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Thread: Semi-Unofficial Community Discussion about Development Changelog August/2019

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    CM-SS13 Host ThesoldierLLJK's Avatar
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    Semi-Unofficial Community Discussion about Development Changelog August/2019

    Go hog wild.

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    Senior Member Madventurer's Avatar
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    So from what I've heard, flak ammo for sniper works as usual, except the backlash somehow ignores usual xenos armor and instead uses explosive resistance?

    Is this true, and if yes, is it intentional?

    Otherwise, changes this month have been very good, no major issues.
    Tyson 'Bunny' Sphere


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    It hits for explosive damage, which targets explosive damage resistance and definitely not xeno armor. So yeah, it ignores armor. Very much intentional and very much frustrating to deal with when it crits an ancient defender with crest down in 2 shots.

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    Quote Originally Posted by Madventurer View Post
    So from what I've heard, flak ammo for sniper works as usual, except the backlash somehow ignores usual xenos armor and instead uses explosive resistance?

    Is this true, and if yes, is it intentional?

    Otherwise, changes this month have been very good, no major issues.
    1) Yes, flak uses explosive damage
    2) xenos have SEPARATE stat for explosive damage armor, and for xenos that have armor integrity - it is taken into account. For those that do not, 100% integrity is used all the time
    3) Having good armor doesn't mean that caste has good explosive armor. After Queen and Crusher next best explosive armor is on runner. Worst explosive armor is on praetorians
    4) It WAS intentional, however now that players are finally using flak more often, the old balancing logic for it is no longer valid, so most likely it will be changed to physical. I will think more about adding explosive damage options for specialists like sniper, but they will DEFINITELY not be AOE
    5) It should not crit defender in 2 shots. Lowering crest only increases usual resistance, not explosive - probably a good idea to update that too

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    I like how flamer got that nice firerate buff. Now it's a proper flamer, instead of being a sneeze of fire. Benos that aren't immune to fire finally fear it a bit, instead of tanking frist shot, dragging marine into fire and escaping.

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    I have to say, whoever made the new sprites for the VP and the Mod88, im sorry buddy but they're not good. New mod88 looks like a generic pistol and nothing like the thing same goes for the VP, just generic and too small.

    Older sprites were distinct and easily recognizable I have no idea why devs changed them. Gimme my black nintendo zapper back.

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    Hello there,
    Im not posting very often, but i would like to share my thought about one thing that bothers me - Tank

    I think, tank is almost in perfect place regarding balance however, there is thing that not quite up to the task - Secondary Flamer Unit
    This weapon, is currently must have on all tank loadouts because: Its have high rate of fire, you can spam it because shooting it cost little of ammo, create massive AoE damage (Including setting xenos on fire, which is deadly even to Crushers). Basically is all around weapon responsible in my opinion for 80-90% of the kills that Tank makes, and also its the main reason why T1 and T2 are afraid (Which is right) to come out and claw the tank

    I was thinking for some time, what could be change to make things more fair and there is one thing that for seems most reasonable: Make Secondary Flamer unit shoot the same way as DRG-NF Flamethrower, and change DRG-NF Flamethrower to shoot same thing as Secondary Flamer. Thanks to that change, tank could keep running around flaming stuff all around (Thanks to DRG as primary weapon), but it would lose the structure destruction capability do to fact that its not having Minigun as primary (Which is most picked weapon on tank at the moment).


    From the other things i think tank could appreciate, are primary weapons buff regarding minigun and flak cannon. Currently, those 2 weapons are weak compare to its Secondary Flamer Unit.
    Minigun for the most of time is being picked do to its high ammo count (But still in my opinion does less damage then SG that marines are carrying, have less firerate, and spread on the minigun is big enough that you can miss a wall 1 tile away from you).
    Flak on the other hand have low ammo count, dont do high amount of damage, and it also is capable to do damage to marines from AoE damage.

    From my proposition on the subjects, i think that support unit allowing Tank to have IFF (Like smart scope) capability would be great allowing Tank to truly support the marines its coming with (Even with IFF, tank would need to watch out where it fires with the Flak becuse of its explosives round, and Minigun is not accurate enough to shoot on high range).


    I think, as chaotic that is are my random though on tank right now
    Last edited by Teruyo; 09-04-2019 at 07:02 PM.

  8. #8
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    Don't see a September one yet, but I am curious what the Devs think of the new ravagers so far. I haven't played the base ravager but the hedgehog is really fun. I feel like it might be slightly op but game play wise it is really fun to play. I feel like the shrapnel mechanic of the shard spray (is that what the name is?) is probably too annoying. I like the damage over time aspect of it, but the having to actually pull shrapnel out may be too annoying for marines. I don't think the shrapnel on a slash is unfair though cause slashes means you are going head to head with a ravager and deserve to get fucked up. But being hit with it from long range is kinda troll. Some people are saying the damage you take from getting hit by the shard spray is too high. I would like to know what devs are thinking cause I really enjoy hedgehog and hope it doesn't get totally nerfed to shit.

  9. #9
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    Quote Originally Posted by Teruyo View Post
    snip
    This is very well written and helpful feedback, thank you.

    We are currently working on upcoming tank changes and will keep this in mind.

  10. #10
    Senior Member Madventurer's Avatar
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    Ravagers are now immune to both fire and explosive stuns.
    This means there is absolutely zero crowd control ability an average marine has against a rav.

    Hedgehogs have two crowd control abilities on top of that, so I really don't know what to say, besides 'Nerf pls'.
    Tyson 'Bunny' Sphere


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