Posts: 6,082
Threads: 465
Joined: Nov 2014
Staff roles: Art Developer
(03-17-2017, 12:41 AM)Traxit Wrote:
(03-17-2017, 12:38 AM)nOmnomnOm Wrote: i'd love to have the previous version of the screamer back.... you know... the one that had area damage and not just direct damage?
or am i wrong.........
the damage coupled with the radius was op and got nerfed appropriately, it shouldn't revert to its original state.
speed too, mind you, it was pretty much the cheap tactic for bombers and snacing, effortlessly deshielding people, even if they tried to avoid it because of the explosion range.
Quote:In response to community input, we are also reverting a few gameplay changes, which you can expect to see in the next update:
- Reintroduction of tracking missiles as an auxiliary fighter weapon.
- Reintroduction of codenames through lootable wrecks.
Good to hear that. Hopefully these will not be useless, like poor damage or poor tracking.
I'd rather get the the auxiliary slot removed altogether and bring back torpedo slot and 1 missile slot together with all the missiles we had.
So much this. I really hope they'll have the same ammo count and stats as before. That includes the Nomad versions. Still, thank you very much.
(03-17-2017, 12:38 AM)nOmnomnOm Wrote: i'd love to have the previous version of the screamer back.... you know... the one that had area damage and not just direct damage?
or am i wrong.........
the damage coupled with the radius was op and got nerfed appropriately, it shouldn't revert to its original state.
speed too, mind you, it was pretty much the cheap tactic for bombers and snacing, effortlessly deshielding people, even if they tried to avoid it because of the explosion range.
The devs didnt have to absolutely kill the perk of the mine, though....
Is there going to be more transparency with the community from the dev team? Like, maybe letting us know beforehand about big game changes or the direction that lore is heading? I don't mean in personal dev threads either.
Something like a roadmap kinda plan (though obviously not telling us absolutely everything) would be nice every now and then, rather than dropping huge updates on us and leaving us confused as to why things are now the way they are, like the incredibly poorly received VHF update. There should be some discussion with the greater community rather than just with who you think might be stakeholders before big things are introduced/changed or about how certain story lines are progressing.
It should, after all, be the community that is progressing the story of the mod.
(03-17-2017, 12:56 AM)Misfit Wrote: Something like a roadmap kinda plan (though obviously not telling us absolutely everything) would be nice every now and then, rather than dropping huge updates on us and leaving us confused as to why things are now the way they are, like the incredibly poorly received VHF update. There should be some discussion with the greater community rather than just with who you think might be stakeholders before big things are introduced/changed or about how certain story lines are progressing.
That's one of the hopes, yes. A big part of our recent problems has been an inability to get all of the gameplay (balance, models, fx) leads to sit down and lay out a plan for others to follow.
Not really Felsvar. When .89 Final is completed up next is .90 Initial. We tend to divide the larger updates into Initial and Final phases due to their size and to ensure that progression of some stories is timely. So basically it comes down to two things: Progression of stories (bases taken/recaptured, ships moved etc etc) and the sheer size of some updates require it.