|
Post by tim on Jun 27, 2013 14:29:03 GMT -5
Hello everyone!
Welcome to Build 56. Sorry about the delay again! This time it was out of our hands. Here are this weeks changes:
* Added Paladin, a new support tank class * Added a new tank menu that supports an unlimited number of tanks. * Removed the ability to purchase tanks with VP * Buffed Predator main gun damage * Buff Hornet gun damage
As you can see, there are less changes than usual this week due to vacations, but these changes are quite exciting! There is a brand new tank to play with, the Paladin, so let us know what you think of it. We've also made adjustments to a couple of the tanks that we felt were weaker than the rest, so give them a try and let us know how they feel now.
One of the major changes is the removal of the ability to purchase tanks with VP. This means that to play the new tank, you'll need a Tank Unlock item of the appropriate level, 16. We're hoping that this will be how all future tanks get unlocked. Your feedback on this idea in practice is welcomed, especially for the newer players who don't already have every tank unlocked.
Thank you once again for your continued help in testing Grid12. As always, we appreciate your feedback and time spent playing the game. Please report bugs and other issues in this thread.
Tim
|
|
|
Post by Ood on Jun 27, 2013 15:07:04 GMT -5
Other than the new tank menu being hideous... Looks like a good build.
|
|
osx
Very Brave Tester
Staying alive - ah ah ahh ah♫
Posts: 18
|
Post by osx on Jun 27, 2013 15:20:20 GMT -5
Suggestion: Have a confirmation pop up when buying from the "items for sale" saying something along the lines of "would you like to purchase x with x # of coins? [buy] [cancel]". A misclick can really be a pain in the ass, especially if the item being purchased costed a lot of coins and was useless to you.
|
|
|
Post by gingerbear on Jun 27, 2013 16:44:03 GMT -5
Very very first impressions: - new tank screen is ugy like hell! Seriously! Please change it to something that doesn't make my eyes bleed.
- Despite the nice stats, paladin seems to be kind of squishy at convoys, especially when doing flux from the front. Which means it's not really a shielder, in that regards corsair stay unparalleled and I think that's good. However, the healgun seems to be beefy, I have to run some more convoys in company to see it's potential. Liking so far, will see.
More feedback coming when more data is available.
|
|
|
Post by levesque on Jun 27, 2013 19:54:57 GMT -5
Hurruh! Love the new tank
|
|
|
Post by u3p0van on Jun 28, 2013 13:12:37 GMT -5
I just got a bug with the new tank. I seem to be stuck in the paralyze mode. EVERYTHING I touch just gets paralyzed. Its like stuck in overdrive pretty much.
|
|
|
Post by Ood on Jun 28, 2013 16:17:46 GMT -5
Also with paladin, occasionally when I heal someone, it shoots them, their heath raises to max, then drops back to where it was. As far as I can tell, the person gets healed, but for whatever reason it doesn't recognize. As long as they are on your screen you will continue healing them. Moving off screen away from the person resolves the issue.
|
|
|
Post by hypevosa on Jun 28, 2013 19:30:07 GMT -5
I would like a healing gun that has more frequent shots and heals a little less so the paladin plays better with the group and can spread the love around.
|
|
|
Post by tarbomb on Jun 28, 2013 22:37:42 GMT -5
HP over 100% is still an issue: Paladin is great. The heal gun is hard to see and the targeting "feels" erratic; could you make the heal beam a bit more distinctive? With the paladin heal, I foresee people putting healbots at origin to rapidly heal those who escape. Perhaps it's time to bring back the old tank switch HP refill behavior, or at least make it apply to origin only. And as GB said, the new tank switch screen is hideous. The black background, incongruous color scheme (this game could really use a consistent color scheme), and thin lines/lack of glow all contribute to this; hope this is improved next build. Looking forward for more!
|
|
|
Post by hypevosa on Jun 29, 2013 1:18:31 GMT -5
Having origin act as a healing center, and making its healing maybe increase based on its current level, sounds like a great way to avoid healing bots taking over that part of town like we learned in ROTMG.
EDIT: I am also now apparently a tester of destiny, which makes me feel rather awesome since green is also my favorite color.
|
|
|
Post by Duco on Jun 29, 2013 2:39:28 GMT -5
I should get back to playing grid12...
|
|
zub
Courageous Tester
Posts: 42
|
Post by zub on Jun 29, 2013 12:15:46 GMT -5
Avenger's paralyze doesn't work when used right after paladin's paralyze ends.
|
|
|
Post by tarbomb on Jun 29, 2013 12:53:13 GMT -5
Paralyze stacking doesn't work, in general. It seems that if two tanks paralyze the same target, the paralyze will expire when the first tank's paralyze expires, regardless of when the second tank paralyzed. This is most evident when a few avengers try to chain-freeze a convoy.
|
|
|
Post by levesque on Jul 1, 2013 12:23:39 GMT -5
A team of 2 (only 2 is needed) Paladans can indefinetely scout. Even when both palys have all there sheilds gone and a running through un cleared territory they can heal each other enough to survive. I dont want to see the palys heal get nerfed to unusefull because i love the idea but i think somethign needs to be done
|
|
|
Post by tarbomb on Jul 1, 2013 13:12:08 GMT -5
levesque: I disagree. Scouting with a few paladins is a lot trickier than scouting with a trailblazer or a herc, since you have to synchronize their positions. It's also a lot more dangerous since the pally has no good answer to a high-DPS enemy such as a delta (no cloak, etc), less rewarding (on average, you get 25k rather than 50k per town - not that the gridshards are worth anything), and slower, since you lack the speedboost blink and the cloak. I see the pally's true strength as supporting a large team hunting down a convoy in a large region, which is a much-needed ability especially for early game.
|
|