Thứ Sáu, 7 tháng 4, 2017

Patch: jan 19th, balance adjustments, bug fixes page 1

lamster
01-19-2010, 11:57 PM
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Jan 19th, 2010

Refined ball collision bounds for more predictable bounces off terrain (strange bounces should now occur only on poorly defined map elements)
Slightly reduced ball collision elasticity
Slightly increased drag on ball
Increased Loopy's top speed while carrying the ball (77% -> 79%)
Increased Miranda's top speed while carrying the ball (86% -> 88%)
Increased Miranda's ball shot speed (16 -> 16.8)

Improved Miranda charge shot collision bounds for more predictable bounces off terrain
Miranda's Time Anchor no longer temporarily disables Repair Drone (Reverse still does)
Miranda's Time Anchor cooldown penalty while carrying the BigBomb/Ball has been slightly increased (35% -> 42%)

Explodet Remote Mine:
increased ejection speed by 18%
increased damage by 3%
increased knockback by 3%
increased maximum lifetime (6.8 -> 8.8 seconds)

Fixed visual artifacts (font, UI lines) for widescreen resolutions, native resolution should look good on all displays now
Options->Graphics now remembers independent resolution preferences for fullscreen and windowed mode (new defaults: fullscreen at native/desktop resolution, F3 toggles to 1024x768 windowed)

Changed server list retrieval logic to avoid a rare issue that could cause disconnections on some routers

Added new community points option (give the gift of Altitude) to share page

Fixed a few bugs
Slevin
01-20-2010, 01:35 AM
Thx a lot for the explodet, already try it and it's more playable now. Although u still cant do the mine hop. Great job guys! <3
adjahe
01-20-2010, 01:38 AM
remote is actually usable, though in a different capacity than before. just curious, what was the reasoning behind giving drone back to TA but not reverse?
Triped
01-20-2010, 01:49 AM
Wow, remote is pretty much a part of the map now. :o
[Y]
01-20-2010, 02:01 AM
Just curious, was the amount of CP you get from a referral click reduced to 1 CP per click again? Because I just got my friend to check out the game, and my amount went from 85 to 86.
Tank
01-20-2010, 02:07 AM
um can we make it possible for explodet to mine hop? even if you have to wait awhile before planting another mine? that takes away any speed facor the explodet used to have. im crippled :(
Beagle
01-20-2010, 02:16 AM
um can we make it possible for explodet to mine hop? Even if you have to wait awhile before planting another mine? That takes away any speed facor the explodet used to have. Im crippled :(

the explodet is slow oh noes!
Esoteric
01-20-2010, 02:36 AM
You can still mine-hop off terrain. It just takes (gasp) skill and planning. Bravo to the patch, btw.
Tank
01-20-2010, 02:38 AM
Its not the same. i like being able to mine hop :(. It actually gave the whale an element of surprise, and speed. It was balanced too, because it also damaged you. so speed for health. i liked it, and its annoying to have to look for a wall to hop off.
gameguard
01-20-2010, 02:41 AM
i played the new remote for a bit today and find it pretty weak. How do you guys deal with people right behind u? The mine just ejects through them and the delay in detonation makes it impossible to get them off ur tail. Am i missing something here?
yoshi
01-20-2010, 02:44 AM
i played the new remote for a bit today and find it pretty weak. How do you guys deal with people right behind u? The mine just ejects through them and the delay in detonation makes it impossible to get them off ur tail. Am i missing something here?

I don't really play remote, but what i sometimes end up doing is slowing down, rocket to the front of their nose, mine them once they fly behind me, and they die. Try reverse engineering that.
AtomikPi
01-20-2010, 02:53 AM
i played the new remote for a bit today and find it pretty weak. How do you guys deal with people right behind u? The mine just ejects through them and the delay in detonation makes it impossible to get them off ur tail. Am i missing something here?

You're not missing anything. The new explodet is nearly unplayable (slight exaggeration, but really, it's underpowered) until the devs fix it to be able to detonate quickly like it used to. *cough cough*
nesnl
01-20-2010, 03:19 AM
You're not missing anything. The new explodet is nearly unplayable (slight exaggeration, but really, it's underpowered) until the devs fix it to be able to detonate quickly like it used to. *cough cough*

I don't see this every happening again. It made not only a horribly low skill ceiling through a culture of D mashing, but it also made bombing with remote imbalanced. Stormich and I perfected bombing with Explodet from often times 2-3 screens away from the base. Think about that for a second... two to three full screens...
zz-
01-20-2010, 03:24 AM
Wow. Almost couldn't have asked for a better update. I liked the increased ballspeed, but increased drag will keep it from going so far across the map like it was the last few days. Perfect change there. Also excited about the fixed bounces from ball terrain... should make games way better.

I also thought the Loopy/Miranda were just a little too slow with ball after the last patch, so good change there... I can't say I agree with making explodet mines better in the manner of this patch though... they seem high enough in damage and all around I am annoyed by weapons that so profoundly affect your momentum. The life increase is a long one, like 30%...

Finally, i wouldn't mind explodet mines having more accurate graphics for their physics. As a player i've kind of learned their prox size but the graphic matches up poorly with the physics of the thing.

All around great patch though thumbs up :D
tgleaf
01-20-2010, 03:34 AM
I am so impressed. You guys took all of the suggestions about ball bounciness/loopy performance and incorporated them into a patch 4 days after the last one.

Thank you! I haven't played it yet, but the changes sound great.

Edit: this plays like the old ball (which I loved), but with better plane balance/roles and more opportunity for passing and trick shots. Whales can score at a distance, loopy no longer feels sluggish when carrying the ball, and the ball isn't bouncing around like crazy confusing everyone. I'm sooooo much happier! Thank you! Loopies seem happy, mirandas seem happy... very nice job.
Vi*
01-20-2010, 03:53 AM
i played the new remote for a bit today and find it pretty weak ... Am i missing something here?
What you're missing is that remote mine is now different than it used to be, and so you have to play it differently. I think it's pretty strong now, but it takes a different play style to take advantage of these buffs.

I'm curious as to why time anchor no longer affects repair drone. From what I played yesterday (way too much), it still seemed to be an excellent build, and is still too good at bombing.
as red as black
01-20-2010, 04:04 AM
can we please make it so that miranda bounce shots can hit the same plane twice?
mikesol
01-20-2010, 04:24 AM
What you're missing is that remote mine is now different than it used to be, and so you have to play it differently. I think it's pretty strong now, but it takes a different play style to take advantage of these buffs.

I'm curious as to why time anchor no longer affects repair drone. From what I played yesterday (way too much), it still seemed to be an excellent build, and is still too good at bombing.

While it was indeed still capable of bombing note that the Miranda has other uses. The combination of the 4 nerfs made the plane, in my eyes, even more difficult to play and not a viable option for most of the players out there (less so than before). It also seemed slightly ridiculous to me that the Miranda is already giving up a 2nd attack for increased movement but yet that secondary ability removes repair. Furthermore, if you play reverse anchor repair is virtually useless as you can't repair with reverse nor with anchor. Also, even with bombing, I felt that the increased anchor cool down with decreased kill ability and other things was just slightly over the top. The miranda is not fast nor does it have a good turning radius. It HAS to rely on anchor to move around. The combination of these things, I feel, merit this change back. Note that the anchor time has been increased yet again.
Vi*
01-20-2010, 04:36 AM
...The miranda is not fast nor does it have a good turning radius. It HAS to rely on anchor to move around. The combination of these things, I feel, merit this change back. Note that the anchor time has been increased yet again.
I hope you're not basing your opinions too much on yesterday when Eso and I were actively hunting you down all night. ;]

I'll have to see how it plays after these changes some more. It does seem odd to say that anchor relies on anchor to move around (how do the other mirandas do it?).
CCN
01-20-2010, 04:39 AM
I hope you're not basing your opinions too much on yesterday when Eso and I were actively hunting you down all night. ;]

I'll have to see how it plays after these changes some more. It does seem odd to say that anchor relies on anchor to move around (how do the other mirandas do it?).

Other randas just camp an area generally. Time Acnhor can't camp w/o reverse
adjahe
01-20-2010, 04:40 AM
The combination of the 4 nerfs made the plane, in my eyes, even more difficult to play and not a viable option for most of the players out there (less so than before). It also seemed slightly ridiculous to me that the Miranda is already giving up a 2nd attack for increased movement but yet that secondary ability removes repair.

Agreed. I'm happy with the reverted state. I drone should be given back to the trickster as well. Any particular reason it wasn't? Cuz mike wasn't lobbying for it? :p
Vi*
01-20-2010, 04:48 AM
Other randas just camp an area generally. Time Acnhor can't camp w/o reverse
My point was that reverse still disables repair drone, and is still good.
CCN
01-20-2010, 04:55 AM
My point was that reverse still disables repair drone, and is still good.

Anchor is a pure dog fighting battle ability trying to juke and get people out of position within a set area, where you try and get an edge on them. Reverse has some of that but is more wide in its general use (e.g. reverse then warp to run away). My personal take on styles of use.

I wonder if it is possible to effectively anchor run a bomb when you can only anchor juke half as much :/. Only Mike will know, at least for me I can't do anything decent with an anchor bomb without the repair drone working.

I will try it out with repair drone but a higher c/d.
Tank
01-20-2010, 04:56 AM
back to the explodet, you cant hit anyone who gets right on top of you anymore. im not just talking about the mines. missles too. Its impossible to hit someone who is right on top of you. and, when someone is following you, the mines go right through them, because you cant detonate them. I think that the whale has been severely crippled. maybe just make it so that you can mine hop, like before? I understand it it has a longer cooldown time as a result, that was a little unfair, but at least the ability to mine hop, and kill someone who is following you around.
mikesol
01-20-2010, 05:00 AM
Of course I'm not basing it off of last night with you and eso. I had a lot of fun with that :)

I was trying to be as unbiased as possible. I supported the other changes and whatnot and realized that anchor could be overpowered in its previous state. I still feel there are some instances where the Miranda is op or is just plain better at certain things. However, the key is to try and balance the plane as a whole. Just because the Miranda might be really good at one role doesn't mean the entire plane should be balanced around that role. (There are some situations where I feel the Miranda is underpowered right now. But hey that comes with trying to balance. I haven't tried the new ball extensively but I felt like anchor randa was very much a meh plane after the patch. Perhaps this increased speed will help make it more viable).

As far as the other randas - they can camp at the bottom of a map or instantly turn around and flee to safety to hide. Time anchor is not so fortunate. Turning around is a very difficult task in anchor - I often run into walls trying to turn around in tight situations. I also use my anchor a lot more than the other randa's use their reverse (or so it seems). Other randas have the luxury of speedy getaways whereas the time anchor takes a lot of skill to try and mislead the enemy and somehow get to an opening.
Ferret
01-20-2010, 05:05 AM
back to the explodet, you cant hit anyone who gets right on top of you anymore. im not just talking about the mines. missles too. Its impossible to hit someone who is right on top of you. and, when someone is following you, the mines go right through them, because you cant detonate them. I think that the whale has been severely crippled. maybe just make it so that you can mine hop, like before? I understand it it has a longer cooldown time as a result, that was a little unfair, but at least the ability to mine hop, and kill someone who is following you around.

There are countless ways to prevent them from getting on top of you and 2 variants with mines that explode instantly on contact. If you're using the 'keep them at a distance by having controllable and timed explosions from both end of your plane' variant and a biplane or loopy ends up inside of you, you have just lost through less than optimal play or by playing an opponent of greater ability, and as far as I'm concerned that is perfectly balanced and you deserve to lose.
Tank
01-20-2010, 05:08 AM
Of course I'm not basing it off of last night with you and eso. I had a lot of fun with that :)

I was trying to be as unbiased as possible. I supported the other changes and whatnot and realized that anchor could be overpowered in its previous state. I still feel there are some instances where the Miranda is op or is just plain better at certain things. However, the key is to try and balance the plane as a whole. Just because the Miranda might be really good at one role doesn't mean the entire plane should be balanced around that role. (There are some situations where I feel the Miranda is underpowered right now. But hey that comes with trying to balance. I haven't tried the new ball extensively but I felt like anchor randa was very much a meh plane after the patch. Perhaps this increased speed will help make it more viable).

As far as the other randas - they can camp at the bottom of a map or instantly turn around and flee to safety to hide. Time anchor is not so fortunate. Turning around is a very difficult task in anchor - I often run into walls trying to turn around in tight situations. I also use my anchor a lot more than the other randa's use their reverse (or so it seems). Other randas have the luxury of speedy getaways whereas the time anchor takes a lot of skill to try and mislead the enemy and somehow get to an opening.

If i ever have to run away as a randa, i use anchor, then reverse out. If i am followed, i just anchor behind them, take a shot or two, reverse away, then repeat the whole process until either 1: they are dead. 2: i can get away. 3: i get overcome and die... I prefer to keep it to the first three options
**Pease Note*** this strategy is extremely controversial. I will not be held accountable for any threats, curses, or insults you may get for using this strategy. People find it frustrating that they get beaten by this countless times, and do not understand that all is fair in this game we cal altitude. thank you for your time, and have a nice day:D
mikesol
01-20-2010, 05:11 AM
If i ever have to run away as a randa, i use anchor, then reverse out. If i am followed, i just anchor behind them, take a shot or two, reverse away, then repeat the whole process until either 1: they are dead. 2: i can get away. 3: i get overcome and die... I prefer to keep it to the first three options
**Pease Note*** this strategy is extremely controversial. I will not be held accountable for any threats, curses, or insults you may get for using this strategy. People find it frustrating that they get beaten by this countless times, and do not understand that all is fair in this game we cal altitude. thank you for your time, and have a nice day:D

Where is this magical reverse you speak of? The Time anchor miranda does not have such a thing - or if it does I'd love to find out how to do it.

The typical strategy can be anchor behind them shoot and then anchor and dodge and whatnot. However that is not a getting away strategy. That is an in-combat strategy. It means I have to eliminate the opponent or use trickery to get away from them. Which is why I was arguing to bring back repair for it.

Edit: Also not sure why that's a controversial strategy as that seems to be what anchor was designed for =X

Lastly, all is not fair in altitude - hence why we have patches and keep trying to improve the game.
protest boy
01-20-2010, 05:33 AM
It also seemed slightly ridiculous to me that the Miranda is already giving up a 2nd attack for increased movement but yet that secondary ability removes repair.

Miranda's have not sacrificed anything in exchange for increased maneuverability. Are you forgetting about the warp attack? It's the only weapon in the game that allows a plane to evade, run away, and attack simultaneously.

However, in the interest of keeping things consistent, I do believe that a miranda (of any configuration) should be able to heal while using the secondary ability (D).
adjahe
01-20-2010, 05:49 AM
As far as the other randas - they can camp at the bottom of a map or instantly turn around and flee to safety to hide. Time anchor is not so fortunate. Turning around is a very difficult task in anchor - I often run into walls trying to turn around in tight situations. I also use my anchor a lot more than the other randa's use their reverse (or so it seems). Other randas have the luxury of speedy getaways whereas the time anchor takes a lot of skill to try and mislead the enemy and somehow get to an opening.

On the flip side, even if a randa turns and runs, they can't kill anyone in that time either. Also, like you said, randas aren't exactly fast. A determined opponent can still kill a damaged reverse randa. Aside from one on one matchups, running doesn't guarantee anything, another opponent could be just around the corner. I hardly feel that running away not killing anyone and quite possibly still dying is op. Reverse randas give up a secondary weapon too (that doesn't involved flying through an opponent - dangerous proposition protest =p).

There are countless ways to prevent them from getting on top of you and 2 variants with mines that explode instantly on contact. If you're using the 'keep them at a distance by having controllable and timed explosions from both end of your plane' variant and a biplane or loopy ends up inside of you, you have just lost through less than optimal play or by playing an opponent of greater ability, and as far as I'm concerned that is perfectly balanced and you deserve to lose.

Agreed 100%. Though I do play remote and would love to have instadet again. lol. Also, reverse thrust can remedy this situation. I use reverse thrust quite a bit with remote. While being fat and flying backwards is sometimes disastrous in tight quarters, it gives me a chance if I do let someone inside my effective defense range.

Good improvements on the whole.
p.s. I believe tank was talking about reverse thrust anchor.
mikesol
01-20-2010, 05:50 AM
Miranda's have not sacrificed anything in exchange for increased maneuverability. Are you forgetting about the warp attack? It's the only weapon in the game that allows a plane to evade, run away, and attack simultaneously.

However, in the interest of keeping things consistent, I do believe that a miranda (of any configuration) should be able to heal while using the secondary ability (D).

You bring up a fair point with the warp. However, we give up an afterburner for the warp. We need half of our energy to use the warp and don't have the ability to continue afterburning when we're out of energy. Also if we tap on the afterburner - even if we don't continue through we lose the ability to repair. Hence why I was ignoring that.
Sarah Palin
01-20-2010, 07:09 AM
Moar tinkering = moar bettar altitude!

Remote +30% lifetime increase is probably the most important change. Together with other buffs, will really help the new playstyle of using remote as an actual remote detonated mine instead of the poopKABOOM mine.

This makes remote a terrible melee plane, true. So stay out of melees.
matattack
01-20-2010, 08:34 AM
im gonna go ahead and say that remote with ace instincts is...really powerful. (maybe over..powered...?)

not sure why this is the case but ive never gotten such an increase in my ratio..
plus's that ive seen for remote are that 1. it can do a missile/mine combo with full energy. that helps for melee. 2. flexi wings + ace instincts makes your turn radius good enough to the point to where you can stop enemies closely behind you! 3. holding the mine longer really helps with strategically placed mines rather then spam.
the down side i see is...without flexi or ace, its really hard to deal in close range combat, but i guess if one can predict far enough in advance it still works..also, it seems like remote can again spam mines somehow.. maybe its just the situations i was in..

overall tho, i'd say that due to the many different maps and perks this plane now has the ability to do many different things! it seems like a great patch :D
idea: maybe one could use something like remote/repair/rev and just stalk from a distance with mine detonations. is that a good thing or bad thing? o.O
Element
01-20-2010, 09:07 AM
love the new update. the explodet is really powerful, but i like the button with the gifts.
gemigemi
01-20-2010, 12:24 PM
The updates seem good on paper, but sadly the only ball server with players atm is a 10vs10 server and it's just as chaotic as ever. (well ok, it seems to have tamed down a little from the last patch day) I'll be testing once we get some life on a 7vs7 server.

Btw, seems like each update crashes our dedicated servers. I'm not sure what the problem exactly is as I don't personally have the permissions to access the server where we host the {arr} dedis, but apparently the server launcher is running in a screen and the screen seems to crash when Altitude gets an update. Any ideas, suggestions or something that I could do to check what the problem is?
Evan20000
01-20-2010, 04:11 PM
I see the trickster getting trolled D:

Either way, returning the remote to playable was a step in the right direction. Also, I'm glad the bouncy shot ricochet was fixed.
CCN
01-20-2010, 05:00 PM
I'd really like to know any anchor bombers opinions.

Tried it out a bit:
Repair drone being back is huge, the time nerf is noticeable. I am still very unsuccessful currently so hopefully better anchors can chime in. I don't know one way or the other here.
Tank
01-20-2010, 05:16 PM
Yeah, Miranda with time anchor and reverse thrust. A lot of people don't like my strategy, because when I use it in a 1v1, they can't hit me, and accuse me of "spamming" anchor and reverse. Plus, it it not only a way to run away. It ALS gives you a tactical advantage over the other person. You can pretend to run away while shooting at them( because you can face them and run at the same time with reverse). Then, as they attempt to kill you before you get away, tou anchor behind them, and a fully charged Miranda shot at flee range is almost always fatal. Also, reverse thrust give the Miranda some thrust, the ability to fly starigh up, and increased turning in tight places.
rere
01-20-2010, 06:28 PM
This patch is an improvement over the last one for ball mode. The balance between loopys and other planes feels good.

One problem though: I keep getting disconnects extremely often now. up to 10 times per match even when I have ~50 in ping. That did not happen prior to the jan 15 patch. Is there something I can do on my side (some game or router setting?) to alleviate that or do I just hope for the next patch?
hurripilot
01-20-2010, 07:49 PM
the down side i see is...without flexi or ace, its really hard to deal in close range combat, but i guess if one can predict far enough in advance it still works

I actually like this observation, as it reminds me of my own favorite plane, Biplane. With Flexible Wings, a Biplane can pull off pretty nice maneuvers and get itself out of really bad situations. When you don't have Flexi equipped on a Biplane, you have to do a lot more thinking about how you're positioned, where you are, where everyone else is, and where you're going. If someone gets on your 6 o'clock, you're in bigger trouble than you would be with Flexi (although even with Flexi, an enemy on your tail is not good).

Most people agree that Bipe is well balanced, so I take this as an indication that Remote Mine is getting better as well :)
CCN
01-20-2010, 07:51 PM
think miranda is not too weak in ball anymore.

I like this patch.
andy
01-20-2010, 11:17 PM
i really dont get why the drone is back for time anchor and not for laser/trickster...
r87
01-21-2010, 07:56 AM
I am so impressed. You guys took all of the suggestions about ball bounciness/loopy performance and incorporated them into a patch 4 days after the last one.

Thank you! I haven't played it yet, but the changes sound great.

Edit: this plays like the old ball (which I loved), but with better plane balance/roles and more opportunity for passing and trick shots. Whales can score at a distance, loopy no longer feels sluggish when carrying the ball, and the ball isn't bouncing around like crazy confusing everyone. I'm sooooo much happier! Thank you! Loopies seem happy, mirandas seem happy... very nice job.

This sums up my opinion as well.

Very nice.
Zombi
01-21-2010, 02:21 PM
Great work and many thanks but next time please, please, so pleaseeee do something with Mister no recoil, huge firing range, aimboting double fire because is ruining the whole game :mad:
AtomikPi
01-21-2010, 05:17 PM
So I played a few games yesterday and remote is usable, although the lack of immediate detonation is still bothersome. Note that three of the four explos in the game were playing thermo, which may be the strongest kit, in my opinion.
hurripilot
01-21-2010, 05:27 PM
Thermo has become an even bigger threat, mostly thanks to improved rocket performance. However, I don't believe it's OP. Thermo is easier to attack from behind than Remote, as well as being easier to out-maneuver. Also, Thermo is more practical in team-based games and competitions as it allows the Explodet to control a wider area for a longer period of time, and it makes defending against bomb-runners easier. Imho, Thermo is a good playstyle to encourage.
Flyngbanana
01-21-2010, 05:39 PM
Remote isn't that useful to anymore be honest. If the mines were collidable then that would help with tailgaters. Thermo and director seem to provide much more benefit now.
AtomikPi
01-21-2010, 07:36 PM
Thermo has become an even bigger threat, mostly thanks to improved rocket performance. However, I don't believe it's OP. Thermo is easier to attack from behind than Remote, as well as being easier to out-maneuver. Also, Thermo is more practical in team-based games and competitions as it allows the Explodet to control a wider area for a longer period of time, and it makes defending against bomb-runners easier. Imho, Thermo is a good playstyle to encourage.

I don't think thermo's OP, but I think remote should be buffed with collision or less cooldown to be balanced.
volatile
01-22-2010, 06:05 AM
thanks you for fixing the gfx glitchs on the fonts!!!
Thanatos
01-22-2010, 06:07 AM
Three words on the patch: I love it!
nesnl
01-22-2010, 06:09 AM
I noticed that on this new patch that it changed my default resolution to my screens native resolution. I had to manually change it back to what I had it before. A couple of other people said this to me too and it usually was like "why the **** are my graphics all messed up???" and then I had to tell them to switch their resolution to whatever they had it before. I don't know if this was intended or not.
Karl
01-22-2010, 08:39 PM
I noticed that on this new patch that it changed my default resolution to my screens native resolution. I had to manually change it back to what I had it before. A couple of other people said this to me too and it usually was like "why the **** are my graphics all messed up???" and then I had to tell them to switch their resolution to whatever they had it before. I don't know if this was intended or not.

This was intended. Generally speaking running at a users desktop resolution when in full screen is way better. Faster alt-tabbing and it just looks better (now that fonts were fixed).
Varonth
01-22-2010, 09:23 PM
This was intended. Generally speaking running at a users desktop resolution when in full screen is way better. Faster alt-tabbing and it just looks better (now that fonts were fixed).

In addition, this also seems to fix the problem I reported here (http://altitudegame.com/forums/showthread.php?t=2180).

Ok, it didn't really fix it, since the bug still occurs if I run the game at another resolution then my native, but who cares, as I won't run it under the maximum possible resolution.

Edit:
Ok, seems that it just worked one time. :(
So still no quick altitudebreaks during study.
Deathblade
01-26-2010, 11:07 PM
http://altitudegame.com/forums/showpost.php?p=33108&postcount=126

This wasn't fixed btw
Jacques Strap
01-26-2010, 11:31 PM
Please make remote mine collidable. Remote Mine used to be one of the hardest planes to kill from behind. Now it is the easiest.
[FN]MONXY FIST
01-27-2010, 12:17 AM
Please make remote mine collidable. Remote Mine used to be one of the hardest planes to kill from behind. Now it is the easiest.

Translation: Lets make remote OP again.
AtomikPi
01-27-2010, 12:28 AM
MONXY FIST;34937']Translation: Lets make remote OP again.

Translation: let's make remote not underpowered again :rolleyes:
Esoteric
01-27-2010, 01:11 AM
Remote is currently still exceptionally good, it just takes a more skill and awareness. So many new things you can do with it...but ya, remote has lost the ability to solo effectively--but its as good as ever when with groups. Just make sure to take advantage of the fact that you can shoot enemies forward with the mines now. It's often more effective than slowing them when they're at full burn.
Jacques Strap
01-27-2010, 04:25 AM
I would be happy with the mines traveling a shorter distance when they are ejected so that explodets have a chance of survival when someone is close behind them.
Ferret
01-27-2010, 04:49 AM
I would be happy with the mines traveling a shorter distance when they are ejected so that explodets have a chance of survival when someone is close behind them.

Came here to say something, realized I already did.

There are countless ways to prevent them from getting on top of you and 2 variants with mines that explode instantly on contact. If you're using the 'keep them at a distance by having controllable and timed explosions from both end of your plane' variant and a biplane or loopy ends up inside of you, you have just lost through less than optimal play or by playing an opponent of greater ability, and as far as I'm concerned that is perfectly balanced and you deserve to lose.

But to say it again, if you want instantly exploding mines, pick director or thermo. If you want to time your explosions at will, use remote. The fact that each has equal advantages and disadvantages and the difference seems like nothing more than personal preference strongly implies that there is balance. The only real problem here is that personal preference is still "have the best of both worlds."

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