This build is scheduled to hit PTS at 5:00pm, 3/7/2014
You can find release notes for previous unreleased PTS patches by using the link(s) below:
FC.31.20140303.1Release Notes for FC.31.20140303.2:Vehicle Weapons:- Incendiary Rounds now has a range of 100ft. It no longer has a taunt component. Its cost has been increased.
- Flamethrower now puts an 8 second taunt on affected targets, and has increased damage.
- AA Missile now deals only Crushing damage instead of split Crushing/Fire. Its damage has been increased, and its Energy cost reduced.
- Holographic Field now provides a fixed bonus to Dodge and Avoidance, instead of calculating the bonus from your current movement speed.
Vehicle Mods:- Ammo Regen mods now stack properly.
Bugfixes:- The Overdrive energy unlock no longer triggers on vehicle powers.
Debugger:- Flamethrower Mk 2 is available on the Debugger.
- The Debugger now sells "Enemy Hull Scanner Type B", a PTS-only variant of the mk 9 without armor penetration. You can compare output from this mod directly to output from the mk 9 to test Armor Penetration.
Please format any bugs you find in the following format:Bug
Where it happens
What happens
Please stay on topic in this PTS thread. We use bug reports from this thread to decide whether a PTS build is ready to go live, and so we need to make sure we're seeing everything in it. Please do discuss the changes, but if you find yourself writing about something that isn't specific to what's on PTS, then that should probably go elsewhere.
In particular, do not report bugs from the live game in this thread, unless they are impacted by changes in the PTS build.
Comments
Outstanding to see that you've fixed the last of the heavily overpowered vehicle weapons, this one being the 'this power taunts all mobs period when used far better than any player taunt could EVER do' bug.
Glad to see you're listening to us, crew.
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And playing by myself since Aug 2009
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Also, CO seems to have some gear progression these days, so take note on what other games do. They add content for which that new gear is required, they don't just nerf old stuff and at the same time add new and stronger stuff to buy.
Railgun, sniper, focused shot?
Oh and while the vehicles are getting looked at, can the weapon order in the powerbar by made dependant on the order in the vehicle weapon slots?
The current answer is no because when a vehicle/become is created the person making it has no control over where the powers go(exceptions being boost and reload on vehicles so it would appear specialty slots can be customized somewhat?) I do not understand, however, why a become has it's powers awkwardly locked in the same places each use where the vehicle can shuffle them to make it more annoying with each use. Just to toss something out there, STO just got "Ship Layouts"(builds for their ships) which might be usable for CO Vehicles? <wink><wink><nudge><nudge>
Despite providing the above information, I simply support your quote and think if this is to be a productive review/revamp then this should be made to happen. :biggrin:
Join Date: Aug 2009 | Title: Devslayer
XS
I didn't say the problem was completely fixed.
XS
You aren't using Sniper Rifle "right" if it doesn't mess up enemy AI and make them do nothing.
Oh no it costs appropriate energy for the damage it does... the horror.
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Whoever you are, be that person one hundred percent. Don't compromise on your identity.
As long as you are in the air and over 100ft above an NPC it will stand there not doing anything no matter what it is you are using. Focused shot isn't anywhere near good enough to have a point to be used for farming however sniper with the old PvP primary gear is amazing when the max distance away. Infact I would like it if they would put that back as a PvP reward again for like 500k acclaim or something because it makes sniper very viable. But yeah as for the making NPC's unable to get to you, it really doesn't matter what you use just go 101ft in the air.
A Playlist of my CO PvP video's (starting from post nerf PTS team duels)
Wish i could've tested it on PTS, but we still don't get any of the store unlocks and whatnot that we have on Live...
Snark never dies.
Honestly, this game needs AI revamp in the first place. Before Cryptic will end nuking everything save for the most primitive melee DPS powers because:
a) - so-called CO AI is too dumb to deal with ranged attacks or,
b) - so-called CO AI was too dumb to deal with CC (thankfully for CO, CC was already nerfed into
oblivion)
:rolleyes:
XS
Oh, unless you are talking about Gravitar. But you were the person stating that completely RNG targeted attack is a "fair" difficulty.
Are you seriously increasing prices for things that have a standard price in game?! Either make Mark 3's around 140k to 160k TOPS OR make the price of Mark 1s 50k, Mark 2s 100k and Mark 3s 150k each.
At least let us turn vehicle weapons in for a refund of 80% at the very least!
Stop scratching into the bottoms of our pockets. It excludes a majority of players and scares away potential new ones.
Yes please!
I agree, the price is a bit too high for the IIs. It's almost double what it is now.
XS
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+1!
The Questionite Prices on Travel-powers are also quite ridiculous, considering current prices. Questionite travel-powers are at least 220% the price of the Z-store Travel powers, if you go by the Questionite exchange for what Questionite is worth.
XS
I outfitted a Mammoth with one Rank 9 Onboard AI Mod, which should increase critical chance to 15.6%. I spent 10-15 minutes attacking various mobs in Andrith, using both Pulse Beam and Incendiary Round, and never once saw a Critical.
Could critical effects be working for some vehicle types and not others?
"Without data, you're just another person with an opinion." -- W. Edwards Deming
Hyperkinetic Dampening System really needs to be toned down. It's on active defense levels of survivability (honestly it's better than the majority of what players get) and should be treated as such. It should have a long cooldown (like a minute thirty), or have its effectiveness drastically reduced.
Paint the target: The -res on this power is comically high. It could use some reigning in.
Vehicles and taunt: vehicles get hard taunts. Players do not. The closest thing we have is Crippling Challenge, which breaks its taunt within a couple seconds of use.
Players currently cannot compete with vehicle powers in threat generation. I don't find it too appealing that vehicles can trump player effectiveness, so I would like to see something done to even this out. I'm not a fan of hard taunts either as it trivializes making builds that actually generate threat, so I wouldn't want to see players simply getting longer lasting hard taunts.
I think it would be fair for the hard taunts on vehicle powers reduced to crippling challenge levels of effectiveness.
Flashbang Grenade: The threat bonus on this should be reduced to something more in line with what players get. 300% is excessive.
Reducing what taunts vehicles have now would require first givig them powers with ranks and advantages, so they can have their equivalent of CS to mantain threat. Otherwise tanking vehicles will end broken.
Making Vehicle taunt act like crippling challenge would add additional threat to their attacks.
They'd fare just fine like that.
XS
Join Date: Aug 2009 | Title: Devslayer
The same players who are guilty of gimping vehicles before, it seems.
"can't stand vehicles"
"hidden agendas"
"same people"
"fail"
Ok,not gonna dwell on this too much(thanks for the laugh though) but let's try to be more civil and less jabby please.
Ok, so let's examine a few things.
One side says dampener is too strong and the other says it lacks blocking benefits. Ok, so why not just work a block into the vehicles which doesn't take up a slot and is better balanced to be a block in the 1st place?
One side says the hard taunt is stronger than a player and the other side says vehicles are meant for a more dive in, hit, and dive back out playstyle. So..what's the issue here again? When one of my glass cannon toons gets aggro I use evasive most of the time and get out of the way. So why not apply CC/CS to some vehicle weapons and then maybe, for contrast, put in a -aggro attack as a more "not in the face! not in the face!" option?
And I keep seeing "unviable" or "not worth it" yet I can pick up a Fire Ant/Desert Fox/Widow/Exojet(stock in most cases) and basically faceroll on my keyboard down the streets murdering happily as I go. Earlier I soloed Kiga down to about 1/3rd just to do some testing and when I was done I took GP and just randomly flew through the area aggroing everything I could get my hands on and didn't encounter any real energy issues. I will, however say, I do think something should be done with the default reload....because it does feel sluggish on those occasions when I actually have to use it. I noticed, however, with railgun that the natural "just sitting there" energy regen was enough to keep it going pretty much nonstop.
It is my opinion that a vehicle should be somewhere between an AT and a FF. That it should be an option in a game where the superhero is the focus(since you don't level the vehicle to 40, you level the hero). It is, however, my larger opinion that this entire project was ill-timed. I, personally, would have put this after a larger baseline adjustment to the powers(and maybe some AT tweaking) so there was a more comprehensive baseline with a single set of power standards...THEN balance the vehicles into their notch on that ladder. As I see it now, some good(and likely some not-so-good) are going to hit Live and when the attention does shift to the powers it will bring into question the relevance of most of this pass.
To me the 3 largest issues that have come up in this pass are...
1) fixing the effects on GP so it doesn't cause people actual physical pain.
2) IR2's taunt mechanics were insane.
3) Mob AI needs to be able to handle attacks from ranges of 110-120+.
Now alot of mobs can handle these types of attacks now but alot of the larger ones just derp out. A few years ago they gave Qwyjibo the ability to hurl a boulder at snipers which also had NTTG on it(whether this still works or has bugged out I am uncertain of at the time of this post to be honest). I remember testing that on PTS and it worked.
Overall, I think this pass has shone a light on some larger issues in regards to overall balance and Mob AI but that's not the point of this pass sadly. Also, I still think it would shed alot of light onto the subject if Lordgar/Radio would be nice enough to just kinda fill us in on the goal/vision of vehicles.
P.S. Am I the only person who sees "Railgun" and thinks something like a Jesse Ventura Predator Vulcan Minigun maintain style power with a nice "whiiiiiirrrrrrrrrr tat-tat-tat-tat-tat-tat-tat" than a 50 cal high powered sniper rifle? Just curious.
P.S.S. While we're on the subject of vehicles? Where's the cheesy old black and white movie style Flying saucer with the top half of your toon sticking out of the top? Could somebody make that in a more Gadroon looking style and then a variant in black, white, and grey with visible fishing line coming off the top? :biggrin:
P.S.S.S.(yes I know, please bare with me I'm on a roll here) Also, if vehicles are to truly be integrated into CO, and it looks like the exception will be to make them look like they actually belong in CO, then how about doing the opposite and replacing a few models and such here and there in the game with things that looks like the vehicles? How about the Viper in Desert get a few Desert Foxes with a Viper Logo on them? How about a new mission where it's their new big deal and you have to take out 6 "Viper Hover Tank Pilots" before they can get to their new Desert Foxes or you have to fight those too? Just if this is how it's gonna be...why not tie it all together more solidly is all I'm saying?
P.S...ok, I'm kidding. Thanks for sticking around this long.
Join Date: Aug 2009 | Title: Devslayer
Well, sort of at least. A straight up block would not necessarily make sense.
My idea: Instead of having shift give a speed boost, how about it provides a straight Dodge/Avoid % boost similar to Fluidity? I almost want to call it "Evasive Maneuvers", but that's already a hero power. Wait, "Maneuvering Thrusters"! That could work. Anyway, this Maneuvering should not cost energy, but at the same time you cannot attack since it you are focusing on your piloting. Reloading is okay though.
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