Latest patch notes (Patch 22nd July)


(Austindj3) #101

It’s not just him, every melee weapon got a turn limiter.[/quote]

No no, I mean the 2.5% movement speed reduction that he gets from having the katana, I do kinda miss twirling around with a katana tho


(WinterShade) #102

It’s not just him, every melee weapon got a turn limiter.[/quote]

No no, I mean the 2.5% movement speed reduction that he gets from having the katana, I do kinda miss twirling around with a katana tho [/quote]

Ah that, well the 2.5% reduction is hardly noticeable, or at least it was when I feebly tried to play Phantom earlier. . .


(Potato Potasto) #103

The view-speed lock is probably the dumbest fix to a very specific problem I’ve ever seen. Literally no other merc had the problem of melee weapons being a problem and this blanket change just makes finishing off with melee feel extremely clunky.


(Ghosthree3) #104

I don’t know why they didn’t at least do it for just the Katana.


(WinterShade) #105

Then any other melee weapon but the katana would be amazing therefore completely making one of the weapon additions pointless.


(Ghosthree3) #106

I’m not saying it would have been good to do that. I’m just surprised that when the problem was with the Katana they blanket nerfed everything.


(powi_) #107

Yeah, exactly. I always used to finish off people (gib people) with the melee… now it feels really sh.tty.


(DMaster2) #108

Well melee had to be toned down, Phantom was just the nail in the coffin


(WinterShade) #109

Melee didn’t need to be toned down, it was at an acceptable level where it currently was, due to the fact that you need to get up close for melee to even work, and most melee (Katana excluded) require a minimum of 2 hits on every merc to kill them.


(DMaster2) #110

Melee didn’t need to be toned down, it was at an acceptable level where it currently was, due to the fact that you need to get up close for melee to even work, and most melee (Katana excluded) require a minimum of 2 hits on every merc to kill them.[/quote]
Maybe it’s just me, but i think this game should be gun based. Way too many melee builds were far too viable in-game


(sunglowPositron) #111

new melee makes the game less fun… previous melee system was on par and felt as good as chivalry medievil warfare… the new restrictions made do not fit in to this fast pace game


(cyanEsper) #112

This update was lame and also a big mistake. You are going to lose so many customers. In fact the noobs who were complained about Phantom, were those who either are to lazy with earning enough to buy him with in - game cash or those who never wanted to buy anything with real cash. You guys are actully chasing the ones away who support this game with real money. I was thinking of buying 2 new more merc, but not gonna happend lol… I feel so cheated. And Ofc, we cant get a refund or new merc. In my country that kind of business would be illegal. GJ


(DMaster2) #113

First it’s a beta, content will change and you should expect that. Second the noobs were the ones that tried to defend a broken merc. Maybe they nerfed him a little too much, but that was due. Sorry you can’t go easy mode anymore. I played as Phantom this evening and had a lot of fun, just with another style instead of rush and cleave 4 people near objective.
Third no one care how much you spent or how much you would’ve spent, the game will survive even without your money (if you had the intention of spending them in the first place, anyone can big mouth on the net).


(fuzzel) #114

1th… comp matchmaking is broken…you need 10 trys 4 1 game

2th… ammo station bug on chapel (doesnt works from time 2 time)

3th… spawn places on chapel after midgame stopwatch wrong

and here suggestions from me 4 the next patch…

bring the console command (reconnect) back plz…

brings a function that can be exchanged not usable loadout cards

( for example…i have 11 golden cards and i use only 3 of them )

add 50000/100000 credits to the store

plz dont bring redeye …give us this merc from the trailer with his transportable barrier…!!!

over and out…

pilgr!m aka fuzzel


(Grave_Knight) #115

[quote=“DKill_;14785”]
Phantom

Phantom's health has been lowered to 110hp (from 120hp)
Refractive Armor maximum recharge time increased to 10s (from 6s)
Taking damage that exceeds remaining Refractive Armor energy will now also eat into health
Heartbeat Sensor detection no longer disables Refractive Armor, but will still spot Phantom
Refractive Armor no longer prevents gas damage from eating into health
Refractive Armor is now slightly more visible when Phantom is moving
Cloaking/de-cloaking audio is now more audible to other players[/quote]Don't really care about the health change. That's just means it takes one less bullet to kill me. I question the change to refractive armor, four seconds seems a long time but it might actually be less than I imagine. If it turns out they also increased the duration than I don't mind either way. Not sure Phantom needs to be more visible, but than again with how I play him I end up getting spotted anyways. If there is no change to visibility while standing still than I see no problem.

(WinterShade) #116

[quote=“Mifune Zero Thirteen;55553”]Don’t really care about the health change. That’s just means it takes one less bullet to kill me. I question the change to refractive armor, four seconds seems a long time but it might actually be less than I imagine. If it turns out they also increased the duration than I don’t mind either way. Not sure Phantom needs to be more visible, but than again with how I play him I end up getting spotted anyways. If there is no change to visibility while standing still than I see no problem.

[/quote]

I’m pretty sure they changed his visual appearance in every scenario because I find it stupidly easy to see a still and cloaked phantom player.


(SnakekillerX) #117

My biggest problem with this patch was the melee camera speed lock.

I mean, in REAL life I can do pretty well anything while turning my head or arms where I please. Firing a gun? yup. Swinging a bat? yup. You name it.
Not that this is a “realistic” style game or anything, its just odd to see these types of restrictions when its obvious the game was never meant to have that sort of restriction from the start.

Dirty Bomb has that great feel of motion and agility jumping off walls, long jumping doing 180’s hell even 360’s in mid air all silky smooth… but meleeing someone locks your camera in place now… whaaa?

It feels so unnatural compared to the rest of the game.

This was a plain and simple over compensation to Phantom’s spin in circles with a katana videos that were being sent around… (which was useless anyway).

Please restore player mouse control and do no limit it as it is very hindering to the game.
As for multi-hit Katana kills from spinning, there are several other methods that could resolve this… however I honestly don’t see the big deal.

Go stand in a small circle with a group of friends, stick out a Katana straight out in front of you and spin in circles… see what happens. Preventing it from multi-hitting would be kind of dumb in that regard wouldn’t it?

Otherwise I can’t even comment on how the rest of Phantom plays until melee in general is fixed. Melee character with broken Melee is kind of pointless.


(Svix) #118

Nice work! Keep the game updated :slight_smile:


(Nail) #119

@SnakekillerX ;

it’s in the works


(SnakekillerX) #120

Looking forward to it then. :slight_smile: