January Update: Patch Notes
#21
Posted January 10 2014 - 07:35 PM
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#22
Posted January 10 2014 - 07:44 PM
Requiem132, on January 10 2014 - 07:35 PM, said:
we'll get through this bro, just hang in there
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#23
Posted January 10 2014 - 08:09 PM
[HWK]ZamboniChaos, on January 10 2014 - 07:01 PM, said:
Unintentional announcement by ZC. lol 6v6 party coming back with party match making coming in the next patch after this one.
edit: I know he ZC didn't say that exactly but still
Edited by ShadowWarg, January 10 2014 - 08:09 PM.
#24
Posted January 10 2014 - 08:30 PM
#25
Posted January 10 2014 - 09:02 PM
The Siege changes sound good too. Maybe not a perfect fix to the gametype, but way better than it is now. I will definitely have to play some more Siege after the patch.
And the server browser changes should really help too. One of the biggest problems with the current one is how it basically circumvents the matchmaking processes, and makes the whole system fail. But having a system of degrees for what servers are available will really help. I think that it also needs to show wheter the server is higher or lower in skill/level than you as well. That way, you can still join a one star server that is higher than you if you want a challenge, but avoid joining the lower ones.
#27
Posted January 10 2014 - 09:43 PM
1) there is still nothing to stop low level players joining higher ranked servers if they use the server browser- this is still not good enough, we need to segregate the skill levels. ( problem is though, not enough players to do this really as player retention is poor; *cough* ascension patch *cough* ).
2) I see nothing about the Deconstruction beam on the Technician being nerfed_
3) Siege changes are interesting, will have to see if that makes any real difference to how some people actually play though- I suspect it won't.
I suggest an incentive to make people want to go AA- XP awarded for time spent inside the control radius, with far fewer points for kills/damage done by players outside of it to those inside. This will force players to go AA if they want to score any points.
We still need vote to kick to get rid of the leeches and Eu farmers who take no part in trying to control the AA though- if you give us Auto-switch to even out teams ( because you saw it on another game ) but we didn't want it, why can't you give us team vote-to-kick to get rid of the useless time wasters_ No seriously, why not_ if it's a team decision, it won't be open to so much abuse I'd have thought.
#28
Posted January 10 2014 - 09:58 PM
#29
Posted January 10 2014 - 10:09 PM
SuicideNeil, on January 10 2014 - 09:43 PM, said:
I suggest an incentive to make people want to go AA- XP awarded for time spent inside the control radius, with far fewer points for kills/damage done by players outside of it to those inside. This will force players to go AA if they want to score any points.
^
this
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#31
Posted January 10 2014 - 10:25 PM
"Things change ... thank god, otherwise we would still hunt animals to survive and forge weapons of stone."
- FakeName
#32
Posted January 10 2014 - 10:54 PM
Sounds like you guys are thinking hard back at the office.....Good stuff......
#33
Posted January 10 2014 - 11:34 PM
ecaflip, on January 10 2014 - 10:09 PM, said:
SuicideNeil, on January 10 2014 - 09:43 PM, said:
^
this
Edit: My one real criticism about this is that I don't see anything indicating that EU gathering and AA defending are no longer separate. I haven't played Siege since near the beginning of OB because I hate it that much. One of the reason was because it was always gather EU -> launch one ship -> the EU generators would stop giving EU so you where forced to go and fight over the EU. The problem with this was that the team that launch their ship first normally won because they had the ship's guns laying down cover fire on top of them already setting up camp in the AA. The defending team then had there attention split trying to take out the guns and fighting over the AA. (maybe all of this will be fixed now that the guns no longer target players) You had no option to prep your own ship to either help provide cover fire for fighting over the AA or to at least slow down the enemy ship.
Has this been changed at all or is siege still like this_ Where you can't gather EU and defend the AA at the same time.
Edited by ShadowWarg, January 11 2014 - 12:21 AM.
#34
Posted January 10 2014 - 11:46 PM
ShadowWarg, on January 10 2014 - 11:34 PM, said:
ecaflip, on January 10 2014 - 10:09 PM, said:
SuicideNeil, on January 10 2014 - 09:43 PM, said:
this
Edited by Ker4u, January 10 2014 - 11:47 PM.
- lok'tar ogar -
#36
Posted January 11 2014 - 01:11 AM
SuicideNeil, on January 10 2014 - 09:43 PM, said:
1) there is still nothing to stop low level players joining higher ranked servers if they use the server browser- this is still not good enough, we need to segregate the skill levels. ( problem is though, not enough players to do this really as player retention is poor; *cough* ascension patch *cough* ).
"We block players from joining a server that has no stars and warn players attempting to join a 1 star server that it is a poor qualitative choice for them."
Depending on how this works, it may block servers beyond a certain upper threshold. Also, why is Ascension blamed for the population getting somewhat smaller_ It was launched around the same time school starts up again for many people, which means fewer people will be playing as often as they are on summer break regardless of whether or not they like it. Populations grow and shrink all the time for f2p games anyway, save very few exceptions.
2) I see nothing about the Deconstruction beam on the Technician being nerfed_
I would hazard a guess that the Reconstruction beam lock-on angle nerf will also apply to the Deconstruction beam, at least I certainly hope so. Would be nice to see a range reduction as well, imo.
3) Siege changes are interesting, will have to see if that makes any real difference to how some people actually play though- I suspect it won't.
I suspect it actually will make a significant difference. The EU resource generation being changed will play a big role, as well as the changes to the way ships damage the base and each other. Not so sure about the changes to AA functionality, but not going to judge it until I play it.
I suggest an incentive to make people want to go AA- XP awarded for time spent inside the control radius, with far fewer points for kills/damage done by players outside of it to those inside. This will force players to go AA if they want to score any points.
What ShadowWarg said.
We still need vote to kick to get rid of the leeches and Eu farmers who take no part in trying to control the AA though- if you give us Auto-switch to even out teams ( because you saw it on another game ) but we didn't want it, why can't you give us team vote-to-kick to get rid of the useless time wasters_ No seriously, why not_ if it's a team decision, it won't be open to so much abuse I'd have thought.
This is a dangerous and unnecessary function to ask for. Not only could it be abused by parties, it would punish people simply for being inexperienced. You have to remember that not everyone is a seasoned Siege player. It's a somewhat unique game mode with varying objectives that isn't very intuitive to the average newcomer. Try being constructive and helpful, teaching them about Siege rather than just assuming they should know what to do. Anyhow it seems like EU farming will be less of a problem with the new EU system.
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#37
Posted January 11 2014 - 01:50 AM
Edited by caduceus26, January 11 2014 - 01:53 AM.
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#38
Posted January 11 2014 - 04:09 AM
#39
Posted January 11 2014 - 05:17 AM
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well, siege changes seems not bad :C
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#40
Posted January 11 2014 - 06:24 AM
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