Guns Of Icarus Online
Info => News and Announcements => Release Notes => Topic started by: Grixis on September 19, 2016, 08:29:22 am
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New content:
- Novice Deathmatch: Novices will now be placed into games versus AI ships. They may opt out at any time, but this will give them a safe place to learn the mechanics of the game. This also makes novice games easier to make since they require half the number of players as from before.
- New game mode: Skyball. In this sports inspired game mode, compete against your opponents by dragging a cargo barge into their goals to score. Steal the ball by ramming into each other for dramatic plays. Run the ball or defend your own goal!
- New 4v4 Paritan Rumble! Try not to crash :P
Cosmetics:
- Decals:
- Wrought Iron Manticore (Free, created by Skletch)
- The Valknut (Free, created by Technoholic)
- Profiled Pup (Pay, created by ashenlion)
- Steam Rose (Free, created by Huckleberry Finn)
- Harpoon (Pay, created by Addam)
- Roman Insignia (Free, created by JubJub)
- The Pouncing Fox (Pay, created by Little Miss Nuke)
- Phenixian (Free, created by NextgenZ-)
- Mad Hat (Pay, created by Dabzy)
- The Liberator (Pay, created by Hue C. Sosnitsky)
- Kabuto Musha (Pay, created by nebe)
- Solaris (Pay, created by SteelShark)
- Hats:
- Mrs. Mad Hatter (F) (Free, created by Mr. Vibe)
- Parrot’s Tricorn (M) (Free, created by Akuu)
- Bohemian Dreadlocks (F) (Pay, created by philsip)
- Picklehauber Pith (M) (Pay, created by A_Harmless_Fly)
- Picklehauber Pith (F) (Pay, created by A_Harmless_Fly)
- Goggles:
- Green and Gold Aviators (F) (Pay, created by A_Harmless_Fly)
- Half Rim Glasses (M) (Pay, created by A_Harmless_Fly)
- Half Rim Glasses (F) (Pay, created by A_Harmless_Fly)
- Cedar Cifar Holder (M) (Pay, created by Jonasspil)
- Voice Pack:
- Mighty Pirate (M, English) (Pay, created by ATrueJedi)
Changes:
- Revamped VIP rules to count escort kills towards the goal score. VIP kills now count for more.
- No double reports of player joining/leaving if s/he is a clanmate and also on the friendlist.
- Lochnagar changes: guns that drop to 1 ammo now do not completely destroy the gun, reverting to more familiar mechanics. However, for clip sizes greater than 1 the same proportional damage per shot still applies. The philosophy remains “repair while shooting” vs. “shoot now, rebuild later”.
- Lowered intensity of gun effects, projectile trails and flare effects on dark maps.
- Added notification for the store if steam overlay not enabled.
- Increased Default Joystick Deadzone for better compatibility.
- Changed perma-healthbar to 10 tick.
Fixes:
- Fixed white texture because of painted detail map on Squid player ship
- Fixed shadow artifacts on Dunes lightmaps on low quality settings.
- [Linux] fixed rendering artifacts on terrain on some GPUs (primarily Intel HD cards)
- Engine damage sounds were missing.
- Reimplemented animations on the Mobula.
- Fixed fog becoming bright when in both tar smoke and other clouds
- Colliders on the Squid ship have been changed to prevent snapping, warping, and falling through the floor in some places.
- Removed highlighting on targets that are in-range when the Tutorial Text option is on.
- Cooldown ticking sound getting stuck
- Fixed various unnecessary differences between shader quality settings
- Fixed rendered fog distance to be more consistent with culling distance on low-visibility maps (e.g. Anglean Raiders), to prevent ships from vanishing while not yet in fog.
- Fixed several cases of character “rubber banding” when just barely bumping pieces of ship geometry
- Fixed different shades of fins on different shader quality
- Fixed voice chat icons/text being under the gradient background of the map
- Fixed typos in pilot tutorial
- Fixed workshop decal icons having different background color
- Removed unnecessary rope on Goldfish
- Fixed Conductor costume repair animation issue
- Fixed graphical glitch with Bowler hat
- Fixed particle effect positioning issue with Hades
- Fixed soft particles issue on Northern Fjords
- Fixed an object placement issue with Traveller theme on Galleon
- Fixed decals hard to see in store in some cases
- Fixed missing “crew” tab at match end screen
- Fixed unnecessary “Recruit from Queue” button in lobby menu when a match already started
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Very cool, thx to the devs & keep up the good work :)
Allons!
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Lochnagar changes: guns that drop to 1 ammo now do not completely destroy the gun, reverting to more familiar mechanics. However, for clip sizes greater than 1 the same proportional damage per shot still applies. The philosophy remains “repair while shooting” vs. “shoot now, rebuild later”.
Note that for harpoon,mine and mercury this just means they 1 shot selfdestruct using the old mechanics now, Heavy Carronade takes the 66%ish damage that it took with old lochnagar which is usefull even with out the old -100% scatter.
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Do novices get experience/achievements for playing against AI?
And what about map choosing method? Three map choices having five game modes doesn't sound right.
HOLY SHIT A NEW 4v4 MAP. WHAT IS GOING ON!?
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Speaking of 4v4 Paritan, can 3v3 Paritan be the Labyrinth map, so a 3v3 deathmatch actually got some space? Because you know, Labyrinth is bigger than Paritan and thus porbably suited better for more ships at once.
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Speaking of 4v4 Paritan, can 3v3 Paritan be the Labyrinth map, so a 3v3 deathmatch actually got some space? Because you know, Labyrinth is bigger than Paritan and thus porbably suited better for more ships at once.
Yes, please! 3 vs. 3 Labyrinth would be such an amazing clusterfuck!
BUT MORE IMPORTANTLY...
NEYARRR!!! At long last, the Mighty Pirate Voice Pack be available in the in-game store, ya scurvy sky dogs! And on #TalkLikeAPirateDay, of all days! Now get out there 'n' make those jackanapes poop their decks!
To find the Mighty Pirate Voice Pack, click the "Support Us" icon on the top right corner while in the game, then click the "Character" tab, then select "Voice Packs" from the bottom and check the "Male" box. And coincidentally, today is #TalkLikeAPirateDay day! Thanks for your support! :D
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Changes:
- Lochnagar changes: guns that drop to 1 ammo now do not completely destroy the gun, reverting to more familiar mechanics. However, for clip sizes greater than 1 the same proportional damage per shot still applies. The philosophy remains “repair while shooting” vs. “shoot now, rebuild later”.
WHY IS THIS A THING?
consider the loch mine now...
just sit back and think on that
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Changes:
- Lochnagar changes: guns that drop to 1 ammo now do not completely destroy the gun, reverting to more familiar mechanics. However, for clip sizes greater than 1 the same proportional damage per shot still applies. The philosophy remains “repair while shooting” vs. “shoot now, rebuild later”.
WHY IS THIS A THING?
consider the loch mine now...
just sit back and think on that
This litterally affects only the heavy Carronade. I just tested it. Minelaunchers and mercs and flares and poons still destroyed. And so do Lumbers and the sort.
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You'd think an important detail like that would be included in the patch notes
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With Labyrinth, I meant the map in deathmatch mode, since it is bigger than the Paritan deathmatch one. I can only imagine the spawn rush of triple Squid in a 3v3 koth Labyrinth, oh dear.
Speaking of Squids, I noticed how in all gamemodes, except deathmatch, Squids have a really high advantage.
Resource Race, for those that knew it ever existed: More speed = More points; got removed
King of the Hill, as it used to be: 1 Squid blocks the cap against 3 enemy ships and never dies; gamemode got changed to prevent that
VIP: Is your VIP a Squid and the enemy VIP not? Congratz, you just won the game, even if it is going to take you 40minutes
And now Skyball: Squid gently touches the ball = You always lose the ball
If you argue how one ship in the goal could potentially easily stop a Squid from scoring without dying/bumping and losing the ball first, I will ask you how your ally is supposed to score a goal in a 1v2 when you are not able to help him from inside your own goal.
Real important thing though: Allow Harpoon to reel the ball in!
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The lochnagar mechanics were described strangely in the initial release notes, probably something I should have caught.
A better way to put it might be "per-shot self damage is capped to a maximum."
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The following is Huskarr tested.
Light guns still die after Loch.
Lumberjacks and Flaks still die after a whole clip of Loch.
This only affects H.Carro. Loch H.Carro is back.
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VIP: Is your VIP a Squid and the enemy VIP not? Congratz, you just won the game, even if it is going to take you 40minutes
No longer. VIP is epic now and universally loved. You're welcome.
Real important thing though: Allow Harpoon to reel the ball in!
A THOUSAND TIMES YES!
This only affects H.Carro. Loch H.Carro is back.
And incredibly overpowered. A huge mistake. Never tested and just jammed into the game. Come on, Muse... Carrofish is strong enough. This is absurd.
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Need more Heavy guns with two or even one shot then, like Legacy Typhoon, or Atlas Howitzer, Hellfire Mortar, (forgot the name) Torpedo, Podostrabe Net sling, etc.
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Need more Heavy guns with two or even one shot then, like Legacy Typhoon, or Atlas Howitzer, Hellfire Mortar, (forgot the name) Torpedo, Podostrabe Net sling, etc.
As I've suggested before...
Reskin the Heavy Flak model to a different texture color (easy!) and give it the attributes of the Old Heavy Flak. Call it a Howitzer or something.
I don't care about the exact name or stats, but it should function like the Old Heavy Flak did. High skill, high reward weapon. Changing texture colors, giving it a name, and giving it the old stats would take... 30 minutes at most.
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This only affects H.Carro. Loch H.Carro is back.
And incredibly overpowered. A huge mistake. Never tested and just jammed into the game. Come on, Muse... Carrofish is strong enough. This is absurd.
Never tested? It was in the game for many months in-between the Carronade/Heavy clip changes and the Lochnagar changes and was never a problem. The only difference now is that it gained a little bit from increased turning speed and lost quite a lot with the change to only -60% scatter.
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This only affects H.Carro. Loch H.Carro is back.
And incredibly overpowered. A huge mistake. Never tested and just jammed into the game. Come on, Muse... Carrofish is strong enough. This is absurd.
Never tested? It was in the game for many months in-between the Carronade/Heavy clip changes and the Lochnagar changes and was never a problem. The only difference now is that it gained a little bit from increased turning speed and lost quite a lot with the change to only -60% scatter.
I am very against the hard-counter "meta," but that's what this is going to become... I flew a Galleon yesterday and my balloon was popped for a solid 3 minutes. Luckily, I had Drogue Chute (always!) and a Spanner and a triple engineer crew so I was able to survive for a good while, but I could never, ever get a shot off until my allies came to help. How is that fun? Do not respond by telling me to fly another ship, etc. Don't tell me I should have shot him before he shot me, etc. Being pinned to the ground for a significant amount of time simply isn't fun. The Heavy Carronade was perfectly powerful without Loch. Now it's absurd.
If I want to be a dick, I'll fly a Loch Carrofish and I'll guarantee wreck my enemies. It isn't hard to fly a Carrofish WITHOUT Loch... now it's easy mode. Please don't mention competitive either, because I don't care about competitive.
I guess my point is: One ammunition should not completely overpower a gun. There's essentially no reason to NOT use Loch on the Carro. That's bad design.
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There is a solution to the Carrofish - Galleon matchup problem, Restore the 45 degree upward arc to the Minotaur so there is no longer a 100% safe spot for the Fish.
Also possible now that it only affects the Heavy Carronade is tweaking the fixed damage value to something like 85% of the gun to limit it a little more, I'm not sure that's really needed though, I never myself use loch two shots in a row because the self damage adds up too fast and charged dishes out more damage anyway.
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The wording was just odd, what should have been said is "old mechanics" rather than "more familiar mechanics". That is, they take 250 damage when firing.
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I flew a Galleon yesterday and my balloon was popped for a solid 3 minutes. Luckily, I had Drogue Chute (always!) and a Spanner and a triple engineer crew so I was able to survive for a good while, but I could never, ever get a shot off until my allies came to help. How is that fun?
Have you ever flown a Galleon against a Hwachafish? Where you lose your guns and engines from much farther away? Oh and what happens when it gets close to your Galleon, it uses its side Carronade to kill your balloon anyway and then proceeds to destroy every newly rebuild part with a reloaded Hwacha? A Blenderfish can only destroy the balloon, or the front gun of another Goldfish, which means if you have a Lumberjack and a Hades you can keep shooting the Blenderfish' ally, helping your ally win his battle so he can come help you. Also, a Blenderfish doesn't destroy engines like the Hwachafish, so you can still reposition your Galleon and drop in a location that is either safer for you ship, gives you better shots on the enemy Fish' ally or which gives you the longest survival time.
Essentially, if you talk about how the Blenderfish doesn't allow for fighting back at all, I will tell you how the Hwachafish doesn't allow fighting back at all. And we are not nerfing the Hwacha, so there you go.
I guess my point is: One ammunition should not completely overpower a gun. There's essentially no reason to NOT use Loch on the Carro. That's bad design.
You are thinking wrong, Lochnagar doesn't make the Carronade overpowered at all, it adds more diversity to it than most other guns have. #BurstHwacha, #BurstArtemis, #GreasedGatling and #Lesmok on any other gun. If your enemy uses a Heavy Carronade with Lochnagar, just tell your Gatling/Artemis/Hwacha/Carronade or even Lumberjack to damage it a little bit, then the gun gets destroyed after a single shot.
Also, it is more useful as an engagement opener than a consistent ammo. If you complain about getting grinded into the ground by the Carronade, than it is not because your enemy used Lochnagar 24/7, it means he destroyed your balloon once and that's it. Especially against a Galleon, a Blenderfish even with heavy clip could easily bring it down before it can react, but that only really goes against a Galleon, in many other scenarios, Lochnagar is the key to allow the Blenderfish to get even one good balloon destruction going.
If Lochnagar on the Heavy Carronade gets nerfed again, then buff the damn gun at least. It's reload time is dangerously close that of the Hwacha, it has even less arcs than the Hwacha in all directions and also got a random range nerf the last time it was nerfed. The heavy clip nerf hit it hard and the Lochnagar nerf on top of that just ruined all possibilities for the Blenderfish, now it can finally be used again and compete with the "must bring" Hwachafish.
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Have you ever flown a Galleon against a Hwachafish? Where you lose your guns and engines from much farther away? Oh and what happens when it gets close to your Galleon, it uses its side Carronade to kill your balloon anyway and then proceeds to destroy every newly rebuild part with a reloaded Hwacha? A Blenderfish can only destroy the balloon, or the front gun of another Goldfish, which means if you have a Lumberjack and a Hades you can keep shooting the Blenderfish' ally, helping your ally win his battle so he can come help you. Also, a Blenderfish doesn't destroy engines like the Hwachafish, so you can still reposition your Galleon and drop in a location that is either safer for you ship, gives you better shots on the enemy Fish' ally or which gives you the longest survival time.
Essentially, if you talk about how the Blenderfish doesn't allow for fighting back at all, I will tell you how the Hwachafish doesn't allow fighting back at all. And we are not nerfing the Hwacha, so there you go.
I actually don't mind fighting Hwachafish. It feels fair. No complaints from me!
You are thinking wrong, Lochnagar doesn't make the Carronade overpowered at all, it adds more diversity to it than most other guns have. #BurstHwacha, #BurstArtemis, #GreasedGatling and #Lesmok on any other gun.
I agree this is a huge design problem and needs addressed! Burst and Greased BOTH need a slight nerf. For Greased, the most popular ammo in the game, I say reduce its range another 10% to be on par with Incendiary... but for Burst, I'm unsure. Nerf the larger clip size? Either way, the players are gonna shit their pants at these changes, but they need to happen. :-\
If your enemy uses a Heavy Carronade with Lochnagar, just tell your Gatling/Artemis/Hwacha/Carronade or even Lumberjack to damage it a little bit, then the gun gets destroyed after a single shot.
Also, it is more useful as an engagement opener than a consistent ammo. If you complain about getting grinded into the ground by the Carronade, than it is not because your enemy used Lochnagar 24/7, it means he destroyed your balloon once and that's it. Especially against a Galleon, a Blenderfish even with heavy clip could easily bring it down before it can react, but that only really goes against a Galleon, in many other scenarios, Lochnagar is the key to allow the Blenderfish to get even one good balloon destruction going.
What I'm hearing is you saying the Carrofish is very powerful against the Galleon naturally and you don't think that's a problem... I don't either, honestly. But you're neglecting to mention it's also very powerful against Junkers, Spires, Mobulas... I'm fine with the Carrofish being powerful because if you let it get close, you deserve to take a beating. However, the inability to fight back is extremely frustrating.
If Lochnagar on the Heavy Carronade gets nerfed again, then buff the damn gun at least. It's reload time is dangerously close that of the Hwacha, it has even less arcs than the Hwacha in all directions and also got a random range nerf the last time it was nerfed. The heavy clip nerf hit it hard and the Lochnagar nerf on top of that just ruined all possibilities for the Blenderfish, now it can finally be used again and compete with the "must bring" Hwachafish.
I agree the Heavy Carro needs changed in some way. I'd advocate less damage overall, but larger arcs. Not sure how that would go. HOWEVER...
Long ago I advocated for balloons on the whole to have much more health so a ship would have time to REACT when they begin to take damage. I thought this was a great idea. I should dig it up again. [pause for searching] Ah, here it is. Emailed to Muse on May 20th.
Sorry, I forgot one final thought!
When the gravity patch first dropped (hurhurhur) a few months back, lots of people hated it. I liked it. It wasn't perfect, but I really appreciated the idea of giving gravity, well... more gravity (hurhurhur).
But the increased force was much too severe, as the community pointed out. I just got done with VIP in the dev app, where gravity is still a bit strong, but I'm glad it's stronger than it is in normal Skirmish mode. I don't know what the sweet spot should be, but gravity should indeed be a threat to a ship. As it is right now, it's typically only a nuisance which puts guns out of position for a while but doesn't guarantee death. And maybe it shouldn't guarantee destruction, but it should definitely threaten destruction. To balance that, however, perhaps the efficiency of carronades needs to be lowered. Carronades, heavy or light, typical pop a balloon in a single clip or, at most, two. That's too fast with the increased force. So...
I envision the dynamic like this: popping an enemy's balloon should take more time so the crew of the targeted ship has time to react and repair it, but once it DOES go down, it's a serious problem for the pilot and the ship. Make it so the targeted ship KNOWS the enemy is targeting the balloon and make those gunners WORK a bit to pop it. Make taking a balloon-popping ship a strategic choice: "My goal is to pop enemy balloons to help my team, not to simply grind an enemy into the ground with my own ship and hump them to death," which is currently how it works... Make popping the balloon a power maneuver to control the battle's positioning and sequence instead of just letting Carrofish rack up hump-kills.
TLDR;
1. Make gravity stronger (but not too strong...)
2a. Make balloons stronger and carronades stronger OR
2b. Make balloons weaker and carronades weaker.
3. Allow balloons more time to be repaired.
4. Letting the balloon die likely makes you die.
5. Profit.
Just my two cents,
Atruejedi
I think that would REALLY solve the issue. Howard's response?
Hi Jamison,
Gravity in dev app should not be in the production build.
Some of what we experiment in dev app are really just experiments.
We're still trying to be more consistent about dev app release notes so that you can see what will and won't be in production.
Sorry about this!
Howard
So, a great idea ignored...
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Gravity was removed, because otherwise the Galleon was removed. The Galleon can't fight back against any ship when engaged in close range, such is the curse of the slowest accelerating ship in the game.
If you want to fight back against a Blenderfish then just bring a Mine Launcher or even buff the upward arcs of the Gatling 5 degree or so, so they can hit without Gunner stamina. What I fear would happen with more Gatling arcs though is that Gatling/Banshee would wreck the Blenderfish pretty much always and so the Fish would always have to go back up, reload Lochnagar and come back down with an instant balloon destruction just to go back up again. This would draw out fights massively and arguably make that ship entirely useless since it can never actually stay in the engagement, while its target happily continues fighting in it, kind of doing to the Blenderfish what it is supposed to do against other ships.
Also, Pyramidions are strong against Blenderfish. I once played against a Loch Gat and Banshee Pyramidion as a Blenderfish and I just couldn't do anything. That ship saw me, destroyed my armor instantly and then unleashed a full Banshee clip into it. In the meantime, my Carronade shot once with heavy clip.
Everybody wanted ships to have balloon health representing the actual size of their balloon, so some ships could stay in the air longer and it would make sense. But if every ship can stay up after that Lochnagar Carronade shot, well, why bring the Heavy Carronade and not just the Hwacha on the Goldfish again?
Hwachafish is also strong against a lot of ships, it is actually even stronger than the Blenderfish against every ship that isn't actually a Blenderfish. Heck it is so strong it even destroys most of the armor of 3 out of 7 ships with one clip. Blenderfish has problems against Pyramidions, which Hwachafish can handle rather easily one engine destruction and it is game over for it. Also regarding Mobula, my opinion is that Blenderfish doesn't actually work against it while Hwachafish is a counter to it. I will let you figure out why I think so.
To you fighting a Hwachafish might feel fair, but not to me. If my Fish' front and side guns get destroyed with my engines left heavily damaged while I am sitting at 400m away from the thing that is supposed to miss in long range because of its spread, then what do I do. What can I do? Run away, only for it to happen again? Or take Lochnagar Carronade and at least destroy the enemy's balloon so while I am disabled I at least have a fighting chance?
How about this balance suggestion for a change then: Remove the -100% spread from Lochnagar and put it back on Heavy Clip, then increase the time between shots while decreasing reload time to keep the dps the same. This would allow exactly what Atruejedi wants on the gun: A time window that allows for fighting back and Lochnagar doesn't one shot a balloon from maximum range again. This would also mean that the Hwacha's pre-buff values can be used again, since it was only buffed to allow for some long range viability after the Heavy Clip nerf. Everybody gets to be happy.
Also, it wouldn't make the Light Carronade too strong either, because with its current stats, it can't one-clip a balloon even with greased.
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My suggestion for nerfing balloon poppers in general is to remove grinding damage. If your ship is sitting on the ground, not moving, it takes no damage. All damage at that point comes from weapon and ramming.
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My suggestion for nerfing balloon poppers...
Could you actually explain why we want to nerf such inferior and niche thing as baloon poppers? Hwacha is the only choice for competitive as for now. We need to buff carronades, and make them as good choice as hwacha, not nerf them.
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We need to buff carronades without bringing back the worst aspects of the old carrofish meta which was awful. Richard's suggestion combined with maybe increased side arcs on the H.Carro to allow a bifecta on goldfish like the hwacha has (and increased up arc because there was never a good reason to nerf that) could do that. For the L.Carro all it needs is reduced scatter so it can use Loch/heavy to invalidate the hwacha again (it was perfect for just a day or two during the loch changes 'testing' but that got lost to other concerns/stupidity)
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Actually, disregard everything I said with the exception of giving heavy clip -100% spread. The Lochnagar doesn't have a -100%, as I completely forgot, so it is still entirely useless, gg.
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Richard's suggestion combined with maybe increased side arcs on the H.Carro to allow a bifecta on goldfish like the hwacha has (and increased up arc because there was never a good reason to nerf that) could do that.
Could also put an actual useful primary damage on the Lumberjack instead of the minuscule, useless shatter silliness.
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Richard's suggestion combined with maybe increased side arcs on the H.Carro to allow a bifecta on goldfish like the hwacha has (and increased up arc because there was never a good reason to nerf that) could do that.
Could also put an actual useful primary damage on the Lumberjack instead of the minuscule, useless shatter silliness.
God, no. The Lumber is already disgustingly powerful in the right hands (HADUSH I AM LOOKING AT YOU >:()