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IN-Agent911
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Posted: 28 Feb, 2008
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Joined: 09 Feb, 2007 Posts: 207
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Here are the release notes that I was given for 3599.
* Memory allocator bug fixes * Engineering station build rates changed * Seraphim ACU overcharge reload time fix * Seraphim ACU restoration field upgrade tweaks * Misc air unit changes (all factions)
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Ridley
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Posted: 28 Feb, 2008
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Joined: 01 Nov, 2007 Posts: 12
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what does this mean? :* Memory allocator bug fixes
* Misc air unit changes (all factions)
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Life
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Posted: 28 Feb, 2008
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Joined: 20 Feb, 2007 Posts: 29 Location: France
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TheBigOne
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Posted: 28 Feb, 2008
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Joined: 18 Apr, 2007 Posts: 732
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T1 Transport : hp down to 500 (from 825)
Thats a bad day for everyone using transports. Where is the speed increase which would be so important to make them still useful with such a low health (so Transports are worse Ghetto Gunships but still useful Transports)
T2 Transport : HP down to 50%.
Not too sure about that either, but it isnt as bad as the T1 thing - BUT i really want to know the motivation for that change? It can't be because of T2 Ghetto Gunship because flak is a deadly counter to that anyways
Last edited by TheBigOne on 28 Feb, 2008, edited 1 time in total.
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RapierX
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Posted: 28 Feb, 2008
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Joined: 22 Feb, 2007 Posts: 1640 Location: Queens, NY
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T2 transport change is retarded. Absolutely, retarded.
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Srlok
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Posted: 28 Feb, 2008
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Joined: 02 Apr, 2007 Posts: 333 Location: Liberec, Czech Republic
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TheBigOne wrote: T1 Transport : hp down to 500 (from 825)
Thats a bad day for everyone using transports. Where is the speed increase which would be so important to make them still useful with such a low health (so Transports are worse Ghetto Gunships but still useful Transports)
T2 Transport : HP down to 50%.
Not too sure about that either, but it isnt as bad as the T1 thing
That seems bad, even the T2 transport.. I never saw any problem with that... Now it will be very hard to drop smthing even if there is a light-medium aa force present...
_________________ Replay reviewer at Gamereplays.org
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Arjuna
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Posted: 28 Feb, 2008
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Joined: 16 Feb, 2007 Posts: 502 Location: Vancouver BC
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If it is 50% of its former health, then you need to use twice as many transports
Definitely will put a dent in thelittleone's strategies.
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NoneSuch
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Posted: 28 Feb, 2008
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Joined: 19 Feb, 2007 Posts: 713
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Why the heck couldn't they just strip the Damage from the Transports rather than ruin their ability to you know.. Transport?
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_PINK
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Posted: 28 Feb, 2008
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Joined: 07 May, 2007 Posts: 8367 Location: No-scoping the asshat camping the powerup
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The transport changes...
Honestly, GPG, I expected more of you. Disappointing on just about every level.
_________________ Ashley E. says (12:21 AM) no If she was a friend of mine I'd be giving her a reality check. Ashley E. says (12:22 AM) Payable in cash at the bank of having a goddamn clue.
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Srlok
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Posted: 28 Feb, 2008
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Joined: 02 Apr, 2007 Posts: 333 Location: Liberec, Czech Republic
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NoneSuch wrote: Why the heck couldn't they just strip the Damage from the Transports rather than ruin their ability to you know.. Transport?
How the hell would you plan to do that when the LABs are dealing the damage actually... ???
However, the speed boost is rly missing...
_________________ Replay reviewer at Gamereplays.org
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Waffnuffly
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Posted: 28 Feb, 2008
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Joined: 17 Apr, 2007 Posts: 1348
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Useless T1 and T2 transports. Awesome! \o/
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NoneSuch
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Posted: 28 Feb, 2008
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Joined: 19 Feb, 2007 Posts: 713
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Yea I know, but couldn't they just remove the ability to fire from the transport? I also can't believe it's that difficult for them to reduce a units damage while being transported.
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DeadMG
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Posted: 28 Feb, 2008
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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Am I the only one who thinks that T2 transports really needed a change anyway? Seemed to me that they were pretty tough to down with T1 ints but very easy with ASF..
_________________ I'm watchin you!
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Srlok
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Posted: 28 Feb, 2008
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Joined: 02 Apr, 2007 Posts: 333 Location: Liberec, Czech Republic
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DeadMG wrote: Am I the only one who thinks that T2 transports really needed a change anyway? Seemed to me that they were pretty tough to down with T1 ints but very easy with ASF..
Well, now they are pretty easily taken down by anything...
_________________ Replay reviewer at Gamereplays.org
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TheBigOne
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Posted: 28 Feb, 2008
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Joined: 18 Apr, 2007 Posts: 732
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-20% for t2 transport would be okay but not -50%
A happy day for all the eco spammers and lovers of static gameplay.
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Ze_PilOt
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Posted: 28 Feb, 2008
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Joined: 23 Aug, 2007 Posts: 1168
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nerfing life (without buffing the speed  ) was the last thing to do to nerf GG.. What about the fire dispersion/only 2 unit fire/others good ideas ??
_________________ Eco tutorial videos | Murder Party Mod
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stuff_of_nightmares
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Posted: 28 Feb, 2008
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Joined: 16 Dec, 2007 Posts: 66
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DeadMG wrote: Am I the only one who thinks that T2 transports really needed a change anyway? Seemed to me that they were pretty tough to down with T1 ints but very easy with ASF..
Maybe. These are serious transports. Don't forget they're the best Aeon, Cybran and Seraphim have to work with, so they should be fairly tough. If inties have trouble taking them down, it is reflected in the fact that the transports are expensive, and risky. You're carrying a fair few units with that, so your loss isn't just a transport, but the units and the destruction that said units would have caused had they arrived. Often the downing of a couple transports can cripple a combat drop.
I am still, overall, grateful for the patch.
_________________ You had your last chance...
Last edited by stuff_of_nightmares on 28 Feb, 2008, edited 1 time in total.
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Soul
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Posted: 28 Feb, 2008
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Joined: 07 Apr, 2007 Posts: 1968
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T2 transports are cheap and have always been too hard to take down. I like the changes.
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TheBigOne
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Posted: 28 Feb, 2008
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Joined: 18 Apr, 2007 Posts: 732
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Quote: These are the core issues we see with the game at this time. So we hit those. It of course did not take 2 months to get these changes in, but at this point the game is playing stable, so there is no reason to jump out and make changes as fast as we can think of them. We have the game at a point where we can watch replays and how you guys are playing it and make changes and tweaks that are well thought out and fix the major issues that rise to the top without ruining balance from having to rush something out.
The items I posted will be the extent of this patch. We feel this will take the game to a much better playable level. Once they are in place, we'll continue to monitor how they change the game and where it sits at that time
I hope you really keep watching replays now.
I do appreciate the other changes btw, but they just dont make up for the overnerf of transports which will cause them to have a so narrow use in games now (I am very sure of that already, TCC asked me some weeks ago what i think about a T1 transport reduction to 550 hp - I tested it and said that it is okay when speed gets increased by 2 and thats the position on which I remain)
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0xA9F
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Posted: 28 Feb, 2008
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Joined: 18 May, 2007 Posts: 163 Location: Vienna
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Why must all the hoops be on fire?
Ok let's see what this new "better" balancing holds in store for us puny consumers
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Ralovio
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Posted: 28 Feb, 2008
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Joined: 03 Oct, 2007 Posts: 2340
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Well changes:
1. Seraphim level regen field changed from OP to useless (it gives still a max HP boost, but doesn't increase min HP.. haha -.-)
Level 1 regen field seems to be as it was before.
2. Transporters got less HP and this also includes Seraphim, so Seraphim are just more screwed then they where before. Who cares if there transporter got more transport slots if the HP are crap now?? GGs won't get much weaker, too.
3. Engineering build rates changed:
Hives to down to ~40 and Kennels down to ~35.. -.-
Why WHY WHY don't give all races a equal???
4. Quote: * Seraphim ACU overcharge reload time fix
You mean SCU, I guess? This one got fixed, the Seraphim weapon upgrades are now as useless as the other races weapon upgrades, well done!
5. Oh and before I forget this, now there is a even way more fuinier bug with seraphim regen field lvl 2, but I won't tell you :p It is GODLIKE!
Conclusion:
Well it is finally patch but all got worse 
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Stonedofmoo
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Posted: 28 Feb, 2008
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Joined: 27 Jan, 2008 Posts: 46
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Any SimSpeed performance increases?
Or word on the next patch lol. Will it be in another 4 months time?
Oh and has anyone got a link to the patch? I don't play online or use GPG.
Last edited by Stonedofmoo on 28 Feb, 2008, edited 1 time in total.
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talk show host
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Posted: 28 Feb, 2008
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Joined: 20 Dec, 2007 Posts: 176
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Unless the memory allocation fix included in the patch improved simspeed, its useless to me.
_________________ SP35P2 PRO • Q6600@3G • 4GB(2 x 2GB) GSKILL DDR2 1000 (PC2 8000) • Visiontek ATI Radeon 3850 256MB • 22” Samsung 226BW • 160GB Maxtor HD (system drive) • 500GB Samsung HD (PVR drive) • Windows Vista Premium
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CerusVI
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Posted: 28 Feb, 2008
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Joined: 06 Nov, 2007 Posts: 1178
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Wow.
I can't see myself downloading this, it does more harm than anything else.
So now I'm just feeling irritated at GPG, I have to take demi-god off my buy-immediately-list now. 
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Thog
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Posted: 28 Feb, 2008
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Joined: 19 Mar, 2007 Posts: 555 Location: +41° 30' 55.25", -81° 26' 33.00"
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Does part of the QA process involve playing the game?
Is QA just running it on a bunch of different machines making sure it actually runs.
I have always assumed it was both.
_________________ Spices in Cleveland Hot sauces, salsas and BBQs too
+41° 30' 13.25", -81° 30' 3.50"
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