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 PostPosted: 28 Feb, 2008 
 
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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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 PostPosted: 28 Feb, 2008 
 
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what does this mean? :* Memory allocator bug fixes
* Misc air unit changes (all factions)


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 PostPosted: 28 Feb, 2008 
 
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And in detail ? :)


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 PostPosted: 28 Feb, 2008 
 

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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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 PostPosted: 28 Feb, 2008 
 

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T2 transport change is retarded. Absolutely, retarded.

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 PostPosted: 28 Feb, 2008 
 
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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...

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 PostPosted: 28 Feb, 2008 
 

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If it is 50% of its former health, then you need to use twice as many transports :P

Definitely will put a dent in thelittleone's strategies.


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 PostPosted: 28 Feb, 2008 
 

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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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 PostPosted: 28 Feb, 2008 
 
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The transport changes...

Honestly, GPG, I expected more of you. Disappointing on just about every level.

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 PostPosted: 28 Feb, 2008 
 
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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...

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 PostPosted: 28 Feb, 2008 
 
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Useless T1 and T2 transports. Awesome! \o/


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 PostPosted: 28 Feb, 2008 
 

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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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 PostPosted: 28 Feb, 2008 
 
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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..

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 PostPosted: 28 Feb, 2008 
 
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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...

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 PostPosted: 28 Feb, 2008 
 

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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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 PostPosted: 28 Feb, 2008 
 

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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 ??

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 PostPosted: 28 Feb, 2008 
 

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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.

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Last edited by stuff_of_nightmares on 28 Feb, 2008, edited 1 time in total.

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 PostPosted: 28 Feb, 2008 
 
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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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 PostPosted: 28 Feb, 2008 
 

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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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 PostPosted: 28 Feb, 2008 
 
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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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 PostPosted: 28 Feb, 2008 
 

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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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 PostPosted: 28 Feb, 2008 
 

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Any SimSpeed performance increases?

Or word on the next patch lol. Will it be in another 4 months time? :lol:

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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 PostPosted: 28 Feb, 2008 
 

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Unless the memory allocation fix included in the patch improved simspeed, its useless to me.

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 PostPosted: 28 Feb, 2008 
 

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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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 PostPosted: 28 Feb, 2008 
 

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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.

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