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FC.31.20140303.3 PTS Update

lordgarlordgar Posts: 267 Arc User
edited March 2014 in PTS - The Archive
This build is scheduled to hit PTS at 7:00pm, 3/11/2014


You can find release notes for previous unreleased PTS patches by using the link(s) below:

FC.31.20140303.2
FC.31.20140303.1


Release Notes for FC.31.20140303.3:


Vehicle Weapons:

  • Micromunitions is now a Click power instead of a Maintain. It fires multiple volleys of missiles over the next five seconds, and has a 10 second recharge.

  • Railgun now has a maximum range of 100. The damage formula caps at range 90. This is down from 120 range with a cap at 107.


Misc:

  • Added a new "Vehicle Showroom" in Ren Cen in place of the Questionite Exchange.


Preview:

  • Added the Mastodon, Smilodon, and Broadhead vehicles to the Debugger.

  • The Mammoth and related vehicles have been reduced in size by about 20%.



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

  • kallethenkallethen Posts: 1,576 Arc User
    edited March 2014
    lordgar wrote: »
    • Added a new "Vehicle Showroom" in Ren Cen in place of the Questionite Exchange.

    Awesome to see yet another player suggestion come to reality.
    100% of the world is crazy, 95% are in denial.

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  • selpheaselphea Posts: 1,229 Arc User
    edited March 2014
    Could you spawn some Exocets from the boss fight in Lemurian Invasion in Millennium City for us to try chasing down with the speed nerf? This really needs to be tested before the next Lemurian Invasion rotation hits post-vehicle update.

    Edit: Also, is Micromunitions still unavailable in the Q-store?
  • crosschancrosschan Posts: 921 Arc User
    edited March 2014
    I agree with both Kall and Selph...please. Also, Lordgar, could you please give us some insight into the design directions and intents of vehicles, this pass overall, and how everything is supposed to play out in an ideal end?
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    Join Date: Aug 2009 | Title: Devslayer
  • trailturtletrailturtle Posts: 2,291 Perfect World Employee
    edited March 2014
    PTS is back up!
  • cyronecyrone Posts: 1,030 Arc User
    edited March 2014
    I like the looks that these vehicles have. Reminds me of what I built in Space Engineers and Kerbal Space Program. :biggrin: That aside, when can we see some passes and fixes to powers?
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
  • xcaligaxxcaligax Posts: 1,096 Arc User
    edited March 2014
    lordgar wrote: »
    This build is scheduled to hit PTS at 7:00pm, 3/11/2014


    You can find release notes for previous unreleased PTS patches by using the link(s) below:

    FC.31.20140303.2
    FC.31.20140303.1


    Release Notes for FC.31.20140303.2:


    Vehicle Weapons:

    • Micromunitions is now a Click power instead of a Maintain. It fires multiple volleys of missiles over the next five seconds, and has a 10 second recharge.

    • Railgun now has a maximum range of 100. The damage formula caps at range 90. This is down from 120 range with a cap at 107.


    Misc:

    • Added a new "Vehicle Showroom" in Ren Cen in place of the Questionite Exchange.


    Preview:

    • Added the Mastodon, Smilodon, and Broadhead vehicles to the Debugger.

    • The Mammoth and related vehicles have been reduced in size by about 20%.



    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.

    A+Job+Well+Done+Pat.jpg
  • edited March 2014
    This content has been removed.
  • jerax1011jerax1011 Posts: 974 Arc User
    edited March 2014
    lordgar wrote: »
    Added a new "Vehicle Showroom" in Ren Cen in place of the Questionite Exchange.

    *virtual high five to finn*
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  • eiledoneiledon Posts: 1,278 Arc User
    edited March 2014
    lordgar wrote: »
    • Added a new "Vehicle Showroom" in Ren Cen in place of the Questionite Exchange.
    eiledon wrote: »
    Suggestion: Reoutfit Questionite Exchange Building as a Vehicle Display Center. It's large enough to allow a large number of vehicles (replace drill units and Questionite terminals with rotating plinths like in the car show space downtown. Additionally it's tall enough that the plinths could float at different levels. If possible you could even replicate something similar to the holographic displays they use in the shipyards in STO but with the ability to cycle through the full models of all the vehicles. As it is the Questionite Exchange building currently lacks a real use other than for screenshots and I think allowing players to see the vehicles up close would be a nice quality of life improvement and bring a use to an otherwise empty building. Seeing as vehicle weapon mods are a Q store purchase you could even leave a few of the questionite vendors in there to give it some population.

    Woot. The System Works :D Thanks for the quality of life change - a lot of people will be pleased to be able to examine vehicles before buying :D


    Suggestion - The shutter door on the back wall is at ground level, but the Showroom building back directly onto the Ren Cen surrounding wall. Perhaps raise the door above the level of the outer wall (seeing as all vehicles fly having it on the ground does not make much sense even though it isnt used) and also add a similar door block on the backside of the building in the same location - just for immersion and to satisfy my OCD:p


    Suggestion: I think the 20% size reduction on the mastodon is a bit extreme - given the height of the visor from the floorpan of the vehicle, I would guess our characters are now laying down on the job inside the vehicle. Perhaps a 10% reduction from the original size (which to be honest I felt was ok - for a "quinjet" style vehicle) would make more sense.

    Suggestion: Bike Pose Animation - Is it possible to add some subtle movement to the bike riding pose - our characters look like statues - the opposite of when we are on foot and are always in motion. What I would ideally like to see is that if the bike is not in motion for a short period of time, 2 stages of "emote" occur -

    first, a slightly more raised up pose, with head looking left or right occasionally, perhaps a hand moving to some random control on the bike panel

    second, after a longer time without motion, character sits up fully, hands on thighs and looks around

    These are just immersion suggestions - I hate looking like a statue heh :D


    Suggestion: Vehicle Category in AH. While you are expanding the vehicles, could you perhaps add a vehicle category to the auction exchange. since you removed "tank, bike etc" from the name of them it has been become increasingly difficult to search for vehicles unless you know the name of them. Adding a vehicle category would remove this issue and improve quality of life for players looking to purchase from other players via AH.


    BUG: Broadhead Not Visible in use
    What: After equipping Broadhead bike and summoning, female character assumed correct pose and jet flame appears below - similar to what happens when you try to use a bike while also using an appearance changing device like the Purple Gang Disguise for Talos Takedown.


    Bug: Arrowhead Bike in Vehicle Showroom Flickers from various angles
    What: Similar to what occured when the Arrowhead was introduced to the Ren Cen plinth, the Arrowhead within the showroom flickers when not looked at directly

    And from FC.31.20140303.1 Thread but still apparent bugs:


    Bug:Arrowhead still showing as Mark 1

    Bug: Tiger Shark I Visual Representation of Slots Reversed
    Shows as 2 Weapon/3 Mod (2 circles top 3 circles bottom) when it should be 3 Weapon / 2 Mod (3 Circles Top 2 Circles Bottom)


    Bug: Tiger Shark II Visual Representation of Slots Reversed
    Shows as 3 Weapon/4 Mod (3 circles top 4 circles bottom) when it should be 4 Weapon / 3 Mod (4 Circles Top 3 Circles Bottom)


    Bug: Legionary I Visual Representation of Slots Reversed
    Shows as 2 Weapon/3 Mod (2 circles top 3 circles bottom) when it should be 3 Weapon / 2 Mod (3 Circles Top 2 Circles Bottom)


    Bug: Legionary II Visual Representation of Slots Reversed
    Shows as 3 Weapon/4 Mod (3 circles top 4 circles bottom) when it should be 4 Weapon / 3 Mod (4 Circles Top 3 Circles Bottom)


    Or maybe some consistency current situation (from what i can see of the vehicles I have on pts)

    Exocets - Weapon Slots - Top, Mod Slots - Bottom
    Bikes - Weapon Slots - Top, Mod Slots - Bottom
    VTOLs - Weapon Slots - Top, Mod Slots - Bottom
    Hawkwings - Weapon Slots - Top, Mod Slots - Bottom

    Chariots - Weapon Slots - Bottom, Mod Slots Top
    Tanks - Weapon Slots - Bottom, Mod Slots Top


    The point of the slots is to allow players which visual comparison between vehicles - if different vehicles have different slot layouts on ICON it sort of defeats the point.
  • crosschancrosschan Posts: 921 Arc User
    edited March 2014
    Bug: Plasma Beam will still "fire" at the old range. It will consume the energy and not damage the target.
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    Join Date: Aug 2009 | Title: Devslayer
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited March 2014
    Looking at the new showroom it seems to have a nice, if somewhat basic layout. Not bad, given that you're not going to able to have every vehicle showing.

    I would advocate changing the building title from 'Vehicles" To "Garage" or something else more interesting. I also think it'd be nice if you could put in a few salesmen NPCs to buy weapons and vehicles from.

    Maybe put in a sales desk with a sharp dressed car salemen behind it, and give him access to the Drifter and Questionite vehicle stores?

    Sidebar:

    New designs aside, I'm not feeling the love for this latest batch of vehicles. The Arrowhead repaint in particular is just a dull grayish color, and has a pretty forgettable name too. If you want to continue the trend started with the Arrowhead how about naming it the Longbow instead? That sounds more unique to me, and keeps up the archery theme. I also think it could do with a different color scheme so it doesn't feel like so much of an Arrowhead rehash. You guys have yet to do a purple or orange bike vehicle, and this ride would probably look sweet in black with either of those as secondary colors.

    Is there any chance that we'll be seeing the patriotically colored grav bike this year? You know, the one from the loading screens?

    Having a more traditional biker looking bike would be nice too. Maybe a black and chrome number with flames? I think the Arrowhead would look awesome like that.

    Also, a tron style repaint of the Mammoth would be quite awesome.
  • enixonbbenixonbb Posts: 120 Arc User
    edited March 2014
    eiledon wrote: »


    Suggestion: I think the 20% size reduction on the mastodon is a bit extreme - given the height of the visor from the floorpan of the vehicle, I would guess our characters are now laying down on the job inside the vehicle. Perhaps a 10% reduction from the original size (which to be honest I felt was ok - for a "quinjet" style vehicle) would make more sense.


    Honestly if anything I think they should make the tanks and hawkwings the size of the Mastodon, it doesn't look like most toons could fit in most of them as is.
  • eiledoneiledon Posts: 1,278 Arc User
    edited March 2014
    enixonbb wrote: »
    Honestly if anything I think they should make the tanks and hawkwings the size of the Mastodon, it doesn't look like most toons could fit in most of them as is.

    << Choir. Preach On Sir! :D
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited March 2014
    Regarding vehicle survivability: since there are many who believe vehicles are on the low end for resilience, here's a listing of vehicle health and damage reduction.

    Tests done against Qwijibo with unslotted vehicles. Vehicles are standed, not Drifter store ones with the 10% bonuses.
    Hawkwing
    MK1
    Damage Reduction: 49%
    Health: 5,841

    MK2
    Damage Reduction: 56%
    Health: 12,569



    Gravbike:
    MK1
    Damage Reduction: 43%
    Health: 6,370

    MK2
    Damage Reduction: 53%
    Health: 6,802



    Hover Tank:
    MK1
    Damage Reduction: 54%
    Health: 12,569

    MK2
    Damage Reduction: 63%
    Health: 17,695



    VTOL:
    MK1
    Damage Reduction: 53%
    Health: 8,724

    MK2
    Damage Reduction: 58%
    Health: 13,617




    Grav Chariot:
    MK1
    Damage Reduction: 53%
    Health: 8,724

    MK2
    Damage Reduction: 59%
    Health: 14,491



    Excocet:
    MK1
    Damage Reduction: 51%
    Health: 6,802

    MK2
    Damage Reduction: 56%
    Health: 12,569





    And some videos of a Widow2 doing stupid stuff:
    2x Reconstruction Biosteel 2x Enemy Hull Scanner for mods.




    Vehicles are way out of line compared to players. Please reign in Vehicle health, at best the tanky ones should have 13k health.

    Please reign in Hyperkinetic Dampening field. It's a perma rank3 block with no drawback. Vastly reduce its effectiveness, put a long cooldown on it, or change it to something resembling a player block. Something needs to be done about it.

    Please change vehicle taunt to be more in line with player taunts. It's depressing to see vehicles have superior threat utility over players.
  • xcaligaxxcaligax Posts: 1,096 Arc User
    edited March 2014
    Regarding the Hyperkinetic Dampening Shield, I would suggest making it a toggle power that would drain mainly 3% of the vehicles energy per second or something while turned on. With a decent weapon rotation, you could basically keep it turned in forever.

    On my chariot at mark II, with 2 hull scanners at rank 7, the one's that reduce energy cost, I am able to basically have infinite energy to keep the shield turned on, and at the same time spam gravity pulse and railgun.
  • viivsyn2viivsyn2 Posts: 28 Arc User
    edited March 2014
    you can't be serious.. you ruin all the other guns and now the railgun too? geez you guys are just burying a mass grave for vehicles... why ruin our spent money huh? like me and other players have spent quite abit on getting our nice vehicles and you go and break them with weapon nerfs and movement slowdown from combat

    this video is totally what cryptic is doing to us like they did with the removal of stuff, dodge nerf and now this..

    This post has been edited to remove content which violates the PWE Community Rules and Policies -Smackwell
    [SIGPIC][/SIGPIC]
  • xcaligaxxcaligax Posts: 1,096 Arc User
    edited March 2014
    viivsyn2 wrote: »
    you can't be serious.. you ruin all the other guns and now the railgun too? geez you guys are just burying a mass grave for vehicles... why ruin our spent money huh? like me and other players have spent quite abit on getting our nice vehicles and you go and break them with weapon nerfs and movement slowdown from combat

    this video is totally what cryptic is doing to us like they did with the removal of stuff, dodge nerf and now this..

    http://youtu.be/CT11bhh5_9U

    BOOO!!!

    Wasnt it you that just had a duel with me in a vehicle?

    Regarding the combat movement, do I need to point out how you had a 100% advantage over me when im not dueling in a vehicle? You had 100% movement speed that was not affected by snares and NTTG, untop of that, your railgun was completely out of my range for anyway to seriously retaliate, along with you constanly using your Incen Rounds. You also had your shield up nearly the whole time, with minmal penalties.

    Just that right there warrants balancing issues.

    If it wasnt you, then sorry, but the fact remains that Railgun, Incen Rounds, and the shield, all used in conjunction with a ( all ) vehicles that have no snare and NTTG repercussions.

    You cannot argue that it is not unbalanced and deemed over powered, in any form of content.
  • viivsyn2viivsyn2 Posts: 28 Arc User
    edited March 2014
    xcaligax wrote: »
    Wasnt it you that just had a duel with me in a vehicle?

    Regarding the combat movement, do I need to point out how you had a 100% advantage over me when im not dueling in a vehicle? You had 100% movement speed that was not affected by snares and NTTG, untop of that, your railgun was completely out of my range for anyway to seriously retaliate, along with you constanly using your Incen Rounds. You also had your shield up nearly the whole time, with minmal penalties.

    Just that right there warrants balancing issues.

    If it wasnt you, then sorry, but the fact remains that Railgun, Incen Rounds, and the shield, all used in conjunction with a ( all ) vehicles that have no snare and NTTG repercussions.

    You cannot argue that it is not unbalanced and deemed over powered, in any form of content.

    yes that was me in the akema.. and yes i agree for PVP it was cheap.. but for any other instance of the game its fine.. you also pulled out your vehicle and attempted to fight back in it.. but you obvisously didn't set it up the same as me (just like how some people have OP character builds and some do not)

    but allow me to copy and paste something i said in another thread.. it mentions something about terms on pvp

    "i can understand if people don't wanna fight vehicles ((just used my akema on caliga and won)) so how bout giving us the option to play bare bone pvp (no devices) and device pvp instead of punishing a group of players who have spent time or money to get these things set up"

    so theres my suggestion.. instead of breaking something we spent time or money on how about seperating us.. make it so theres 2 types of pvp, like stated above
    [SIGPIC][/SIGPIC]
  • edited March 2014
    This content has been removed.
  • notyuunotyuu Posts: 1,121 Arc User
    edited March 2014
    eiledon wrote: »
    BUG: Broadhead Not Visible in use
    What: After equipping Broadhead bike and summoning, female character assumed correct pose and jet flame appears below - similar to what happens when you try to use a bike while also using an appearance changing device like the Purple Gang Disguise for Talos Takedown.

    screenshot_2014-03-12-15-25-47_zpsf6244fc1.jpg

    Screenie of the bug
    In all things, a calm heart must prevail.

    Member of Paragon Dawn: Because some people like friendly helpful communities.

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    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
  • malvoumalvou Posts: 484 Arc User
    edited March 2014
    wrote:
    The Mammoth and related vehicles have been reduced in size by about 20%.

    Nooooo! I loved the size of it.



    Suggestion: Have Until Liaison Bradley give out Daily Missions for the Current Rampage in rotation. Similiar to the Until Carrier Defense mission he had before.
  • sanguinevipersanguineviper Posts: 451 Arc User
    edited March 2014
    Bug: The Samurai Robot Bow belt under the actual belts category in upper body is still missing its ends option when selected with full shirts category. Only the option under Tails/rear category got fixed and sent live.


    So after this vehicle whatever that the majority of people playing the game don't care about, we are going to get back to the actual game right?

    Like, zone expansions, more adventure pack/comic series, Lair reviews, powersets, etc..?

    I'm serious about this, because I'm about at the end of my ability to continue hoping that the game will someday recover from all the entropy over the last year. I'll soon be joining the ranks of former players who will never come back to the game if not.

    Snark never dies.
  • radioscienceradioscience Posts: 80 Arc User
    edited March 2014
    selphea wrote: »
    Could you spawn some Exocets from the boss fight in Lemurian Invasion in Millennium City for us to try chasing down with the speed nerf? This really needs to be tested before the next Lemurian Invasion rotation hits post-vehicle update.

    Edit: Also, is Micromunitions still unavailable in the Q-store?

    The LemInvasion Exocets are on our radar. We're not going to make you try to chases them down as they are on Live.

    Micromunitions is unavailable on the Q-store. Some of the Debugger store vehicles have them slotted, though.
  • stergasterga Posts: 2,353 Arc User
    edited March 2014
    Kaizerin, your videos make me sad. Especially dino VS "squishy" vehicle. I can only dream that my squishy toons could face tank rad breath and keep attacking the entire time. Building a toon that can do the same requires far more effort and knowledge.
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  • dheffernandheffernan Posts: 23 Arc User
    edited March 2014
    kaizerin wrote: »
    Vehicles are way out of line compared to players. Please reign in Vehicle health, at best the tanky ones should have 13k health.

    Disagree. Vehicles need to be somewhat better than players at level 40 (not so much at lower levels). Vehicles have a reduced range of abilities compared to players and cost real money (or a truly horrifying amount of Q grinding) to obtain.
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited March 2014
    dheffernan wrote: »
    Disagree. Vehicles need to be somewhat better than players at level 40 (not so much at lower levels). Vehicles have a reduced range of abilities compared to players and cost real money (or a truly horrifying amount of Q grinding) to obtain.

    Freeform characters cost real money. Either a monthly sub or 5000 zen. That's a lot more than a tricked out vehicle.
  • aiqaaiqa Posts: 2,620 Arc User
    edited March 2014
    kaizerin wrote: »
    Freeform characters cost real money. Either a monthly sub or 5000 zen. That's a lot more than a tricked out vehicle.

    Agreed, but just making them weaker them normal characters and leaving things at that won't work either, unless you just want them to be useles.

    The high movement speed in combat was a nice way to make vehicles different and work much better in fights designed for that. When keeping the high in combat speed, the damage could take a huge nerf, content designed for high speed movement would still work much better with vehicles, and they'd not compete so much with players on other stuff.
  • soulforgersoulforger Posts: 1,654 Arc User
    edited March 2014
    In my opinion, vehicles should not be more powerful than players, yet, should not be weaker than players. They should be equal strength to give players choices of what to be. Otherwise, if they were to strong, everyone would be one during events, yet if they were to weak, nobody would play them. But if they were just as powerful as players, that would give people the option to either fight as a vehicle or a hero.
  • aiqaaiqa Posts: 2,620 Arc User
    edited March 2014
    soulforger wrote: »
    In my opinion, vehicles should not be more powerful than players, yet, should not be weaker than players. They should be equal strength to give players choices of what to be. Otherwise, if they were to strong, everyone would be one during events, yet if they were to weak, nobody would play them. But if they were just as powerful as players, that would give people the option to either fight as a vehicle or a hero.

    With things like that you get into the same problems as when trying to balance tanks against dps against healer against whatever. Every single point of anything some build does better than some other build has an arbitrary value. When balancing things you first need an objective way to measure how much value those have, which is impossible.

    In my opinion the best way to do balancing is to make things so diverse that don’t need perfect balance.
  • soulforgersoulforger Posts: 1,654 Arc User
    edited March 2014
    aiqa wrote: »
    With things like that you get into the same problems as when trying to balance tanks against dps against healer against whatever. Every single point of anything some build does better than some other build has an arbitrary value. When balancing things you first need an objective way to measure how much value those have, which is impossible.

    In my opinion the best way to do balancing is to make things so diverse that don’t need perfect balance.

    Its not impossible, just improbable. But it can be done. But balance does not need to be perfect or exact.
  • blademaster5121blademaster5121 Posts: 956 Arc User
    edited March 2014
    kaizerin wrote: »
    Freeform characters cost real money. Either a monthly sub or 5000 zen. That's a lot more than a tricked out vehicle.

    Freeform characters can have enough resistance to mitigate Gravitar yellow bubbles to negligible damage, vehicles really can't. However I do agree the health needs a little toning down... But then so do player tanks.
  • blademaster5121blademaster5121 Posts: 956 Arc User
    edited March 2014
    soulforger wrote: »
    In my opinion, vehicles should not be more powerful than players, yet, should not be weaker than players. They should be equal strength to give players choices of what to be. Otherwise, if they were to strong, everyone would be one during events, yet if they were to weak, nobody would play them. But if they were just as powerful as players, that would give people the option to either fight as a vehicle or a hero.

    Here's a thought that's completely radical. What if vehicles shared player stats? Personally I think it's silly, but honestly vehicles need real stats.
  • aiqaaiqa Posts: 2,620 Arc User
    edited March 2014
    Freeform characters can have enough resistance to mitigate Gravitar yellow bubbles to negligible damage, vehicles really can't. However I do agree the health needs a little toning down... But then so do player tanks.

    Any build having good health and rotating their ADs is overly survivable. You can easily tank gravitar in dps role doing that... but then again, since you'd be tanking you could be called a tank...
    Removing the possibility for AD (and AO) chaining would be enough to reign things in.

    And to put in a positive note.
    Well done on the changes these past weeks devs!
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  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited March 2014
    The LemInvasion Exocets are on our radar. We're not going to make you try to chases them down as they are on Live.

    Micromunitions is unavailable on the Q-store. Some of the Debugger store vehicles have them slotted, though.

    Chasing down is wrong tactics anyway. You just check the flight path and wait for the Exocets fly by....
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  • selpheaselphea Posts: 1,229 Arc User
    edited March 2014
    The LemInvasion Exocets are on our radar. We're not going to make you try to chases them down as they are on Live.

    Micromunitions is unavailable on the Q-store. Some of the Debugger store vehicles have them slotted, though.

    Thanks for the reassurance, it's good to know you're keeping an eye out for practical use cases that may be affected by incoming changes.
  • selpheaselphea Posts: 1,229 Arc User
    edited March 2014
    laughinxan wrote: »
    Yeah but I ponder the sky carrier mission some. It'll need more formed groups now so people can coordinate where who goes.

    I always park between engine 6 and 8 anyway >_>

    Sky carrier is fine really, one person parks between 1 and 3, another 3 and 5, another 5 and 7, same for other side and then 3 up on top with 1 roving healer/repairman and you're good.
  • darqauradarqaura Posts: 169 Arc User
    edited March 2014
    Here's a thought that's completely radical. What if vehicles shared player stats? Personally I think it's silly, but honestly vehicles need real stats.

    Problem 1: what's the point of NOT using a vehicle then? You have more range and the same stats. Or do you mean just BASE stats AND NOT the boosted stats depending on role switching?

    Problem 2: There really then is no differentiation between a superhero and a vehicle. I don't think that's realistic from a lore perspective.

    I don't expect the batmobile to be able to stand toe to toe with the Green Lantern or Superman or Wonder Woman or Batman himself. (Granted the Batmobile is bad ****, but not that bad ****)

    If there had never been a COH there would never have been a CO. :cool:
  • enixonbbenixonbb Posts: 120 Arc User
    edited March 2014
    darqaura2 wrote: »
    Problem 1: what's the point of NOT using a vehicle then? You have more range and the same stats. Or do you mean just BASE stats AND NOT the boosted stats depending on role switching?

    Problem 2: There really then is no differentiation between a superhero and a vehicle. I don't think that's realistic from a lore perspective.

    I don't expect the batmobile to be able to stand toe to toe with the Green Lantern or Superman or Wonder Woman or Batman himself. (Granted the Batmobile is bad ****, but not that bad ****)

    By that logic though Munition Build toons should also get shafted, they're just a dude with a gun and a good chunk of super heroes are bullet proof after all. The same also goes for any "normal" toon such as non powered Martial Artists or Brawlers, Bruce Lee is awesome but he'd break his fists before his punches would hurt the Hulk.


    They seem to be working on getting the higher ranged vehicle weapons down to 100ft which is fairly standard for ranged powers so problem 1 probably won't be an issue for long.


    All that said they might not be able to make vehicles, and Become Devices for that matter, use your toon's stats due to how they're coded so it's probably a moot point :redface:
  • nbkxsnbkxs Posts: 776 Arc User
    edited March 2014
    While you're on the adjustment warpath, can you please fix the wings flapping when you're on a bike? This has something that bothered me ever since I got my first one over a year ago. I had to make a costume to cover up the wings.

    Thanks!

    XS
    [NbK]XStorm
  • flyingfinnflyingfinn Posts: 8,408 Arc User
    edited March 2014
    Why would you use a "hoverbike" if you have wings??
    ...
    But yea, it looks silly.
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  • agentnx5agentnx5 Posts: 2,026 Arc User
    edited March 2014
    kaizerin wrote: »
    Vehicle weapon mods are way out of line compared to players.

    Fixed.

    This is the issue, and it includes more than just the Hyperkinetic Dampening Field.

    Your video speaks volumes about the broken overpoweredness of vehicles, thanks for making it!
    http://www.youtube.com/watch?v=rZTB4xSnubc
  • kaiserin#0958 kaiserin Posts: 3,223 Cryptic Developer
    edited March 2014
    You can run around in a naked vehicle is still outperform players in many regards. It is not the big issue.
  • championshewolfchampionshewolf Posts: 4,376 Arc User
    edited March 2014
    darqaura2 wrote: »
    I don't expect the batmobile to be able to stand toe to toe with the Green Lantern or Superman or Wonder Woman or Batman himself. (Granted the Batmobile is bad ****, but not that bad ****)

    Sadly, most people think vehicles should perform better than super heroes, evidently, even though even in the most erroneous circumstance, the vehicle rarely did more than fire a few rockets before being destroyed if it was ever taken into combat.
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  • dheffernandheffernan Posts: 23 Arc User
    edited March 2014
    kaizerin wrote: »
    Freeform characters cost real money. Either a monthly sub or 5000 zen. That's a lot more than a tricked out vehicle.

    ...and if adding a vehicle to one doesn't make it more powerful or useful in some way, why would people pay for a vehicle?

    In order for vehicles to be worth their cost they have to be worth using in some way.
  • nbkxsnbkxs Posts: 776 Arc User
    edited March 2014
    Can you please remove the status effect visuals from the harbinger? The negative ions, clinging flames, chill, etc, are blinding. Not only that, but they cause incredible stress on the video hardware.

    Thanks.

    XS
    [NbK]XStorm
  • aiqaaiqa Posts: 2,620 Arc User
    edited March 2014
    nbkxs wrote: »
    Can you please remove the status effect visuals from the harbinger? The negative ions, clinging flames, chill, etc, are blinding. Not only that, but they cause incredible stress on the video hardware.

    Thanks.

    XS

    Agreed, please do this for all large targets (megaD, Kiga, etc).
  • blademaster5121blademaster5121 Posts: 956 Arc User
    edited March 2014
    nbkxs wrote: »
    Can you please remove the status effect visuals from the harbinger? The negative ions, clinging flames, chill, etc, are blinding. Not only that, but they cause incredible stress on the video hardware.

    Thanks.

    XS

    It also looks ugly. /signed
  • enixonbbenixonbb Posts: 120 Arc User
    edited March 2014
    Sadly, most people think vehicles should perform better than super heroes, evidently, even though even in the most erroneous circumstance, the vehicle rarely did more than fire a few rockets before being destroyed if it was ever taken into combat.

    Where are these people? Most posts I see on the forums are either folks that want the vehicles even weaker and ones that just want them to have a equal shake, I don't think I've once seen someone say the vehicles should be better than a hero on foot. :confused:



    What's the logic here? If I make for example, Wind themed toon I should /in theory/ have the same chances as an ice user, a fire use, a kung-fu guy, a gun-slinger, a swordsman, a wizard or any other theme* but if I make a toon inspired by The Haunted Tank, SWAT Kats or whatever why should that toon supposed to be inherently inferior.

    A Superman inspired toon doesn't get a free pass because he's supposed to be invincible so why does a Tank girl inspired one have to be a second class citizen?

    Now granted they have to err on the side of caution to keep the vehicles from being Pay to Win since there's no free ones, aside from the Tsunami which is rare enough we can probably ignore it, but dose that mean they have to be Pay to Lose?


    Also for the record people mostly wanted vehicles as a TP not the glorified become devices they are, but I got a theory on that. You wouldn't be able to attack from a vehicle, the animations just wouldn't work for a lot of powers, particularly melee ones the devs even mentioned that as being an issue in the past. (though the image of how someone would do Inexorable Tides from a car would probably be hilarious :biggrin: ) Bat Flight and Skull Flight (or whatever it's called, I forget exactly) are TPs that you can't attack from, and what happened when they came out? Complaint after complaint, after complaint I kinda imagine that was what made them decide to go with the current route.


    For the sake of being on-topic could you maybe think about making the vehicle's a bit bigger, people that liked the Mammoth seemed to like it at least partially because it actuality looked big enough to be a functional vehicle as opposed to the Tanks which tend to look more like a flying dune buggy with a gun on it rather than a..well...tank






    *of course game balance being what it is how often that happens.... well that's a different topic. :rolleyes:



    dheffernan wrote: »
    ...and if adding a vehicle to one doesn't make it more powerful or useful in some way, why would people pay for a vehicle?

    In order for vehicles to be worth their cost they have to be worth using in some way.

    For verity, vehicles should be "different" not "more powerful" idealy I'ld like to for example, have a fragile Soldier AT toon hop in a tank and become more...um "tanky" trading some of his higher DPS for toughness, or a melee toon use a hawkwing or bike to get some ranged attacks and they already are basically a third TP particularly for toons that lack a flight power. Also some people would of course get them for the "ooo... shiny" factor, that's the only reason I have any, in my experience they're weak, pathetically weak really but I'm probaly doing something wrong, so I don't use them in actual combat, though I DO have some fun tormenting low end mobs with heavy cannon and tractor beam :biggrin:
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