Info > Release Notes
Release 1.4.1 Notes
Daft Loon:
Played several games as pilot as soon as the update went live, mostly close range ramming mobula.
-Really enjoyed using pilot stamina it made piloting a ship like the mobula much more forgiving (unless you make mistakes while using up all your stamina)
-The addition of stamina to ramming is very powerfull from what ive see so far, it might need to be watched for balance. Although i got caught out by the new drouge chute, impact bumpers combo at least once.
-Ill add my name to the calls for the UI changes to get some attention from the art department (the rematch vote in particular needs a frame or something to smooth its current flat blue box look)
-The stairs on the junker up to the helm felt weird to walk up
-I saw an ai crewman with rank and level above his character (26, chief technician if i remember it correctly) what does this mean if anything (i checked crew list and his costume it wasnt a sneaky ai clan member unless they are bugged to look like ai and not appear in crew list)
-The underdog matches i was in (2 wins and maybe 2-3 losses from 10-15 games) never felt like underdog matches to me, going by player level it looks like it expects experienced crews/players to be able to carry teams/ships more then they can (not sure how you could balance that though because sometimes they can - particularly the pilot and high impact gunners (lumberjack, mines etc))
-Apart from the initial wait for enough people to get back online for 1 game to start i spent several hours and 10-15 games and barely saw the lobbies or the matchmaker, ill put some of that down to excitement to see the new changes but the one time i got sent to the single ship auto searching form it took about 10 seconds, this is great
-maybe it was the abundance of close range spires and my ramming mobula but matches seemed to be much faster and kills/deaths easier than before
-The new sound effects and explosion effects are great, the sound of the hull groaning is much more attention grabbing than a small red shield icon sometimes
-an explanation of how thrust,drag,inertia etc are implemented would be helpfull - i sort of understand how stamina has the effects it does based on real physics but im not sure
-"Magical" abilities replenished by destroying and killing - BLOOD FOR THE BLOOD GOD
Extirminator:
--- Quote from: Omniraptor on April 30, 2015, 06:56:41 pm ---Yeah, but at these scales the difference is a matter of millimeters.
--- End quote ---
I think I am not following here, what are you taking for your "default spread" variable to be exactly? Because both method do not conclude in the same results as far as I can see it.
DrTentacles:
Hull break noise can get annoying on Squid, or any ship where it goes up or down a lot, but I suspect that will fade. I love the new sound effects and visual effects, especially compared to their beta versions.
Flamethrower nerf is bad. Really, really bad. Nearly unusable bad.
Omniraptor:
Spread for 400 meters:
4 / 360 deg * 0.3 * 400 * 2 * pi = 8.37758041 about equal to
400 m * sin(4 deg * 0.3) = 8.37696795
Apparently I can't into math. However point still stands, you won't be able to efficiently target individual components anymore.
Extirminator:
--- Quote from: Omniraptor on April 30, 2015, 07:48:53 pm ---Spread for 400 meters:
4 / 360 deg * 0.3 * 400 * 2 * pi = 8.37758041 about equal to
400 m * sin(4 deg * 0.3) = 8.37696795
Apparently I can't into math. However point still stands, you won't be able to efficiently target individual components anymore.
--- End quote ---
Ah ok, I guess you were just converting it into radians.
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