Sept. 28, 2022 - PTS Update

Discussion in 'Test Server: Announcements' started by RPG_Wrel, Sep 28, 2022.

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  1. RPG_Wrel Lead Designer

    The following update will be available within a few hours of posting this, on the Public Test Server.
    --
    Download the Test Server client from this thread after reading the Test Server Policies: https://forums.daybreakgames.com/ps...st-test-server-policies-download-link.114038/
    --

    Tank Cannon Cleanup
    • Fixed a visual issue with the Larion PPC's firing FX.
    • Prowler's Kingsnake's firing animation now uses the correct barrel order.
    • Vanguard's JGX12 no longer becomes invisible and crashes players, but now has the slowed rotation from the previous PTS update.
    • These weapons continue to be a work in progress.
    Environment
    • Fixed a long-standing issue where Cortium/NPC spawns (like Pumpkins!) could appear underground or inside objects.
    • Oshur now has new underwater teleporter rooms at Seaposts with underwater capture points.
    • As an experiment: No-deploy zones at Tech Plants on Indar have been pushed toward the spawn rooms. Dev Note: This prevents Sunderers from interdicting the spawn room flow directly, and allows attacking Sunderers to deploy inside or on top of the Tech Plant itself. Time to point will decrease for attackers, but defenders should have more wiggle room to approach the base.
    • Fixed shields on Esamir using the incorrect faction and collision information.
    Misc. Changes, Fixes, and Additions
    • Reverted previous PTS change to Pain Spire, but kept new visuals.
    • Reverted previous PTS changes to Flail damage and resistance adjustments.
    • Elysium Spawn Tube is now immune to small arms damage.
    • Cortium Bombs are no longer usable by Infiltrators.
    • Changed Pain Spire's damage resistance from 23 (Air to Ground Warhead) to 64 (Burning) to be in line with other burning effects.
    • Up x 1
  2. Kgbed

    Hello - the Tank Cannons are shaping up to each have a respective niche. While they're being polished, though, would it make more sense to move the Perihelion L-VXC's camera above the "barrel?"
    The weapon has a lot of similarities in design and effects to the V42 Pariah, and it's a shame to not be able to see the effects in the Lightning. The Magrider's camera does the weapon justice, so it'd be nice to have it aligned similarly.
  3. Cosomos

    Wrel,
    Please hold off on the Infiltrator and Spawn Tube changes until you have that construction discussion you where talking about on your twitter. You said it yourself that you need to look at construction as a whole and have a discussion to make a plan for it. Please refrain from making any high impact changes(good or bad), like removing cortium bomb from infiltrator and removing small arms damage from spawn tubes until then. If anything just make the bunker terminals unhackable for now, because that is being used for an exploit.

    Cortium Bomb Infiltrator's have anti sunderer uses outside of construction, because trying to place and guard a cortium bomb offensively with any other class is extremely difficult. I have even used it as against vehicle terminals to force players to come out or lose it.

    The Spawn Tube being weak to small arms is what makes attacking enemy bases viable without that attacking an enemy base in smaller numbers on both sides will become much more difficult for the attackers. If you want to remove small arms damage you should also remove a chunk of health too(no more than half).
  4. 36thelement

    These construction changes are really stupid. Nobody is going to want construction to have relevance to the rest of the game if they have to deal with pain spires and automated turrets.
  5. TR5L4Y3R


    they aren´t that relevant anyway .. most of the time PMBs are just area denial with OSUs

    i would remove pain and routingspires altogether, leave a level of turretautomation in for solo/smallsquadbuilders, because without people supporting you there is just no way to defend a PMB in the first place .. automation or not .. without automated turrets defending bases will be just all the more difficult next to impossible ..

    no constructionzones still need to be decreased by 33 to 50%, certcosts to unlock PMB assets need to be effectively halfed as well as cortiumnodes not being blocked by idiots dropping buildings on the nodespawns ...

    general survivability of PMBs need to be buffed, while at the same time the Silo imho should be overloadable so infantery has an objective besides destroying modules
  6. RiP0k

    I hope you decide to remove No Construction Zone in exchange for removing Pain Spire and AI Turrets. Well, leave restrictions for Flail for these zones.
  7. Cosomos

    Why was the AI Module not reverted, that is a cornerstone of current base defense, you said you need to have a discussion about it and that we can expect some form of construction change next year, please don't put in part of a planned change without the rest of it, just make construction buildings block line of sight or nerf the fire rate when unmanned or give AA Turrets Flak Explosion while being manned as a stop gap for a larger change.
    The outcomes of your changes are too game changing and unpredictable to be made without a well thought-out plan to back them up. I understand that this is in The Test Server, but please give us some assurance that these construction changes won't make their way to live before that construction discussion is had and the rest of construction is adjusted and rebalanced for a newer role/purpose.
  8. Erendil

    This is an interesting change. I'm a little leery of allowing AMSes to deploy inside the Tech building tho. You can get one up onto the point level, and if you do, they're near impossible to destroy if they have any support.

    That said, if you really want to help defenders, change the underground tunnel:
    • Move the tunnel spawn entrance to the front of the spawn room so zerglings see it. Or if you can't do that...
    • ...Put glowing directional lines like you have in Containment Sites starting in the center of the spawn room and going down into the tunnel so zerglings know they should go down there
    • Put Bollards around the vehicle bay tunnel entrance so attackers can't park a Sundy on top of it
  9. RPG_Wrel Lead Designer


    The changes were never made, only proposed.
    • Up x 1
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