Guns Of Icarus Online

Info => News and Announcements => Release Notes => Topic started by: Ayetach on July 03, 2017, 07:46:16 am

Title: 2.0.3 Ammopocalypse Update
Post by: Ayetach on July 03, 2017, 07:46:16 am
New content:
Title: Re: 2.0.3 Ammopocalypse Update!
Post by: Chernobyl Trash on July 03, 2017, 12:00:37 pm
You forgot the Harpoon Lochnagar buff.
Title: Re: 2.0.3 Ammopocalypse Update!
Post by: Aethelfrith on July 03, 2017, 05:26:49 pm
No more triple shot mercury with heatsink?

That makes me a sad apple fritter.  :-[
Title: Re: 2.0.3 Ammopocalypse Update!
Post by: BlackenedPies on July 03, 2017, 05:49:14 pm
  • Magnate (Player Council): -10% armor, 15m/s2 turn acceleration (from 21), 15m/s max turn speed (from 12.5), 3.5 vertical acceleration (from 3)
  • Burst Rounds (Player Council): Vanilla clip size (down from +20%), +10% AoE damage (from none), -15% rate of fire (from none)
  • Heatsink Clip (Player Council): Vanilla clip size (down from +30%), extinguishes all fire on reload (from 3)
  • Charged Rounds  (Player Council): +20% projectile speed (from none), -20% jitter (from none)
  • Greased Rounds (Player Council): +90% recoil jitter

Magnate: still feels too weak for PvP due to poor repair cycles

Heatsink: it had a nice role for reducing arm time and high DPC, which was useful in a few guns like Light Flak. Based on these notes it has the same stats but with a big DPS and DPC loss due to the -17% damage. Why kill heatsink? Nobody ever claimed it was OP and there's no reason to kill its role

Charged: there was a suggestion to increase max range of charged by 20% while keeping projectile speed the same (through the projectile life property). I liked this idea. Increasing projectile speed just makes certain guns that require its use, like Hflak and Merc, easier to shoot. There's no reason for this

Greased: the original suggestion was around +20% jitter and even then many player complained this was too much of a nerf to greased. I thought 20% was okay. 90% is too much. Some guns aren't affected at all by this, like Hades, whereas others may find 30% of their shots missing the component at normal greased ranges
Title: Re: 2.0.3 Ammopocalypse Update!
Post by: Long Max on July 04, 2017, 01:17:05 pm
  • Magnate (Player Council): -10% armor, 15m/s2 turn acceleration (from 21), 15m/s max turn speed (from 12.5), 3.5 vertical acceleration (from 3)
  • Burst Rounds (Player Council): Vanilla clip size (down from +20%), +10% AoE damage (from none), -15% rate of fire (from none)
  • Heatsink Clip (Player Council): Vanilla clip size (down from +30%), extinguishes all fire on reload (from 3)
  • Charged Rounds  (Player Council): +20% projectile speed (from none), -20% jitter (from none)
  • Greased Rounds (Player Council): +90% recoil jitter

Magnate: still feels too weak for PvP due to poor repair cycles

Heatsink: it had a nice role for reducing arm time and high DPC, which was useful in a few guns like Light Flak. Based on these notes it has the same stats but with a big DPS and DPC loss due to the -17% damage. Why kill heatsink? Nobody ever claimed it was OP and there's no reason to kill its role

Charged: there was a suggestion to increase max range of charged by 20% while keeping projectile speed the same (through the projectile life property). I liked this idea. Increasing projectile speed just makes certain guns that require its use, like Hflak and Merc, easier to shoot. There's no reason for this

Greased: the original suggestion was around +20% jitter and even then many player complained this was too much of a nerf to greased. I thought 20% was okay. 90% is too much. Some guns aren't affected at all by this, like Hades, whereas others may find 30% of their shots missing the component at normal greased ranges

For heatsink, i think, it's all about making new extended clip round. And of course its need new 4 week of "thorough" testing before, absolutely not possible to make it right now with heatsink stats and change after.
Killing greased it's only try to make more attention for new charged rounds, don't see another reason, must be changed.  If i now set not moving target  in training 100 meter away i cant be sure it will broke armor of it in one clip.At least they not kill loch gatling right now, plan it to next patch.
For Magnate, yesterday for me its look ultimate tool of pubstomping.
Title: Re: 2.0.3 Ammopocalypse Update!
Post by: Dementio on July 04, 2017, 04:21:22 pm
Extended mag ammo was supposed to be in this patch, but it was insisted that it gets some art done (ammo picture, visual affects). Unfortunately this couldn't be done in time for this patch, but it was thouroughly tested before, so I hope Muse manages to bring in a hotfix that features the extended mag ammo.