mannon
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Post by mannon on Jan 23, 2017 10:22:59 GMT -5
Copy/Paste: New logging to report player connection quality to help us track down reports of laggy games and disconnects. Drastically reduced requirements for Match Loss Protection - Increased chance of not receiving a match loss for joining a game late that we do not expect you to win. When joining matches late if the game has progressed far enough you will see a message notifying you that you will not receive a loss. Increased direct Pilot hit damage for Gravity Star. Increased damage on the Flatline, R-97, Spitfire, L-Star, Double Take, EPG, and Thunderbolt. Decreased damage on the Volt. Regen no longer resets Pilot loadout names. Assists count as Weapon XP again. Nerfed Pilot Sentry. Firestar will no longer display "Thermite Attached" if detonated on friendly Titans. Fixed Ion Vortex Shield drain being framerate dependent. Fixed bad AI navigation on Complex. Fixed collision on Crashsite to prevent players from going into walls. Fixed Legion Overcore not being available after using Smart Core. Fixed "Fairfight category is incompatible". Fixed various stability issues. forums.titanfall.com/en-us/discussion/9811/titanfall-2-server-update-1-23-2017/p1?new=1I'm curious why the flatline got a buff. I thought it was already considered really really strong. Did it get a nerf recently or something?
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qupie
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Post by qupie on Jan 23, 2017 16:16:36 GMT -5
Nah flatline is not accurate enough to be good. I am not sure increasing its power would be the way to go though, I would prefer if it just got better accuracy.
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mannon
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Post by mannon on Jan 24, 2017 17:03:32 GMT -5
Oh yeah, my bad. I was thinking of the Devotion, which clearly doesn't need buffs. Yeah I think Flatline's accuracy is really the issue. Upping the damage might make it kill a little quicker here and there but it's still pretty terrible at long range. I think there's some SMGs I'd rather use at long range than the Flatline...
Sorry, I got mixed up. Been a couple weeks since I've played. Have been obsessed with Mechwarrior Online lately. ;3
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Den
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Post by Den on Jan 25, 2017 9:25:05 GMT -5
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.
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qupie
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Post by qupie on Jan 25, 2017 9:28:55 GMT -5
Great info Den! Thnx.
Did you test this by hand or did you somehow extract this data?
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Den
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Post by Den on Jan 25, 2017 9:32:43 GMT -5
Many grunts and spectres died during the course of these tests.
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Post by lazy on Jan 27, 2017 14:23:07 GMT -5
Thanks for the hard work Den. Has anyone tried the R97 yet, is it at all usable now, as the only thing I found it any good at was getting me killed, and I really wanted to like it so I could reminisce about the old one.
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Den
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Post by Den on Jan 27, 2017 20:36:49 GMT -5
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.
Maybe they'll buff the RE-45 next.
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Post by lazy on Jan 29, 2017 8:38:02 GMT -5
On my first generation I tried the Spitfire and really quite enjoyed it, but as other weapons become available I like to give them a try for a bit of variation. So everytime I regen'd and tried to use it again it just seemed worse, like it had more recoil or something to make it less effective. I also thought the Mozambique was better first time round, it still feels really strong but just not quite as good as it was. So I got to thinking they might have done a stealth nerf not long after release, but I do like to wear a tinfoil hat every now and again, and as no one else complained I just put it down to me being a bit weird.
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mannon
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Post by mannon on Jan 29, 2017 20:56:37 GMT -5
Could be down to shifting meta as people learned new skills and unlocked different weapons, ect...
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qupie
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Post by qupie on Jan 30, 2017 7:23:08 GMT -5
www.neogaf.com/forum/showpost.php?p=229022708&postcount=4218Developer on the patch. Apparently the volt close range damage was changed. Or he doesn't know what he is talking about. Should be noticeable on grunts and spectres. I will run some tests tonight if I think of it. 4-->5hk is pretty substantial, and makes it truly the mid-long range smg.
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Den
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Post by Den on Jan 30, 2017 8:34:49 GMT -5
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.
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Post by lazy on Jan 30, 2017 15:28:19 GMT -5
Could be down to shifting meta as people learned new skills and unlocked different weapons, ect... I did think that was a possibility, or sometimes you're just on fire and can't do anything wrong, so I could have just been playing better on my first gen, but I don't know they both just seemed to feel different. On another note I just feel that the R201 is just too good at everything.
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qupie
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Post by qupie on Jan 31, 2017 5:02:28 GMT -5
R201 is my go to try hard gun on console. Hemlock is better on paper, and gets a lot of rage, but if you miss a shot, the R201 will always be better.
I think R201 and Car are the real meta on console atm, no matter what reddit is screaming about the Hemlock and Devotion.
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Post by lazy on Jan 31, 2017 20:21:47 GMT -5
I never pick the R201 at the beginning of a game, then midway through if we're getting beat by a lot I'll swap and it usually makes a huge difference to the game. It's great as an SMG and you can snipe players across the map you can hardly see. A bad player can't be good with the Hemlock or Devotion but they can be with the R201.
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qupie
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Post by qupie on Feb 1, 2017 5:58:11 GMT -5
Don't agree with the last part. I think the Devotion is an excellent tool for players with bad aim. I would even like to go so far to state that if you have really good aim, the devotion is not the right tool for you, at least at short-mid range. There are many many weapons which have a shorter TTK and less recoil than devotion, especially on short range. The devotion only works in your favor if you miss the first 3 of your 5 shots or more. Hemlock I can get behind, you need decent aim or be done for. R201 is somewhere in the middle, together with most of the SMGs.
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Will
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Post by Will on Feb 1, 2017 6:51:19 GMT -5
I can't bring myself to use guns that are not the Volt and Alternator. The flawless hipfire accuracy is just too good to give up, being a player that never stops parkouring. Though I do also find the projectile weapons quite fun for this playstyle
I find the Devotion very hard to use, it's probably my least favourite gun. I don't think it's overpowered in any way, I just hate the design philosophy of a gun that only works if you are standing still, kind of goes against what Titanfall is all about. I have a similar opinion about the A-Wall. It's pretty much the antithesis of Titanfall.
In Titanfall, standing still = death, and constant parkour = you live forever. In Titanfall 2, standing still is now a very viable option thanks in part to things like the Devotion and A-Wall, but most importantly is probably the map design. Constant parkour on these maps really puts you out in the open, down specific lanes, enabling the standing-still players to pick you off fairly easily. You are no longer invincible like you were in the first game's "Swiss Cheese" maps (as one of the devs described it)
I pretty much stick to LTS now though, the hero meta this game has is incredible, and the maps work great for titans.
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qupie
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Post by qupie on Feb 1, 2017 7:10:47 GMT -5
R201 has great hipfire accuracy as well.
Agree about the maps though.
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Post by lazy on Feb 2, 2017 4:18:36 GMT -5
Don't agree with the last part. I think the Devotion is an excellent tool for players with bad aim. I would even like to go so far to state that if you have really good aim, the devotion is not the right tool for you, at least at short-mid range. There are many many weapons which have a shorter TTK and less recoil than devotion, especially on short range. The devotion only works in your favor if you miss the first 3 of your 5 shots or more. Hemlock I can get behind, you need decent aim or be done for. R201 is somewhere in the middle, together with most of the SMGs. Not that I want to argue, but the reasons you just mentioned against the Devotion are why it's not good for a bad player. Long time to kill, poor mobility, bad hipfire, reduced FOV when aiming down sights and slower aim down sights time. So imagine your poor to average player rounds a corner to face an opponent unless the other player has dropped his controller Devotion guy is going to die. So plus poor hipfire means he can't parkour and kill anyone, so that means he needs to stand still to be effective, and standing still is not a good way to stay alive, bring in slow time to kill on targets zipping around equals a bad k/d and a very ineffective player. Thus a bad player can't be good with the Devotion. I can't seem to get along well with the Volt but I love the Alternator it's my go to weapon of choice. I can't remember where I read it so I can't post the link, but the update after the next is going to be a rehash of a TF1 map. I just can't believe the map situation in this game from what I read it sounded like they're just releasing one map. We need more maps it didn't even release with enough maps, and they're drip feeding them one every couple of months. What are they thinking. I enjoyed TF1 much more than this game, I'm going to load it up later and see if anyone is still playing.
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qupie
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Post by qupie on Feb 2, 2017 5:30:44 GMT -5
Bad players tent to stand still a lot more often than good players anyways. I see that more as a given. Bad players will not be able to (accurately) shoot while in the air, so even if they try to be mobile, the average hip spread combined with high ROF after 8-9 rounds, is in their favor. They are playing the numbers game.
AFAIK the mobility on devotion is the same as for other weapons in this game. The ADS time differences are quite neglect-able as well (0.25 vs 0.3). Hip fire is better than some other high tier weapons. The devotion does have a long range aim assist though. So all in all, the stats are not that bad at all. Appart from initial TTK.
Anyhow, why I think the devotion is a gun for noobs, is because the devotion is a weapon which rewards mistakes and misses. The ramp up of the weapon (its biggest strength) only comes to your advantage if you didn't kill your enemy in the first 3 rounds anyway. And if you could have killed your opponent in the first 3 rounds, you should have used another weapon (as it does that faster). The weapon is a huge skill equalizer. Can't hit anything? Keep holding that trigger and you might still kill him. The weapon becomes on par with other weapons TTK if you miss around 50% of your shots. That sound like a great weapons for bad players to me.
tldr; Devotion is a gun which rewards mistakes and misses. And therefore a skill equalizer and starting weapon.
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Post by lazy on Feb 2, 2017 8:23:29 GMT -5
Sorry I didn't explain what I meant by poor mobility properly. I didn't mean movement speed what I meant was if you're moving and hip fireing with the Devotion the chances of getting a kill are not so good.
Personally I think for noobs or bad players you need to use the R201 as it's good at everything the only drawback is mag size. If mag size is a problem use the CAR.
So let's agree to disagree. I don't like back and forths that don't go anywhere it upsets my mojo. đŸ˜€
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qupie
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Post by qupie on Feb 2, 2017 8:38:17 GMT -5
lol fair enough
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