This build will hit PTS at around 7:00pm Pacific Time, 9/22/2014.
You can find release notes for previous unreleased PTS patches by using the link(s) below:
FC.31.20140919.0Release Notes for FC.31.20140919.3:Mechanon Event:- Fixed a problem with Mechanon trying to spawn in after the timer runs out.
- Raised the target cap on the Mega Destroids' Destroyer Blast.
Release Notes for FC.31.20140919.2:Mechanon Event:- Fixed an issue that caused two sets of billboards to appear on top of each other.
- Minor tweaking to the event.
UI:- The "reloaded" loading screen image has been replaced with a Mechanon-themed loading screen image.
Steel Crusade:- Heat Wave: The Cryogenic Spray no longer tries to auto-equip itself when you receive it.
Costumes:- Mechanon arms: Fixed an issue that prevented the textures on the metal and leather materials from displaying properly. Added glow to the 3rd and 4th color channels.
- Mechanon legs: Added glow to the 3rd color channel.
- Mechanon Shinguards: Fixed an issue that prevented the textures on the metal and leather materials from displaying properly.
Release Notes for FC.31.20140919.1:Steel Crusade:- The "Mechanon's Greatest Foes" Lore is now available in the Cislunar Mechanon mission, fixing a bug where duplicate Lore was offered.
- The ADIS Platform in UNTIL HQ will now allow more than one player to interact with it at a time.
- In Brain Freeze and Project Clockwork missions, one player finishing the expository cutscene will no longer complete other players' objectives.
- Added a missing message to the recognition vendor's costume store.
Costumes:- Added several new "channels" to the Junkbot TV screen. Most of these are courtesy of Kaizerin!
Vehicle Mods:- Regenerative Biosteel: The Bonus Ammo Regeneration was activating unexpectedly often. This stat has been changed to activate once per second, and scaled appropriately. Note that energy gains in your combat log are rounded up from their decimal values. This is a display bug we're looking into.
- Regenerative Biosteel has been put on the Debugger for testing purposes.
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
We told you about this when Vehicles 2.0 was being tested and when it went live. You insisted that it was working as intended. We bought Vehicle Tune Up Kits based on this information
If you are going back on this at least fix vehicles never critting ever as compensation. Don't say vehicles crit when we have dozens of accounts and data parsing that prove they don't. When they do crit it only happens one out of a hundred times you get into the vehicle.
Edit: tested the biosteels; they seem to be working to spec as per the tooltip.
XS
We tried with about 20+ people and failed but there was one left. This was before two waves of nerfs. We should test it with a bunch of people again since Plasma and Regen is dead.
Was that before or after the anti-vehicular beam changes? There was the problem that as stacks continue to grow, the encounter becomes more unmanageable even to people who are not in vehicles, which could be a problem.
Does it still have purple floaters to the right of large vehicles? In my hawk 2 the energy recover is a bunch of 2's almost off-screen. It was a slight annoyance.
Agreed with that, I've always thought the full mobility in combat was the mechanic they were designed for. The first vehicle event was a good example how vehicles could be made a requirement just by using that.
I don't remember it being brought up, and being confirmed to be working as intended. Do you have a link?
Using Quick Reload does a good job mitigating this, and you can double them up. Swapping out vehicle weapons is fairly inexpensive so you're not gimping your ride doing this. There's also running multiple vehicles with different purposes.
If you don't want to do that there's Circle of Arcane Power for infinite energy. Could also team up with a AOPM user and make those Quick Reloads do even more work.
Would like to see Plasma Beam actually be addressed.
I think Cryptic needs to have a plan for what the role of vehicles is in the game (other than revenue generator). Is it ok for vehicles to have certain advantages in specific encounters, or does "balance" mean equal in all combat parameters (while usable in only a subset of encounters)?
I agree that mod effects should match their tooltips, but while we're going down that road, let's fix vehicle crits and hull scanner.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
I think this is a relavent issue to consider. Whether it was intended or not, vehicles get used alot in these sorts of world boss encounters, and having a firm idea of where vehicles should fit into them will go a long ways towards balancing them. I honestly don't have much desire to do the Destroid event at this point, because very nearly every person to this point has been using vehicles, and with the manner in which they've been nerfed, we're not going to win.
I won't say players Can't win, but I will say this is going to make it harder on casual players.
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It's far from ruined.
On quick tap of reload (and I barely had to use it) fills the energy bar back up.
I'd be interested in seeing what someone who is more math inclined has to say. But seriously, other than occasionally having to use the reload function (which no one was using at all before), there's not much of a difference.
This is a pretty modest change.
That's been a concern of mine for quite some time now.
Will try to make it but it will be a stretch for me. I'll head home promptly after BJJ class ends tonight (unless you mean tomorrow as in Wednesday in which case it should be easier for me to get things squared away on my end to participate).
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BUG: Mechanon Arms do not have glow and the leather and metal textures are broken.
Bug: Mechanon Feet Accessory leather and metal textures are broken
Screenshot of these might help.
I'm not sure off-hand if these runs were before or after vehicles Mark 2, but I think before. I wouldn't say this is particularly conclusive one way or the other, but some may find it interesting. It will also give a baseline for comparison after the latest nerfs.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
Epic Stronghold
Block timing explained
Bzzzt. I'm selecting the combatants whose set of attacks include Plasma Beam. It is not possible to have Plasma Shear damage without Plasma Beam.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
Epic Stronghold
Block timing explained
Thanks for your expert opinion. Results are no different if I match on Plasma Shear or Plasma Beam; it's not possible to have one without the other.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
If I still understand SQL, the query is selecting the EncDPS of the player based on whether he/she uses plasma beam, not the DPS of any particular weapon. Those results are also consistent w/ my own testing (and will fall further when the recon biosteel changes make it to live).
Anyways, I've decided to exercise my right to self-censor and refrain from further comments on this topic. Thank you for the discussions so far.
Epic Stronghold
Block timing explained
Correctomundo.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
Since you have 39 encounters, I assume you have enough datapoints. Can you plot frequency-binned histograms of the data? I think though the means are close, the pbeam data will have a bit more positive skew than the non-pbeam data, but that's me guessing again.
Unfortunately, the data I moved over to SQL is not quite that granular, i.e. I don't have individual attacks, or time periods smaller than "encounter" because the disk space requirements get large. I do expect you're right about the skew.
"Without data, you're just another person with an opinion." -- W. Edwards Deming
You're right, So I'll post screen shots....once I update the PTS.
BUG: Mechanon Arms do not have glow and the leather and metal textures are broken.
Bug: Mechanon Feet Accessory leather and metal textures are broken
And below, the pictures.
Here are the Mechanon Arms with cloth textures:
Here it is with leather and metal textures:
As you can see, the leather and metal textures are broken compared to the cloth textures. Also the 4th color channel should have glow options like the other mechanon parts.
Here are the Mechanon Feet Accessories with cloth textures:
Here it is with leather and metal textures:
Again, as you can see, the leather and metal textures are broken.
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Release Notes for FC.31.20140919.2:
Mechanon Event:
UI:
Steel Crusade:
Costumes:
Before the .2 update, we were testing the OM with Mechanon spawning. The event failed since there was only a handful of us.
After the event failed and all the mobs faded out, Mechanon started to flicker in and out of view (at his spawn point) and several of the Champion NPCs responded (did see whether they faded out at the failed time out or not). Witchcraft and Nighthawk stood at Mechanon's feet and kept yelling "Mechanon!" and other of their phrases. The did not attack but reacted as if they had been hit by something and spit handfuls of the buff orbs.
Awesome! That is perfect! And the new glow channels on the 3rd color is different. Will have to check them out.
All I can ask for now at this point is the following: Suggestion: Add glow to the Junkbot Work Light 4th Color (the color of the light bulbs).
Finally. nice quick updating the bugged costume pieces
New wallpaper?
[at]riviania Member since Aug 2009
P[11297084],:1370.22
P[11297084],Fissure:577.181
P[11297084],Wield Earth:679.702
P[11515699],Anti Aircraft Missile Mark 2:43966.6
P[11515699],Plasma Beam Mark 3:73181.2
P[11515699],Plasma Shear:544539
P[11515699],Raptor Bite:799.209
P[11526875],Gatling Gun:155425
P[11526875],Steady Shot:5366.87
P[11526875],Submachinegun Burst:1357.05
P[1353345],Plasma Beam Mark 2:52630.3
P[1353345],Plasma Shear:396748
P[5114350],Plasma Beam Mark 2:8580.58
P[5114350],Plasma Shear:64134.2
P[7093534],Plasma Beam Mark 3:54591.3
P[7093534],Plasma Shear:410332
P[73301],:575.835
P[73301],Burning Chi Fist:8497.95
P[73301],Clobber:2107.63
P[73301],Force Blast:1815.37
P[73301],Force Cascade:2517.41
P[73301],Inexorable Tides:1033.47
P[73301],Mighty Leap:1313.72
P[73301],Plasma Beam:14622.9
P[73301],Radion's Revenge:200.086
P[9379752],:17459.5
P[9379752],Clobber:10796.1
P[9379752],Haymaker:324924
P[9379752],Neuroelectric Pulse Generator:7160.71
P[9379752],Rising Knee:6859.85
P[9379752],Unleashed Rage:25684.4
The haymaker build did 380k damage. One plasma beamer did negligible damage (72k), the others did 450k, 460k, and 660k. I wasn't watching what passive the haymaker build was using, but it was either LR or an offensive (it looks like it might have been Night Warrior). It was almost certainly more difficult to play than the plasma builds.
Epic Stronghold
Block timing explained
The Pharaoh Arms show up in one or two odd places outside of the Robotic Arms categories. You might have selected one of those. (I don't remember off hand what they are.)
Where is that lore node? I want to see if Prime is on the list. :cool:
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I think I have the parse you're speaking of (I saw you in LI, anyhow, and I almost always log rampages, by default). From looking at the "shape" of the dps curves, I'd fully expect vehicles with the recon biosteel changes to look more like the haymaker graph when in sustained DPS scenarios. However, that needs more testing as usual.
As far as external powers such as circles, etc: in a team situation, the proper way to analyze that is average DPS of the team, not maximum DPS.
Epic Stronghold
Block timing explained
That part wasn't in direct reference to your post. There was a mention somewhere that team buffs, arcane circles, etc will make the recon biosteel change not "worth much". I simply beg to differ on this point.