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FC.31.20140303.2 PTS Update

lordgarlordgar Posts: 267 Arc User
edited March 2014 in PTS - The Archive
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.31.20140303.1


Release 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.
Post edited by lordgar on
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Comments

  • edited March 2014
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  • somebobsomebob Posts: 980 Arc User
    edited March 2014
    lordgar wrote: »
    Incendiary Rounds now has a range of 100ft. It no longer has a taunt component. Its cost has been increased.

    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. :D
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  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited March 2014
    Yea, it should be down-nerfed.
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  • aiqaaiqa Posts: 2,620 Arc User
    edited March 2014
    While I in general agree with IR being a bit too good, and these changes make it more in line with other weapons, I would like to see new stuff being better balanced from the start. Those weapons being overpowered is not anything new, it has been brought up a lot by players but was soundly ignored. Like this it just seems like it was deliberately overpowered for some time to push people into spending money on getting them. And now that enough people actually have them and it becomes a balance problem it is nerfed, and this is not the first time something like that happened.

    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.
  • canadascottcanadascott Posts: 1,257 Arc User
    edited March 2014
    Nothing in the game should have a greater range than a cosmic, so good there.
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  • aiqaaiqa Posts: 2,620 Arc User
    edited March 2014
    Nothing in the game should have a greater range than a cosmic, so good there.

    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?
  • crosschancrosschan Posts: 920 Arc User
    edited March 2014
    aiqa wrote: »
    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> :wink:

    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:
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  • nbkxsnbkxs Posts: 776 Arc User
    edited March 2014
    The hull scanners still aren't working correctly, the A version appears to even be GIVING the targets resist under certain conditions.

    XS
    [NbK]XStorm
  • canadascottcanadascott Posts: 1,257 Arc User
    edited March 2014
    aiqa wrote: »
    Railgun, sniper, focused shot??

    I didn't say the problem was completely fixed. :)
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  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited March 2014
    The thing is, other sniper powers aren't breaking enemy's AI. Fire focused shot or sniper, and enemy is right after you, unless somebody else is tanking them.
  • nbkxsnbkxs Posts: 776 Arc User
    edited March 2014
    What's the dmg increase on flamethrower supposed to be? I've been testing it against the one on live; and I can't really notice a difference.

    XS
    [NbK]XStorm
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  • crypticbuxomcrypticbuxom Posts: 4,629 Arc User
    edited March 2014
    The thing is, other sniper powers aren't breaking enemy's AI. Fire focused shot or sniper, and enemy is right after you, unless somebody else is tanking them.

    You aren't using Sniper Rifle "right" if it doesn't mess up enemy AI and make them do nothing.
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    edited March 2014
    gradii wrote: »
    I'd be ok with incendiary round having shorter range and not taunting. the PROBLEM is it already costs too much to fire. adding additional cost to it in addition to everything else is overnerf plain and simple. :rolleyes::rolleyes:

    Oh no it costs appropriate energy for the damage it does... the horror.
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  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    edited March 2014
    I approve of both making IR more reasonable, and making flamethrower a little better. Still think flamethrower should be even a little better than that--has fairly short range for a vehicle power.
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  • riveroceanriverocean Posts: 1,690 Arc User
    edited March 2014
    I'm really shocked by how reasonable and sensible these adjustments are! I think and I others were very worried there would be some "over-nerfing" of vehicle abilities. Kudos to Lord Gar and team, this all looks very well done.
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  • mrhinkypunkmrhinkypunk Posts: 1,569 Arc User
    edited March 2014
    The thing is, other sniper powers aren't breaking enemy's AI. Fire focused shot or sniper, and enemy is right after you, unless somebody else is tanking them.

    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.
  • sanguinevipersanguineviper Posts: 451 Arc User
    edited March 2014
    Bug: The Samurai Bow Belt fix that went live already from the last PTS patch only fixed the Bow Ends option under the lower body>tails&rear accesories category, the one that's actually under Upper Body>Belts is still missing its bow ends option when used with full shirts.

    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...

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  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited March 2014
    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.


    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:
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  • nbkxsnbkxs Posts: 776 Arc User
    edited March 2014
    Can we please get an acct based window to put the vehicles in? Something that I can pull up, and activate a vehicle from any character from that window?

    XS
    [NbK]XStorm
  • edited March 2014
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  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited March 2014
    gradii wrote: »
    that's because without messing with enemy AI sniper rifle usually isn't close to worth the power slot.

    interrupted when you take damage kinda does that to it.
    Not really. It's a very good Alpha strike even when fired only from under 100ft. Plus, it's an anti-boss skill. Any tank holding aggro makes it trivial to use sniper.

    Oh, unless you are talking about Gravitar. But you were the person stating that completely RNG targeted attack is a "fair" difficulty.
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  • crypticbuxomcrypticbuxom Posts: 4,629 Arc User
    edited March 2014
    Lower those questionite prices for vehicle weapons! 1200Z to exchange for ONE power on ONE copy of a vehicle is absolutely ridiculous!

    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.
    nbkxs wrote: »
    Can we please get an acct based window to put the vehicles in? Something that I can pull up, and activate a vehicle from any character from that window?

    XS

    Yes please!
  • nbkxsnbkxs Posts: 776 Arc User
    edited March 2014
    Lower those questionite prices for vehicle weapons! 1200Z to exchange for ONE power on ONE copy of a vehicle is absolutely ridiculous!

    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
    [NbK]XStorm
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  • kamokamikamokami Posts: 1,633 Arc User
    edited March 2014
    Bug: hull scanners are not providing defense penetration.
  • raikamiraikami Posts: 3 Arc User
    edited March 2014
    Lower those questionite prices for vehicle weapons! 1200Z to exchange for ONE power on ONE copy of a vehicle is absolutely ridiculous!

    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!

    +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.
  • nbkxsnbkxs Posts: 776 Arc User
    edited March 2014
    Since we're going to have mk 3 guns available now, can I maybe get the ability to take the guns off of my prototype to place on other vehicles?

    XS
    [NbK]XStorm
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  • quasimojo1quasimojo1 Posts: 642 Arc User
    edited March 2014
    Likely Bug: I just did some testing on PTS and I'm still not sure that mods that increase critical chance are working correctly in all circumstances.

    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?

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  • kaiserin#0958 kaiserin Posts: 3,210 Cryptic Developer
    edited March 2014
    Railgun has a 120ft range, should probably be reduced to 100ft. That or a great many enemies in game need ways to deal with 100+ft attacks.

    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.
  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited March 2014
    Vehicles get hard taunts because vehicles can't have threat generating builds.

    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.
  • kaiserin#0958 kaiserin Posts: 3,210 Cryptic Developer
    edited March 2014
    Flashbang grants (too much) threat generation for 10 seconds on top of its taunt.
    Making Vehicle taunt act like crippling challenge would add additional threat to their attacks.
    They'd fare just fine like that.
  • nbkxsnbkxs Posts: 776 Arc User
    edited March 2014
    I disagree on the dampener, it's more of an equiv to blocking than it is an AD, and it cost 25 energy to fire it off. Especially since once the speed adjustment comes in; the softer rides won't be viable at all, as they'll not be able to escape, or survive without the shield. If they had some other way to block; then maybe it'd be ok.

    XS
    [NbK]XStorm
  • crosschancrosschan Posts: 920 Arc User
    edited March 2014
    Ok NB, so you can't fire your weapons while you're using this "block" then. :cool:
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  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited March 2014
    I think some people here can't grasp that it's about balancing vehicles, not nerfing rides into oblivion, because said players can't stand vehicles ingame at all and are forcing their hidden agendas dressed as "care about balance".
    The same players who are guilty of gimping vehicles before, it seems.
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  • blademaster5121blademaster5121 Posts: 956 Arc User
    edited March 2014
    Lower the energy cost of inc rounds, it's too high. Or better yet, revamp that crappy reload system the last guy who worked on vehicles made. There's too much downtime. When did the Batwing have to reload?
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  • crosschancrosschan Posts: 920 Arc User
    edited March 2014
    "can't grasp"
    "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.:wink:

    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. :wink:

    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. :wink:
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  • kallethenkallethen Posts: 1,576 Arc User
    edited March 2014
    Reading the discussion of the Dampener power and the lack of blocks on vehicles and was thinking on it, and I came to a similar conclusion that crosschan wrote; give vehicles a block.

    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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