Fine Tuning Update Notes - 1/27/2016


(Sithas) #21

Just played the new improved dome map and holy hell that was a great improvement the match goes much quicker now.


(SiegeFace) #22

Anyone else that was experiencing the “laggy menu” can confirm that it is fixed? Since I upgraded my PC I had god awful delay/lag in the menus which was a pain to navigate through, but since this patch it seems to be fixed and smooth as hell now.


(The_Enema_Bandit) #23

Not sure I understand this one:
“Fixed bug where players could use Loadout Cards for the selected Merc to Trade In”

So does it mean that, for example, if I want to trade in for a golden Kira, there can’t be a Kira card in the three cards selected for trading?
If so - why?


(ImSploosh) #24

[quote=“CirclesofJerk;142806”][quote=“Talak;142801”]Aww, I can’t snipe with my Ahnuhld-12 anymore. :frowning:

I don’t see why the nerf to Sparks was necessary. She has one of the highest skill requirements in the game.[/quote]

Sparks had the ability to completely trump conventional sniper rifles like the MOA and FEL-IX. The revive gun is able to fire at an immense amount of accuracy, while moving, without even bothering to use ironsights, and get one-shots on a headshot. The balancing for long-range rifles is meant to be the loss of FOV and movement speed when scoping in, where shot spread is otherwise too inaccurate. Not to mention Sparks sharing the highest movement speed in the game with Aura, making here much more difficult of a target than spotter classes. There’s also the ridiculous flexibility of being able to charge shots up or rapid-fire them, essentially breaching the balance gap that semi-auto rifles and bolt-action rifles are supposed to have.[/quote]

I feel like my outcries have finally been listened to although I wasn’t the only one mentioning these things! :smiley:

I love this Sparks nerf. It doesn’t hinder her, it just stops her from being the best sniper in the game. Now Vassili can be a bit more useful. No more getting picked off by Sparks at long ranges.


(triteCherry) #25

[quote=“The_Enema_Bandit;142840”]
So does it mean that, for example, if I want to trade in for a golden Kira, there can’t be a Kira card in the three cards selected for trading?

If so - why?[/quote]

To lower the amount of people using their horrible trade in system? shrugs


(DMaster2) #26

[quote=“p4v;142798”]
Yes it was needed. You can still 1 hit people within 18m and revive everyone in your sight.[/quote]
tl;dr there is now no reason to run Sparks instead of Sawbonez, Aura or Phoenix which are now all strictly better.


(srswizard) #27

“Fixed bug where dead players could leave behind player-blocking collision”

ABOUT TIME.
THANKS


(OmaGretel) #28

Sparks is completely ruined now. Granted, she was a good sniper, but what is her role now? Close-range sniper? Her med packs are a joke if you want to heal more than just yourself, her primary weapon is weaker than most others and the REVIVR is now only for reviving.
Sparks has almost no advantage over any other class anymore. It’s like taking away Naders’ grenade launcher, because it’s too strong …


(bontsa) #29

[quote=“OmaGretel;142883”]
Sparks has almost no advantage over any other class anymore.[/quote]

Ok hang on in there while I throw these Defibrillators at you from 1kilometer away, that’ll rez you.

Lay still, this’ll be tricky throw! clenches buttcheeks, takes 5 steps backwards


(OmaGretel) #30

Can’t remember the last time I turned around a game by sitting there and reviving the noobs in my team …
Though I can remember quite a few games just this week (before the update), where I was top-scorer by both XP and K/D as Sparks. That’s not going to happen very often anymore I guess.


(RazielWarmonic) #31

BLOCKOUT WEEKEND TESTING HYYYYPE
http://images.memes.com/meme/211562


(triteCherry) #32

[quote=“OmaGretel;142883”]
It’s like taking away Naders’ grenade launcher, because it’s too strong …[/quote]

Holy **** they removed Sparks REVIVR? I must have not read the patch notes closely enough to miss that one.


(DeadAlive) #33

[quote=“dnbradio;142779”]Sparks
Added damage falloff to the REVIVR attacks
Damage falloff begins at 18m and falls off to ~66% damage at 36m

http://i.imgur.com/Rr5R45R.png[/quote]

You’ve got to be kidding. Medics are not supposed to be sniping and whooping butt on the level of assaults, least of all Sparks.

Sparks can revive people from half way across a map, while behind cover, and rack up a fat score while doing it. On top of that, she can hang back around a corner, just out of the LOF, and do short range revives.

Her Revive plus med packs make her super potent, and people who downplay her med packs, well… me thinks they’re spending too much time sniping and just don’t realize they actually work.

Before this nerf, I felt that Sparks was the most potent medic just because of the long range revive by itself. Now, after the nerf, I sill feel she is the most potent. Nothing can beat ranged revives.

[quote=“OmaGretel;142901”]Can’t remember the last time I turned around a game by sitting there and reviving the noobs in my team …
Though I can remember quite a few games just this week (before the update), where I was top-scorer by both XP and K/D as Sparks. That’s not going to happen very often anymore I guess.[/quote]
I think I have shot a grand total of 5 enemies with the Revivr since I started playing DB, and I can easily hit the 1 or 2 spot on the scoreboard with Sparks, and I’m barely an average player on my best days. You don’t need to snipe with Sparks to get the top slot.

People unfortunately got used to a hybrid OP Merc that never should have had that much power and versatility in the first place, and once they got used to the power, they don’t want to let it go, naturally.


(DeadAlive) #34

Man, I am loving this patch! Can’t wait to finish the download and try it out, and I even see some specific things I had posted about, along with others, like the objective button not latching and the voice option switch not working right.

Can’t wait to try these new maps too. Too bad they’re only out for a few days. Hopefully they will test very well and they’ll just leave them in, because we need maps bad! Can’t wait to try out the Dome changes too!


(bontsa) #35

First of all, this statement already explains exactly why you’ve thought Sparks was “ok”. You play with completely lost boyos and rarely face Sporkses whose controllers are some human-bot hybrid created in the deepest university labs of South-Korea. Said class seemed to be pretty much mandatory to have on higher comp settings, and any meta with mandatoryness gets quite stale quite fast. Change was needed for higher setting and pubs altogether. Maybe try some minlvl10 servers with decent people in (not gonna happen all the time anyway) next?

[quote=“OmaGretel;142901”]
Though I can remember quite a few games just this week (before the update), where I was top-scorer by both XP and K/D as Sparks. That’s not going to happen very often anymore I guess.[/quote]

Aaand at what part of the class description “Medic” did you catch the part where she was supposed to even remotely out-dps Recons and even Assaults? Golly, I sure missed it, I’ve been playing all wrong supporting my group with healsies and bullets then.


(SpinnerzNQ) #36

I remember exploring dockyard through the console commands. It looked very cool, especially since it’s an EV map. Though, the EV seemed like it would be tough to get to, like Bridge.


(punctiliousRose) #37

[quote=“p4v;142798”][quote=“dnbradio;142779”]Sparks
Added damage falloff to the REVIVR attacks
Damage falloff begins at 18m and falls off to ~66% damage at 36m

http://i.imgur.com/Rr5R45R.png[/quote]

Oh poor you, your medic can’t be better than snipers anymore :’(

Yes it was needed. You can still 1 hit people within 18m and revive everyone in your sight.[/quote]

this is the only sparks’s weapon that is really usable to kill someone, she use’s a sec. weapon as primary.
Every single other merc, even the medics, have way better weapons to use. No, it wasn’t needed.


(DeadAlive) #38

[quote=“punctiliousRose;142949”]this is the only sparks’s weapon that is really usable to kill someone, she use’s a sec. weapon as primary.
Every single other merc, even the medics, have way better weapons to use. No, it wasn’t needed.[/quote]

The weak primary is balance for being able to revive teammates from across the map with zero risk. The other 3 medics get fat primaries because they have to be standing over the corpse to do a revive and they actually NEED it.


(p4v) #39

[quote=“spaceboy;142956”][quote=“punctiliousRose;142949”]this is the only sparks’s weapon that is really usable to kill someone, she use’s a sec. weapon as primary.
Every single other merc, even the medics, have way better weapons to use. No, it wasn’t needed.[/quote]

The weak primary is balance for being able to revive teammates from across the map with zero risk. The other 3 medics get fat primaries because they have to be standing over the corpse to do a revive and they actually NEED it.[/quote]

Thank you. You demolished him with the rational thoughts. I don’t even need to break a sweat now.


(punctiliousRose) #40

[quote=“spaceboy;142956”][quote=“punctiliousRose;142949”]this is the only sparks’s weapon that is really usable to kill someone, she use’s a sec. weapon as primary.
Every single other merc, even the medics, have way better weapons to use. No, it wasn’t needed.[/quote]

The weak primary is balance for being able to revive teammates from across the map with zero risk. The other 3 medics get fat primaries because they have to be standing over the corpse to do a revive and they actually NEED it.[/quote]

She needs an advantage over the others meds since she’s got less hp, no fire power at all, and her heal is a freaking joke comparing to the others.