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FC.31.20190524.6 - High Noon/Misc

kaiserin#0958 kaiserin Posts: 2,688 Cryptic Developer
High Noon
  • Added Heavy Cannon, Cowboy Boots and Spurs costumes to event store.




UI
  • Added Mod and Mission item storage.
  • Mod storage can store most modifications.
  • Mission storage will store mission items.
  • The mod storage has 40 slots.
  • Increased main inventory and multi-dimensional bag to 40 slots.
  • Players who purchase the Premium pack can now use the hue all button on the powers window with an archetype.



Items
  • Rank 7, 8 and 9 mods can no longer be sold to vendors.




Missions
  • Added daily mission for Andrith Ruins.



Powers
Bullet Hail/Submachinegun
  • Increased target cap on Bullet Hail and Submachine Gun to 5 (from 3). Costs on both powers have gone up due to this.
  • Extra Bullets advantage renamed Boogeyman and still grants bonus damage against feared targets.



Assault Rifle
  • Increased tap damage. Cost has gone up slightly.



Two Gun Mojo
  • Fixed a bug where Two Gun Mojo wasn't gaining a full 30% bonus when within 10ft of the target with the Close the Gap advantage.



Lock N Load
  • Removed critical chance effect on this power.
  • This power now applies stacks of Furious on you and keeps them active while the power is active.
  • Fixed a bug where the breakout damage was not scaling with rank.




Rocket
  • Damage and cost increased.
  • Cooldown increased to 20 seconds.
  • Now requires fully charging the power.
  • Target cap increased to 7 (from 5).
  • Now knocks down targets.
  • Concussive Advantage: Increased knockback distance.
  • New Advantage (2): Applies 3 stacks of Furious on you.
​​
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Comments

  • kamokamikamokami Posts: 1,633 Arc User
    edited June 2019
    kaizerin wrote: »
    UI
    • Added Mod and Mission item storage.
    • Mod storage can store most modifications.
    • Mission storage will store mission items.
    • The mod storage has 40 slots.
    • Increased main inventory and multi-dimensional bag to 40 slots.
    • Players who purchase the Premium pack can now use the hue all button on the powers window with an archetype.
    Good stuff!
    kaizerin wrote: »
    Rank 7, 8 and 9 mods can no longer be sold to vendors.
    🤔
  • jaazaniah1jaazaniah1 Posts: 4,569 Arc User
    I am seeing tabs for Mission and Mod storage, but there are no slots in them in which to put stuff.
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  • kaiserin#0958 kaiserin Posts: 2,688 Cryptic Developer
    They do not display slots like the regular inventory.​​
  • jaazaniah1jaazaniah1 Posts: 4,569 Arc User
    How does one put mods in them then?
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  • zamuelpwezamuelpwe Posts: 668 Arc User
    Bug

    Soooo...I've unlocked the Specialist AT but I forget how. Presumably either an Arc or Alienware thing. Now, I've had the character for a while but when I transferred them to PTS I got this:
    Y7odTun.jpg
    Hft18ki.jpg
    I did participate in the old AT rotation but I didn't have this character then. I hope this is just PTS weirdness (since I actually have three slots in PTS instead of two) and not something that will hit Live.
    "Interesting builds are born from limitations not by letting players put everything into one build."

    -Sterga
  • pantagruel01pantagruel01 Posts: 7,032 Arc User
    PTS does not know about your unlocks on live (though it does know whether you're Gold/LTS).
  • zamuelpwezamuelpwe Posts: 668 Arc User
    Suggestion
    The daily for Andrith Ruins should probably suggest a team instead of making it look like it should be done solo. It's not impossible but not likely for most players.
    "Interesting builds are born from limitations not by letting players put everything into one build."

    -Sterga
  • kidbskidbs Posts: 4 Arc User
    Do we get a free respec for any of the changed powers; most notably for the change to Lock N Load?
  • bringmeaslabbringmeaslab Posts: 169 Arc User
    kaizerin wrote: »
    • Increased main inventory and multi-dimensional bag to 40 slots.

    Will the veteran bag also get this increase?
  • jonesing4jonesing4 Posts: 788 Arc User
    Woof, power changes don't look too good at first glance, especially making LnL pointless for no particular reason. ETA on taking any of the trash-tier powers in the game and making them worthwhile, or is the plan to just keep heading in the opposite direction?
  • themightyzeniththemightyzenith Posts: 4,598 Arc User
    kaizerin wrote: »
    • Increased main inventory and multi-dimensional bag to 40 slots.

    Will the veteran bag also get this increase?

    :+1:

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  • theglasskittentheglasskitten Posts: 175 Arc User
    So Lock n Load now gives you 3 stacks of furious, which if you are a munitions user you likely already have or can easily get. I don’t see a reason to take Lock n Load now, especially for munition users.

    Giving it an advantage that gives Lock n Load x% crit chance per stack of furious ((and removing the new instant furious application from the power)) would be a way to keep the power useful to its set. Ego Surge is a good example.
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  • qawsadaqawsada Posts: 714 Arc User
    edited June 2019
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    The reason why you're here.
    kaizerin wrote: »
    High Noon
    Assault Rifle
    • Increased tap damage. Cost has gone up slightly.

    Rocket
    • New Advantage (2): Applies 3 stacks of Furious on you.
    ​​
    These are much needed stuff for the Soldier AT and the AR users. I'll test it later to see how much more dps I can pull off from the AR with the tap damage instead of maintaining.
    kaizerin wrote: »
    High Noon
    Lock N Load
    • Removed critical chance effect on this power.
    • This power now applies stacks of Furious on you and keeps them active while the power is active.
    • Fixed a bug where the breakout damage was not scaling with rank.
    [/list]​​
    RIP general crit AO. I can see this being favorable for the Soldier AT and every melee user, however.
    kaizerin wrote: »
    UI
    • Added Mod and Mission item storage.
    • Mod storage can store most modifications.
    • Mission storage will store mission items.
    • The mod storage has 40 slots.
    • Increased main inventory and multi-dimensional bag to 40 slots.
    • Players who purchase the Premium pack can now use the hue all button on the powers window with an archetype.

    Items
    • Rank 7, 8 and 9 mods can no longer be sold to vendors.

    Missions
    • Added daily mission for Andrith Ruins.
    ​​
    This is quite decent as a QoL. More general storage and a tab just for mods. Landscape style is certainly better than portrait style.
    x0YAmAJ.jpg

    jonesing4 wrote: »
    Woof, power changes don't look too good at first glance, especially making LnL pointless for no particular reason. ETA on taking any of the trash-tier powers in the game and making them worthwhile, or is the plan to just keep heading in the opposite direction?
    I would assume Lock N Load, and the Rocket Furious Adv, was meant to help the Soldier At in maintaining their Furious. The reason why the Soldier AT would want Furious is to maximize the Assault Rifle's dps with the adv, Uncompromising. Uncompromising does more damage than R3 if the user is under the Furious buff.
  • chimerafreekchimerafreek Posts: 382 Arc User
    Oh. Yey. Munitions. Getting attention. Again.
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  • poptartmaniac#8493 poptartmaniac Posts: 246 Arc User
    edited June 2019
    Okay love the inventory stuff, the 2 gun mojo bug i reported before, the other things, very excited to see everything thank you ^_^

    but why remove the crit on lock and load? all this does is make all the other AO's more attractive, creating a new meta and putting this one out of rotation, furious isn't very good AND, munitions users woudn't really have an incentive to get it because they'll already have some other way to apply furious. If this is for the soldier AT, I'm pretty sure there is other ways you could give it furious. There is kind of a trend going in this game of changing things that don't need to be changed, they're already okay as is.
    .

    the set that should be getting attention imo is archery. it's pretty bad damage and dps right now.

    but again thanks for all the other changes they're nice.
  • shadowolf505shadowolf505 Posts: 663 Arc User
    I love the Heavy Canons and the changes, hope to see more amazing things in the future.
    Link to my build thread on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1346940077
    Broken parser test here: https://gyazo.com/25ccc5aaa2f98523d217ffe0c07e1dbb
    @shadowolf505 in game, same on the forums too.
  • phasestarphasestar Posts: 81 Arc User
    The Lock n Load change doesn't completely make sense to me, but I could still see it being useful in some cases. It is very widely used among free-forms in its current state though, so it may cause some retcons.

    Love all the other changes.
  • chaosdrgnz43chaosdrgnz43 Posts: 1,672 Arc User
    This must because of Lez's poll that munitions was the most underwhelming change. :3c

    Also, YES! Mod Storage!
    And LnL's crit chance will stem from Furious now, huh? Really pushing Furious into this set.
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  • zamuelpwezamuelpwe Posts: 668 Arc User
    Worth pointing out that while LnL lost its raw crit, it still has a cost discount and a damage buff. It doesn't just give out Furious.
    "Interesting builds are born from limitations not by letting players put everything into one build."

    -Sterga
  • spinnytopspinnytop Posts: 16,447 Arc User
    edited June 2019
    kaizerin wrote: »
    Lock N Load
    • Removed critical chance effect on this power.
    • This power now applies stacks of Furious on you and keeps them active while the power is active.
    • Fixed a bug where the breakout damage was not scaling with rank.
    • Heeeeeey that sucks about the crit chance being removed :D
    • Heeeeeey that's cool about it stacking Furious I guess... except in any scenario where I would use this with a Munitions toon I'm already gonna have 3 Furious stacks so functionally all that happened is the power no longer provides any extra crit chance. Might be neat for non-munitions frameworks tho... was that the intent here? To make Lock'n'Load better for non-munitions frameworks? Well, I guess Assault Rifle users might use it to get their initial stacks of Furious... hey wait... what's that over there...
    kaizerin wrote: »
    Rocket
    • Damage and cost increased.
    • Cooldown increased to 20 seconds.
    • Now requires fully charging the power.
    • Target cap increased to 7 (from 5).
    • Now knocks down targets.
    • Concussive Advantage: Increased knockback distance.
    • New Advantage (2): Applies 3 stacks of Furious on you.
    • Hey neat, I can stop using Howl. :D
    • Also I remember suggesting this when the Munitions changes were on PTS last time u3u
    • Also damage being increased means this might be a viable part of a munitions rotation now.. maybe. The fact that it needs to be fully charged might completely eradicate any possibility of that since the power does less dps when fully charged. Oh and it'll only be ranked to Rank 2 since I need that Furious advantage... hmmm... guess not. Maybe I should keep using Howl instead of getting this new Advantage...
    • Target cap increase is neat tho! Wish it came with a radius increase...
    ​​
  • qawsadaqawsada Posts: 714 Arc User
    edited June 2019
    And LnL's crit chance will stem from Furious now, huh? Really pushing Furious into this set.
    zamuelpwe wrote: »
    Worth pointing out that while LnL lost its raw crit, it still has a cost discount and a damage buff. It doesn't just give out Furious.
    Here is how I see it. Lock N Load has the Two Smoking Barrels adv. A player with a spammable melee attack will constantly recharge Lock N Load and get Furious up most of the time. And then there the part where Furious causally heals you and break you out of stun.
  • The mod storage is a welcome change.
    • Heeeeeey that sucks about the crit chance being removed :D
    • Heeeeeey that's cool about it stacking Furious I guess... except in any scenario where I would use this with a Munitions toon I'm already gonna have 3 Furious stacks so functionally all that happened is the power no longer provides any extra crit chance. Might be neat for non-munitions frameworks tho... was that the intent here? To make Lock'n'Load better for non-munitions frameworks?

    I don't think so. If anything, I'd say it makes it less attractive to non-munitions characters (Furious or not, the crit chance is reduced, and most people aren't going to take an AO for self-healing). It feels to me like they're trying to nerf it without making it feel like a straight nerf, but I can't see a reason why that would be considered desirable when Ice Sheath is around. Perhaps I'm reading too much into it.

    In any case, it seems very bizarre.
  • spinnytopspinnytop Posts: 16,447 Arc User
    edited June 2019
    qawsada wrote: »
    And LnL's crit chance will stem from Furious now, huh? Really pushing Furious into this set.
    zamuelpwe wrote: »
    Worth pointing out that while LnL lost its raw crit, it still has a cost discount and a damage buff. It doesn't just give out Furious.
    Here is how I see it. Lock N Load has the Two Smoking Barrels adv. A player with a spammable melee attack will constantly recharge Lock N Load and get Furious up most of the time. And then there the part where Furious causally heals you and break you out of stun.
    • All AOs give damage bonus and LnL doesn't give any more than the normal amount, so that's not really a + for LnL.
    • All AOs break you out of stun, so that's not really a + for LnL either.
    • The cost discount just reminds us that energy management isn't a thing for the vast majority of builds.
    • Furious' healing is... well it's nothing to write home about.*
    • Furious' crit is neat, it's basically another 3 specialization points worth of crit chance.*
    • The recharge advantage generally means you have to take a hit to your dps to take advantage of it, whether you're melee or ranged or even a hybrid of the two.

    * - all benefits of Furious are null for Munitions builds since they'll generally already have 3 stacks of Furious all the time anyway. That's my issue with removing the crit and replacing it with Furious, it makes this AO worse for its own power set unless you're using a Munitions build that does not already stack Furious. It's like the opposite of the Ego Surge change.​​
  • qawsadaqawsada Posts: 714 Arc User
    edited June 2019
    You didn't even bother reading what Lock N Load does entirely, so there there no point in talking to you or ever from here on out.
    The mod storage is a welcome change.
    1 don't think so. If anything, I'd say it makes it less attractive to non-munitions characters (Furious or not, the crit chance is reduced, and most people aren't going to take an AO for self-healing). It feels to me like they're trying to nerf it without making it feel like a straight nerf, but I can't see a reason why that would be considered desirable when Ice Sheath is around. Perhaps I'm reading too much into it.

    In any case, it seems very bizarre.
    Lock N Load is a munition AO and munition is more focusing around Furious. This change is similar to the Ego Surge and the TK update a while back. Ice Sheath, when Ice get a proper revision, will get change for sure.
  • edited June 2019
    But if munitions characters are already stacking Furious, then they have no need of it from their AO.

    Ego Surge was a case of an overperforming AO. It's difficult to call the (soon to be) old LnL an overperformer in the face of Imbue and Ice Sheath.

    I also see no particular reason why LnL should be so heavily chained to munitions. In fact, given that it is currently the only AO in the Tech framework, it arguably can't perform its role unless it is a generalist AO. And that's before considering the fact that there isn't anything inherently wrong with abilities translating well between frameworks (so long as the results aren't gamebreaking).

    It's possible they're planning to add four more AOs and nerf two others, but such an assumption seems quite suspect to me, given that Power Armor already had a revamp and nothing really changed about it.

    This isn't some terrifying change that is going to turn the game on its head; it's just odd. Worst case scenario, more people start using Intensity or Imbue or something. As for ATs...well, if they care about that sort of thing, they should have been grinding questionite to become FFs anyway.
  • spinnytopspinnytop Posts: 16,447 Arc User
    edited June 2019
    qawsada wrote: »
    You didn't even bother reading what Lock N Load does entirely, so there there no point in talking to you or ever from here on out.

    Not sure who this was directed at since it came before the quote o3o if it was directed at me, pray tell what did I miss cause as far as I know: standard damage bonus, standard hold break, power cost discount, and crit chance (now furious), and the 2 smokey barrels advantage.

    Also who is Ever?
    qawsada wrote: »
    Lock N Load is a munition AO and munition is more focusing around Furious. This change is similar to the Ego Surge and the TK update a while back. Ice Sheath, when Ice get a proper revision, will get change for sure.

    This is actually the opposite of the Ego Surge change. The Ego Surge change made Ego Surge more useful for TK, and less useful for other power frameworks. This change to LnL makes LnL less useful for Munitions, and more useful for other frameworks by comparison since Munitions will likely already have Furious stacked, but other frameworks won't.
    I don't think so. If anything, I'd say it makes it less attractive to non-munitions characters (Furious or not, the crit chance is reduced, and most people aren't going to take an AO for self-healing). It feels to me like they're trying to nerf it without making it feel like a straight nerf, but I can't see a reason why that would be considered desirable when Ice Sheath is around. Perhaps I'm reading too much into it.

    In any case, it seems very bizarre.

    I'm not saying it will become more attractive to other power sets, I'm saying it is now more attractive to other powersets than it is to munitions. You even said so yourself "But if munitions characters are already stacking Furious, then they have no need of it from their AO." so we're actually in agreement on this - I guess you just misunderstood what the focus of my statement was.

    This really only nerfs it for munitions. It will remain one of the more attractive AOs for most powersets because it's still 6% extra crit chance, while most AOs give none. For Munitions it now only gives cost discount, and offers the option of Two Smoking Barrels; bonus crit chance is functionally gone for Munitions unless it's a build that doesn't already stack Furious, i.e. Assault Rifle without the Furious-based advantage, which is a build that's already taking a damage hit that won't be made up for with this AO giving it Furious temporarily.​​
  • qawsadaqawsada Posts: 714 Arc User
    But if munitions characters are already stacking Furious, then they have no need of it from their AO.

    Ego Surge was a case of an overperforming AO. It's difficult to call the (soon to be) old LnL an overperformer in the face of Imbue and Ice Sheath.

    I also see no particular reason why LnL should be so heavily chained to munitions. In fact, given that it is currently the only AO in the Tech framework, it arguably can't perform its role unless it is a generalist AO. And that's before considering the fact that there isn't anything inherently wrong with abilities translating well between frameworks (so long as the results aren't gamebreaking).

    It's possible they're planning to add four more AOs and nerf two others, but such an assumption seems quite suspect to me, given that Power Armor already had a revamp and nothing really changed about it.

    This isn't some terrifying change that is going to turn the game on its head; it's just odd. Worst case scenario, more people start using Intensity or Imbue or something. As for ATs...well, if they care about that sort of thing, they should have been grinding questionite to become FFs anyway.
    Not really. The AO is an on-demand Furious and could be use at any range. If the munition character have to block or fail to use a refresh by the time Furious' timer goes off, they could just pop the AO and have a constant Furious for 12 seconds. This give the munition user a sense of flow without breaking theme by adding in Howl to refresh Furious on demand.

    Ego Surge was made so that it fit in line with TK while discouraging it usage by everyone in the server. Lock N Load was the go-to general use AO after that change, and now its happening again, but by making it more of a munition and furious user. This pattern will repeat when Imbue and Ice Sheath get look over.

    As a PA user, I only use an AO to break out stun because of how using an AO on a PA tend reduce the total DPS of the PA, with the whole disabling power and all. If I were to give an AO to PA, it would be something a long the line where you can use that AO and it doesn't cause all your PA power to stop.

    While I do agree the change seem odd, I see why Kaizerin did the change on Lock N Loaded, and it brought in more support for the munition user to get a Furious on demand and remaining on theme. Those that are on AT would probably stay on their AT until they got the money or questionite to change, so this makes it easier on them.
  • pantagruel01pantagruel01 Posts: 7,032 Arc User
    The problem with nerfing the better active offenses is that baseline active offenses are kinda cruddy; active offenses are fillers for the last couple power slots on a build, not important abilities.
  • spinnytopspinnytop Posts: 16,447 Arc User
    edited June 2019
    qawsada wrote: »
    Not really. The AO is an on-demand Furious and could be use at any range. If the munition character have to block or fail to use a refresh by the time Furious' timer goes off, they could just pop the AO and have a constant Furious for 12 seconds. This give the munition user a sense of flow without breaking theme by adding in Howl to refresh Furious on demand.

    The only reason you would take Howl is a) to get Furious up at the start of a fight, and b) to keep it up outside of combat/proc it while travelling to keep your form stacked. AOs have too long of a cooldown to do B, so A is the only functionality this really adds for a munitions build (one could argue that Rocket does it better now, but hey theme). So yes, for Assault rifle builds that don't take Rocket, and who don't want to temporarily run into 50 range to build Furious, this change has a benefit. That's extremely niche compared to Ego Surge's benefit, which benefits all TK builds that use Ego Leech ( which is all of them ). Given how niche that is, it doesn't seem worth it given what had to be given up to get it, especially considering that even those builds had to give up that thing.

    This is a really weird change, not because it's a nerf, but because it's a nerf to this powers synergy with its own framework. The fact that it keeps Furious refreshed the whole time doesn't change that at all. Nerfing other AOs also wouldn't change that.​​
  • qawsadaqawsada Posts: 714 Arc User
    The problem with nerfing the better active offenses is that baseline active offenses are kinda cruddy; active offenses are fillers for the last couple power slots on a build, not important abilities.
    Usually, yeah. I just seeing this being use for AT users and the utility it brings to the table rather than just being big crit.
  • atherrisatherris Posts: 28 Arc User
    edited June 2019
    Just been screwing around on PTS, noticed that two gun mojo has some ticks that appear to be half damage, tested with close the gap, and r3. Same conditions, kept getting 1 number, then I'd get around half that. Intended change? If so... why?..
  • Instead of griping about yet another nerf to my characters, i'll beg for an addition instead. Please create for High Noon a Pistol Fanning maintain attack and add it to the Recognition Vendor store. @kaizerin

    ymDtXxO.jpgfanning.jpgCT-0814-3.jpg
    tumblr_p2vxtk5wVz1qmob6ro2_r1_500.gif
  • lillysaturnlillysaturn Posts: 108 Arc User
    edited June 2019
    kaizerin wrote: »
    High Noon

    Rocket
    • Damage and cost increased.
    • Cooldown increased to 20 seconds.
    • Now requires fully charging the power.
    • Target cap increased to 7 (from 5).
    • Now knocks down targets.
    • Concussive Advantage: Increased knockback distance.
    • New Advantage (2): Applies 3 stacks of Furious on you.
    ​​

    20 sec cooldown ?
    Ok there goes the RL using character.
    Revamp time again.
    Whats it with the "Furious" Obsession these days?

    *sigh*
  • spinnytopspinnytop Posts: 16,447 Arc User
    20 sec cooldown ?
    Ok there goes the RL using character.
    Revamp time again.
    Whats it with the "Furious" Obsession these days?

    *sigh*

    Long range builds have lacked a way to apply Furious at long range other than Howl. Rocket now fills that role.​​
  • jaazaniah1jaazaniah1 Posts: 4,569 Arc User
    Presumably all this going live today, so feedback moot?
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  • jaazaniah1jaazaniah1 Posts: 4,569 Arc User
    lezard21 wrote: »
    The problem with nerfing the better active offenses is that baseline active offenses are kinda cruddy; active offenses are fillers for the last couple power slots on a build, not important abilities.

    just keep taking Imbue o3o​​

    Which will be nerfed to only work decently with Celestial powers when that revamp happens.
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  • chaosdrgnz43chaosdrgnz43 Posts: 1,672 Arc User
    jaazaniah1 wrote: »
    Presumably all this going live today, so feedback moot?

    It went Live. All feedback are trash now. :)
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  • avianosavianos Posts: 5,551 Arc User
    Yaaaaaaaaaaaaaaaay another PTS update with less than 12 hours going straight to Live :|​​
    POWERFRAME REVAMPS and BUG FIXES > Recycled Content and Events
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  • avianosavianos Posts: 5,551 Arc User
    lezard21 wrote: »
    PTS notes is the costume preview thread now. Feedback comes from Live. Time optimization \o/
    Imagine all those years wanting to have access to PTS to help providing feedbacks and bug fixes to the DEVs before the update hit live, and manging to get access for this to happen
    16b.png​​
    POWERFRAME REVAMPS and BUG FIXES > Recycled Content and Events
    An Introvert guy who use CO to make his characters playable but farms way to much to archieve that
    Playing as EVERYTHING but Superheroes (BUT they are my Heroes) Eternal Silver since 1 February 2011
    Currently playing with 86+ Characters (7 ATs, 79 FFs) Loving all of them, ALTitis for Life but I'm running out of unique FF builds!
  • spinnytopspinnytop Posts: 16,447 Arc User
    I wonder if they got an internal testing team and don't need us anymore ;_;​​
  • mastercontrol7mastercontrol7 Posts: 180 Arc User
    edited June 2019
    I had a feeling a storm was, saw it coming a mile away.... oh boy.

    Powers

    Assault Rifle :+1:

    Increased tap damage. Cost has gone up slightly. ;

    [Is tap even reliable in DPS?]




    Lock N Load

    Removed critical chance effect on this power. [ :-1: ]

    [ why? would that kill the point of using\want it? if not it had for me.]

    This power now applies stacks of Furious on you and keeps them active while the power is active.
    Fixed a bug where the breakout damage was not scaling with rank.

    [ that like giving candy to someone who already have candy like Foxi was saying, and keeping Furious Stacks up isn't
    hard if you got good mean to build it back up like SMG/hail of bullets & lead tempest, also Furious is Reset able with shotgun and Burst shot, this will be very pointless for those who get these buffs on the fly already, however other build not so much and it really for them then it is for the AT Soldier/Gunslinger & munition with said Fury Resetters build types, if all i'm getting is a common buff
    then should i use this anymore? (i haven used it by few months now and surely not going to go back to it anytime soon) what the Pros about this? other then the fact it give offense, break out of hold, and something that needs just rank 3 to even get full THREE stacks of furious? ]




    Rocket

    Damage and cost increased. [ :-1: ]
    Cooldown increased to 20 seconds. [ :-1::angry: ]
    Now requires fully charging the power.
    Target cap increased to 7 (from 5). [ :-1: ]
    Now knocks down targets. [ :-1::angry: ]
    Concussive Advantage: Increased knockback distance. [ :-1::angry: ]
    New Advantage (2): Applies 3 stacks of Furious on you. [ :anguished: ]

    [there Are four things that REALLY BUGS ME here.

    1 why is the Cooldown is 20 seconds instead of 7 seconds or just 5-3 seconds? this is not a Ultimate and the damage isn't much of a change some of the damage look like it less then before to be honest [3000-3770 on test dummy on with 8 stacks in PTS]

    2 why is the Target cap 7? All Grenade and AOE munitions caps are 3-5, so why do Rocket have Target cap 7 instead of just 10-20? i mean if we going have to wait 20 minutes on each shot that do around 2-3k of damage might aswell be more instead less.
    ​ ​
    3 why haven't you guys just give the Rocket a Default Knockback damage of 50ft without the need of the Concussive Advantage? it been needing that for a llloooooonnnggg while now....... :/

    4 why isn't it would be 20 second if the New Advantage (2) that give 3 stack of furious on the user is Applied
    instead just a being a default 20 seconds CD regardless of choice? :/

    To me this is kinda a nerf, a un-needed kind of nerf any the only thing good about this is the furious stack to
    be truly and Franked i really don't care about, but other could make a use for it. but 20 second is just Overkill right out Overkilled of something that don't really knock unless Concussive Adventage is Applied and thats 2 point of Adventage that could had been use in offensive means... Oh well, Anyway for Soldier AT now it be more logical to use a Sniper rifle instead Rocket since it will out DPS it now and stun and fire at 120ft... unless they want to use Rocket as a buffer tool now since there also no point in using LNL. :expressionless: *shrug*
    Post edited by mastercontrol7 on
  • magpieuk2014magpieuk2014 Posts: 1,254 Arc User
    To me this is kinda a nerf, a un-needed kind of nerf any the only thing good about this is the furious stack tobe truly and Franked i really don't care about, but other could make a use for it. but 20 second is just Overkill right ou*

    It is excessive. The power cost is too high - the character I was using it on, who is currently level 17, can no longer charge it, which is rather pointless in a power which is supposed to be a ranged snipe opening attack. You'd need a Recovery stat of about 120 to do so (and to show how likely this is, this character has a full set of Q store gear and Rec as a Secondary stat, and only has a Rec of 82). And 20 second cooldown.... really?

  • flowcytoflowcyto Posts: 11,802 Arc User
    edited June 2019
    Not really happy w/ the change to LNL, esp since I don't see it adding much to its own powerset in exchange for the nerf to general use. At least some of the other buffs are pretty nice. With regards to Muni, I kinda wish they made Showdown apply/refresh Furious or something. Its kinda silly that Muni's own ult doesn't work w/ Furious (and thus Sharpshooter), imo.
    atherris wrote: »
    Just been screwing around on PTS, noticed that two gun mojo has some ticks that appear to be half damage, tested with close the gap, and r3. Same conditions, kept getting 1 number, then I'd get around half that. Intended change? If so... why?..
    Yea, can confirm something like this is going on atm for TGM, where some of the hits are about half the normal base dmg, and for all ranks. Its dropping TGM's performance pretty considerably.
    ________________
    <CO stuff> .: Petco :. // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • kaiserin#0958 kaiserin Posts: 2,688 Cryptic Developer
    I posted this on the release notes, but TGM's damage variance is too high at the moment. It just means it will have extremely high and extremely low hits, but damage over an extended period of time remains the same. It'll be fixed next week.​​
  • flowcytoflowcyto Posts: 11,802 Arc User
    edited June 2019
    Oh, its just damage variance? Alright, that's not as bad; sorry about missing that, and thanks for the clarification.
    ________________
    <CO stuff> .: Petco :. // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
  • theglasskittentheglasskitten Posts: 175 Arc User
    > @lezard21 said:
    >
    > I MEAN
    >
    > can't this be turned into a feature? wielding guns gansta style does not work outside of movies. Just balance the power so that the high rolls hit higher than currently and the low rolls hit lower and have the average DPS equal what 2gm was doing before.
    >
    > IMMERSION \o/​​


    In a single 2gm maintain i had a crit for 3800 and another crit for 1100... idk about immersion but it is definitely exciting to watch the numbers lol
    ╔══╗
    ╚╗╔╝
    ╔╝(¯v´¯)
    ╚══.¸Menagerie
  • Bug: holsters clip through coattails

    141r614.png

    As you can see in the pictures, the Western holsters available will clip into the coattails of no less than four different jacket options.

    Proposed fix: -[Belt Accessory: Cross Carry holster (handles point forward)]-

    004332_02.jpg002349_02.jpg

    If we create and add a cross carry holster, which is positioned less on the thighs and more toward the center of the hips, the gun handles will be pointing forward through the jacket gap rather than poking through the coattails. Perfect addition to the High Noon event store.

    121640c390a96737d9bda4b2c6ee3aa7.jpg
This discussion has been closed.