Fine Tuning Update Notes - 1/27/2016


(MikaSobaka) #41

I like the changes, but i have to say im disappointed at the lack of changes to thunder. I think mostof the community is in agreement right now that he is underpowered. Wether he gets a little love to his lmg or to his nade is heavily debatable, but some change needs to be made.

Right now his nade does 2 things. For one it has the conc effect, where if they are close to the nade they get some screen blur and debatable less movement or crosshair speed. And it has the flash where if they are starring at it, they get a white screen, I feel as though right now the ability requires ten times more skill to land then any other in the game for far less reward.

The conc effect is so negligible its almost redundant, you can see fine and are hardly hindered, essentially you can land one on top of somebody and get no real reward.
Next is this flash, it requires the enemy to be looking at it, its very ambiguous how well it has worked after using it, and for the most part it is difficult to capitalize on.

The thing is that even if you land a nade 1 foot from someone, odds are they only get conc’d, i have been conc’d perfectly on multiple occasions and was able to kill the attacker like normal, i was not even slightly hindered. You could do the same as fragger and land it right on the mark, but where he got the huge reward of a kill and possibly a gib, you got nothing, even though your inability to cook made landing it on them much harder then it was for him.

The flash is good, but on its own it does not make a worthwhile ability because throwing one it a total gamble, it might do something, it likely will do nothing. The logical thing i feel would be to reduce the range the flash effects to allow thunder to start firing early and take advantage of the time it takes them to turn away without flashing himself from range, and also increase the range of the conc effect of blur and slow and maybe make the slow a little more significant to reward perfect throws, that way he could use it from his optimal medium range to some effect.

Next is his lmg, its just mediocre. The dps is fine, but it is so woefully inaccurate that you can’t hit anything unless burst firing, making its dps hampered. i would suggest reducing its per shot spread to see how it does, because as is, its uncompetitive against anything but secondaries. I have been using smgs to kill heavies, and then swaping to thunder and thinking that the mk46 was absolutly terrible in comparison, even with my extra health compensating away.

Either of these changes would greatly help thunder, both would be very appreciated.

At least tell us if changes are going to be made to thunder, because, frankly if the majority of the community is speaking of his weakness in unison, there really is a problem (we never agree on anything after all).


(DeadAlive) #42

Lower HP is balanced by being the fastest, most agile Merc in the field

No firepower is balanced by super long range revives with zero risk

Her med packs are also balanced by the potency of ranged revives. Plus, they fit her physical size and speed.

The bottom line is, Sparks is intended to be a light-weight Merc, with a single ultra potent ability: Long range revives. The Devs just made a mistake by making her a potent sniper as much as a medic.

When I play Sparks (seriously, vs sloppy), my first objective is to watch for corpses. I can’t scan 360 deg for corpses if I’m busy imitating Vassili.

Second, I stick close to teammates and constantly drop my med packs for them. I don’t need them for myself If I’m not trying to play assault with my Medic. I stay behind cover, off to the side, and watch for what is needed.

Third, I use my primary to cover my teammates blindspots, and help with touch ups on primary targets, but I always make sure I have my med packs dropped near the group first, and I don’t jump into the line of heavy fire or try to duel. I watch my angles so that I’m not in the main line of fire.


(doxjq) #43

I agree Sparks needed a nerf at long distance. The way she was, I mean lets be honest, I would kill more Vassili’s than Vassili’s killed me. It was a little wrong to be able to use her revive gun as a 1 shot insta kill sniper.

But I think 66% is a huge nerf, and I won’t be surprised if I see this get buffed a little bit in the next update. 40-50% maybe would be sufficient I reckon.

What’s the deal with her long range healing then. Is that unaffected? If you revive a team mate on the other side of the map does it only give them 33% of their health or is that nerf only for damage on enemies?


(beautifulMarriage) #44

Man, all the sparks shitties have to learn to play the game without a 100 damage Revive Gun Hipfire NoSpread Sniper?
The butthurt is real.


(binderr) #45

Updates…yey…love it! How about a new merc soon?? :#


(Gaspoline) #46

“Removed Objective notifications for Defenders when Carryable is dropped or picked up mid-carry
Removed dropped Carryable IFF unless defenders have line-of-sight”
does this mean it will be impossible to tell if the objective is being delivered or if my teammates actually managed to kill the person in time? (ex on bridge: how do I know if a second person was in the room when my mine killed the one who picked it up first, and now that second person is getting the obj and turning it in?)


(OmaGretel) #47

[quote=“bontsa;142936”][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.[/quote]

Have you ever even played Sparks yourself for more than 2 matches? If you just sit back and revive, it’s almost a guaranteed loss for your team, because you are just not contributing enough. I’m not saying the long-range revive is useless, but if that’s all you do the rest of the team will constantly be down 1 person when the fighting gets intense.
Her heals and revives are OK, but that is no reason to completely take away her ability to fight. If you stay in that ~18m range to the enemy, you miss 1 shot and your are almost certainly dead, because any good player is going to rush you and you are at a disadvantage at close range against pretty much every other merc.

I never said she didn’t deserve a little ‘tweaking’, but this update has not only crippled her, but also made a completely different merc out of her by changing the way she has to be played.


(bontsa) #48

[spoiler]http://i.imgur.com/bPSldrP.png[/spoiler]

Trust me I not only grew a full-on lumberjack beard during those 2 matches but also lost 5kg of sweating through me feet and clenched buttcheeks so damn hard. Damn my posterior looks fabulous now.

15 hours. Not much but enough. Knowing of a merc does not require extensive amounts of gametime playing as them, you also need knowledge of the counterplay and how they synergize with other mercs and classes.

You don’t see me bashing everyone’s opinions on Phoenix just because I have 99h on him.

[quote=“OmaGretel;143082”]
I never said she didn’t deserve a little ‘tweaking’, but this update has not only crippled her, —[/quote]

Ok well if you feel tweaking is fine maybe using tad less extravagant adjectives next time. You know, maybe people get where you’re getting at more easily then?

I still don’t get the cripple part, my MM fella said all he needs is to ease on sniping and actually leave that to our Vaseline and focus more on revives. How unconvenient change for a Medic, right? You still deal decent damage once actually aiming for the head of the foe, so she is still able to harrass enemies at long range non-stop due to not having to care for ammo in the slightest and having the best hipfire acc around. Full charged headshot still insta-downs a 100hp class from Market A site to metal roof on B side. Just an example of the stuff she’s still able to pull off.

Stuff change in Beta. Stop the press, we’ve got a new headline!!

Insta-gibbing headshot Vaselines got a change while ago, and people had to adapt. He is still used since hey, insta-downing is still quite cool feature to have. Sparks now got her no-ammo-no-sighting recuired sniping toned down and actually requires planning and prioritising to work, and her phenomenal medicing capabilities are untouched. Direct hit those damn medpacks for 45hp which is practically half of a 100hp merc, or if your fella is low hp enough, just call him “Do the flop” and friendly fire kill him / rez him back on 100%, takes approximately 1 second.

Oh but right there’s no FF in pubs. Mybad, maybe you should think outside of pub settings only.

I neither said tweaking was completely on spot, lowering of the value was quite harsh considering how SD usually tweaks stuff little-by-little (talking of dem 2% changes in spread’n’stuff). Just tells how big of an issue they saw Sparks previous state being. Plausible for a small revert in the next update. 50% could do just nicely for example.


(CaptainCow) #49

My game seems to occasionally crash after the new update, and it is getting quite frustrating having to relaunch after 3-5 games. Is anyone else having the same issue since downloading the update?? It seems to only happen when trying to play Terminal and Chapel but I’m not too sure about that, I’ve been able to play all the objective maps except those 2.


([i]Skree-*) #50

My lovely shotguns :disappointed: now I can’t snipe vassilis with my Ahnuld anymore


(ZeSpecter) #51

“Fixed bug where players could use Loadout Cards for the selected Merc to Trade In”

That is not fixing a bug, that is ruining the trade-in system completely. I can’t even trade-in my cobalt Nader for a new cobalt Nader anymore, because of this “fix”. As if getting a cobalt card you want wasn’t hard enough before, it’s even harder now.


([i]Skree-*) #52

Soooo when do we get a new merc then?


(ProfPlump) #53

[quote=“RazielWarmonic;142764”]Augments

  • Ice-Cold - Fixed to correctly increase time to overheat by 40% to 7s (instead of the previous 12s!)

Sparks

  • Added damage falloff to the REVIVR attacks
  • Damage falloff begins at 18m and falls off to ~66% damage at 36m

Ahnuhld-12

  • Reduced flechette falloff minimum damage to 1 (from 5)
  • Increased flechette damage falloff end distance to 48m (from 19m)
  • Damage falloff still begins at 3.84m

Hollunds 880

  • Reduced pellet falloff minimum damage to 1 (from 5)
  • Increased pellet damage falloff end distance to 32m (from 14.8m)
  • Damage falloff still begins at 1.7m

Remburg 7

  • Reduced pellet falloff minimum damage to 1 (from 5)
  • Increased pellet damage falloff end distance to 28m (from 13m)
  • Damage falloff still begins at 1.4m

Damage Falloff Explained
Damage falloff is controlled by three different variables, these are:

  1. Minimum Range - where damage falloff begins
  2. Maximum Range - where damage falloff ends
  3. Minimum Damage - the lowest damage that the weapon will falloff to

In between Minimum Range and Maximum Range, the damage will gradually falloff towards the minimum damage.

Other Changes

Gameplay

  • Mines and other projectiles will no longer fall into geometry when thrown
  • Removed Objective notifications for Defenders when Carryable is dropped or picked up mid-carry
  • Removed dropped Carryable IFF unless defenders have line-of-sight
  • Halved the requirements to complete the ‘New Player’ Missions
  • Players can now fully load a map while a game is paused
  • Playing in Ranked Matches now rewards a 50% bonus to Credits earned
  • User Interface
  • Chat history now carries over into the End Game Review and the next match Lobby
  • Already owned items are now greyed-out in the Store
  • Enemy team Merc selection is now no-longer visible in the Lobby
  • Added visible server name, map and capacity when joining a session
  • Updated the front-end video setting descriptions and tooltips
  • Added several in-game only settings to the front-end options menus
  • Clan Tags now display in game review chat
  • Added the player name to Carryable Objective notifications
  • Added CDA & Jackal icons to the private match screen
  • Added Loadout Card counts to Merc tooltips
  • Added “Quick-open Case” and “Quick-open all Cases” features (right-click on a Case in your inventory to use these)
  • Added the ability for Cases to be quick-opened from the notification dropdown from within lobbies

Audio

  • Continued improvements on the overall mix to prioritize important gameplay audio
  • Mercs will now yell ‘Medic-on-route!’ when heading towards an incapacitated player with Defibs or REVIVR in-hand
  • Added lines for Sparks’ successful revives.
  • Added audio for broken generators.
  • Reduced volume of footstep audio when players are turning around on the spot
  • Updated the Stilnotto Stiletto handling audio
  • Improved audio for Arty & Kira’s Targeting Lasers, making invalid locations and successful targets more obvious
  • Added sounds for gates opening and closing in Trainyard and Canary Wharf
  • Improved the audio for the train crash sequence in Trainyard

Notable Bug Fixes

[list]
[] Fixed bug where Rhino’s Minigun audio could loop after spectating him
[
] Fixed bug where audio could loop with several other abilities
[] Fixed bug where the Simeon .357 was missing hit beeps
[
] Fixed bug where turning off Dynamic Lights would disable the sun
[] Fixed bug where the secondary key-bindings for selecting Mercs were not functioning
[
] Fixed bug where incapacitated players wouldn’t receive some XP types
[] Fixed bug where the moving train on Trainyard would not always kill players
[
] Fixed bug where players on the opposing team could vote on a Vote Kick
[] Fixed bug where the in-game Voice Enabled option would not function
[
] Fixed bug where spectating Redeye could result in a black screen
[] Fixed bug where the wrong image would show for Founders or VIP trinkets
[
] Fixed bug where the Auto-join prompt in the Server Browser wouldn’t always retry
[] Fixed bug where several auto-says (I.E. “Health Pack Dropped”) were also audible to enemy players
[
] Fixed bug where the user status in a Party would not always update correctly
[] Fixed bug where ‘Toggle Use’ option wasn’t functioning correctly
[
] Fixed bug where Trinkets would sometimes appear to float
[] Fixed bug where the Bomb could be dropped and unable to be picked up again in Execution
[
] Fixed bug where Quick Join would sometimes fail to join a server
[] Fixed bug where Carryable audio could be heard anywhere, by all players
[
] Fixed bug where players couldn’t spawn in if there was a vote active as they joined the server
[] Fixed bug where repairing a Secondary Objective would take priority over picking up a nearby Carryable
[
] Fixed bug where players who dropped the Bomb on being incapacitated and then revived in Execution could still plant the Bomb
[] Fixed bug where dead players could leave behind player-blocking collision
[
] Fixed bug where Molotov flames could fall through the blocker carriage on Trainyard
[] Fixed bug where Pliers and Screwdriver audio wouldn’t be audible for nearby players
[
] Fixed bug where Bomb planting wouldn’t be audible for nearby players
[] Fixed bug where Loadout Cards could not be dragged on the Trading screens
[
] Fixed bug where “Settings saved” notifications would cover the “Close” button of the settings menu
[*] Fixed bug where players could use Loadout Cards for the selected Merc to Trade In
[/list][/quote]

So basically we didn’t get a buff to Thunder, Vassili is now even worse with the removal of jump sniping, Dome is now bugged with the bomb sites glitching you through the floor when you try to plant with some mercs… If it weren’t for the Sparks nerf (which we have been asking for for fucking ages - about time it happened), I’d much rather be playing the previous patch.


(ImSploosh) #54

The jump-sniping nerf needs to be reverted. There was no need for that. I know tons of other people feel the same way.

The Sparks nerf was definitely needed and I suppose the shotguns as well (though I’ve never had a problem with shotguns other than the odd inconsistencies I get while using them).


(xAvenger) #55

What time today do the blockout maps become available?


(ElMariachi) #56

Hi
After instaling this update i got major issue with FPS drop. My FPS is now between 30 (or even 15 when im near explosions ) to 60. I thnink the minimum sytem requirements are now higher and my PC is bit old (dual core 2.8 CPU, 1GB graphic card, 4GB ram). Is it posible to me to improve my FPS to minimum 60? (without improving my hardware). Any ideas?


(ProfPlump) #57

[quote=“ElMariachi;143618”]Hi
After instaling this update i got major issue with FPS drop. My FPS is now between 30 (or even 15 when im near explosions ) to 60. I thnink the minimum sytem requirements are now higher and my PC is bit old (dual core 2.8 CPU, 1GB graphic card, 4GB ram). Is it posible to me to improve my FPS to minimum 60? (without improving my hardware). Any ideas?[/quote]

Try updating your drivers.


(Kouken) #58

[quote=“RazielWarmonic;142764”]
[*] Fixed bug where players could use Loadout Cards for the selected Merc to Trade In
[/list][/quote]

Why would you make this change?


(ElMariachi) #59

ProfPlump - done that, but nothing changed. Guess i’ve got to leave DB till i update my hardware. Sooo sad :frowning:


(DeadAlive) #60

So, just to be sure, you have every setting cranked all the way down? And just to run over some of the standard checklist for fps boosting:

  • Are you running gamebooster or equivelant?

  • Have everything else shutdown when playing?

  • A/V and firewall in gaming modes?

  • All background downloading paused, like Steam, etc.?

  • Game, game drive, and system drive defragged and optimized?

  • Game installed on fastest drive, and use optimizer tool to move it to the ‘front’ of the platter (for hdds)?

  • Using any custom inf tweaks that may not be available in the formal meuns?

That’s all I can recall off the top of my head, but there may be more.

I personally consider 15 fps to be playable, but I know it’s rough when you’re coming down. I recently went from an 8 year old dual core to an I7 16Gb SSD, and I’m pretty spoiled now. I haven’t even bothered to move my 6790 into the new box yet because the Intel IGP is so darn good.

Good luck, hopefully you can find a way to squeeze out another 5 frames.