HAWKEN: Ascension Hotfix - Patch Notes
#21
Posted September 18 2013 - 06:44 PM
#22
Posted September 18 2013 - 06:44 PM
Check out my new short film Prebirth: The Eternal War! Check out my e-peen!
Need to find a mech guide_ Well, look here!
Intel Core i3 2120 @ 3.30 GHz | Corsair XMS3 8GB RAM | eVGA GTX 550Ti 1GB OC | Corsair CX600 PSU
#23
Posted September 18 2013 - 06:54 PM
#25
Posted September 18 2013 - 07:25 PM
#26
Posted September 18 2013 - 07:25 PM
considered_
Many players consider the new elements in acension to be unimmersive. The crosshair is of particular attention because we stare at it all the time. It's missing many key features that made you feel like you were in a vehicle such as the speedometer, altimeter, and compass.
Other elements include the overuse of large holograms and the large shield with "MATCH COUNTDOWN" in the beginning. Couldn't we achieve the same results with different approaches_
#27
Posted September 18 2013 - 07:44 PM
#28
Posted September 18 2013 - 07:47 PM
#29
Posted September 18 2013 - 07:51 PM
[HWK]ZamboniChaos, on September 18 2013 - 06:38 PM, said:
Molten, on September 18 2013 - 06:34 PM, said:
From the patch notes:
Quote
We're not finished evaluating internals yet, you can expect more adjustments and changes in the future.
#30
Posted September 18 2013 - 07:54 PM
Sam123456, on September 18 2013 - 07:25 PM, said:
+1
Running with a consistent 5 man party has been my favorite part of the ascension update. I understand that bugs have to be worked through. I'm going to miss it though.
#31
Posted September 18 2013 - 07:55 PM
[HWK]ZamboniChaos, on September 18 2013 - 06:01 PM, said:
- Reduced max party size for team based game modes to help with unbalanced matches caused by parties.
- Team Deathmatch: Max party size reduced from 12 to 3.
- Missile Assault: Max party size reduced from 12 to 3
- Siege: Max party size reduced from 12 to 3
- Team Deathmatch: Max party size reduced from 12 to 3.
- Reduced max party size for team based game modes to help with unbalanced matches caused by parties.
You need to give parties of 12 the ability to select their team/move people around in the lobby. But I guess if its upsetting single player queue-d matches, then its a necessary bandaid.
Edited by ReachH, September 18 2013 - 08:00 PM.
#32
Posted September 18 2013 - 08:00 PM
Edited by Szei, September 18 2013 - 08:02 PM.
#33
Posted September 18 2013 - 08:02 PM
ReachH, on September 18 2013 - 07:55 PM, said:
But it is an intermediary step after all, eh_ I think it's getting these changes, improvements or otherwise, that really counts. Internals are generally loads better than before, now it's finding that elusive sweet spot before beta ends.
As always, thanks devs
#34
Posted September 18 2013 - 08:06 PM
Szei, on September 18 2013 - 08:00 PM, said:
Well if they implement a way to sell off items/internals/mechs we no longer want, it probably won't be that bad.
#35
Posted September 18 2013 - 08:10 PM
i know, i know this will fix a lot of the issues in this matchmaking game but still i can't help but feel jilted about it and left to do nothing, but be pissed off and fume about it. i'm really not trying to troll the devs i really love this game actually. i rarely dump money into a game where i can earn everything. again this makes me no more special than the person that earns it all through hard earned time and effort.
hell, i didn't even see a fix for the ever buggy voice system they have in the game. but they will nerf how many people can be in a single party_ i can't help but feel that is asinine.
#36
Posted September 18 2013 - 08:12 PM
at least the blowout matches should be resolved for the most part, but does this game route through fuzzy bunny telia.net by any chance_
edit-
looks like my connection does route through telia.net to get to the hawken servers. this is probably another game I won't be able to play because of those swedish fuzzy bunny
Edited by PartyTime, September 18 2013 - 08:14 PM.
#37
Posted September 18 2013 - 08:12 PM
To others talking about internals changes not being enough. This is a quick patch with probably only a weeks worth of dev time ( rest testing). You can not expect something major to be done in that time, only tweaks. These tweaks will then hold everything over until the next big patch.
#38
Posted September 18 2013 - 08:26 PM
Quote
I assume this isn't the case for a lvl 1 right_ Please say this isn't the case for a level 1. You take into consideration what levels internals and items are unlocked at as well right_ Because those are unfair power spikes. I can understand much later in pilot levels.. but not low level. Or is the population dwindling/seperating out and we don't have enough ppl to play with each other now_
Quote
Adv. Armor Fusor - adjustment
Has it not been painfully clear that none of us enjoyed any sort of bonus to players via a kill or death_ No matter how small_ Or is this a matter of you not being able to just remove them because ppl paid for them and you have to credit people and that takes more than a hotfix to do_ I can understand the later obviously.
Yes I say this while playing CoD: BO2 a lot lately.. and I can still say the only thing I hate about that game is the killstreaks (now scorestreaks).. everything else is amazingly polished except for that one glaring fault it feels it needs to have. And they keep nerfing them each iteration of the game as well because of people complaining about them.
#39
Posted September 18 2013 - 08:36 PM
Quote
- Fixed collision caused by some of the tree roots on the Last Eco map.
Yay
#40
Posted September 18 2013 - 08:38 PM
[HWK]ZamboniChaos, on September 18 2013 - 06:01 PM, said:
- Evasive Device
- No longer grants bonus speed to boosting.
I proposed changes that would keep the relevance of the Evasive device, while bringing it more closely into line with overall game balance (https://community.pl...100#entry351563). But this solution technically nullifies any effectiveness this internal may have had. It's... effectively throwing the baby out with the bathwater, so to speak. For mobility, modifiers to boost speed are absolutely critical for relevance.
Due to these changes, expect a shift towards internals that modify healing and health, as it's currently the only member of the trifecta ( the others being mobility and damage output) that are still relevant. We've sort of backslidden into old territory with this change: Only juggernaut builds will make any sense for the next patch.
Also tagged with one or more of these keywords: News, Update
Cantina →
Off-Topic →
Happy Halloween, or should I say Unhappy Halloween_Started by SS396 , Yesterday, 05:36 PM News, Video, Community and 2 more... |
|
|
||
Med Lab →
Bug Reports →
THERE IS A BUG FRIEND LIST GONEStarted by stormstriker , Oct 27 2014 Game, News, Community and 1 more... |
|
|
||
Colony Hub →
Community Events →
Axe-Attack Official Thread [TPG League]Started by CounterlogicMan , Oct 12 2014 Community, News, Video, Event and 3 more... |
|
|
||
Colony Hub →
General Discussion →
Brazil server volume increase (September 29)Started by Sam123456 , Sep 29 2014 News, Announcement |
|
|
||
Colony Hub →
General Discussion →
Faster, Stronger, Softer, FuzzierStarted by ReachH , Sep 25 2014 Announcement, Alpha, Exclusive and 2 more... |
|
|
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users