Ion took a pretty significant hit to her lasers. Some of the weapon nerfs are odd. P2016 getting hit with the stick for what reason? The Titan Hunter Kit seems pointless, especially when it's in the same slot as Low Profile.
NEW CONTENT [FREE]
Map: Relic New Titan: Monarch New Execution: Now You See Me [Cloak] Requirement to unlock: Get 10 Pilot executions while cloaked [this is not counted retroactively]. New regen callsign banners for Gen 10-100 including prism versions.
NEW CONTENT [PURCHASABLE]
Prime Titan: Ronin Prime Titan: Tone Camos 20 new camos
Callsigns and Patches 20 Callsigns and 20 Patches [including Nessie and Spicy Boy patches!]
Nose Art 5 new Nose Arts and 1 new Warpaint
MATCHMAKING AND NETWORK IMPROVEMENTS
You can now invite friends to Network in-game. Added “confirm” dialogue when inviting a friend to Network. Will no longer show the “invite friends to network” button if it’s not allowed for active Network or if the Network is invite only and the player is not an admin.
GAME IMPROVEMENTS
Update to Crashsite map. Fixed around 100 instances of getting bumped, bonked, stuck or tripped up. During the clean-up, we also wanted to experiment with more mobility options. To that end we’ve added 8 ziplines to get around the map faster and a few more wallrunning locations.
TITAN BALANCE
General Titan Meter and Core Meter are now gained when damaging shielded Titans. Slightly reduced Core Meter generation from damage to compensate. Titan executions are no longer blocked by shields.
Ion Laser Shot now requires more energy, preventing you from double tapping opponents. Reduced Laser Shot damage. Laser Core damage slightly decreased.
PILOT BALANCE New Pilot Kit 2: Titan Hunter - Killing a Titan rewards 10% bonus to your Titan meter.
Pilot Weapons Volt Near damage and amped near damage increased. Added a small amount of viewkick.
Flatline Damage and amped damage reduced to bring it in line with other assault rifles.
R-201 and R-101 Very far damage slightly increased.
Devotion Damage and amped damage reduced. It should now require ramping up to be more effective than the Spitfire.
DMR Amped DMR damage reduced to 80 for a bodyshot.
P2016 Near damage reduced. Very far damage value added, reducing the pistol’s damage at distance.
R-97 Very far damage reduced.
Tactikill Mod Cooldown reduction per kill lowered to 25% from 35%.
Melee Fixed issue with melee attacks not hitting near corners. Improved hit accuracy when there is a height difference between players.
GAME MODE ADJUSTMENTS: Prevent phase shift players from earning meter by phase dropping the flag and then picking it back up. Private match will no longer display win/loss messages as those are not tracked in Private Matches. You can now skip the kill replay in Live Fire and Last Titan Standing matches.
MISC BUG FIXES Players dying inside their Titan will no longer award a “Pilot Assist”. Pilots no longer considered idle and be kicked while rodeoing. Fixed issue with Pilots getting stuck after grappling out of a rodeo near a ceiling. Fixed issue with store where bundles would still show as purchasable after you already bought them. Fixed issue with open invites not showing the correct icon for joined members. Fixed several rare crash bugs.
"It's completely boots on the ground." No tank or plane or any vehicle sequence in the campaign. Definitely no boost jumping, in fact you can't even jump at all anymore. You're going to be stuck with the same squad of generically inoffensive design-by-committee cardboard chuckleheads in the US-only campaign who get into "humorous" and DRAMATIC situations. [Hollywood actor] and [Hollywood actor] are prominent characters in the DRAMATIC story that has zero grounding in any WWII history. A Brothers In Arms wannabe. Preorder now and get access to the Carentan 24/7 lobby.
Had a short lived campaign, got through several sessions of The Lost Mine of Phandelver before the rest of the party either died or quit. Paladin died in the first session after an absurd amount of consecutive bad dice rolls. Fighter/Cleric, Bard and Warlock all ended up at death's door several times. The Fighter played an overambitious, boisterous "hero" and the Bard was a scaredy cat prone to embarrassing situations.
Nearly every sidequest was botched in some form, either by the antics of our party pissing off everyone we interacted with, and/or unbelievably awful dice rolls (on several occasions the DM clearly gave us a pass because the dice kept screwing us over).
Meanwhile, my kindly old Gnome Wizard, Fizzeldi Bizzeldi Iredin Ledera Losera Nyxadin Yitedin Erkanor, was the Abbott and the other three (RIP Paladin, we hardly knew ye) were a collective Costello. One accolade of the campaign: while everyone else took excessive damage, died or were brought to zero health once or twice, Fizzeldi went completely unscathed. Not one point of damage suffered. After taking notice of it, the DM even tried to deliberately gun for me for a session to no avail.
Fizz may likely never see action again, forever at Level 3.
Played the Open Beta for several hours, cleaning up the whole first area and exploring the second much more interesting area a bit. It's quite enjoyable, even if my PC is only just enough to run it at 60FPS 1280x720 on lowest settings. I'm not sure where all of this talk about bad vehicle controls and floaty gunplay is coming from. Both are very tight. I wouldn't be surprised if all the complaints are coming from those trying to fire full auto and attempting hairpin turns at full speed. Games really need to have mandatory speedometers. Collision physics on vehicles are rather cruddy, but that only comes into play if you're crashing into stuff.
A recent discovery of some useful tech. A new reload cancel we shall dub the "SRJ Cancel". A combo of Slide > Reload > Jump in rapid sequence will cut out a portion of the reload animation. In the Flatline's case, it cuts the overall reload time down to almost one third, as seen in this 1/4x speed recording.
From the way it looks, the transition from slide to jump may be cancel out "reload_time" and immediately move on to "reload_time_late1". So for the Flatline, you are potentially reducing its 2.073 second reload time to as low as 0.6 seconds.
Interesting, its close range now needs five shots. Given what he says in that neogaf post, probably 24 damage. This was not happening when I was testing on server patch day. I should have kept those video recordings of my tests.
I was using the 97 before the tweak, and am still using it now. It's still not quite as good as the other three SMGs by nature of its terrible spread and recoil, but it has become a bit more consistent at mid range instead of dropping like a rock in performance after 20m. This minor buff has definitely made it more attractive, since it is pretty good up close, but it's still a gamble when it comes to winning shootouts at a distance.
Coincidentally, all of the weapons I liked to use before the tweak are all of the weapons that were buffed. Even the Spitfire.
As a server-side tweak and not a real patch, they can do is mess with a few variables such as damage. A few experiments have revealed that you can alter and repack the weapon files into your client-side folder, and some changes will stick (like altering the UI Crosshair for a weapon). The weapon scripts aren't being overrided by server side scripts, it's likely just a handful of vars they can change on the fly, not everything.
Most of the ones buffed were the ones with the worst performance at long range (or all ranges) due to kick or inaccuracy. I'd have wanted a lot more nuanced stuff than just upping damage. After some testing, the damage changes all break down like this. It's mostly either one bullet's worth of damage at all ranges, or several bullets only at long range.
Flatline's long range damage was increased to 20. Went from 3-7 shots to kill, to 3-5 shots to kill. Spitfire's damage from 25-18 to 34-20. From 4-6 shots to kill to 3-5 shots to kill. L-STAR's damage went up from 20-15 to 25-18. Double Take's damage per projectile is now 35. Gives a bit of lenience to your shots if you're a bit off, needing three projectiles to hit when previously you'd need two sets of two. Volt's close damage is down to 24, needing one more shot. R-97's long range damage up to 15. Shaves off three shots, but this is out at ranges where the thing's spread and recoil is so bad that you'll still be dumping a whole mag to kill a guy anyway.
In general, all of the weapons buffed are now a lot more consistent with the shots needed to kill. All three LMGs and four SMGs are now very viable. Wouldn't be surprised if the Spitfire started bumping shoulders with the Devotion.
EPG's change seems too minor to know for sure. A blast is still not a one shot kill to pilots no matter how close, so it's blast damage was probably upped just a bit to make indirect kills more consistent. The Thunderbolt's direct hit damage versus titans looks to be a a bit higher, though its radius arc damage is probably still the same. Too small to call.
The spider and I made amends, now she's part of the adventuring party. Besides, the new eye shoots lasers or has x-ray vision or something. Yeah, that's it.
I've strangely found myself being all about Northstar (with Scorch as my secondary for certain maps) for the past week. Turbo Engine and Viper Thrusters, I'm all over the place and nobody can catch me while I break off chunks of their armor. Like this, I'm totally camouflaged in the greenery of Angel City.
To clarify, the health still recovers over a few seconds, Stim just cuts out the regen delay. If you're hurt right after using Stim, it will cancel the healing.
Tactikill seems to... not exist. The weapons that have Tactikill in their list of mods all simply have: tactical_cdr_on_kill {
} And I can't find that anywhere else in the available code.
Well what do ya know, the latest VPK tool can open up some stuff in Titan2. Not everything. Several files give me errors when extracting. Looks like the primary Abilities were going to have mods of their own. "Burn Mods" for each tool like Cloak and Grapple and Stim may have existed at some point before it was simplified into the Boosts. While the Google Doc has most of the numbers, have some stuff.
L-STAR Its overheating properties have a couple quirks. First, the 35 round magazine can sometimes be a 36 round magazine. There is a 75% chance of "chance_for_bonus_last_shot_in_clip". If you have fired more than 26 rounds in succession, you're going to have to wait a bit longer to shoot again, because the weapon requires at least 9 rounds of ammo to fire. The L-STAR regenerates its magazine at a rate of 9 Rounds/Second, and there is a 0.2 second delay after you release the trigger before it starts. In addition, after releasing the trigger, you have that 0.6 second "cooldown" before it can shoot again. This 0.6 second cooldown may also stall the ammo regeneration. Relatively, it would have a 4.0 second (4.4~ if that 0.6 counts) reload time if you fired 34 rounds. Fast Reload only affects the overheated Empty Reload. Reducing it to 4.2, making it take just as long as a passive cooldown from 34 shots. The L-STAR projectiles also succumb to gravity, but at 0.1x the rate of normal gravity (pilots fall at 0.8x the rate). You won't notice it unless you're shooting into the sky.
MASTIFF Rather than spread, the weapons' groupings are designed on a fixed offset. The Mastiff's grouping is 0.15, 0.3 0.6 and 1.2 degrees from the center on the x-axis. Assuming ZoomFrac is the variable that effects it, this grouping is halved when zoomed. 0.075, 0.15, 0.3 and 0.6° when you have the sights up. You can tell this is the case as the two furthest-out shots (1.2) are then at the place of the second-most far out shots (0.6).
MOZAMBIQUE Same as the Mastiff, it's three shots are fixed. 0x0 for the middle shot The two shots are 0.2° down and 0.4° to the sides. Zooming in also tightens up the grouping like the Mastiff, however the ZoomFrac is only 0.75x.
CLOAK Total Cloak time lasts 15 seconds. All the stuff you do during this does not appear to affect the total time. 200 "Ammo". Recharges at a rate of 10/sec. 20 seconds to fully recharge after the cloak runs out, of course.
PULSE BLADE Lasts 5 seconds after impact. 200 Ammo. Recharges at a rate of 5.5/sec 36 seconds to full recharge after the five seconds the blade is active.
GRAPPLE Grapple is kind of tricky to measure, and its details are elusive. Has a 0.25 second delay before the grapple is thrown, and the grapple travels for 0.25 seconds. Its total range is just over 28m in-game. The way it depletes is based not on time it is tethered to something, but the "distance" it reels you in to the point of impact. It will use up 100 energy after about 20m of reeling, but you'll keep swinging until you hit a wall or overshoot the grapple point (swinging around corners). You could effectively swing with the grapple and lose almost no Tactical energy from it if you release it before you start getting pulled in towards it. 200 Ammo, Needs a minimum of 100 to use but doesn't deplete it instantly on use. One instant depletion is Grappling any Titan, enemy or ally. Recharges at 6/second.
STIM An instant start to the health regen and 3.0 seconds of gofast (2x speed, I think). 200 Ammo, Recharges at 8/sec.
A-WALL The wall lasts for 15 seconds and has 850 Health. It will as expected boost damage from your side (and take damage from the outside) to the Amped rate (assuming the weapon isn't already Amped). 100 ammo, recharges at 5/sec.
PHASE SHIFT Phase Time lasts 2 seconds. Nothing special, just two seconds of invulnerability. 200 Ammo, 100 needed. Recharges 5/second.
HOLO PILOT Decoy lasts 10 seconds. 200 Ammo, 100 needed to use. Recharges at a rate of 6/sec.
Played it for a while. I kind of enjoy it... almost more than Overwatch. The roles are a more blended together and customizable in Paladins compared to most of Overwatch's cast being rather specialized, so any one character can be self-sufficient.
As expected, in a game where you only get to have one of each character on a team (AND you're stuck with them for the whole match), everyone locks in their favorites instantly. Lots of folks fighting over a few like Cassie. In my case however, I've found Ying to be really solid, and she's rarely picked by others. Though she is primarily a healer, she can fight at the same time and is no slouch in that regard.
Still, interest waned after about two weeks of playing. The clusterfuck game mode that crams everybody on to a single point of the map is not fun for me.
Shoutbox
ChloeB42 (Alexcalibur42): Oh heya, been awhile since I've been here. Hope everyone's doing well
Mar 2, 2020 23:06:23 GMT -5
asasa: black ops 1 still best cod
Apr 3, 2020 19:24:22 GMT -5
ChloeB42 (Alexcalibur42): Hope y'all are staying safe during this pandemic
Apr 6, 2020 23:08:09 GMT -5
Slick: Of course we are(nt). Give us some credit.
Apr 8, 2020 4:40:07 GMT -5
Broadband: asasa, compared to the dogsh1t that's come out recently I wholeheartedly agree
Apr 24, 2020 1:27:26 GMT -5
asasa: Yeah I tried the free weekend on PC; this game is awful. Graphics are ok, I guess.. but thats it.
Apr 25, 2020 14:41:39 GMT -5
alexanaxela: I and my 25k+ Stakeout kills agree that Black Ops 1 is best pony
Apr 29, 2020 0:12:19 GMT -5
gina: only cod installed here atm, yo yeah, bo1 was legit
Jun 24, 2020 5:15:16 GMT -5
Usagi: vanguard is actually okay
Nov 15, 2021 7:10:56 GMT -5
marvel4fanboy: Anyone know the base walking speed, and sprint multiplier, in the old COD's? Very hard to find this info
Oct 18, 2022 14:42:31 GMT -5
Usagi: mw2 is actually okay
Nov 15, 2022 8:41:10 GMT -5
khofax: Hi hope you’re doing well, so I have a special request, I saw the board you made on call of duty zombies and I have some questions.
Apr 27, 2023 13:31:35 GMT -5
khofax: I have been assigned a riddle in the scope of a competition for charity and I am quite sure it has something to do with COD BO 1 Zombies, here is the riddle: Three groups at a time, they leave. Packs of 6 or 7. They run. They run at 325. They die. More of
Apr 27, 2023 13:33:30 GMT -5
*
khofax: …More of them join the battle. But who has the edge right now? Get me and your side will dominate… for the next four minutes at least. Seven
Apr 27, 2023 13:35:28 GMT -5