Patch 2.0

Post » Sun Aug 14, 2011 6:47 pm

This is mainly for Xbox 360 but changes can be also made to PC/PS3 useres as well. Please add anything you also have noticed.


CLASSES

----Soldier----

1. Kevlar Armor Ability is not working. Symbol is not shown on HUD on the left side screen, damage resistance is being applied, and engineers are not suppose to able to buff the soldier if they already own the ability.

2. Reduce scavenging time for Scavenger Ability.

----Engineer----

1.Additional Mine Ability should also effect the new Pyro Mine Ability

2. Improved Health/Supply Comm Ability should take equal time to apply to the comm station as the Operatives Fire Wall Ability.

----Medic----

1. To see more use of the give Supplies Ability. Allies should recieve +2 supply points instead of +1.

2. Increase radius to the new Regen Unit Ability.

----Operative----

1. Slighty increase blast radius for Cortex Bomb Ability.

2. Allow Operatives to reveal enemy turrets, satchel charges, and regen units to allies.


BODY TYPES

----Light----

1. Add Mossington shotgun to primary weapon load out.

2. Increase health to equal of medium body type. Light body type die to quickly even when fully buffed.


WEAPONS

----Machine Pistols----

1. Increase ammo capacity.

----Grenades and Grenade Launchers-----

1. Apply blast radius effect to grenades and launchers. Im stating to just apply the special effect for the explosions art style because it looks way better that way for the game.


MAPS

----Labs----

1. Allow the placement of satchel charges at the sametime to elevator doors instead of individually to keep Security more on their toes.

----Security Tower----

1.Once escort has reached a certain point by the gate, the Security's respawn time needs to be increased to 30 seconds. It is way to hard to reach the exit even if both of the teams are really good. Especially at the fact Security's spawn point is right there by the exit and Resistance needs to run the entire map just to make it back near the exit.


VISUAL GAMEPLAY

----Videos and Gameply----

1. There is a new bug since dlc. In videos always shows first created character instead of current selected character.

2. Everyone ends up looking the same during gameplay.
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Robyn Lena
 
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Post » Sun Aug 14, 2011 1:47 pm

This is mainly for Xbox 360 but changes can be also made to PC/PS3 useres as well. Please add anything you also have noticed.


CLASSES

----Soldier----

1. Kevlar Armor Ability is not working. Symbol is not shown on HUD on the left side screen, damage resistance is being applied, and engineers are not suppose to able to buff the soldier if they already own the ability.
True

2. Reduce scavenging time for Scavenger Ability.
True

----Engineer----

1.Additional Mine Ability should also effect the new Pyro Mine Ability
NEVER!

2. Improved Health/Supply Comm Ability should take equal time to apply to the comm station as the Operatives Fire Wall Ability.
Yes

----Medic----

1. To see more use of the give Supplies Ability. Allies should recieve +2 supply points instead of +1.
I can see a glitch coming on...

2. Increase radius to the new Regen Unit Ability.
Most people just run through it for quick hp
----Operative----

1. Slighty increase blast radius for Cortex Bomb Ability.
Teamfire??? PLEASE DON"T DO THIS!

2. Allow Operatives to reveal enemy turrets, satchel charges, and regen units to allies.
Operatives TAKE CONTROL OF TURRETS, Destroy Satchel Charges, and Regen units already appear on all enemies radars


BODY TYPES

----Light----

1. Add Mossington shotgun to primary weapon load out.
Please Don't...

2. Increase health to equal of medium body type. Light body type die to quickly even when fully buffed.
NO!!!!! GTFO!!!


WEAPONS

----Machine Pistols----

1. Increase ammo capacity.
An extra Clip would be ok.

----Grenades and Grenade Launchers-----

1. Apply blast radius effect to grenades and launchers. Im stating to just apply the special effect for the explosions art style because it looks way better that way for the game.
LEARN TO GRENADE SHOOT THEN!

MAPS

----Labs----

1. Allow the placement of satchel charges at the sametime to elevator doors instead of individually to keep Security more on their toes.
Could be Interesting...

----Security Tower----

1.Once escort has reached a certain point by the gate, the Security's respawn time needs to be increased to 30 seconds. It is way to hard to reach the exit even if both of the teams are really good. Especially at the fact Security's spawn point is right there by the exit and Resistance needs to run the entire map just to make it back near the exit.
Once the Hostage gets outside the respawn should increase 15 seconds, not 30.


VISUAL GAMEPLAY

----Videos and Gameply----

1. There is a new bug since dlc. In videos always shows first created character instead of current selected character.

2. Everyone ends up looking the same during gameplay.

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Matthew Aaron Evans
 
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Post » Sun Aug 14, 2011 5:40 pm

I thought you were on to something here... But now I can see you clearly don't get what "balancing" is... None of your ideas were any good what-so-ever short of the operative spotting other explosives. = /

and last I checked, I wasn't having problems with my armor on my soldier.
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Laura
 
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Post » Sun Aug 14, 2011 4:24 pm

I've got one agreeing about the kevlar armor. It is a fact it doesn't work because I've played as a engineer and I was still able to buff my brother who had the kevlar armor ability bought when he was playing soldier. Another fact is that I too have a soldier made character with the kevlar ability bought. The ability does not show up on the HUD, still takes regular damage, and yes engineers are still able to buff me with their kevlar ability when they are not suppose to be able to. What I was trying to say about the blast radius effect with grenades and launchers was not to actually increase the blast radius or its damage. Just give it the look for the explosion because it actually looks like a physical explosion then. i don't know what GTFO means under the light body type part in my topic. LOL Teamflaming? i didn't say anything about adding fire to the cortex bomb but if the blast radius is already big enough then its already big enough. The mossington shotgun should be added to the light body type's weapon loadout because he is given already close range weapons except the 2 sniper rifles. The light body type is meant to get up close and personal with the enemy. That is why the bayonet was allowed on sub machine guns so that is why he should be allowed to carry the mossington as a primary. Everyone is entitled to their opinion but i will point something out if there is factual evidence to not agree with someone else's opinion.
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DeeD
 
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Post » Sun Aug 14, 2011 10:15 pm

If the light was given the mossington it would throw off the game's balance and there would be literally no point in playing any other body type, especially if he has the defense of a medium.
They were given the weapons they have due to logic (the light type isn't CAPABLE of holding the same weapons due to strength and mobility) and balancing (give your light a gatling gun...?).
And why does anyone need to SEE the blast radius..? What would that do..?

Your arguments make sense but NOT in context of this game.
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Tom Flanagan
 
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Post » Sun Aug 14, 2011 4:29 pm

i thought this was actual patch notes....

don't agree with most of it, especially lights having equal HP to Mediums or given em a shotgun, wouldn't this give mediums the right to ask for the heavies shotgun?

The visuals is funny tho, last night the opposition was all a big fat clown man, was funny.
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Margarita Diaz
 
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Post » Mon Aug 15, 2011 12:02 am

The lower health of the lights is balanced by their movement speed and ability to wall hop. If they gave lights the mossington and the same health as the mediums on top of the increased movement speed then it would be incredibly unbalanced

If they were to give 2 supply pips for every one of the medics then 2 medics could always refill each other's supplies to max (and all nearby allies).
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Franko AlVarado
 
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Post » Sun Aug 14, 2011 8:38 pm

The lower health of the lights is balanced by their movement speed and ability to wall hop. If they gave lights the mossington and the same health as the mediums on top of the increased movement speed then it would be incredibly unbalanced

If they were to give 2 supply pips for every one of the medics then 2 medics could always refill each other's supplies to max (and all nearby allies).

I'm liking the opinions that are being given here. Ok but what if at least just given the mossington and not the health boost that would be fair. I definitely see the point though about the medic give supply ability. Obviously i didn't quite think that one through all the way, lmao. All I was saying about the visuals with the grenades is that without the effect the grenades look like little duds of smoke when they explode so without changing the blast radius or damage of the grenade but just adding the effect for the explosion. The grenades will look like grenades going off on the battlefield. I would like the additional mine ability to affect the new pyro mine considering the soldier gets basically 4 grenades to throw (frag, flashbang, molotov, and napalm grenade). Plus the soldier has scavenge so if he kills someone using a grenade of any type, he can at least still get his supply point back. On the flip side operatives reveal mines anyways and the engineer would be losing the kevlar armor buff for his team if he decided to use all mines and the gun turret. So its not cheap.
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Josee Leach
 
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Post » Sun Aug 14, 2011 5:30 pm

Along the lines of the original post some abilities that I would like to see added:

Medic:
Either poison grenades for area denial, or a melee poison ability that does damage over time when you interact with an enemy.
Ability to scavenge supplies from dead enemy medics only. I dont think that they should be able to scavenge off every enemy due to amount of pips they can have.

Operative:
Decoy- create a distraction and cause confusion with a hologram that has the same hp as the operative.
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Liii BLATES
 
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Post » Sun Aug 14, 2011 11:56 pm

I'm liking the opinions that are being given here. Ok but what if at least just given the mossington and not the health boost that would be fair.


So mediums should have a weapon from 1 tier up also.....Hjammerdiem please, Lights are already fine, in the right hands. I have been completely outclassed by some players using light build as with players using heavy, most the time tho they are played by people either learning or just plain and simple people who svck.

I strongly disagree to both a health boost and the mossy being given to light builds. Unless mediums get a weapon from next tier, and heavies get.....lights movement? pssh all builds are fine in the correct hands, no change needed
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saharen beauty
 
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Post » Sun Aug 14, 2011 12:20 pm

Along the lines of the original post some abilities that I would like to see added:

Medic:
Either poison grenades for area denial, or a melee poison ability that does damage over time when you interact with an enemy.
Ability to scavenge supplies from dead enemy medics only. I dont think that they should be able to scavenge off every enemy due to amount of pips they can have.

Operative:
Decoy- create a distraction and cause confusion with a hologram that has the same hp as the operative.

Your statements would be more for a future dlc topic but scavenging medics only would be interesting considering they are the ones technically with the extra supplies.
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daniel royle
 
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Post » Sun Aug 14, 2011 8:30 pm

So mediums should have a weapon from 1 tier up also.....Hjammerdiem please, Lights are already fine, in the right hands. I have been completely outclassed by some players using light build as with players using heavy, most the time tho they are played by people either learning or just plain and simple people who svck.

I strongly disagree to both a health boost and the mossy being given to light builds. Unless mediums get a weapon from next tier, and heavies get.....lights movement? pssh all builds are fine in the correct hands, no change needed

Dude, really? How do you go from mossington to hjmmerdiem? Your opinion makes no sense to what I'm talking about. All I'm saying is that the light body type is meant to get up close with the enemy with the exception if you are using a sniper loadout. Its a fact too because light body type gets a knife while their pistol or machine pistol is equipped. That is also why you can equip the bayonet to the sub machine gun and is very affective with the light body type. So why not have a weapon like the mossington/shotgun considering the sub machine guns are considered close range weapons anyways?
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Judy Lynch
 
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Post » Sun Aug 14, 2011 7:19 pm

cuz your asking for lights to get a weapon from a different tier, so why can i want mediums to get a weapon from a different tier, gotta keep it fair.

Now if you said they should add a sawn off, for lights to use, then yes.

And as for your logic..the close range spool. then i'll add some hjammerdiem spool, mediums are allowed to have a mossington which is a shotgun, so is a hjammerdiem, which is also an effective shotgun.....

This is just my opinion, so dont get all barmy on me. But the weapon set up is fine. plus if a light shot the mossy it'd knock his 90lbs ass to the ground, like the midget shoutgunners from borderlands lol
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Strawberry
 
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Post » Sun Aug 14, 2011 1:49 pm

Dude, really? How do you go from mossington to hjmmerdiem? Your opinion makes no sense to what I'm talking about. All I'm saying is that the light body type is meant to get up close with the enemy with the exception if you are using a sniper loadout. Its a fact too because light body type gets a knife while their pistol or machine pistol is equipped. That is also why you can equip the bayonet to the sub machine gun and is very affective with the light body type. So why not have a weapon like the mossington/shotgun considering the sub machine guns are considered close range weapons anyways?

Is it me, or did I see absolutely no logic in that reply?

Let me get this straight- you said that the SMGs are close range weapons AND that the bayonet attachment basically gives you 2 knives to hit people with. You then said that they should just add a MEDIUM shotgun- just because. LOLWUT?

Now, I'm all for a light shotgun. Something small, like a sawn-off double barrel, not a large pump-action shotgun.
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RaeAnne
 
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