-14, 11:37 AM   [Ignore Me] #9
Dragonskin
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Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Crator View Post
What if they added a timer to how long you could stay dead? Make you respawn to nearest indoor spawn point if you don't do it within amount of time.
All of this for what purpose? That is what I don't understand. KDR is a useless stat already and it encourages specific playing habits. Removing the death stat from revive would also end up making KDR even less important... which is good, but why even track deaths at all? Just remove the death stat completely from the game and from the playersite info.
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Old 2013-06-14, 11:44 AM   [Ignore Me] #10
Crator
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Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Dragonskin View Post
All of this for what purpose? why even track deaths at all?
Cause some people like it? Hard to believe, I know...
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Old 2013-06-14, 11:58 AM   [Ignore Me] #11
Dragonskin
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Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Crator View Post
Cause some people like it? Hard to believe, I know...
If you are going to remove death tally from revive then you would be messing up everyone's KDR that has been playing since release, but didn't have that feature. Is the change retro-active? Are all of our stats going to be adjusted to make up for the new feature? I am sure you have been revived multiple times and your KDR would be a lot higher. I know mine would since I do tend to wait for revives if I know medics are around.

The point is they are making it the stat less important. They have already stated they would like to give players the option to pay money to erase their KDR completely. This isn't team death match.. so realistically KDR isn't as important as actually playing the objective and the objective is not just to stay alive and kill more players so your team wins the round.
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Old 2013-06-14, 03:09 PM   [Ignore Me] #12
Rbstr
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Re: New Patch Notes - Test Sever 13-06-13


Wooo, yeah KDR circle-jerk time.

Originally Posted by Crator View Post
What if they added a timer to how long you could stay dead?
You can't be revived after something like 30-40 seconds.
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Last edited by Rbstr; 2013-06-14 at 03:12 PM.
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Old 2013-06-14, 12:46 PM   [Ignore Me] #13
Shogun
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Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Sledgecrushr View Post
Im not very happy with revives removing your death stat. If you kill someone then that should be counted as a kill. Not to be erased because a medic revives you. I dont think this is a good change.
excuse me, but where did the patchnotes say, that your kill wouldn´t be counted?

it says that if you are revived, the death on your stats disappears.
this has nothing to do with the stats of the killer. the death is still being counted as a kill.
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Old 2013-06-14, 12:49 PM   [Ignore Me] #14
KesTro
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Re: New Patch Notes - Test Server 13-06-13


While the nerf to ZOE might be a little much, coming from an NC. I just don't care. :|
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Old 2013-06-14, 01:18 PM   [Ignore Me] #15
Dragonskin
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Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Shogun View Post
excuse me, but where did the patchnotes say, that your kill wouldn´t be counted?

it says that if you are revived, the death on your stats disappears.
this has nothing to do with the stats of the killer. the death is still being counted as a kill.
This can't be correct. So the player that kills a player keeps the kill while the player that was killed gets the death erased because he was revived? That would be even worse than removing both.

Incoming stat padding 3 ways....
Player 1 shoots and kills player 2.
Player 3 revives player 2.
Player 1 gets a better KDR while player 2 suffers zero penalties.

All 3 players are medics so they can take turns raising their KDR into the oblivion.
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