Jump to content
EN
Play

Forum

Episode 187 of the V-LOG is live!


r_Nives5
 Share

Recommended Posts

RE: "shots are slower firing"...   speed of balls is slower?  Or more time between each shot?

 

RE: "less damage done"... you mean at longer ranges because min-damage range shortened?  Max damage remains same?

The V-LOG doesn't indicate that the plasma balls will have slower projectile speed, and neither does the Patch Note shown here

And yes, less damage done basically means that. The minimum damage is now reduced, but the maximum damage has seen no change.

Share this post


Link to post
Share on other sites

The V-LOG doesn't indicate that the plasma balls will have slower projectile speed, and neither does the Patch Note shown here

And yes, less damage done basically means that. The minimum damage is now reduced, but the maximum damage has seen no change.

I thought the min damage range was reduced - which in effect will reduce damage beyond the max damage range.

 

Reducing minimum damage would actually reduce all damage - since it is really an average of min+max/2.

Share this post


Link to post
Share on other sites

I like demoman, if it's 50k crystals I'll buy it I guess.

 

I don't understand rescuer; if someone managed to kill you, will you regain health? Or will you survive a while longer? Or what?? Is it like an auto-repair kit used when you lose all your health? Better explanation would help.

If someone fires a fully charged, DD'ed Shaft shot which would normally kill you, for example, you'll regain some HP, so you can repair fatal hits if drone"s charged.

 

And I agree, demoman is interesting. I'd like SDing into an enemy while also actiavting OD for Wasp or Hunter. More specifically, Hunter + Rail/Thunder/Magnum + SD + kamikaze run = powerful enemy dead

Edited by thethiefofvictory
  • Like 1

Share this post


Link to post
Share on other sites

Noise next on the list, please!

 

I like demoman, if it's 50k crystals I'll buy it I guess.

 

I don't understand rescuer; if someone managed to kill you, will you regain health? Or will you survive a while longer? Or what?? Is it like an auto-repair kit used when you lose all your health? Better explanation would help.

I hope it doesn't just prevent you from dying from fatal shots with meagre health left... Edited by P.4.R.K.O.U.R
  • Like 1

Share this post


Link to post
Share on other sites

If someone fires a fully charged, DD'ed Shaft shot which would normally kill you, for example, you'll regain some HP, so you can repair fatal hits if drone"s charged.

 

And I agree, demoman is interesting. I'd like SDing into an enemy while also actiavting OD for Wasp or Hunter. More specifically, Hunter + Rail/Thunder/Magnum + SD + kamikaze run = powerful enemy dead

 

LOL - Tanki-X has a module that does that. Sounds like they are borrowing that.

 

Noise next on the list, please!

 

I hope it doesn't just prevent you from dying from fatal shots with meagre health left...

  • Like 1

Share this post


Link to post
Share on other sites

I thought the min damage range was reduced - which in effect will reduce damage beyond the max damage range.

 

Reducing minimum damage would actually reduce all damage - since it is really an average of min+max/2.

Yes, the minimum damage range was reduced, which in essence means that minimum damage was reduced itself, since the amount of damage drop-off is now steeper due to the decreased range. Apologies for my vague statement. 

  • Like 1

Share this post


Link to post
Share on other sites

The new drones look cool, but since they are getting more powerful they could become a P2W feature if batteries are not made more easily available.

Share this post


Link to post
Share on other sites

It seems drones and supplies are going to be significant game mechanics in TO in the future, to the point where their use will be necessary to compete. Future TO seems similar to TX in this respect. I am not opposed to the concept of modules as in TX, and am not too opposed to drones / overdrives / drugs being a large part of TO, on one condition: that these things are not consumables. Supplies are going to be so ubiquitous that giving them to everyone without restriction will be necessary. Same goes for batteries. I hope batteries and supplies are scrapped and everyone gets to use infinite supplies and drones. Let supplies be converted into upgrades for drones or something. But not consumables.

 

I know that supplies are easy to come by nowadays, but that the same can't be said for batteries.

Edited by ThirdOnion
  • Like 5

Share this post


Link to post
Share on other sites

DISLIKEEEEE - WHAT ARE YOU THINKING WITH THOSE DRONES ABILITIES!!!!

 

WHAT ABOUT BALANCE!! WHAT ABOUT FREE TO PLAY!! WHAT ABOUT US!!

 

WHY YOU DONT LISTEN TO US!! DO YOU AT LEAST PLAY THIS GAME??

 

MAGNUM IS OP AT SHORT-RANGE AND YOU MAKE IT RELOAD TIME SHORTER!!! MAGNUM ISNT SHAFT!!

Share this post


Link to post
Share on other sites

MAGNUM IS OP AT SHORT-RANGE AND YOU MAKE IT RELOAD TIME SHORTER!!! MAGNUM ISNT SHAFT!!

Shooting at short range is actually less convenient now, because the reload is longer when shot power is small. The turret's effectiveness at short range was reduced.

  • Like 1

Share this post


Link to post
Share on other sites

Shooting at short range is actually less convenient now, because the reload is longer when shot power is small. The turret's effectiveness at short range was reduced.

I just tried it. I don't know if the modification counts (I have M4), but what I found in simple terms:

 

A shot at 100% gave me a 4-second reload and 3 seconds to power up to 100% again. A full 100% shot every 7 seconds.

A shot at 0% gave me a slower reload of 7-seconds. 

 

It varies in between (I have not calculated all of it yet, but it looks like a 20-25% shot will have you reload in 6 seconds. A 90% shot was a 4-second reload). 

 

I think that is how the new Magnum reload mechanic works.

That mine drone especially sounds OP.

Shaft, Magnum, and any campers will probably use this.

  • Like 1

Share this post


Link to post
Share on other sites

I think that is how the new Magnum reload mechanic works.

Exactly. The time you spent not charging up your shot's power is added to the reload. So the less you charge up your shot, the longer it will take to reload afterwards.

Share this post


Link to post
Share on other sites

Exactly. The time you spent not charging up your shot's power is added to the reload. So the less you charge up your shot, the longer it will take to reload afterwards.

 

That must've been a nightmare to code in to the game for the devs.

Share this post


Link to post
Share on other sites

Battles were reduced so you can play more battles in a lesser span of time so you can earn more stars. Okay, that explains why the battles were reduced from 10 minutes to 9 minutes during star week. But how about when star week is over? Then what will the reason be? Certainly not to earn more stars. So, what is the real reason. Yet another lame excuse, just like when it was reduced from 15 minutes to 10 minutes. 

 

I still don't see the advantage when MM puts a player in a battle that is nearly over. When it was 10 minute battles, it was rare for me to get into a battle with more than 3 minutes left after waiting 1 minute 30 seconds to get in. Majority were around 2 minutes left in battle. One doesn't make very many stars at that rate. Nothing has really changed, here, except the length of battle. Still have to wait 1 minute 30 seconds to get into battle, still less than 3 minutes left after getting into battle. Empty servers remain empty. 

 

Hummmm. Less time in battle = lower scores = less crystals earned = more buyers buying more crystals from the store with the possibility of trying to turn non-buyers into buyers with less crystals earned. AHA!! Now the real reason surfaces. It's not about earning more stars at all. 

Edited by u812ic

Share this post


Link to post
Share on other sites

Battles were reduced so you can play more battles in a lesser span of time so you can earn more stars. Okay, that explains why the battles were reduced from 10 minutes to 9 minutes during star week. But how about when star week is over? Then what will the reason be? Certainly not to earn more stars. So, what is the real reason. Yet another lame excuse, just like when it was reduced from 15 minutes to 10 minutes. 

 

...

 

Hummmm. Less time in battle = lower scores = less crystals earned = more buyers buying more crystals from the store with the possibility of trying to turn non-buyers into buyers with less crystals earned. AHA!! Now the real reason surfaces. It's not about earning more stars at all. 

There is always a second side to everything. If the battle time is reduced, it also means that people will be getting crystals much faster, and with only a fund drop-off worth one minute, hence creating the balance. However, the notion of Less time in battle= lower scores= less crystals earned= more buyers buying more crystals is for me, too hastily formulated. The only people who would need to buy more crystals because they get less every battle, will be the people who aren't as skilled and find themselves at the bottom of the scorecard. Non-buyers who can at least hold their own will still be able to earn a ton of crystals, and now, at a faster rate. If someone is that impatient, and can't be bothered to actually gain too much skill, they always have the shorter way to purchase crystals.

  • Like 2

Share this post


Link to post
Share on other sites

This topic is now closed to further replies.
 Share

×
×
  • Create New...