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Colosus
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1 - 08-06-2004, 16:57
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Michael 'KineticPoet' Johnston posted some of the upcoming changes to the beta recently. Here's a taste of what you can expect...

<blockquote class=p>We're nearly finished putting together the next patch. Thanks again for your feedback. Remember, if you don't speak up, you won't get heard. Your ongoing discussions are very helpful.

This list isn't complete. It doesn't include lots of miscellaneous bug fixes and optimizations that have been made. I'll post this list on TT some time later today,
KP


MISC
- reduced explosion knockback on lights (80%)
- increased explosion knockback on heavies (120%)
- hopefully fixed vehicle explosions not causing enough damage to occupants
- added ammo to grappler, 20 for all armours to start with (feedback on this requested)
- fixed some invisibility bugs/exploits
- increased capture flag and stand collision radii so you don't miss the flag as easily
- increased countdown duration to 30 seconds to more closely match average map load times
- setup Ball so you spawn in medium with Buckler, Grappler and Spinfusor
- added hint system
- some new spectator features (mousewheel zooms in/out, 1 cycles game objects so you can watch flags TR2-style)
- fixed Buckler double-damage bug

PACKS
- slightly increased speed pack passive refire bonus (1.2->1.25)
- increased repair pack active repair rate (10/s->13/s)

VEHICLES
- reduced bullet damage versus vehicles (chaingun, sniper, blaster) (100%->40%)
- reduced assault ship bomb refire rate (0.5/s->0.32/s)
- reduced assault ship bomb damage (160->150)
- reduced assault ship health (700->600)
- reduced assault ship AA gun refire rate (2.5->2.2)
- reduced assault ship AA projectile speed (12000->10000)
- slightly reduced AA projectile detonation size (200->180)
- reduced AA gun damage (30->25)
- increased AA gun knockback (50000->75000)
- reduced fighter health (150->140)
- reduced tank health (1000->900)
- reduced tank main projectile damage (180->140)
- reduced tank main refire rate (0.5/s->0.32/s)
- reduced tank main projectile speed (12000->8000)
- increased tank sentry projectile speed (22000->30000)
- reduced tank sentry turret refire rate (20/s->16/s)
- reduced base sentry turret refire rate (20/s->16/s)
- increased rover respawn time (40->60)
- increased fighter respawn time (40->70)
- increased assault ship respawn time (120->180)
- increased tank respawn time (60->150)

WEAPONS
- reverted rocket pod to patch 02 and made changes based on that; net changes relative to patch 03 are roughly:
reduced spread
reduced time between each rocket
increased refire rate
increased speed and acceleration
improved ability to control rockets in the air
- increased chaingun minimum spread (0.25->0.4)
- increased Buckler deflection angle for better protection (45->55)
- slightly reduced spinfusor explosion radius (720->700)
- reduced spinfusor knockback (260000->240000)
- reduced mortar explosion radius (1500->1400)
- reduced mortar knockback (330000->290000)
- reduced grenade launcher knockback (250000->220000)
- reduced buckler damage (40->34)
- increased grappler rope strength for all armours

TURRETS
- greatly reduced deployed turret projectile speed (15000->8000)
- reduced deployed turret refire rate (10/s->9/s)
- increased deployed turret MP lead ability (0.85->0.95)
- increased visibility of turret projectiles

PLAYER PHYSICS
- Glenn's new collision response code finished; once this is tested we can start experimenting with other ways to improve skiing, but until then there are no additional ski helpers yet (which includes the ability to slightly control yourself)
- very slightly reduced gravity (18.5 -> 18.25); with thrust forces constant, this effectively gives you slightly more vertical thrust power
- reduced collision damage for lights and heavies, slightly reduced collision damage for mediums
- lessened horizontal thrust force falloffs to give more lateral thrust control at higher speeds
- made ground-based force falloffs slightly less harsh
- improved air control, lights and mediums, particularly at higher speeds

MAPS
- Ant read everyone's feedback and tried many people's ideas; keep it coming!
- cavern: Removed one fighter from each side.
- cavern: Recessed the generator a little further.
- cavern: Increased the ambient light levels slightly.
- cavern: Lighting work
- cavern: Fixed a bunch of holes
- emerald: Moved bases and flagstands back
- emerald: Terrain editing to match
- emerald: Removed "dead ends" in buildings.
- emerald: Added more cover to bases to lessen effects of long-distance spamming.
- emerald: Added roads right out the front of the bases.
- emerald: Added a fence behind the flag to make it harder to spam the flagstand from your own base.
- isle: Added mesh and BSP at the base doors to stop rovers and tanks from getting into the bases.
- isle: Moved inventory stations and added doors to the Imperial secondary base to make it impossible to snipe into from the Beagle secondary base.
- isle: Added a catapult to the Beagle secondary base to match the Imperial side.
- winterlake: Added an annex to the front of the Phoenix base to reduce entrance spamming, and a platform to the rear.
- winterlake: Increased boundary volume ceiling height considerably (affects players only).</blockquote><p>Remember that this is a partial list and might change before we see the next patch. Continue posting your feedback and joining in discussions on our <a href="http://www.tribalwar.com/forums/">Forums</a>.
 
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Sircle
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2 - 08-06-2004, 17:00
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1st

*edit* and banned
 
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Viper
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3 - 08-06-2004, 17:00
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first
damn, second Sircle beat me!
 
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arcadus
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4 - 08-06-2004, 17:00
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so when can we all get in on the beta action
 
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Yankee
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Old
5 - 08-06-2004, 17:01
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grabbler ammo
 
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jotun
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6 - 08-06-2004, 17:04
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Quote:
Originally Posted by Colosus
- added ammo to grappler, 20 for all armours to start with (feedback on this requested)
i'm totally not buying the game now.
 
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KGB_ate_myBread
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7 - 08-06-2004, 17:05
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I want the Beta
 
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Rosco-SS
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8 - 08-06-2004, 17:05
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So like, this update is for all the nerds that went to tribalwars. When is this going to be an OPEN beta. Not a closed+Tribalwars beta
 
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Vampire
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9 - 08-06-2004, 17:07
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grappler ammo, hrm
 
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loto
VeteranXV
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10 - 08-06-2004, 17:08
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glad to see mortar damage radius lessened.
 
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ICMeltdown
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11 - 08-06-2004, 17:09
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Well I'd like to be able to say "Great job" or "Boo hiss" but since I don't have the beta I'm just going to whine and grovel...

/me kowtow's to the T:V Gods and says "Please please please...give me the beta!!
 
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SSJBejiita
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12 - 08-06-2004, 17:09
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stupid spawn weapons :|
 
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Mangle-Me-Elmo
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13 - 08-06-2004, 17:09
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adding grabbler ammo means its nolonger a must have weapon
 
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milford
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14 - 08-06-2004, 17:10
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Quote:
Originally Posted by SSJBejiita
stupid spawn weapons :|
that's just the Ball gametype, stupid.
 
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Voidsinger
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15 - 08-06-2004, 17:11
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Need... beta... T:V... please... I'm... dying...
 
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synthix ghost
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16 - 08-06-2004, 17:11
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Hopefully the tank and gunship are no longer overpowered. I look forward to testing their capabilities in the beta.
 
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Scorpion
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17 - 08-06-2004, 17:12
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Grappler ammo sucks.

Itīs the best thing about T:V, donīt nerf it.
 
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dunce_boy
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18 - 08-06-2004, 17:12
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- added ammo to grappler, 20 for all armours to start with (feedback on this requested)

:

all other changes sounded nice
 
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Last edited by dunce_boy; 08-06-2004 at 17:19..
Gnome
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19 - 08-06-2004, 17:13
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coolness
 
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Chaoz
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20 - 08-06-2004, 17:13
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No increase speed of the disc on the spinfusor? Have you guys experimented with different speeds?

Any update on when fileplanet might get the beta (the 9th perhaps?)
 
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