Cambios de balance
Hi-rez se encuentra trabajando en 2 nuevos cambios de balance que han sido anunciados hoy en el Dev Blog de Tribes Ascend:
1. CAMBIOS EN LOS RIFLES DE SENTINEL:
Se proponen una serie de cambios:
-Dar mas importancia a cada tiro y reducir el spameo. Que acertar un tiro sea algo mas satisfactorio.
-Reducir el numero de tiros que puede acertar un sentinel spameando a un jugador a baja vida (y parando su regen).
-Reducir los problemas de balance entre los tres rifles.(BTX SAP y Phase)
Para ello Hi-rez propone una
serie de cambios
http://forum.hirezstudios.com/phpbb/viewtopic.php?f=345&t=97309
As promised, we've discussed making large changes to the way sniping weapons behave in Tribes Ascend, and are moving ahead to test changes for next patch.
Our goals:
- Put more emphasis on making each shot count, and reduce shot spam. Make a hit more satisfying.
- Reduce the number of shots per window that a sniper can halt player regen with a low-damage hit.
- Address the balance inconsistencies between the energy based rifles and the BXT's.
Before we talk about changes, here is some data after the recent falloff nerf. (See attached image - note that "SniperRifle" is the BXT line). It'll help you guys track the effect of that change.
The data here is only showing higher level players, and it's worth pointing out that not many players play Sentinel at that tier, so the data can be a bit erratic when viewed by day. The very best players tend to all use the SAP, so while we want to address its position, it's also padded a bit on this graph. Keep in mind that kills and damage will not necessarily describe how effective a Sentinel was in a game. As Bart reminds us all the time, stopping incoming capper regen, even with a low-damage shot, is one of the more important things a Sentinel does to break up routes. (Not sure he used the word "important" though).
Please also note that this graph doesn't describe other Sentinel actions. Players with BXT's might have slightly higher secondary stats, as they have energy after a snipe to evade or respond to other situations with other weapons. Secondary effects of energy cost are not represented with this graph alone.
Proposed Changes to Phase Rifle and SAP 20:
- Reduce both weapons to 1 round per clip. A reload happens every shot. This lengthens fire rate from 1.2s to somewhere >2.0s.
- Reload always pulls the player out of scope, requiring players to reacquire distant targets each shot. Note: The Phase and SAP 20 can be still be shot no-scope.
- Increase maximum damage to around 700, and drastically reduce fall-off. Any hit hurts.
- Always consume the players entire energy pool per shot.
- Damage is calculated based on a total potential pool of energy, so for maximum damage both energy perks and a full pool is needed.
General positioning on the SAP and Phase is that they are low rate of fire but high damage. The variance between them would be slight fire rate and maximum damage adjustments. We've discussed having secondary effects for the variants in place of damage trade off, but are not currently planning it.
Proposed Changes to BXT's:
- Allow shooting no-scope at low damage. Scope is still required for full damage charge up.
- Increase fire delay from 1s to >1.5.
- Keep clip size similar to what it is currently.
- Slightly increase maximum damage and reduce fall off per the fire rate adjustment.
General position on the BXT line is that they are higher rate of fire and are more flexible for stopping regen than the energy rifles, but lower overall damage output. They don't require energy to shoot, which gives the sniper some additional flexibility, but require charge up for full damage that locks in their position and prevents a powerful no-scope shot. The clip size means they don't have to reacquire targets between every shot like the energy rifles.
Please discuss, and this is all subject to change, of course.
Puedes votar sobre que te parecen estos cambios aqui y ver los resultados aqui
2. CAMBIOS EN LAS GRANADAS CEGADORAS:
Se proponen cambios drasticos como:
-Que las cegadoras no cieguen completamente como tal.
-Que haga desaparecer hud, iconos y nombres durante X segundos.
-Que desactiven torretas, radares, forcefields en un radio durante X segundos.
Podeis leer mas aqui
http://forum.hirezstudios.com/phpbb/viewtopic.php?f=345&t=97289&start=0&st=0&sk=t&sd=a
Hey all! We had a meeting this week on White Out, where we discussed a number of new options. (See previous blog on White Out). With our recent focus on shielded base assets and also reducing D-Stacks, we currently favor changing the mechanic as suggested by the community, and described below. Please note that this isn't in stone yet, and might change!
- White Out no longer blinds enemies.
- White Out still hides all hud icons and names on players for X seconds.
- White Out disables base turrets, base radar, player turrets, and player force fields within it's radius for X seconds.
- Disabled items appear to be "without power" as if they are not connected to the generator for the duration.
- Shielded items would also be vulnerable during this time. (Base turrets, radar).
- White Out renamed to Black Out.
As compared to the current EMP grenade option, EMP grenade does massive damage to shielded assets (blowing right through the shield), and still does normal damage and drains energy from players. Black Out disables but does not do significant damage or drain energy.
Quick note on shielded base assets: Our goal is not to increase the effectiveness of defenses overall. For some classes or weapons it will be easier to break through tough defenses than it is now. Specifically we are working on strengthening base-busting class roles and limiting disk snipes on base assets.
Set de fisicas Freedom
Hoy hemos tenido la suerte de probar en un servidor de Hirez esta configuracion de fisicas desarrolladas por la comunidad y nos ha encantado. No "acelera" el juego como anteriores versiones si no que se trata de una serie de cambios que dotan de mas libertad, mas fuerza en el jetpack, discjump mas potente y algo mas de agilidad al andar.Si quereis probarlo estos son los parametros:
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MaxSpeedDecelRate: 1.2700
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AirControl: 1.0800
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JumpZ: 1.3200
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GroundSpeed: 1.2600
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ImpulseMass: 0.8600
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Gravity: 1.1100
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SkiPeakControlSpeed: 0.0000
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SkiControlWidth: 15.3700
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SkiMaxControl: 1.4100
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SkiSlopeGravity: 1.4300
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SkiMaxSpeed: 1.1900
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SkiTerminalSpeed: 1.1600
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SkiFallVelocityTransfer: 1.2100
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JetMaxSpeed: 1.1700
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JetTerminalSpeed: 1.0900
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JetAirSpeed: 1.3600
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JetBoostMax: 1.6400
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JetForwardAccelPercent: 1
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JetMaxThrustSpeed: 1.3200
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JetAccelRateAtMaxThrustSpeed: 1.9400
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JetBaseAcceleration: 1.2600
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SplatLandMinDamage: 1.2100
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SplatLandMaxDamage: 1.0000
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SplatWallMinDamage: 1.0000
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SplatWallMaxDamage: 1.0000
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SplatMinSpeed: 1.1900
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SplatMaxSpeed: 1.0000
Y aqui la guia sobre como instalarlos
Aunque lo mejor es simplemente jugar con estas fisicas para darse cuenta del cambio, aqui un par de videos de Sh4z (capper/LO de -3-) jugando en un PUG con esta configuracion de fisicas:
Posible nueva competicion europea: Arena
Se esta valorando desde los foros de Gameshrine si abrir una liga de Arena. Desde este hilo
se votaran las reglas, mapas, etc.
¿3v3? ¿2v2? ¿Automaticas baneadas? ¿Sin sentinels?
¿Se apuntara Shellfish?
T:A nominado (de nuevo) a mejor juego del año por Gamefront