Guns Of Icarus Online

Info => News and Announcements => Release Notes => Topic started by: Grixis on October 29, 2015, 05:42:28 am

Title: Version 1.4.4 Release Notes
Post by: Grixis on October 29, 2015, 05:42:28 am
New content


Features

Balance
Minotaur: Increased jitter to 3.5 degrees (from 3), increased muzzle speed to 550m/s (from 350), increased AoE burst size to 10m (from 8), reduced pitch and yaw to 30 degrees in all directions (from 45), decreased rate of fire to 0.33 b/s (from 0.44), increased piercing damage to 90 (from 60), increased shatter damage to 225 (from 140), increased knockdown force to 200000 on both direct and burst hit (from 160000)

Bugfixes

Changes
Title: Re: Version 1.4.4 Release Notes
Post by: DJ Logicalia on October 29, 2015, 08:36:59 am
With the changes to the default junker loadout, can we get some changes to the default galleon loadout? Literally all of them are horrendous
Title: Re: Version 1.4.4 Release Notes
Post by: ZoidsPilot on October 29, 2015, 09:12:39 am
Sweet, the Grim Reaper stuff is getting added! Can't wait!  :D
Title: Re: Version 1.4.4 Release Notes
Post by: Kamoba on October 29, 2015, 09:15:34 am
I may have got a bit too excited about practice maps... But...
YEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!

Also AI shalt be OP now.
Part of me worries about how many people would sooner have AI than newbies due to this change, so that's something to watch...

Birthday hats didn't make it into the game, but the fireworks on kills are! (love the fireworks again :) )

Did I mention Practice Maps?! Like seriously.... Practice Maps!!!!! (have wanted this since I first played.)
Practice maps! Practice maps hype!!!
Title: Re: Version 1.4.4 Release Notes
Post by: Chernobyl Trash on October 29, 2015, 10:48:38 am
>mfw no fix for Hwacha Burst combo being overpowered
(http://i.imgur.com/TecoCQY.png)

I kid.
Thanks for the update! Can't wait for it to finish downloading!
Title: Re: Version 1.4.4 Release Notes
Post by: ShadedExalt on October 29, 2015, 11:32:04 am
Holy shit, practice maps!!!

YES!

New decals are nice, now if only Bard decal got in...

Hype for birthday things!
Title: Re: Version 1.4.4 Release Notes
Post by: Coiler on October 29, 2015, 12:34:59 pm
Fps counter has become too huge and I cant access party options nor vote the third map at lobby start with it activated. I understand you just need to turn it off for it to work again, but still ..
Title: Re: Version 1.4.4 Release Notes
Post by: BlackenedPies on October 29, 2015, 12:49:37 pm
It should be noted that minotaur reload has been increased to 10.

The minotaur does NOT have a burst radius despite being listed as 10 m. I've done enough testing and it's clear there is no noticeable burst radius so either change it to "0" or give it a burst radius of 10.
Title: Re: Version 1.4.4 Release Notes
Post by: Coiler on October 29, 2015, 02:12:42 pm
decals:
Sandstorm Republic - workshop
I can only look at these while my ship is sitting still in the spawn. Is it normal ?
Title: Re: Version 1.4.4 Release Notes
Post by: SiepeAssassina on October 29, 2015, 02:28:41 pm
decals:
Sandstorm Republic - workshop
I can only look at these while my ship is sitting still in the spawn. Is it normal ?
There's no need to implement SREP's decals outside the spawn as it would be a waste of hardware resources.
Title: Re: Version 1.4.4 Release Notes
Post by: -Anakin- on October 29, 2015, 03:19:55 pm
Muse, what on earth is the point of the launcher?
Title: Re: Version 1.4.4 Release Notes
Post by: ZnC on October 29, 2015, 04:25:04 pm
Muse, what on earth is the point of the launcher?

I imagine to promote events, let players be aware of patches, or anything that they need to point out really.
Title: Re: Version 1.4.4 Release Notes
Post by: Byron Cavendish on October 29, 2015, 04:28:45 pm
I actually like the launcher.
Title: Re: Version 1.4.4 Release Notes
Post by: Watchmaker on October 29, 2015, 04:49:24 pm
Also so that we can tell people when the servers are down for maintenance or other known reason, rather than getting spammed with "why can't I connect" questions in every medium.

Muse, what on earth is the point of the launcher?

I imagine to promote events, let players be aware of patches, or anything that they need to point out really.
Title: Re: Version 1.4.4 Release Notes
Post by: nanoduckling on October 29, 2015, 04:59:25 pm
'increased AoE burst size to 10m'

This has got to be a typo. The lumberjack has a burst radius of 12m according to the wiki and with burst ammo basically hits everything on a squid if you land in the right spot. Two shots from a burst mino would give you a complete disable against a squid with this burst radius. I suspect this is 1m?
Title: Re: Version 1.4.4 Release Notes
Post by: SiepeAssassina on October 29, 2015, 05:18:40 pm
The launcher should be placed OUTSIDE of the main game... now it just adds 10+ seconds to the log in.
Title: Re: Version 1.4.4 Release Notes
Post by: Coiler on October 29, 2015, 05:24:45 pm
Please remove the launcher. Having the game launch in 2 seconds was fantastic.
Title: Re: Version 1.4.4 Release Notes
Post by: BlackenedPies on October 29, 2015, 07:24:02 pm
'increased AoE burst size to 10m'

This has got to be a typo. The lumberjack has a burst radius of 12m according to the wiki and with burst ammo basically hits everything on a squid if you land in the right spot. Two shots from a burst mino would give you a complete disable against a squid with this burst radius. I suspect this is 1m?

I don't think it even has a radius of 1 m. But yeah 10 is too large and burst artemis is only 3.75. A 3 m burst radius would be plenty, if not too much.

If the taur had a 10 meter burst radius then hwatcha would be obsolete.
Title: Re: Version 1.4.4 Release Notes
Post by: ShadedExalt on October 29, 2015, 08:10:58 pm
'increased AoE burst size to 10m'

This has got to be a typo. The lumberjack has a burst radius of 12m according to the wiki and with burst ammo basically hits everything on a squid if you land in the right spot. Two shots from a burst mino would give you a complete disable against a squid with this burst radius. I suspect this is 1m?

I don't think it even has a radius of 1 m. But yeah 10 is too large and burst artemis is only 3.75. A 3 m burst radius would be plenty, if not too much.

If the taur had a 10 meter burst radius then hwatcha would be obsolete.

People say it's hard to miss components with Hwacha.

With 10m burst Taur it's just a whole nother level of easy disables.
Title: Re: Version 1.4.4 Release Notes
Post by: Daft Loon on October 29, 2015, 08:30:12 pm
The (from 8) in the original is (from 8 ) so the change isn't huge whatever it means. Possibly the burst radius stat has been hijacked for some other purpose with the Minotaur.
Title: Re: Version 1.4.4 Release Notes
Post by: BlackenedPies on October 29, 2015, 08:30:39 pm
I'm not sure if it was mentioned but you can no longer view player loadouts in an ongoing match. If you join an in progress match you can't see crew loadouts in lobby...

I really hope this is a bug and not a feature. You need to know what your fellow crew is bringing so you can decide what tools/ammo to bring. If you're joining a captain slot you need to know what the crew has and if it's worth joining. Right now I can't join in as captain in matches with crew because I don't know what they have!

I can think of no way how viewing crew loadouts is an exploit. It's a required feature and I can't join captain slots with crew anymore.
Title: Re: Version 1.4.4 Release Notes
Post by: Urz on October 29, 2015, 10:51:46 pm
Anyone know what the reason for the goldfish engine positioning change is?

Aesthetically I think it looks better this way. Curious if there was a functional reason as well.
Title: Re: Version 1.4.4 Release Notes
Post by: evodoc on October 29, 2015, 11:24:43 pm
No functional reason, just visual: the engine blades were very close to the railings.

Anyone know what the reason for the goldfish engine positioning change is?

Aesthetically I think it looks better this way. Curious if there was a functional reason as well.
Title: Re: Version 1.4.4 Release Notes
Post by: Extirminator on October 30, 2015, 03:37:40 am
Can a dev with code access check all the minotaur changes and confirm them? Notably the reload time and the burst radius claimed. Also if you can specify if it's 200k N for each direct and aoe or 200k N evenly spread between them to get 100k each.
I would love your cooperation for proper stats in the wiki, thanks.
Title: Re: Version 1.4.4 Release Notes
Post by: Watchmaker on October 30, 2015, 10:03:30 am
The Minotaur has no AoE, the gun type it uses doesn't even support that feature.  We typo'ed the release notes entry, I think.

Impact force is 200k N for each of the direct and secondary hits of each pellet, for a total of 400 kN per each of the 5 pellets fired by a single trigger pull.

EDIT: other posted stats seem correct.
Title: Re: Version 1.4.4 Release Notes
Post by: DrTentacles on October 30, 2015, 12:41:33 pm
The minute-long "enter game" timer is incredibly frustrating and slows things down. I've never loaded in before 10 seconds were left on the clock. I'd suggest reducing it to thirty seconds, especially since a complaint of the game is long lobbies.
Title: Re: Version 1.4.4 Release Notes
Post by: BlackenedPies on October 30, 2015, 12:46:54 pm
EDIT: other posted stats seem correct.

Reload is 10 seconds. It's listed in the manual as reload speed of 1/10.
Title: Re: Version 1.4.4 Release Notes
Post by: DrTentacles on October 30, 2015, 03:58:26 pm
Bug report: Ship names appear where they were last spotted on the map after you died, without the circle that represents the ship.
Title: Re: Version 1.4.4 Release Notes
Post by: Richard LeMoon on October 30, 2015, 08:30:28 pm
I want to know who suggested the increase in Minotaur force, who tested it and said it was ok, and what the hell is wrong with them.
Title: Re: Version 1.4.4 Release Notes
Post by: DrTentacles on October 30, 2015, 08:33:35 pm
Whenever taking a Minotaur is an option, I ask myself "would a Hwatcha do this better"

The answer is always yes.
Title: Re: Version 1.4.4 Release Notes
Post by: sparklerfish on October 31, 2015, 05:44:20 am
I'm pretty happy with the new birthday hat being a sparkler hat.

Oh yeah also the rest of the stuff.  Good patch.
Title: Re: Version 1.4.4 Release Notes
Post by: GrimlockWarlock on October 31, 2015, 07:13:46 am
Agreed.. it was a good patch update! I quite happy about the minotaur Heavy Cannon being improved! It's now coming back into play!  I looking forward to actually playing with a Minotaur Build !

 Also I do quite like all the new workshop hats & mask ! (Garrison Cap is my favourite!)
Title: Re: Version 1.4.4 Release Notes
Post by: Daft Loon on October 31, 2015, 07:48:06 am
I want to know who suggested the increase in Minotaur force, who tested it and said it was ok, and what the hell is wrong with them.

Having been on the receiving end of double Minotaurs with a junker I can see what you mean, kerosene doesn't help much when being pushed down and along is the danger on top of rotation.
Title: Re: Version 1.4.4 Release Notes
Post by: BlackenedPies on October 31, 2015, 08:45:52 am
I don't think the push force is a problem. It's supposed to be controlling and has a very long reload that's 25% longer than lumberjack. A clip of buffed heavy clip taur does 650 armor damage and easily one shots heavy guns. It's a heavy merc.
Title: Re: Version 1.4.4 Release Notes
Post by: Hoja Lateralus on October 31, 2015, 09:19:27 am
- yay for a new 3v3 map (even if it's just a variation of already existing map)
CK and CP are sitting on the ground and crying because mommy and daddy don't love them anymore
- yay for new costume stuff, although I don't care that much
- yay for more clan progression, although I wonder why I can't check what all this stuff is. Like what the hell is "+ [wrench icon]"? A little pop up window would be nice...
- always yay for fireworks :)
- yay for practice maps, although the selection window is just silly, clicking through maps will probably turn out annoying for most, would recommend turning it into selection window (perhaps such us gun selection), it's a small but important step towards making practice mode relevant in any way
- yay for searching status
- yay for AI stuff, gotta check that one out
- yay for global chat fix (it was SO annoying)

- nay for launcher, I believe you've had some reasons for it but it just makes me wait another few seconds to get into the game. If you really 'have' to have it I'd recommend make it more like EU IV launcher, just a small window on the desktop:
(http://cloud-4.steamusercontent.com/ugc/920145210249140320/9DDCD2A508FDFA7FD8F264275227F68D685CC503/)

- nay for enter-game wait:

The minute-long "enter game" timer is incredibly frustrating and slows things down. I've never loaded in before 10 seconds were left on the clock. I'd suggest reducing it to thirty seconds, especially since a complaint of the game is long lobbies.

This. I understand a reason for that and it was a kind of requested feature after all, but for me it's just frustrating to wait even longer for a game to start. Perhaps we could hit some middle ground with setting the wait time for 40-45 sec instead of 60. It is also more frustrating (than lobby wait) because you have limited ability to use voicechat and no ability to use text chat.

Q:
Is "steam leaking from the gun" fix the flashbanging fix I was e-mailing you about (artemis & blackcliff problem)?

"matchmaker adjustments" - what kind of adjustments? I'm scared....
Title: Re: Version 1.4.4 Release Notes
Post by: Richard LeMoon on October 31, 2015, 09:27:47 am
The push force is very much a problem.

Aside from the increased damage and velocity (still not high enough, needs to be closer to 700), everything else has gone the wrong direction. In the two years I have been playing this game, this is the first time I have been genuinely angry at Muse and whoever tested the Minotaur and said these changes were OK. Headache inducing angry. After one match using a Goldfish against a mino on a Spire, I just shut the game off. I can't even put into words how angry I was. Moonshine did not even help much.

Anyways, just thinking about it is giving me another headache. I won't be playing in any matches that have a minotaur. If I want to play a rage game, I'll fire up supermeatboy.


On the launcher... allow users to set it to autoskip if there is no server problem. Stick all the news and links stuff on the first Play screen.

Title: Re: Version 1.4.4 Release Notes
Post by: Dementio on October 31, 2015, 09:52:56 am
I am ok with the Minotaur's velocity, I even could reliably hit a Spire at the point where I wanted to hit it over 1.5km, that didn't appear to use any pilot tools, but then again, if the Mino push force is that strong than I shouldn't be able to reliably hit a ship at that distance when that ship actually tries to dodge, which I don't think I would be able to.

Personally, I think the very concept of the Minotaur is stupid. A gun that pushes ships away at a range that the Minotaur possesses will always be rage inducing and nobody playing against it will ever like it. But hey, at least it is incredibly weak in close range, because of its massive cooldown, low fire rate and also decreased rotation speed, which wasn't mentioned in the patch. So the way to win againstit is -> Pick Goldfish, charge at a semi-good angle and then you are too close to lose, gg.
Title: Re: Version 1.4.4 Release Notes
Post by: BlackenedPies on October 31, 2015, 10:39:51 am
The minotaur velocity is more than plenty. I'd like it not to be an extreme range sniper. It's easy to hit spires and galleons at 1.5k.

Goldfish has always been the most vulnerable ship to minotaurs due to it's long profile and big front gun. Before the buff, taur-artemis spire was very effective against fish but lacked killing power and you were always better off with hwatcha. Now you're often better off with minotaur against fish but not all ships. Don't bring goldfish against taur and galleon is also pretty vulnerable.

Moonshine is effective against minotaur and I think it reduces the force by 90% (+1000% angular drag). Being spun around doesn't matter, what matters is the other guns shooting and the 180+ armor damage per shot. The force was buffed by 25% while armor damage was buffed more than 50% and component damage 60%.