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Post by quicklite on May 26, 2013 6:10:04 GMT -5
And about valk: I agree that valk DoT should stack. Heck, I think all DoT should stack, even if the gun's core damage under a DoT trigger is nerfed a little. It just makes things much more interesting for two reasons.
1) Instead of using DoT triggers to simply 'tag' everything, it would encourage players to concentrate fire, sticking the enemy as much as they can before backing off and leaving them to rot under the 15 DoT stacks that are applied.
2) If done right, stackable DoT is one of the most aesthetically badass things I've seen in any game. If you just make the aesthetic animation effectively 'stack' as well, you get the effect of the fire/acid/posion/whatever is causing the DoT worsening as more and more is applied in an extremely satisfying manner.
Also, I have mixed feelings about the 4th trigger. See, what the trigger is good at is immobilizing a few guys for a nice amount of time, which is ok. But the problem is that the only mobile enemies worth an immobilize trigger at this point are enemies which one would really want disarmed as well. After all, if you just stopped a convoy on yourself, the convoy would simply rip you to shreds. That's why I think you should either extend the immobilization time (to make it more worth it to bring a demobilizer buddy along instead of simply to bring an avenger), or make it freeze turret movement as well/instead.
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Post by mikado on May 26, 2013 6:38:09 GMT -5
Bug Report : Ghost Antimatter Tanker
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Post by gingerbear on May 26, 2013 8:19:24 GMT -5
See, what the trigger is good at is immobilizing a few guys for a nice amount of time, which is ok. But the problem is that the only mobile enemies worth an immobilize trigger at this point are enemies which one would really want disarmed as well. After all, if you just stopped a convoy on yourself, the convoy would simply rip you to shreds. That's why I think you should either extend the immobilization time (to make it more worth it to bring a demobilizer buddy along instead of simply to bring an avenger), or make it freeze turret movement as well/instead. Agreed. Immobilizing a convoy main tank without stunning is one of the biggest trolls of the time being. Now, immobilizing turret movement too could be an interesting solution (its a quasi-stun), which might be fun to experiment with. I would agree that an increasing visual effect of DoT would be nice, but I'm not sure how it will impact the performance. Even at 2 super tanks is easy to freeze out when someone applies some kind of AoE sparkly effect, and this gets worse with more tanks / more effects. So yeah, please fix / think up something nice for super tanks "super freeze" attack first.
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Post by Duco on May 26, 2013 11:40:33 GMT -5
I just lagged out and got ''ERROR: Already logged in.''
Nothing much to say, it was as if I disconnected for 15 seconds.
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Post by tarbomb on May 26, 2013 20:53:36 GMT -5
Can you please make name changes final? Or at least once-a-day affairs, rather than once-a-minute affairs?
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Post by hypevosa on May 27, 2013 6:08:27 GMT -5
Also, while the display of the name might be case sensitive, don't make it so that the name is actually case sensitive so we don't have Quicklite and quicklite playing together at the same time again, but quicklite can choose to have whatever letters be capital that he wants.
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Post by gingerbear on May 27, 2013 8:34:54 GMT -5
Well, Quicklite and QuickIite (quick - capital i - ite) will still look the same in game.
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Post by Duco on May 27, 2013 11:08:45 GMT -5
Gost convoy can be seen near my VPs.
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Post by quicklite on May 27, 2013 11:48:05 GMT -5
I would agree that an increasing visual effect of DoT would be nice, but I'm not sure how it will impact the performance. Even at 2 super tanks is easy to freeze out when someone applies some kind of AoE sparkly effect, and this gets worse with more tanks / more effects. So yeah, please fix / think up something nice for super tanks "super freeze" attack first. It doesn't have to start off that grand, and then become super-lag-incuding-flashy. If this were to happen, I'd have it start off meh, but then for the enemies you concentrate fire on, have the aesthetics grow to the point that they are currently at, and then exceed it. That way, only a few enemies (the ones on which you concentrate fire) will get the 'flashy' aesthetics, and the rest will actually get more toned down ones, making the lag technically better. Think borderlands 2. If you shot someone with a fire weapon, they'd probably get a few small-ish burns, but keep shooting and they'd be engulfed in flames. To digress, I (badly) drew an MSPaint sketch on how it would work. The bold is DoT weapons with a slow rate of fire (like the shotgun), and the italics are for DoT weapons with faster rates of fire (like the wolverine's mini-turrets)
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Post by mikado on May 27, 2013 12:41:02 GMT -5
Bug Report : Health Bar Bug
EDIT: @duco Thx info!
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Post by Duco on May 27, 2013 13:11:02 GMT -5
Bug Report : Health Bar Bug You forgot to add that it happens after a corsiar heal.
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delsy
Courageous Tester
Posts: 49
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Post by delsy on May 27, 2013 13:24:27 GMT -5
Took me a moment to realize that you meant Duco's health bar.
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Post by tarbomb on May 27, 2013 20:27:44 GMT -5
Bug: Convoy flanker got stuck. It wasn't immobilized or anything, but it just wouldn't move. Killing it produced a lootbag in the same location, so apparently not a ghost either.
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delsy
Courageous Tester
Posts: 49
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Post by delsy on May 27, 2013 21:24:45 GMT -5
Does being the last one alive mess up a flanker's pathing or something? A few days ago, I paralyzed one, and then it zipped away at the usual speed. Except backwards, and it stopped again. I wish I could remember if it stopped cold or gradually.
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Post by slayingu on May 27, 2013 22:33:17 GMT -5
Bug Report (or maybe a hint to future tank plans) The level 17 tank slot dropped from a convoy.
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