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Engine v141, Scripts v305
*sam*
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- Specialisms rebalancing (i.e. many of them now softcapped so becomes less effective at stacked levels.. see announcement from yesterday)
- BPU rebalancing (tyre settings)
- Signup from game client (in advance of steam release)
- Firing arc (up/down) changes., to +40/-30 degrees

- I also made a change to one of the build settings on the Windows client.. would appreciate hearing whether people think the new engine is more stable/less crashy than the last?
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Posted Jul 24, 2014, 3:32 pm Last edited Jul 24, 2014, 3:34 pm by *sam*
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Sam -
BPU balancing - I remember reading that BPUs be changed to " specifically, to counteract its extreme maneuverability and braking". Will this change also fix the "dancing" BPU issues we have had in the past?

Spec soft cap - So DD, Snipe, Pyro, DE all soft capped. Did I miss 1 or 2?

Regarding firing arc - we wont be able to shoot as high, and not nearly as low as we used to,correct?

Thanks, Longo
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Posted Jul 24, 2014, 4:05 pm
*sam*
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Longo said:
Sam -
BPU balancing - I remember reading that BPUs be changed to " specifically, to counteract its extreme maneuverability and braking". Will this change also fix the "dancing" BPU issues we have had in the past?


No. But I'm planning on looking at that separately.

Quote:

Spec soft cap - So DD, Snipe, Pyro, DE all soft capped. Did I miss 1 or 2?


also: laserfire, moving targets, rapid reloading, engine tuning, jumpstart, rapidshot, negotiator, car killer, slipstreamer, eye of hurricane, mind control

also, pending next server-side patch: offensive driver


Quote:

Regarding firing arc - we wont be able to shoot as high, and not nearly as low as we used to,correct?


Yep. Up direction used to be 45 now 40 degrees. Down direction also used to be 45 now 30 degrees.


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Posted Jul 24, 2014, 4:37 pm Last edited Jul 24, 2014, 5:16 pm by *sam*
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any chance we can respec just specs past 3 on the new soft caps? wouldn't have gone to sniper 7 with these rules...
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Posted Jul 24, 2014, 5:38 pm
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sweet my leader is not soft capped because he is a lv 11 combat psychologist B)
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Posted Jul 24, 2014, 5:48 pm
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*sam* said:
Longo said:
Sam -
BPU balancing - I remember reading that BPUs be changed to " specifically, to counteract its extreme maneuverability and braking". Will this change also fix the "dancing" BPU issues we have had in the past?


No. But I'm planning on looking at that separately.

Quote:

Spec soft cap - So DD, Snipe, Pyro, DE all soft capped. Did I miss 1 or 2?


also: laserfire, moving targets, rapid reloading, engine tuning, jumpstart, rapidshot, negotiator, car killer, slipstreamer, eye of hurricane, mind control

also, pending next server-side patch: offensive driver


Quote:

Regarding firing arc - we wont be able to shoot as high, and not nearly as low as we used to,correct?


Yep. Up direction used to be 45 now 40 degrees. Down direction also used to be 45 now 30 degrees.




On implementing soft caps, without getting into a numbers and percentage explanation, when does the soft cap actually take effect. Is it as soon as spec 1 or once second spec is selected or will some come later like after spec 4??

Also, will all of the above specs mentioned above, will they all soft cap the same way or will each vary from the others?
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Posted Jul 24, 2014, 6:13 pm
*sam*
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They are all done using power functions, with exponents of 0.6 to 0.8 in most cases. So lvl 1 is unaffected but above that each level adds less than the last
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Posted Jul 24, 2014, 6:23 pm
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yikes, .6 is rather steep, almost square root.

sniper 5 with a .6 power function applied is like old sniper 2.62

even sniper 2 would be more like sniper 1.5

even with .8 sniper 5 is now more like sniper 3.62

not that sniper comes in decimal values, but you know what i mean...
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Posted Jul 24, 2014, 7:00 pm
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musashi_san said:
yikes, .6 is rather steep, almost square root.

sniper 5 with a .6 power function applied is like old sniper 2.62

even sniper 2 would be more like sniper 1.5

even with .8 sniper 5 is now more like sniper 3.62

not that sniper comes in decimal values, but you know what i mean...


Just had a rear facing buzzer with 2xCCs in scout from BL camp. I had a snipe 6 and a snipe 3 gunner. I targeted an approaching Mutant Masher. Started to get purple at 119 meters with the Sniper 6 (although it went from nothing to almost mid way) and started to get purple at 106 meters for the snipe 3. I still won, but I think against harder opponents (It was my buzzer vs 4 nothings) I will have to restrategize.
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Posted Jul 24, 2014, 7:43 pm
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*sam* said:
They are all done using power functions,  with exponents of 0.6 to 0.8 in most cases. So lvl 1 is unaffected but above that each level adds less than the last


Are there any other character attributes, like high Dexterity, Strength or Speed, that can sway the soft cap towards the 0.8 where lower traits align more towards 0.6?

If this does come into play, it will make choosing your new hires to make sure they meet your standards. You just might even start firing existing characters that just don't measure up.
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Posted Jul 24, 2014, 8:10 pm
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Since Sniper is not changing in its function, will the weapon specialization Specs recieve some work to make them as useful? I never take Sniper in excess of Lvl 1. Mostly on principal, since I really feel specialization a should be about specializing rather than generalizing.

I would like to see more useful benefits to being specialized to a weapon type like faster reload and better chance to hit at longer ranges (as a real life specialist in Machinegunnery is skilled at high angle ".50 caliber artillery" type shooting and how to tighten the "beaten path" and the cone of fire on area or point targets)
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Posted Jul 24, 2014, 8:30 pm Last edited Jul 24, 2014, 8:30 pm by StCrispin
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Good change - my Hvy2 SN1 didn't get purple till about 80m (with a CC). My SN3 HCR guy started getting it slightly over 100m, about the same as my MG SN2 with a MMG and my SN2 ROC with a MML.

It seems like the days of 150m+ shots are over. I think the individual weapon specs already matter more because SN does less

Edit: S648411 If anyone is interested. I didn't start to fire until I had purple
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Posted Jul 24, 2014, 8:35 pm Last edited Jul 24, 2014, 8:37 pm by Juris
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Juris said:
Good change - my Hvy2 SN1 didn't get purple till about 80m (with a CC).  My SN3 HCR guy started getting it slightly over 100m, about the same as my MG SN2 with a MMG and my SN2 ROC with a MML. 

It seems like the days of 150m+ shots are over.  I think the individual weapon specs already matter more because SN does less

Edit: S648411 If anyone is interested.  I didn't start to fire until I had purple


That's good to know - I'm running some MG2 folks out in TX and noted that they started build purple at around 100m  on HMGs. Also allowed me to do a bit of a test of the +5% acc HMG I have out there and it certainly seemed to make a difference (had the gunner with the lower LRG guns skill on it and it built purple slightly before the higher skilled gunner on a normal gun). This was prior to the new patch coming in - but that should allow some small level of comparison between SNP and the weapon specific skills.

K
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Posted Jul 24, 2014, 8:44 pm
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I got a few guys with MG and SNP 2, they used to hit at 100 meters, now they have trouble at 40. my sniper 3 to sniper 5 guys in cc's are about just as bad now when they used to hit at 130 to 180 meters. and my guy with Hvy.Snp3.RR2.RS is having trouble hitting at 50 meters with a HCR.

I'm unhappy about this, not that it should matter much, but i think i'm out till this gets sorted, then i'll decide if i want to play more.

On one hand i'd like to help sort this out, on the other i dont want to lose all my stuff i worked to get, and my crews in the process. I had not anticipated changes this drastic, even with the sniper nerf that was intended.
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Posted Jul 24, 2014, 11:46 pm Last edited Jul 24, 2014, 11:49 pm by Grimm Sykes
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Yes scouting certainly has become more difficult especially around BL. My concern now is SS scouting to hard for new players? I just did a few scouts there and even it seems harder with single spec gangers and 2 vets. Will this scare of new players?

I nearly lost my squad in BL. I think the nerfing might be a bit on the severe side, and i dont really want to move them back to the northern triangle to grind away improving skills.

Since the patch the game is crashing a lot more, during loading, in the events, and after, i am not using full screen and running xp pro.
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Posted Jul 25, 2014, 12:19 am Last edited Jul 25, 2014, 12:31 am by SmokeyKilla
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Start shooting earlier to build accuracy from sustained fire and carry more reloads to compensate for the reduced accuracy building perhaps? Run enemies out a bit more to break up the initial rush? Use more drops and side mounts to further break up enemy attack patterns?

What all these tactics have in common is they mean less sitting and shooting (except for strategic purposes) which to my mind is a good thing.

Adapt your tactics and builds to compensate for the changes as opposed to trying to get the changes to fit your current strategies.

K
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Posted Jul 25, 2014, 12:31 am
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+1 Nice K, just what I was thinking.
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Posted Jul 25, 2014, 12:34 am
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Well at least all those cheater SN8 NPCs just got wacked
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Posted Jul 25, 2014, 12:57 am
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Yes i did this......similar to how we play morgan defences, i think i will have to swap out my RL HMG rear setup to 2 HMG......see how that goes.....my RL hit ratio is extremely poor now. I have never run rear weapons in a scout (excluding morgan) so maybe im just crap at it:cyclops:

Biggest dif I noticed is the scouts I dog fight in. I took way more damage. I assume this was because defensive driving has changed.
I think you guys are correct napes,mines, oil and spikes will be used a lot more now.

Im gonna give em a try ;)

Dog fighting in BPUs is similar to before, but get a bit of speed up and they handle different. I would reccomend doing a race event before using em.
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Posted Jul 25, 2014, 1:10 am Last edited Jul 25, 2014, 1:20 am by SmokeyKilla
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hmmm... Listening to you guys, I think things may have gotten better for me.
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Posted Jul 25, 2014, 1:30 am
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