View Full Version : 1.20 Beta (1.19b) Feedback
[DICE]CKMC
02-05-2007, 09:08 AM
Hi Everyone,
Rather than hijack the other threads you guys have started up it would be easier to start a new one.
Myr4n and I have been watching from the shadows over the weekend to see how you guys felt about 1.20 in the first couple of days. Now that you have had some time to knock it around what do you think?
Just to get some conversation rolling:
The Clark RDX:
We originally had the clark rdx as a more powerful weapon. After a few rounds of people (including me) going a little wild it got toned down. The point that there is unlimited ammo for the support kit factors in on how much power to give the weapon.
Finding the proper balance to this weapon is important to us so please let us know what you think. I would be curious what you guys think of the projectile trajectory?
OTUS Blowing up:
Is the OTUS blowing up no matter when/where you deploy it or just consistently in certain places?
Missiles, Titan Lag and the rest:
The other issues are still being reviewed. The missile guidance mechanic is a much more difficult fix than we originally thought and we are continuing to work on fixes. Unfortunately one fix attempt broke the system even more. :cry:
Titan performance has gotten a boost. For some it is enough to get things lined up properly. For others it still is not to an optimal level of play. We are still looking for ways to optimize the game mode so everyone can have a quality experience.
Because this is a patch Beta we are focused on the current content of the update and will move any large additions into the next update. This does not mean you should not continue to discuss those items that really piss you off. (as though any words from me could stop you) :)
WanderingZephyr
02-05-2007, 09:24 AM
The Clark's my favorite weapon (couple hundred Close Combat pins to show for it, too). So I love the idea of the Clark RDX.
But in practice, it doesn't function all too well. I think overall, it has to be looked at as, what is the weapon's intention? Is it to add some explosive knock to the Clark but still keep it so that it is only potent within a very limited range (in the right hands it's already a killer anyway)? Or is it to try to make it so someone using the Clark can do some damage to someone over 10 meters or so (which currently, the Clark guys are pretty helpless at). Is it for trying to hit guys hiding behind obstacles, like the Rifle Rockets? I hope it's meant to give some kind of range to, but that stuff is up to you guys.
But anyway, in my view, it's weak in three main areas to ranged combat, any one of which, if corrected, could lead to it being much more useful.
The trajectory is pretty bad, you have to aim very high and even then it's difficult to hit targets. I've only found that shooting basically straight down on targets from on high will make it so you can have some accuracy. But in most situations, you have to pop up, aim high trying to compensate, and then fire-away; but when you're staring halfway into the sky trying to deal with the other guy, while trying to fire all four shots, you're just begging to be knocked out.
There's also a significant spread that I've noticed. It makes hitting targets at long range very difficult to hit targets. I guess this deviation is because it is in the end a shotgun modification, but it really hurts. You have to unload all four rounds, which exposes you to a lot of fire if it's a Voss or an LMG waiting for you on the other end, and even then, a kill is iffy at best, since you've got the deviation and the drop to deal with.
And finally, the weapon does not do all that much damage. I don't mind this much, I feel it's good for balance, but when it's combined with the accuracy and drop issues, it makes it so you're hitting all around a guy and doing minimal damage.
I think fixing any one of these would just make it a weapon more reasonable. Tweaking the drop and/or the spread would be the best option in my mind. At present, the weapon only really seems useful within the Clark's 15b's original shotgun range. And when you can use that, why use the RDX attatchment?
Those are my thoughts. Figure out what you want it for, and modify it so that it can be used for it.
Vreki
02-05-2007, 09:26 AM
CKMC;254796']
OTUS Blowing up:
Is the OTUS blowing up no matter when/where you deploy it or just consistently in certain places?
I have used it for several rounds without problems, the round where it did occur
I spend my time at two locations, the central silo at Shuhia Tabia and our own Titan.
I know for certain the the support infantry scanner was in use at the silo, don't now about the Titan.
It could be affecting the SD-8 too, I just did a single test with that, and it seemed to disintegrate too.
Raidyr
02-05-2007, 09:26 AM
About the RDX shotgun: The trajectory is perfectly fine, but I would like to see some better accuracy. Also, could you describe to us the exact purpose of the weapon. As in, why it was made?
Also, whats the estimated launch date for 1.20? Oh, and how do I roll back to 1.11?
MachineMadness
02-05-2007, 09:40 AM
About the RDX shottie:
i was thinking make it have alot less arc in trajectory, have it like that of the PK rocket.
it does around the same damage as a pk rocket i think just a little less. it would make people move away from cover and give then enough time to move unlike the pk rocket.
Also, to make it more even, make it the timer starts when it hits the ground.
Also iron sights of somesort wouldnt go to far either.
:) just my opinoin :)
[DICE]CKMC
02-05-2007, 09:51 AM
The intended use for the Clark RDX is for choke point area defense. The producer for NS has said "Ask them to get into a squad and defend a choke point area like a titan, berlin or Gibraltor"
Raidyr
02-05-2007, 09:56 AM
CKMC;254822']The intended use for the Clark RDX is for choke point area defense. The producer for NS has said "Ask them to get into a squad and defend a choke point area like a titan, berlin or Gibraltor"
Thanks for confirming that, I found that it works very well in Titans.
Vreki
02-05-2007, 10:00 AM
CKMC;254822']The intended use for the Clark RDX is for choke point area defense. The producer for NS has said "Ask them to get into a squad and defend a choke point area like a titan, berlin or Gibraltor"
The problem with that is that the attackers are usually mobile, while the defenders are dug in. The timed aspect of the weapon makes it difficult to use again moving objects. It is actually better for attacking defensive positions.
I don't really mind the trajectory, it makes it a skill based weapon. But the delay fuse I could do without, or at least make it very short like 0.5 to 1 second.
I cant really imagine a situation where the delay is an advantage
JerKinXx
02-05-2007, 10:21 AM
I think RDX Shottie needs a scope :)
WanderingZephyr
02-05-2007, 10:27 AM
Thanks for the answer.
The only real way I see it being used in a defensive manner is to use it like grenade spam, and just put out a constant flow of the things and use it for area denial.
Because, as was said, since they're timed detonations, hitting a moving target who could pop up and attack at any time (or charge you and just get away from the wall/ground you're sticking your rounds to) is pretty much impossible unless the Commander is spotting him or someone is using the Pulse Meter to give you a heads up.
I haven't really thought of using it too much defensivly, because, really, the Clark isn't a best used as a defensive weapon (really the opposite of the LMGs and HMG). You stay in the same area, and people figure out your game very quickly and know that the Clark can't be easily outranged and dispatch with you. You gotta be close and you gotta be moving to do things right with the weapon.
I understand, in that capacity, wanting to make the Clark more effective for defense, since it isn't too great at just holding your ground. But it also kind of goes against the general playstyle the Clark is used for.
And if you already have unlimited ammo as Support, and the RDX Clark doesn't do much damage, why not just use grenades? They pack quite the punch, don't have to reload, and don't use up a slot.
MachineMadness
02-05-2007, 10:33 AM
hmmm one question.... does the RDX shottie bullet stick to someone?
Buttoneer
02-05-2007, 10:55 AM
I hope it's not inappropriate to chip in on this thread without having tried the patch, but I have a comment about the engineer unlocks.
To me, they appear to be a pretty uninspiring selection. Extra clip size for the smg above a SAAW which doesn't work well anyway, will not make me get the SAAW to access the new unlocks as a field upgrade. I already get an extra clip with soldier abilities and I'm often dead before I run out of ammo anyway and I'm good at reloading when I need to. So I cannot see anyone giving this a try.
The mine decoy is an interesting idea but in practice it's actually quite wasteful. Great to quickly clear out an area, except the engie has to get out of his vehicle to use it.
Personally I would prefer to see one or the other of these replaced by a mine detector. Perhaps make it a passive upgrade to the PDS-1, which adds the ability to detect (all) mines. Now if you put that above the SAAW, It would make that a much more enticing unlock tree.
Alternatively, since you're allowing the support to increase effective shotgun range, lets perhaps have something to boost the engy range.
SilentSwift
02-05-2007, 11:40 AM
I still regret the day i unlocked the SAAW. I do fine if there's only gunships but transports ... Please confirm that this problem shall be fixed..
DrJambo
02-05-2007, 12:31 PM
CKMC, For 1.20 is there a way to make the game save kit and unlock settings so that it doesn't reset each time you join a new server or are switched sides?
This would really help to alleviate some stress having to refit kits so often or accidentally starting a round without any unlocks/kits customised. I like using light armour for instance, but it always gets defaulted to heavy. I also like to start maps quickly and the need to customise one's kits and unlocks each time can be a real nuisance.
Cheers.
BrokenMachine
02-05-2007, 01:03 PM
CKMC;254822']The intended use for the Clark RDX is for choke point area defense. The producer for NS has said "Ask them to get into a squad and defend a choke point area like a titan, berlin or Gibraltor"
Why design a weapon for choke points such as on the titan when it can be difficult sometimes impossible getting past the constant sentry, rdx, apm, nade spamming anyway? I feel this will only add to the problem.
You know what would be useful would be a weapon designed for dealing with defenders on choke points as i feel this area of the game is biased towards the defenders anyway.
Also yesterday I saw a guy on my team in the reactor core of an enemy titan when there was still consoles left to destroy. I took a screenshot and tried to post on BFROE but it wasn't working so i'll try again later.
[DICE]CKMC
02-05-2007, 01:08 PM
Load out saves is something we have listed to look at for future updates. It wont make it into 1.20.
The SAAW and gunship missiles are also on the list.
For the Motion Mine bait unlock. I honestly dont want to spoil the fun that can be had experimenting with this by saying "try doing X with it". Though I will ask you play around with it in different ways as its a pretty dynamic little toy when you play around with it.
Buttoneer
02-05-2007, 01:08 PM
Actually a thought occurs to me about the engineer kit, and I guess for the other kits too, but shouldn't the new unlocks be nice buffs for the original weapon loadout, to try and bring players back to the original lot? For example, how about the unlock above the pilum allow the original AT weapon to reload faster, or lockon? maybe lockon is too much but a faster reload which makes people think twice about taking the pilum wouldn't be a bad idea. Also, a silencer for the smg, or something which improves it's cone of fire in the short range would be useful.
For support, make the pistol an uzi-alike. Just double the fire rate. The original support gun could just be made more accurate from the get-go, rather than waiting for the cone to improve.
I'm sure there are other ideas but it would be great to get people back to using the standard kits again and make them a proper choice rather than completely ignored because the top tree weapons are so much better.
Either way, I think you know my stance on the engy upgrades - not worth an unlock in their current guises.
DrJambo
02-05-2007, 01:56 PM
CKMC;254912']Load out saves is something we have listed to look at for future updates. It wont make it into 1.20.
The SAAW and gunship missiles are also on the list.
For the Motion Mine bait unlock. I honestly dont want to spoil the fun that can be had experimenting with this by saying "try doing X with it". Though I will ask you play around with it in different ways as its a pretty dynamic little toy when you play around with it.
Sahme about the load out saves.
Regarding the Engie's motion mine gadget - my guess is that one could also use this thing offensively, either with your own mines or an enemy's? If MMs are laid about, I imagine one could simply throw the new device towards approaching enemy forces (vehicles or infantry) and then watch the motion mines home in and detonate...
Right?
Vreki
02-05-2007, 02:06 PM
Sahme about the load out saves.
Regarding the Engie's motion mine gadget - my guess is that one could also use this thing offensively, either with your own mines or an enemy's? If MMs are laid about, I imagine one could simply throw the new device towards approaching enemy forces (vehicles or infantry) and then watch the motion mines home in and detonate...
Right?
I had the brilliant idea of luring MMs into the Titan corridors, but unfortunately they self-destructed or fell through the floor :(
Outside my experiments gave me the impression that it is a rather small explosion when they are detonated.
Iwantcable
02-05-2007, 02:31 PM
Nades>RDX shotty for choke points. I honestly think nobody is going to use it. It's not a worthy replacement of the A12/Pulsemeter.
I haven't tried the MM bait yet. Can't wait to have my team of antlions back :D.
Buttoneer
02-05-2007, 02:42 PM
I had the brilliant idea of luring MMs into the Titan corridors
Lure them to the core? Makes the problem solver badge possible with only one reload for the engie with 6 pilum shots and six mines per loadout.
Tiberiansun292
02-05-2007, 02:56 PM
y did you guys mess up the zellar. i mean it took me 3 shots to take out a apm.
Casper
02-05-2007, 03:16 PM
Load out saves is huge for a lot of people. Please look to make it happen if possible.
Major issue though is the APM change. There are a million threads on this now but just to sum up a couple thoughts. APM's are over powered and abused as they are now. To take away the fear of blowing up teammates takes the little skill the weapon did require and tosses it out the window. If you do not want to nerf them then don't beef them up.
Here are several suggestions I have seen to counter this beef up.
-Force FF=on on all servers.
-Teammates set off APM's but do not get damaged.
-Must be set off by player like RDX.
-APM radius reduced.
-APM damage reduced.
-Warning tone.
-Delay before firing.
Really any of those or a combination of them would do the trick. But to beef up the most skilless, dominate, and abused weapon in the game without doing anything to counter it is a huge mistake.
Monkmonkman
02-05-2007, 03:35 PM
CKMC, I would like your view on APM's (it is very possible)
Friendlies should set them off, but it shouldn't do damage. This will promote stratigic placing, but it'll take away the ability for jerks to keep running into friendly APM's to get people auto-kicked (like how they run in front of vehicles).
DrJambo
02-05-2007, 03:48 PM
-Teammates set off APM's but do not get damaged.
That would be a good solution!
Deesies
02-05-2007, 04:15 PM
Clark RDX:
I think the problem is the firing arc. In order to get a decent range from it, you need to move your sights to a point where you are no longer able to clearly see your intended target while in close range, you're usually dead before you can get any use from it.
I would suggest decreasing the arc to something resembling the arc of the RPG-7 from special forces.
Furthermore, I haven't had any luck with this weapon so I don't know how much damage one rdx does to infantry but I believe a full clip should be able to kill. Considering the infinite ammo, for this reason, I do not feel it should have it's blast radius increased, nor do I feel like it should do more damage to vehicles (Maybe just a little, I don't really know)
Although I do like the "crack" sound it gives when firing :)
Titan
I get worse performance in titan than I did before. Even when I'm not even on the titan now.
SAAW
I'm not sure about this yet as I had only tried it on one dropship but it seemed to work as intended. If it was fixed then I have to remind you to put all the changes made into the changelog. Especially for betas when this is the sort of thing we're supposed to be testing.
If it wasn't fixed then... well.. Snap to it! :P
APM
Although I only played on FF mine off servers before the patch, I only did so because mines would count as a teamkill which you had no control over.
Even though this change doesn't really affect how I would normally play, I feel that this change wasn't the way it should happen. Making mines not count as teamkills would have been enough.
---------
Humm, I guess I'll post the list I composed of things I've noticed that's still to be done :P
General
- Regular chat and radio spam is in the same "text box" making anything typed, quickly pushed off screen. They need to be seperated.
- flag icons turning black on hud
- flag icons disappearing from hud
- When falling into water without deploying parachute, you will then only be able to move at a very slow pace
- Random CTDs
- False awards such as "team vehicle damage" or "teamkills" when no such event has taken place
- spinning minimap
- gunfire looping continuously
- When shot (critically wounded), instead of following the ragdoll, the view will sometimes simply lower to the ground and allow you to still look around
- keybinds resetting themselves
- will sometimes instantly spawn when joining a server as assault with no upgrades.
- player randomly dies
Front end
- favourites list does not refresh
- when filtering by conquest mode, if you are unable to join a certain server, the filter will switch to conquest co-op
- when looking at awards, it will sometimes not show requirements
Titan
- Horribly unoptimised titan mode
- Exploiting into crates inside the titan
- Exploits/glitches allowing players to enter the enemy titan hanger (spawn area)
- Exploits/glitches allowing players to "force" their way into the enemy core from the outside (Yet to see if it's fixed in 1.2)
- Titans passing straight through each other
- All consoles randomly exploding all at once
- Titan shields not going down
- Sentry guns tracking enemies through titan walls and firing with no line of sight
- Unable to spawn on titan
AA
- AA weapons not locking on to transport aircraft
- AA weapons not tracking transport aircraft after locking on
- AA missiles veering off course when they're just about to hit aircraft
- EMP missiles showing a hit but having no emp affect
Aircraft
- PAC gunship missiles not tracking EU gunship
- gunship missiles not tracking transport aircraft
- gunship TVGMissiles "lagging" during flight
- Transport aircraft guns doing no damage (some say EU right gun)
- Transport aircraft drop pods launching when not enough room underneath (causing TKs for the pilot)
Ground vehicles
- FAVs sometimes unaffected by RDX
- FAVs not running people over despite hitting enemy straight on
- Mechs "dancing" on the spot
- Mechs "sliding" when moving
- When crouched in mech and friendly exits, they will be teamkilled by the walker pilot
- Nekomata not responding to mouse movement
- Tank firing animations or graphics not playing from third person perspective
Weapons
- Sniping explosives near enemy with zeller will credit the planter with the kill or worse yet, a teamkill
- Sniper rifles firing blanks
- knife hitting but doing no damage
- Clark jamming around 2nd - 3rd shot (similar to the pistol issue pre-fix)
- Friendly explosives not showing red skulls (or any sort of warning)
- RDX doing no damage to titan AA guns
- When detonating RDX, instead of detonating, another RDX will be thrown at your feet
- Motion mines fly off into the distance when "bouncing" back up to the surface
- Defuser doesn't always work on motion mines in the air
- Enemy sentry guns or squad beacons will not show up as red when aimed at
Squad
- Spawn beacon randomly exploding (now any SL equipment apparantly)
- spawn beacon disappearing from the minimap, despite still being active and not under any object
- spawn beacon showing up in wrong location on the map, this causing you to sometimes to spawn on the beacon and sometimes on a normal squad members
- When Sqaud leader beacon is destroyed, squad members will still not be able to spawn on the SL
- SL UAV thingy not scanning
- Unable to close "field upgrade" menu unless first selecting the spawn map
Commander
- Commander assets, when activated, don't activate but still have to wait till they recharge
- squad menu doesn't properly update
- squads become unselectable
- scanning tools (pds-1 etc.) doesn't work while commander
I would have to agree on WanderingZephyrs opinions on the power/trajectory of the Clark RDX: At the moment it feels the trajectory is too steep (=projectile falls too quick), so you have to aim it extremely high to fire long distance. When you aim too high, the RDX pops before hitting ground.
Would it make sense to increase the velocity/speed of the projectile so it flies a little faster? Perhaps even a right mouse button feature to adjust the power (mabe too much to ask..)? I'm thinking something similar the AR rockets have: When you right click you can choose the distance to detonation with rockets. With RDX Clark, if you we're able to adjust the velocity, you could fire at different distances and with different trajectories eg. spamming long distance or shooting a blob to the roof to the adjacent rooftop.
On a side note: Is the RDX Clark supposed to work only with Clark? I was able to equip it with both Ganz and LMGs. It looks like a different weapon model, not just an "attachment" like AR rockets with assault rifles.
The other support unlock - Infantry radar - is excellent. I found it extremely useful in choke point defense.
I also had two problems with 1.19 which bothered me quite a bit: Sometimes the regular support dystek scanner sometimes stops working. I hit fire, no "click" noise - no scan. I have to change weapon and back to make it work. Sometimes the thing just stops working at all: You hear the scan sound, no diamonds anywhere even if there certainly should be some. This usually lasts until map change after which it starts working again. weird.
Another bigger problem for me is CTD. With 1.10 I hardly ever had any CTD, just a few times in a long long time. But with 1.19b the other night, I had CTD at least 10 times - I'm not exaggerating. And I can guarantee this is not my machine overheating or bad drivers etc. It only happens in BF2142.
On few occasions the CTD seemed to happen when I was about to bring up T menu. On others when I pressed few keys simultaneously. Other times, game plays smooth four multiple rounds+maps. Not sure if anyone else have had this happen to them.
Squad Leader BACON upgrade! I can't figure this out. What is the difference :). I must have been too excited with other stuff to notice the enhancements...
EDIT: Forgot to add this - when Titan explodes, the explosions sounds seem too loud(?). I can hear the sound breaking/squelching as if it's going over the dynamic range.
fshy94
02-05-2007, 05:19 PM
Titan: I get less lag in the damned titan, but more outside of it! LOLZR! Err...I dunno what that is...
I'm gonna review all the new unlocks:
Clark: I would't mind the poor accuracy, low damage and large arc, if I could only set the timing. Perhaps have it like the PK's, where unscoped detonates on impact, and on scoped, you can set the time using the mousewheel. Perhaps it would be nice if it could clear out APM's and RDX, which would make it a good offensive weapon as well. Currently there is no mid-range solution to explosives that are out of a direct line of sight. Might help with corridor and vent camping, and could be countered with good backup.
Infantry PDS: Didn't get to try this one, but it seems really useful.
Engineer SMG Clip Upgrade: Highly unoriginal, and makes a poor addition to an already weak tree. Least you could do was make a small weapon add-on for AA Engy's, that did a small amount of damage to vehicles...say...20 or so to the rear of a tank, and had a relatively small clip, large reload time and was well suited for 100-150 meter distances? Say a small damage sniping for vehicles?
Motion Mine Bait: You seem to have an interesting use for it up your sleeve, so I'll leave that one alone.
Assault Smoke Radar Grenade: Hm...not enough to be worth trading the PK's for...make it a little more appealing by perhaps making the sweep faster and apply for all teammates rather than squadmates only?
PK Upgrade: Hmm...it's passive, so its OK...
Recon Invisiility Upgrade: TBH, I don't really need longer cloak time. I'd prefer a shorter cloak time, with near 100% invisibility as an upgrade, as to date, I have not died yet because my cloak time ran out.
Recon Sniper Decoy: Did not try, so I'll leave it alone.
All in all, most unlocks were unsatisfactory, and needed a boost of some sort, otherwise NS is pretty much useless for the unlocks, because tbh, atm I really don't need them. I'll kill anyone who carries these over the standards anyday, save for perhaps one or two of them.
Deesies
02-05-2007, 05:47 PM
Just tried playing. On verdun titan, I just set up my kit and joined a squad. When I spawned, I was immediately crashed to desktop.
Biotech2142
02-05-2007, 06:23 PM
Award related issues
- Titan Medallion is not recording best Titan round score even in 1.9b
- War College Ribbon W/L criteria is a frustration factor. Removing that specific criteria should encourage more people to play as commander. Remember BF2 issue.
- Every pin and point was recorded in stats IAR except Silver AA badge.
- Stationary (ground) AA and SAAW kills are not counted as AA kills.
- Titan Drop pin criteria needs to be lowered down to 5 or tweak the criteria to make a drop count as titan drop way easier. Air Transport pilot is the least rewarding role in the whole game. We know a FAV gives more.
- Pistol kills pin needs to give more points. Knifing is easier and more rewarding.
- Booster pack badges criteria seems way too low.
Unlock Tweaks
- Accipter is just too weak, loud and dumb in locking to make it useful. Even squadmates leave the damn squad if they see me with it equipped instead Otus. Also I found some sort of bug that that happens sometimes if you equip the accipter activator then you do a titan pod jump with it on hand: it will not activate after landing. Maybe is something associated to the otus bug.
- Sniper rifle stabilizer should be an always equipped unlock with a limited number for use. I believe that is fair because recon relies more in combat action for the points unlike the other kits that get lots of points for supporting actions without making a kill.
- Clark RDX seems fine but the shots needs increased travel speed.
- RDX explosion needs to always kill the user even with FF Off to avoid certain exploits and abuses.
- Grenade spam needs a serious fix. Two coordinated support players can make a hall impossible to breach. Delaying greatly the reload and making a support unable to reload his own grenades can be a good fix.
Other things
- Titan AA guns damage is way too low on long distance targets. I kept hitting a transport like for 10 seconds and he left without smoking. Maybe he got engineers repairing him but I doubt that resistance.
- Commander Emp strike needs a little more radius or faster recharge.
- Destroyed commander assets should start recharging their bars from the beginning after being repaired from destroyed status.
- Every UAV-like scanners (engi/support) in needs a different color in minimap.
Rapsca
02-05-2007, 06:24 PM
Well thanks for trying to fix stuff and also adding new material. I haven't really had the chance quite yet to test out some theories with the MMB, but I believe a great use would be to throw it under stationary vehicles. Also you could time it so they train onto incoming vehicles. Who knows, I'll play with it later.
Shalashaska
02-05-2007, 06:32 PM
Hello [DICE]CKMC
i would just like to voice my opinions on the Clark 12 RDX
Its damage, is spot on, dusnt need to be any more, or any less in my opinion
Its firing arc, now here lies the problem, it is very extreme, it needs to be much closer to that of the PK rocket, not quite as good as the PK, but it deffinetly needs to be greatly improoved, its very hard to control acuratly, it swervs downward very rapidly, as if you was firing a heavy weight
Its deviation needs to be reduced, it should not be as acurate as the PK rocket, but at the moment its acuracy is very very poor, i tried shooting up into the catwalks in our titan, but half the shots hit ether the ceiling or the walls, even tho i was less than 20 meters away and aiming right into the overhead walkway
kamikaze cow
02-05-2007, 07:20 PM
CKMC;254912']Load out saves is something we have listed to look at for future updates. It wont make it into 1.20.
The SAAW and gunship missiles are also on the list.
Very nice to hear!! :D I just had a quick question about the "uav smoke nade" that assault gets. Is it a feature or bug that it cannot be resupplied? Also wondering if dice would do another beta patch (i.e. 1.19c) if you put in any of these new changes to test them out first?
edit: Has anyone tried deploying a beacon after having one already out somewhere? I managed to get 2 out with this new patch (the first one was only active, but once i died, the 2nd one activated, and the first stopped working) Was this part of the fix that helped the ctd?
Gl on the patch dice!
Vreki
02-05-2007, 08:06 PM
I don't know if this is a new one, but I haven't encountered it before:
In a Titan round I kept podding to the top of our own Titan and deploying our beacon.
Suddenly I was unable to deploy it any more, even though it wasn't available for spawn either. I tried deploying the OTUS but failed that too.
CKMC;254822']The intended use for the Clark RDX is for choke point area defense. The producer for NS has said "Ask them to get into a squad and defend a choke point area like a titan, berlin or Gibraltor"
You read my mind, In the left warehouse where the 3 crates are i used the clark there and got FIFTEEN kills with it, its also amazing when paired with titan defense.
One thing, I was walking along cause my FAV crashed and burned, when i saw a titan missle RUSH out of nowhere and hit the ground next to me, Pretty suprising.
If anything for the RDX gun, make them explode faster, thats its only weakness, you are either dead and theyre gone when they explode, or you are just dead and didnt even come close to hitting them.
Id really like it if we could just make it like that so it has more than just defense purposes.
fshy94
02-05-2007, 09:00 PM
You read my mind, In the left warehouse where the 3 crates are i used the clark there and got FIFTEEN kills with it, its also amazing when paired with titan defense.
One thing, I was walking along cause my FAV crashed and burned, when i saw a titan missle RUSH out of nowhere and hit the ground next to me, Pretty suprising.
If anything for the RDX gun, make them explode faster, thats its only weakness, you are either dead and theyre gone when they explode, or you are just dead and didnt even come close to hitting them.
Id really like it if we could just make it like that so it has more than just defense purposes.
That's what irritates me; when you're using it, you know it has SO much potential. I just think an explode on impact mode, or the ability to set the time, would be really helpful. I shot a couple shots, and unless they were looking in the opposite direction, they could easily escape the big sticky orange blob.
Tiberiansun292
02-05-2007, 10:23 PM
answer me QUESTION now!
or pm me.
RICHGB
02-05-2007, 10:29 PM
wait until the transport land then shoot it
Raidyr
02-05-2007, 11:20 PM
Could someone tell me how I would go about getting 1.11 back without a full reinstall? The fact that theres only one half full server where I Get poor registration at is irritating.
Mr.Bubbles43
02-05-2007, 11:23 PM
The only major problem I have and this is a major problem though. Every round I play I will crash to desktop after I play titan and it switches map I CTD when it starts loading. It doesn't matter if there are 1 or 2 rounds before the switch. Also on the same account, I will usually CTD during every other round for no apparent reason. Both of these happen to me consistently.
On a small side note and I guess this is a problem, my titan lag has increased greatly, please take away the "fix" you implemented!
You must just have badluck, the "Fix" is actually really good.
Dismay
02-05-2007, 11:42 PM
If I'm correct the RDX Shottie replaces the clark, meaning that you can equip one or the other. If you made it like the pk rockets, where you can keep your clark and switch to the rdx attatchment, then it may be more appealing. The combo would be a good close/med range loadout. Someone above mentioned being able to equip it with the lmg and ganz, is this true? I don't have the clark unlocked, so I wasn't able to try the rdx shottie, other than picking up another's kit.
Question, does the recon decoy beacon just add a dot on the enemy radar, or does it also keep you from showing up?
I also get CTD's at the end of a titan round sometimes, and other seemingly random CTD's as well.
Mr.Bubbles43
02-05-2007, 11:43 PM
If I'm correct the RDX Shottie replaces the clark, meaning that you can equip one or the other. If you made it like the pk rockets, where you can keep your clark and switch to the rdx attatchment, then it may be more appealing. The combo would be a good close/med range loadout. Someone above mentioned being able to equip it with the lmg and ganz, is this true? I don't have the clark unlocked, so I wasn't able to try the rdx shottie, other than picking up another's kit.
Question, does the recon decoy beacon just add a dot on the enemy radar, or does it also keep you from showing up?
it is like the rockets you can have the clark or a mg and have this too...
Wizrdwarts
02-06-2007, 12:49 AM
Radar grenades don't get resupplied for me.
And has anyone tried to stick a Clark 12 shot on infantry?
Parnit
02-06-2007, 02:27 AM
plz dont change back the titan to what it was lag has been greatly reduced i want to know is there any way you can tell if a server has titan movement enabled or not before you enter it if not this should be added because titans moving really lose still lags me up like crazy
Jeffro420
02-06-2007, 03:41 AM
My only problem with 1.2 has been excessive harddrive activity while playing causing large spikes in performance. I alt-tab out...disk access stops. I alt-tab back in ...disk access continues. And no, there is nothing running in the background.
kamikaze cow
02-06-2007, 04:32 AM
@ jeffro420 type into the console pb_sleeptime 500, and that should help a little (stops punkbuster from scanning ur entire 2142 drive from every 60 seconds to 500)
di di MAU
02-06-2007, 05:11 AM
You read my mind, In the left warehouse where the 3 crates are i used the clark there and got FIFTEEN kills with it, its also amazing when paired with titan defense.
One thing, I was walking along cause my FAV crashed and burned, when i saw a titan missle RUSH out of nowhere and hit the ground next to me, Pretty suprising.
If anything for the RDX gun, make them explode faster, thats its only weakness, you are either dead and theyre gone when they explode, or you are just dead and didnt even come close to hitting them.
Id really like it if we could just make it like that so it has more than just defense purposes.
use the pulse meter with it. it is the support class right?
Adding another comment about the CTDs I meantioned earlier.
Yesterday I played for a little over an hour without any CTD. Im starting to think that perhaps these CTDs could be somehow related to the server end as well?
The server I had a lot of CTDs two days ago was this:
"159.153.157.176" 29901 "EAUK 1.2 Open Beta"
It could be that at the time it was the "first" open beta server in EU/Scandinavia area and was getting hammered causing it to be unstable and then resulting in CTD on my end? Just guessing here.
Last night I played at these two and had no problems with CTDs:
TV2 - 6 ALL TITAN 1.2beta
EA DE #30 Beta 4Netplayers.de
Vreki
02-06-2007, 07:05 AM
Adding another comment about the CTDs I meantioned earlier.
Yesterday I played for a little over an hour without any CTD. Im starting to think that perhaps these CTDs could be somehow related to the server end as well?
The server I had a lot of CTDs two days ago was this:
"159.153.157.176" 29901 "EAUK 1.2 Open Beta"
It could be that at the time it was the "first" open beta server in EU/Scandinavia area and was getting hammered causing it to be unstable and then resulting in CTD on my end? Just guessing here.
I don't think I have had any CTD on that one. Certainly not more than I usually get.
Last night I played at these two and had no problems with CTDs:
TV2 - 6 ALL TITAN 1.2beta
EA DE #30 Beta 4Netplayers.de
EA DE #30 Beta 4Netplayers.de looks suspiciously much like the one who crashed yesterday around 19-20 GMT, and took my Support Silver and a hugezillion SL points down with it.
I was not amused!
Jeffro420
02-06-2007, 03:39 PM
I came across an indestructable spawn beacon on a titan. Trying to upload video to Google but it keeps failing.
starjax
02-06-2007, 04:49 PM
Does the clark rdx allow for blowing up/disabling of the enemy's rdx packs? Trying to go down a titan corridor full of rdx is a pita.
Raidyr
02-06-2007, 05:11 PM
@ jeffro420 type into the console pb_sleeptime 500, and that should help a little (stops punkbuster from scanning ur entire 2142 drive from every 60 seconds to 500)
Heh, I did that and my entire game sloooowed down.
Monkmonkman
02-06-2007, 06:10 PM
Heh, I did that and my entire game sloooowed down.
turn your hax off :P
Dangerdog
02-06-2007, 06:39 PM
CKMC;254796']
The Clark RDX:
We originally had the clark rdx as a more powerful weapon. After a few rounds of people (including me) going a little wild it got toned down. The point that there is unlimited ammo for the support kit factors in on how much power to give the weapon.
Finding the proper balance to this weapon is important to us so please let us know what you think. I would be curious what you guys think of the projectile trajectory?
First of all, lower the projectile trajectory. Second, beef it back up to a powerful weapon and change the rate in which you’re resupplied ammo for the weapon, make it as slow as regular RDX is for recon if you have to.
On a side note I think you should slow down the resupply rate of grenades, note I said resupply rate! Don’t change the rate in which you can throw grenades or how much damage they do, just change the resupply rate!
Raidyr
02-06-2007, 07:07 PM
PB_Sleep [Period]
Holds the period of time (milliseconds) that PunkBuster "sleeps" between processing cycles; the default is 60; lower numbers will cause PunkBuster to process events more times each second which also has the effect of increasing the bandwidth used by PunkBuster; Players with a modem connection will probably want to set this as high as possible
Yup
[TW] Alixsar
02-06-2007, 08:02 PM
I don't know, after reading a lot of these posts I don't know if I'm all that excited about the unlocks anymore. The only one I was ever really jazzed about was the Clark RDX, but from what I'm reading it doesn't seem too great. Well hopefully the maps will be worth it (the infantry based titan map sounds almost too good to be true...hopefully gun spamming won't be too bad).
But my question is earlier in the thread CKMC mentioned that gunship missile/load-out saves/SAAW issues were "on the list". If you see this CKMC or any other DICE member, I've been wondering, is alt+tab support on that "list" too? How soon can we expect it? I'm glad that a "list" exists and that you guys are working on things, but alt+tab seems like something that should've been addressed earlier.
Dangerdog
02-06-2007, 09:09 PM
Alt+Tab is not going to be addressed. DICE/EA's official stance is that it's unsupported, period, end of discussion.
Some claim that they don't have a problem with Alt-Tab or that they have tricky ways to make it work, there's even an unsupported patch that's out, again - some find it helps others not so much.
You can get the patch here: http://www.burningvision.net/
Vreki
02-07-2007, 06:57 AM
A bit more feedback on the Clark 12-RDX
I realized that you are about to make the same mistake with the sight as with the BF2 grenade launcher.
Sight like this are supposed to be actually aimed at the target, not waved above them.
The problem is that you have made the bottom of the pyramid the direct line of fire point, when it should in fact be the top.
That means that as soon you start to correct for the trajectory, the sight goes of target and might as well be a plain cross-hair.
Poor ASCII graphics follows, forgive me if I have inverted the sight, I somehow have forgotten if it is pointy end up :):
----------
--------
------
---
X
-
Wrong short range
----------
X
--------
------
---
-
Correct short range
----------
--------
------
---
-
X
Wrong long range
----------
--------
------
---
X
-
Correct long range.
I have also noticed that the Clark 12-RDX has a significant recoil, which brings it off target after each shot. Since one shot is not enough to kill, it is even more important that it has a reliable aiming device.
extremer
02-07-2007, 07:38 AM
Not feedback, but a question:
Can you put IDS-1 (Infantry scanner, support unlock) on a squad leaders' SD-8 Accipiter?
[TW] Alixsar
02-07-2007, 08:12 AM
Alt+Tab is not going to be addressed. DICE/EA's official stance is that it's unsupported, period, end of discussion.
Some claim that they don't have a problem with Alt-Tab or that they have tricky ways to make it work, there's even an unsupported patch that's out, again - some find it helps others not so much.
You can get the patch here: http://www.burningvision.net/
Ah, I hadn't heard that. Wow, that's ridiculous and depressing. Thanks for the info though.
Dangerdog
02-07-2007, 05:57 PM
Alixsar;256958']Ah, I hadn't heard that. Wow, that's ridiculous and depressing. Thanks for the info though.
Lets just say the issue has been brought up many times now in a certain beta ;)
Parnit
02-07-2007, 10:20 PM
fix the zeller plz the red scorpe sucks on lo/medium quality
kamikaze cow
02-08-2007, 12:40 AM
Not feedback, but a question:
Can you put IDS-1 (Infantry scanner, support unlock) on a squad leaders' SD-8 Accipiter?
Whoa, i never thought about doing that... think it will actually do anything with the sonar?
Wizrdwarts
02-08-2007, 12:54 AM
Titan attack/defend orders still go to the ground when made by the squad screen, you still need to use the 3D minimap to actually get XP for an field upgrade.
DunNa
02-08-2007, 05:43 AM
The RDX shotgun is currently to WEAK imo. If you are intending it to be more anti-infantry oriented I would say boost the blast radius since currently people have to be almost ontop of it for any decent damage. If your looking for it to be anti-strong stuff (such as titan consoles or armor) I would say it needs a huge boost in power but that limited blast radius is REALLY awesome for this role as it really cuts down on friendly fire damage in titans and such.
The arc/flight speed/fuse all seem pretty solid to me :)
The radar nade for assault seems to be non-refillable, if this is intentional I would say boost the carry amount abit since one use per life is kinda lame when compaired to the other options presented with the assault class. The limited range is good but the actual limit on the weapon itself really detracts alot from the weapon. I haven't actually tested to see if its non-refillable but it certianlly is to long if it does refill.
The recon "ghost" is abit deceptive from the description. I was expecting a holo projector of sorts instead its like a little mine or squad beacon. Its actual effect is decent and it seems to do its intended job. Its just alot less "flashy" than I expected... Possibly look into rewording this to avoid future confusion of players.
The improved active camo for the recon seems very lacking. I had alot of hopes for this unlock slot like possibly a silencer or some sort of nifty demolition drone. While I am ok with the concept of improved camo it still suffers from alot of the same issues. Losing camo while jumping over certain objects, losing camo while using a ladder (a real kill for the camo imo), long falls losing camo (a real killer on berlin nade ridge).
Possibly look into adding a "toggle" to the advanced version. Allowing you to take long falls, ladders, and such while remaining camo'd. Once the camo trigger is put away you are un-camo'd. This might "fix" the issues I mentioned and make this upgrade much more worth while.
I've also noticed a reduced blast radius on EMP nades (for support), I am not sure if this is intentional or not but I thought I should bring it up. I've mainly been playing titan mode but alot of nades that should have hit grouped armor (such as an APC and a walker both on the same silo) have only effected one or neither. This could be completely unrelated to the blast radius but I assume thats the problem.
Buttoneer
02-08-2007, 09:49 AM
I've also noticed a reduced blast radius on EMP nades (for support), I am not sure if this is intentional or not but I thought I should bring it up. I've mainly been playing titan mode but alot of nades that should have hit grouped armor (such as an APC and a walker both on the same silo) have only effected one or neither. This could be completely unrelated to the blast radius but I assume thats the problem.
I can't say I have noticed this but IMO this is a good thing anyway. the Uber-EMP of choice ought to be the orbital, but up to now the EMP nade's have been much more useful and make a mess of infantry visors a lot more than the orbital. The 'nade is hand held and therefore ought to be a lot less effective.
I just wanted to to add to the discussion that I played two rounds last night and while the game was good (I managed to get my second ever dogtag, yay!) the new stuff made little or no impact on the gameplay. I was picking up kits left right and centre in the hopes of grabbing a new item but they were pretty few and far between. Which is a little disconcerting.
One thing I noticed was that player ability unlocks seem to be available as a field upgrade, which is fantastic. The number of messages here from people who have never unlocked the sprint or stamina (and want to know whether it's worth it) are incredible considering how useful they actually are. Letting people have a taste will, I think, make a huge difference to the take up.
RMcLeod
02-08-2007, 11:39 AM
It would seem that enemy SLSBs placed anywhere on the outside of your titan are indestructable.
SCE_DarkNess
02-08-2007, 04:59 PM
Ok dumb question..will i beable to uninstall the patch..to play on servers that dont have it?
RMcLeod
02-08-2007, 05:13 PM
Ok dumb question..will i beable to uninstall the patch..to play on servers that dont have it?
No but there are full instructions for making a duplicate installation for Beta testing.
Buttoneer
02-08-2007, 05:15 PM
First open your C: folder
go to Program Files
Click Electronic Arts folder to open it.
Then the Battlefield 2142 folder
Looks like this... C:\Program Files\Electronic Arts\Battlefield 2142
Next right click the BF2142 folder select Copy.
Then right click in the same folder and select paste.
Now you will have a folder called Copy of Battlefield 2142 (DO NOT TOUCH THIS IT'S YOUR ORIGINAL GAME FILES)
Next download the Beta patch it's actually called 1.19b (for 'Beta')
Once you have the 2.0 (1.19 beta) patch, install it. By default it installs to your Battlefield 2142 folder.
Ok so you have the 2.0 patch installed ehh?
This is your Beta game. Good job. Rename it Battlefield 2142 Beta
Before you close the folder rename the folder Copy of Battlefield 2142 to Battlefield 2142 Your shortcut icon on you desktop will load the normal game.
Now when you use the start menu to launch BF2142 it will launch your old 1.1 game and you can play that. however when you want to launch the beta game, change the Battlefield 2142 folder name to battlefield 2142 1.1 and remove the word 'beta' from the other and using the same start menu shortcut will give you the 1.2 game.
Just keep changing back and forth as often as you wish to play on whatever server you fancy.
Try out your 1,2 install on the AGE 64 player Titan server at IP: 72.232.168.110
SCE_DarkNess
02-08-2007, 05:46 PM
Thanks guys much appreciated
Wizrdwarts
02-08-2007, 11:17 PM
One thing I noticed was that player ability unlocks seem to be available as a field upgrade, which is fantastic. The number of messages here from people who have never unlocked the sprint or stamina (and want to know whether it's worth it) are incredible considering how useful they actually are. Letting people have a taste will, I think, make a huge difference to the take up.
Really? I can't unlock the clip expansion for the pistols.
Why can't we do this? I heard it was something about PB but I'm not sure...
Iwantcable
02-09-2007, 05:06 AM
CKMC, I pmed you a glitch that's still in 1.19b.
Dangerdog
02-09-2007, 06:12 AM
Really? I can't unlock the clip expansion for the pistols.
Why can't we do this? I heard it was something about PB but I'm not sure...
You have to have all the items in that branch of the soldier kit unlocked, then you'll be able to access the NS unlocks as field upgrades, including the special abilities one.
DunNa
02-09-2007, 08:31 AM
Well I had a good squad going tonight and decided to mess around with the SL drones (both OTUS and ACCIPTOR).
Yes the drones are exploding when activated, this is basicly ALWAYS true inside a titan or near cover of most any kind. While out in the "open" I could get them out and then go into these places no problem so I'm assuming there is some sort of check when you activate them (much like the parachutes) and this is causing them to explode.
I was also having another problem and that was having my drones KILL ME! This mainly only happened with the ACCIPTOR but when I would activate it, the drone would "come out of my body" and that would kill me (like being run over). This happened rather randomly and couldn't find any real way to reproduce it other than dumb luck but it is there. I think it probably has to do with where the drone is appearing from and the "no surfing" changes.
After using the RDX shotty alot for titan defence I found it slightly usable. I just had a constant stream of little nades all over the entrance to our corridor. I didn't get many kills with it but I was getting loads of assits (and kills with my turret). The main benefit was that it never really had a "break" to it and the glowing balls acted as a visual "keep away" sign which proved great for holding a corridor.
[DICE]CKMC
02-09-2007, 10:11 AM
Thanks for the continued feedback!
We are looking into the drone issues.
For the Clark RDX - we are looking into ways to improve its usefulness without overpowering it. The last thing we want to do is re-invent the law/m60 kit from BF:Vietnam :)
Vreki
02-09-2007, 01:40 PM
CKMC;258587']For the Clark RDX - we are looking into ways to improve its usefulness without overpowering it. The last thing we want to do is re-invent the law/m60 kit from BF:Vietnam :)
The thing is that it currently has the same role as the handgrenade, it is just poorer at it and uses up an unlock slot.
Support just happens to have an unlimited supply of hand grenades, so it is a hard sell when it means giving up the pulse meter or sentry gun.
It need to be able to do something different, and "stick to stuff" isn't anything but a novelty, it has little practical use.
I would suggest something like the PK-rockets. Let the scroll wheel decide the timing, and the longer delay the more powerful explosion.
Start up with the basic delay and timing as it is now, but if you manage to get some distracted commander to sit on it for 2 minutes, he should be blown sky high.
That could be useful for clearing out those entrenched in Titans and other places.
B1zzo
02-09-2007, 06:01 PM
CKMC;258587']
For the Clark RDX - we are looking into ways to improve its usefulness without overpowering it. The last thing we want to do is re-invent the law/m60 kit from BF:Vietnam :)
Amen to that!
Also, I would agree that the time it takes to explode should be reduced.
Euryon
02-09-2007, 08:37 PM
Apologies if this has been mentioned, but I read first 2 pages, didnt see it there...
With regards to the RDX shotgun... Can you use it to blow RDX thats guarding the titan corridors? When Recons lay RDX to protect corridor entrances, I Wil offten try and pre empt them by laying RDX myself, blowing it, then sneaking past the APM....
If the shottie can do this job now, it does have a bit more of a point offensively.If it could also clear APMs it would be EXCELLENT :D
BlueScreen
02-09-2007, 09:04 PM
@DICE: Regarding FF setting for clays:
This is a matter of personal preference / opinion not the subject of discussion and you shouldn't force people to play with a certain mode. Some love it because otherwise they get to many TKs or whatever, some can't stand it!
PLEASE leave it a server side setting and just give us an additional filter in the server browser (like you said you would do a few month ago) so there's no misunderstanding. Any developer who's worth his name / money should be able to do this within 2 hours max.
Thanks
Wizrdwarts
02-10-2007, 12:28 AM
You have to have all the items in that branch of the soldier kit unlocked, then you'll be able to access the NS unlocks as field upgrades, including the special abilities one.
I know, I thought he was talking about the regular sprint unlocks, which in 1.10 I could field unlock. Same thing with the clip expansion in 1.19, it says "Unlock this item when you are promoted"
Buttoneer
02-10-2007, 12:50 AM
Has the Otus blowing up on deployment been mentioned? It worked first time and then every time after it blew instantly.
Biotech2142
02-10-2007, 01:38 AM
Does titan pods have a limit of time for auto-eject?
In my last 2 games the titan pods were blocked by AFK players inside them.
Weyoun
02-10-2007, 06:21 AM
Does titan pods have a limit of time for auto-eject?
That would be a great idea, since only one stupid player can block all the pods, even if there are enough entrances ;) !
Vreki
02-10-2007, 12:06 PM
It appears that "join server" button no longer changes to "disconnect" when you enter the menu from a game.
Raidyr
02-10-2007, 12:48 PM
CKMC;258587']
For the Clark RDX - we are looking into ways to improve its usefulness without overpowering it. The last thing we want to do is re-invent the law/m60 kit from BF:Vietnam :)
Oh man I loved that kit!
Quick question, are there talks of implementing IO mode into BF2142? That is one thing that pretty much killed BF2 for me, and I really hope it doesnt come back to 2142
Euryon
02-10-2007, 05:41 PM
I love IO mode! On some maps it would be awesome... I personally hope it does make a return.
Leeus
02-10-2007, 06:08 PM
@DICE: Regarding FF setting for clays:
This is a matter of personal preference / opinion not the subject of discussion and you shouldn't force people to play with a certain mode. Some love it because otherwise they get to many TKs or whatever, some can't stand it!
PLEASE leave it a server side setting and just give us an additional filter in the server browser (like you said you would do a few month ago) so there's no misunderstanding. Any developer who's worth his name / money should be able to do this within 2 hours max.
Thanks
Just fix the server the browser period. I hate it that you can't filter anything out.
McDutchy
02-10-2007, 06:08 PM
If you're looking to buff the ClarkRDX, why not make it somewhat like the plasma nade from Halo? Make it so you can stick players and that a stick is an automatic kill?
Leeus
02-10-2007, 06:17 PM
i don't like this whole sticky grenade thing.
They should have made a little drone that runs like an RC car fast to someone who is an enemy(you know like a human motion mine). Then the booster would have been worth it's weight in gold.
antihero
02-11-2007, 11:58 AM
I see a lot of good and awesome unlock ideas, but the only problem is almost all of you think in single player. You all want some uber own you all unlock. Problem is that won't work in multi-player. I take my hat off to DICE for trying hard to add value with out dominance.
Monkmonkman
02-12-2007, 01:24 AM
I just hope that they don't buff it into another G36E.
McDutchy
02-12-2007, 02:42 AM
Antihero, I'm thinking in multiplayer. It works well in Halo and Halo 2, but given that it is a bit weaker than our current grenades, giving it a slight buff for when someone is skilled enough to get a stick would be nice. The grenades do about what, 25-30 damage when exploding within 2-10 feet? A buff for a very close explosion (say 105 for a stick, 80-95 for within 2 feet?) sounds reasonable.
ToxicVega
02-12-2007, 04:59 PM
Antihero, I'm thinking in multiplayer. It works well in Halo and Halo 2, but given that it is a bit weaker than our current grenades, giving it a slight buff for when someone is skilled enough to get a stick would be nice. The grenades do about what, 25-30 damage when exploding within 2-10 feet? A buff for a very close explosion (say 105 for a stick, 80-95 for within 2 feet?) sounds reasonable.
Don't think that the player model allow for "sticking" anything to a player. ie. rdx to your buddy head and have him run into the core. Yes that would be awsome.but it will not work with the current game physics
gamefoo
02-12-2007, 07:51 PM
CKMC;254912']Load out saves is something we have listed to look at for future updates. It wont make it into 1.20.
The SAAW and gunship missiles are also on the list.
For the Motion Mine bait unlock. I honestly dont want to spoil the fun that can be had experimenting with this by saying "try doing X with it". Though I will ask you play around with it in different ways as its a pretty dynamic little toy when you play around with it.
Sounds like you can put this unlock in a FAV then tow around some mines! Gotta think outside the box guys!
Vreki
02-12-2007, 08:06 PM
Sounds like you can put this unlock in a FAV then tow around some mines! Gotta think outside the box guys!
For some reason that idea made me think of the movie "Speed".
Buttoneer
02-13-2007, 10:17 AM
Or Galaxy Quest...
DarthOps2142
02-13-2007, 10:39 AM
Does titan pods have a limit of time for auto-eject?
In my last 2 games the titan pods were blocked by AFK players inside them.
Yeah, something seriously needs to be done about this, it is becoming really REALLY annoying!
[DICE]CKMC
02-13-2007, 11:44 AM
We have been thinking about how to fix the titan pod AFK problem. Many of the thoughts here mirror options we already are considering.
Buttoneer
02-13-2007, 12:11 PM
As long as there's a toilet-flush sound when they go I don't mind.
Deady
02-13-2007, 01:21 PM
I'm a bit concerned that a NS developer is making weapons intended to defend choke points.
Corridor 1 on the Titan is already an almost inpenetrable choke point - just two good defenders can hold off an entire enemy team with apms, rdx, nades and sentry. Not to mention that while trying to defeat the choke point, attackers are completely exposed to attacks from people podding out and down into the vents, or around through corridors 2 3 and 4.
The sentry bug (I don't know if this is fixed in 1.20) where they acquire targets through Titan walls also plays into the hands of the defenders since attackers are getting shot up by the sentry as soon as their little finger is in the sentries LOS with no "beep" and firing delay from the sentry.
I do agree with the change to make APMs permanently FF off. FF on APMs are simply pointless and serve no purpose but to rack up TKs and punishments. They are like pungi sticks with FF on - not worth using. However, APMs themselves need some work. Again, they contribute to the ease of defense on the titan. While trying to dodge the godly sentry, the vent camper, the RDX guy, the nade spammer, the sneaky guy, and the lag - attackers are also crouching around looking out for randomly placed APMs. Usually though, its not even worth crouching because a teammate will run by you and set it off anyway.
Have you considered limiting recons to having one APM active at a time? After all, the main purpose of APMs is surely to defend the snipers back while he's zoomed, not to provide an automatic defense of a location?
Vreki
02-13-2007, 01:41 PM
Have you considered limiting recons to having one APM active at a time? After all, the main purpose of APMs is surely to defend the snipers back while he's zoomed, not to provide an automatic defense of a location?
I don't think that would change much, most seem to do well with just one in the vents :(
IMHO the APM/RDX packs should be destroyable by small arms fire, or at least by a grenade.
That way they would have to actually hide them.
DrJambo
02-13-2007, 05:04 PM
Yes, I don't know why grenades don't destroy them...
It would be good to stop the nade spamming in titan defence or at the very least stop the nade spamming when the defenders are also trying to APM and RDX the corridors.
[DICE]CKMC
02-13-2007, 05:08 PM
One thing I need to try - is using the MMbait to try and clear out titan defenders.........just imagine all those little globes of doom flying at those defenders all snug behind their sentry guns. :D
Buttoneer
02-13-2007, 05:21 PM
Please do. Someone tried this with the core room and apparently the MM's either sank through the floor or simply self destructed so if you do it, you can report the bug direct ;)
Deady
02-13-2007, 06:39 PM
Motion Mines arnt too reliable on the Titan. They either fall through or explode for no reason.
If you can stop that, and your described scenario works, then great! Another tool in the attackers arsenal to help level the playing field.
If you do get it to work, remember its not overpowered - the defenders will just need to recruit an engineer with the defuser to their defense team.
Dismay
02-13-2007, 09:20 PM
With the open beta being tested for the last couple weeks, and some obvious issues that we have uncovered, I'm curious if there will be another step between this beta, and the actual 1.2 patch, a revised beta with some fixes implemented? Or will you basically take our input, come up with what you think will fix the issues, and then release it as Patch 1.2 when NS is released?
RMcLeod
02-16-2007, 09:45 AM
Not sure if this has already been posted but... It appears the bug where by you can't spawn on your own Titan still exists. This morning from the begining of the round I was unable to spawn on my own titan until the shields went down.
[DICE]CKMC
02-16-2007, 01:04 PM
Thanks for all the feedback guys. We appreciate everyone who took the time to check out the open beta and everyone who signed up for the closed Northern Strike Beta.
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