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Old 2013-06-13, 06:03 PM   [Ignore Me] #16
AThreatToYou
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Re: New Patch Notes - Test Sever 13-06-13


Increased Zealot Overdrive armor debuff to 30%

Added a fuel cost to the Zealot Overdrive, allowing up to 8 seconds of sustained use
Too much nerf. Pick one or the other, not both, if anything.
My experience dictates that ZOE does not need to be nerfed against ground targets.

Last edited by AThreatToYou; 2013-06-13 at 06:12 PM.
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Old 2013-06-13, 06:05 PM   [Ignore Me] #17
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Re: New Patch Notes - Test Sever 13-06-13


a lot of nice changes!
will check them out tomorrow!

and the best part is, that all vs players should really install the testserver client now and test the zoe to deliver data for the devs, if they think the changes made it worthless.

you think your max is crippled now? go to testserver and proove it!
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Click here to go to the next VIP post in this thread.   Old 2013-06-13, 06:06 PM   [Ignore Me] #18
Malorn
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Re: New Patch Notes - Test Sever 13-06-13


The Map Tutorial is new, check it out. I know the button is in a not very discoverable place but that'll be fixed in another update. It's a lot more detailed than the previous map tutorial that popped up the first time you opened it. It was my attempt at explaining how the map is organized and how to figure out what is going on when you look at it.

The tutorial changes were relatively minor in this update. Mostly they were adjustments based on usage data in an attempt to make it a bit easier to get through for more players.

The change where vehicles, jump pads, and generators is added is still coming. I got most of it done but still needs art polish and for me to run through it a few hundred more times to iron out any kinks. I think I could probably run through the tutorial with the monitor turned off at this point
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Old 2013-06-13, 06:08 PM   [Ignore Me] #19
basti
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Re: New Patch Notes - Test Sever 13-06-13


The version thats currently on the PTS is useless. A fuel costs removes the use of the Zoe completly.


Suggestion: keep your dirty fingers away from mah zoeh! :/
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Old 2013-06-13, 06:22 PM   [Ignore Me] #20
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Re: New Patch Notes - Test Sever 13-06-13


There's been times recently in big fights like in bio's where i've been switching zoe off just for survivability. ZOE was great and probably needed a nerf but a double nerf is hard to take. 2250 certs wasted in zoe ah well..it was fun while it lasted Probably not even that useful now.

Why not have 8 seconds for lvl 1 ZOE
10 for lvl 2
12 for lvl 3
14 for lvl 4
16 for lvl 5

Or even just smaller time increases. What i'm trying to point out is that it should be buffed the more you cert into it.

Last edited by PredatorFour; 2013-06-13 at 06:27 PM.
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Old 2013-06-13, 06:34 PM   [Ignore Me] #21
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Re: New Patch Notes - Test Sever 13-06-13


Well thats the end of me using a max to get from a to b.
In my opinion, what should have been levelled in ZOE wasn't the damage but the movemant speed. Hell get rid of the damage increase and make the speed at which you move be what scales, that way you don't have a ton of people with base level ZOE getting the max benefit, less crack maxes, less bitching. Oh wait its Ps2 the bitching will never cease.
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Old 2013-06-13, 06:34 PM   [Ignore Me] #22
ChipMHazard
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Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Malorn View Post
The Map Tutorial is new, check it out. I know the button is in a not very discoverable place but that'll be fixed in another update. It's a lot more detailed than the previous map tutorial that popped up the first time you opened it. It was my attempt at explaining how the map is organized and how to figure out what is going on when you look at it.

The tutorial changes were relatively minor in this update. Mostly they were adjustments based on usage data in an attempt to make it a bit easier to get through for more players.

The change where vehicles, jump pads, and generators is added is still coming. I got most of it done but still needs art polish and for me to run through it a few hundred more times to iron out any kinks. I think I could probably run through the tutorial with the monitor turned off at this point
Just glad to see that the tutorial is getting bigger and better.

Originally Posted by Shogun View Post
and the best part is, that all vs players should really install the testserver client now and test the zoe to deliver data for the devs, if they think the changes made it worthless.

you think your max is crippled now? go to testserver and proove it!
Indeed. Then again the VS already outnumbers everyone else on the PST
But still, get to testing you lot!
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Old 2013-06-13, 06:38 PM   [Ignore Me] #23
LoliLoveFart
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Re: New Patch Notes - Test Sever 13-06-13


Guess the original post was too ambiguous.Already tested ZOE on PTS, the changes arn't on PTS.The PROPOSED 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.
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Old 2013-06-13, 07:00 PM   [Ignore Me] #24
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Re: New Patch Notes - Test Sever 13-06-13


Whoever is in charge of game balance in ps2 needs to be tuned, tweaked, and optimized.
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Old 2013-06-13, 07:09 PM   [Ignore Me] #25
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Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Frizz View Post
Whoever is in charge of game balance in ps2 needs to be tuned, tweaked, and optimized.
LOL

Seriously though SoE, Double NERF ? really this is what you call balance ?

There's a problem, I agree, but why o' why do you have to do 2 changes at once ?

Can't you do one, see how it goes, then do the other ?

Won't be using ZoE on my MAX anymore if this stays in....

On another note, when are we getting the token to reset our certs ?
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Old 2013-06-13, 07:10 PM   [Ignore Me] #26
Chewy
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Re: New Patch Notes - Test Sever 13-06-13


A double nerf to ZOE looks strong but it is nothing to what happened to the NC MAXes weapons. ZOE is an option that lets you choose how to take on a role. We have no other options to choose from in MAX AI weapons.

NC MAX shotguns nerfs-
Mag size
Ammo count
Damage
ROF

ZOE nerfs-
10% more damage. Taking it's stock HP to an effective 7,000.
8 second fuel time (any word on charge timer?)

ZOE is now a real option to charge, but is still just an option for an already damn good class. NC MAXes don't have any other options to the nerfs we got. Be thankful the devs didn't take it further.
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Old 2013-06-13, 07:18 PM   [Ignore Me] #27
Shogun
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Re: New Patch Notes - Test Sever 13-06-13


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Old 2013-06-13, 07:24 PM   [Ignore Me] #28
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Re: New Patch Notes - Test Sever 13-06-13


Zoey isnt the first MAX to get a double nerf.
But with every man and his dog using it the inevitable flood of tears was predictable.
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Old 2013-06-13, 07:28 PM   [Ignore Me] #29
Shogun
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Re: New Patch Notes - Test Sever 13-06-13


i especially like the squad window changes!
had no chance to check the pst yet, but on paper it loooks sweet and is very appreciated!

and thanks for obviously reacting so quickly to the requests of visual effects for hotdroppers!

are you going to update the pst with more quality of life additions as they are coming along?
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Old 2013-06-13, 09:12 PM   [Ignore Me] #30
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Re: New Patch Notes - Test Sever 13-06-13


Lot's of good changes, my favourite being continent lock conditions and medic trains. These will have a huge positive impact on the game.

That being said, there are tons of quality of life features still missing. From my own list for instance, which had quite a few frequently demanded and easy to implement features like more load-out slots, only a few made it:
Originally Posted by Rolfski View Post
  1. See where your outfit is on the map (when operating with multiple platoons)
  2. Full alpha squad should not automatically make platoons unlisted
  3. Scopes and attachments (like 2X reflex, burst fire mode, compensator, etc) to be more consistent and make more sense
  4. Render bullet impact for a longer time and at longer ranges to make the VR basement shooting range more useful
  5. Configure your own daily/bundle sale (premium members)
  6. Add first shot recoil and horizontal recoil to the in-game weapon stats (these are important stats!)
  7. Show friendly/enemy activity and territory control in one single overview without having to switch between filters
  8. Spawn room roofs should have a downwards elevator
  9. Make drawing on the map possible and for your team mates to see
  10. More load-out slots
  11. VR room empty slot bug
  12. Zero respawn time to Warpgate
  13. Gifting SC option
  14. See your ping
  15. Platoon leaders being able to move themselves
  16. Platoon leaders should be in the /leader channel
  17. Platoon leaders being able to set squad waypoints
  18. Visible timer on the cool-down of squad beacon
  19. Multiple (sequential) way points
  20. Ammo counter for drivers
  21. Vehicle refitting
  22. See upgrades in death screen
  23. Remove death icon if an ally can no longer be revived
  24. Pistol always slot 2
  25. Show active mines/C4 deployed
  26. Gunner turret direction indicator for drivers
  27. Configure colors of HUD and map separately
  28. Customizable squad colors
  29. Stats overhaul focusing on team play stats, not K/D ratio
  30. Give Annihilator an edge over the Striker (like dump fire ability)
  31. AV grenades should be sticky
  32. Make flashlights useful
  33. Weapon stability on vehicles
  34. Bug where you accept a revive but the revive notification sticks
  35. Reward members for following squad/platoon orders
  36. Equal rewards for gunners and drivers
  37. Decrease spotting cool-down
  38. Add squad/platoon continent location in social squad screen
  39. Show red dots better on the minimap
  40. Mana turrets to be manned by friendlies default
  41. Secondary non-empire specific MBT guns (like G30 Walker) should be a account wide unlocked
  42. Default class needs access to SMG to give new players the option as CQB infiltrator
  43. Bug that prevents rendering iron sight/scope when entering VR room
  44. Compared to the NV scope, the other scopes are way too jumpy
  45. Make this game default pre-installed on PlayStation 4 :-)
As for the map tutorial, it's a step in the right direction but not there yet. For starters, the amount of info is too much and too sequential. It should be brought more interactive (maybe use mouse-over) and/or in selectable chapters.
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