MovieBattles II Version 1.5 Released

mb2_logo_1.png
General:
  • Change: Dynamic Crosshair:
    • 0 - Crosshair doesn't collide with terrain or players but still lights up and draws names of players it hits
    • 1 - Crosshair collides with terrain + lights up on players
    • 2 - Crosshair collides with terrain + players, lights up on players (current cg_dynamicCrosshair "1" behavior)
  • Removed: Cvar cg_dynamicCrosshairPrecision removed.
  • New: New command:
    • "undying" (equivalent of single player command with the same name).
    • Can only be used with cheats active.
    • Prevents health from going below 1.
  • Fix: If a player has disconnected in any way (via a usual disconnect/reconnect, a kick/ban, or a kick from too high TK points) they will no longer cause damage during the round.
  • Change: Fast styles renamed to Light styles for clarity.
  • Change: Level 3 Seeing FP drain timer increased from 1 second to 1.25s (longer time between FP being drained).
  • Change: Increased melee uppercut punch's cooldown from 2.5s to 3s.
  • Fix: Deadly Sight FP drain
  • Fix: Black screen when falling to your death continuing when no longer spectating the same player
  • Fix: Zoom mask value properly resetting scope for spectator
  • New: Smod status now shows the team that the player is on
  • Change: Smod "login" command messages logged replaced with a successful/failed login attempt message that now only includes the player name, IP, and adminID.
  • New: In FA, saber-wielding classes can now have custom saber colors. Taking the decimal value from Open/Duel mode that you see on the saber color slider and putting it into the "sabercolor" field's value in the class' description file should carry it over.
  • New: "cg_HudFilesBRNoTint" added for turning the coloring for the saber glow component in the bottom right of the HUD. Value of "0" for leaving the coloring or a value of "1" for disabling the coloring.
  • New: Added a new key called "nopush" to trigger_multiple in order to allow making players temporarily immune to push/pull. The value assigned to "nopush" corresponds to the time of immunity in seconds, defaulted to 0.
  • Fix: Using OpenJK colours will no longer circumvent the auto-renaming system.
  • Fix: The number of false positives from Anti-Cheat have been reduced.
Duel Mode:
  • New: Duel mode now has per life builds
  • Change: Total respawns lowered from 6 to 3
  • Change: Round limit duration raised from 5 minutes to 15 minutes
  • Midround Joining:
    • New: Players may now join a round in progress.
    • New: Players who are forced to spectator will have their ability to join midround disabled for the duration of the round.
    • New: Cvars
      • "g_DuelMidRoundRespawnTimerInitial" - Controls initial delay upon trying to join the round. Hard-coded minimum of 5 seconds. Default value 15 seconds.
      • "g_DuelMidRoundRespawnTimerNoLives" - Controls time that players must wait before being able to respawn again. Default value 20 seconds.
      • "g_DuelMidRoundRespawnTimerNoLivesIncrement" - Optional incremental increase in the above enabled via the new cvar . This adds whatever value is specified, in seconds, to the total respawn once a player has run out of lives. Default value 20 seconds.
      • Regardless of the values of the cvars above, the maximum midround respawn time is set at 1mn.
General Gameplay
  • Change: All projectile speeds have been increased by 15% with the exception of the projectile rifle and clone blobs.
  • Change: Dodge duration for each level reduced.
    • Level 1 - 0.66 Seconds.
    • Level 2 - 1.33 Seconds.
    • Level 3 - 2 Seconds.
  • Removed: Secondary frag grenade's and concussion grenade's additional 20 and 10 FP drain have been removed.
  • Change: Force Pull, if used with a saber out, now has a cooldown/vulnerability window timer of 500ms instead of 350m.
  • Fix: Fix for electrifying effects such as pulse grenades/force lightning/ion blobs having their stunning duration reset by other events such as knockdowns.
  • Fix: Fix for certain electrifying effects such as pulse grenades/force lightning/ion blobs not having the correct stunning effect duration (i.e. the entire time during electrocution effects and none after).
  • Change: Force Lightning now more quickly stops electrifying and stunning after being released (still not instantly, but holding both for a 400ms duration after being released, compared to before stunning 1000ms while electrifying only for 400ms).
  • Change: Force Grip now has unlimited duration instead of a maximum of 5s, as long as the player's force pool isn't empty.
  • Change: Poison dart duration reduced from 10 ticks to 8.
  • Change: Projectile rifle's ammo adjusted from 7/15/24 to 8/12/18.
  • Change: Increased disruptor's primary fire damage from 20 to 24.
  • Change: Bowcaster charged shot mechanic:
    • Changed to increase damage during charge every 500ms instead of every 200ms.
    • Damage ramps up from 30 to 90 in 5s of charge for level 2 and 2.5s for level 3, as opposed to 1s for both before.
  • Change: Decoupled SBD gun's damage from battery level, now deals 26 damage all the time, instead of 28 at full battery and linearly decreasing to 18 at no battery.
  • Change: Pistol charge scaling adjustment.
    • Minimum base damage of charged shots increased from 26 to 28.
    • Maximum base damage of charged shots increased from 60 to 75
  • Change: Clone Rifle blob tweaks.
    • Concussive Shot base damage decreased from 20 to 10.
    • Ion Blast shock duration decreased by 25%.
    • Numbers of blobs (both ionic and concussive) per level are 2-4-6, as opposed to 3-6-9 previously for ionic blobs.
  • Change: Pulse grenades.
    • Thrown grenade shock duration increased from 0.5s to 2.8s
    • Launched grenade shock duration increased from 0.5s to 1.7s.
    • Launched grenade shock duration against Deka and SBD increased from 1.82s to 2.4s.
  • Change: T21's secondary fire damage reduced from 28 to 26.
  • Change: Decreased poison damage from 1 to 0 against meditating Jedi/Sith.
  • Change: Jedi/Sith getting shot during saber melee moves no longer stagger and the melee moves are no longer interrupted.
  • Change: Deka FP drain multiplier increased from 1.0 to 1.05.
  • Change: Lower body damage increased from 0.6 to 0.8.
  • Change: ARC Trooper Westar M5's maximum number of sniper shots per clip dropped to 6 (from 9).
  • Change: Stamina: mechanics brought closer to older builds with QoL improvements. Details:
    • Made ducking behave the same as walking when it comes to deactivating stamina.
    • Once again made speed-walking/ducking (via holding special 1) prevent stamina regen.
    • Allowed stamina to be used freely with rocket launcher as long as no rocket is loaded.
    • Summary of how stamina now works:
      • Activated via special 1 while running or standing still.
      • Drains stamina points when running.
      • When running & firing a weapon other than pistols (or melee, or a saber in FA):
        • Levels 0 & 1 deactivate stamina.
        • Level 2 doubles stamina drains.
        • Level 3 doesn't affect stamina drains.
      • Regenerates points when standing still, regardless of stamina being activated or not.
      • Deactivated by walking or crouching (or reaching 0 stamina) but not by standing still.
      • Holding special 1 while walking/crouching gives faster walking/crouching speed but prevents stamina regeneration.
      • Stamina is useable even with rocket launchers except when a rocket is loaded in the clip.
Saber vs Gun Gameplay:
  • Change: "Flinch" mechanic.
    • Stagger-on-shot is now replaced by a blocking animation (still drains HP damage).
    • Can now autoblock subsequent blasterfire even when block isn't held or when both attack and block are held, although still not when attack alone is held.
    • Removed distance limitation.
    • Fixed inconsistency issues (due to never triggering when the saberist was shot while holding both attack and block).
    • Heavy styles (red style and purple style) now ignore flinch entirely.
  • Change: Updated the within-IDR deflecting effect to be clearer as well as match the new increased distance marking the start of medium IDR.
  • Change: Holding both attack and block now also counts as a swingblock against blaster fire and thus autoblocks projectiles instead of letting them through to deal HP damage.
  • Remove: Removed all FP debuffs when shot - this also changes MBlock deflect level 3 to no longer drain FP when debuffed (thus it only prevents FP regen).
  • Remove: Removed all different FP regen rates depending on the state of the player (being able to autoblock or not), the base FP regen is now the highest one from these previously different rates.
  • Change: Refactored FP drains. Details:
    • Removed the additional overall blocking/non-blocking multipliers for FP drains (so from 0.5x/1.2x to 1.0x/1.0x).
    • New baseline FP drains:long/close range blocking 1.2x/2.0x, non-blocking 2.0x/2.8x, compared to 0.8x/2.3x and 2.0x/3.0x before).
    • Changes for custom weapon drain adjustments:
      • Nerfed ARC westar M5 normal & sniper mode FP drains.
      • Slightly buffed t21 primary & secondary FP drains.
      • Significantly buffed (made to match mandalorian and ARC/clone pistols) FP drains for normal pistols.
      • Slightly buffed wrist laser FP drains.
      • Slightly buffed e11's secondary fire FP drains.
      • Slightly nerfed ee3 sniper FP drains.
    • 1.5x multiplier for jumping drains instead of 1.7x.
    • Changes to increased mid & long range drains for specific weapons:
      • Deka is no longer part of this list and thus its FP drains now behave the same as normal guns when it comes to range.
      • T21 primary fire, wrist laser, bowcaster & pistol charged shots as well as pistol lvl 3 shots remain part of this list.
      • The weapons in this list now benefit from the same FP drain multipliers as the close range ones (2.0x/2.8x for blocking/non-blocking) at all ranges, while before they only benefitted from the blocking close range one for long range blocking only (not even mid-range).
    • Made FP drain caps for defense 2 & 3 at 40/80 (for defense 0 & 1 at 60/120) regardless of range for blocking/running, instead of 35/50.
    • Slightly increased the minimum distance for outside IDR i.e. long range FP drains (from 410 to 500), slightly decreased the maximum distance for inside IDR i.e. close range FP drains (from 160 to 100).
  • Change: The following saber special moves: speed lunge and roll stab, now do the same amount of damage as a yellow style attack even when used with cyan/blue styles.
Sabering Gameplay:
  • Slap:
    • Fix: Behavior with slap flag that allows for playing the slap animation multiple times via interaction with forced shutdown of saber (use + reload) during a swing.
    • Change: Increased slap cooldown from 3s to 4s, increased legsweep/jumpkick cooldown from 5s to 6s, sidekick cooldown increased from 3s to 6s, jumpkicks now cause a long stagger, sidekicks and legsweep now cause a short stagger (all staggers can block blaster fire).
  • Saber sound fixes/tweaks:
    • Fix: Duals' offhand should now truly play the correct sound (both in general as well as when the mainhand is thrown).
    • Fix: Custom saber sounds should now be properly working in all circumstances
    • Change: Saber noise spam - now has actual cooldown timer instead of just doing checks vs the length of the blade when trying to do on/off sounds. cg_saberFloodProtect cvar has been added and is used for determining the cooldown on the sounds (for those that wish to still hear all the spammy stuff). Defaults to 0.75 seconds.
    • New: Saber hit sounds and graphical effects have been updated and improved.
  • Saber collision/blocking logic code:
    • Fix: Lag on saber clashes should be mostly, if not completely, gone.
    • Fix: Being hit while slapping will no longer allow for triggering of saber mechanics (PB/parrying/etc).
    • Fix: Various bug(s) that could allow for being killed regardless of how much BP you had (without a back/sidewhack involved) no longer occuring.
    • Perfect Block (Green indicator)
      • New: Getting PB'd now plays a green hit indicator for the attacker (if cg_drawhiteffects is 1).
      • New: Scoring a PB now regens 8 BP (two ticks).
      • Change: PB counter no longer adds extra damage for all saber styles.
      • Change: PB now available in returns (i.e. the return animation which occurs after an attack is completed or has bounced off).
      • New: Added a new PB zone indicator (command /pbindicator 0, or 1 for a green indicator), highlighting in green the part of the crosshair corresponding to the PB quadrant currently being matched for an enemy in front of you
  • Manual block (Mblock):
    • Fix: Fixed non-directional Mblock improperly applying to all styles.
    • Change: Failing Mblock no longer drains BP from the defender.
    • Removed: Mblock no longer combo breaks.
    • New: Can now do forward or backward Mblock movements vs forward swings, instead of just backward movements.
    • New: Mblock's blocking animations are now played even when not holding walk.
  • Parrying:
    • Removed: Perfect Parry.
    • Change: Flat BP drains have been removed. Parries now deal 20% of a bodyhit's damage to the opponent.
  • ACM (reverted closer to an older behaviour from MBII's version 0):
    • Change: ACM now starts on the 4th bodyhit advantage (bodyhit advantage = ACC) for heavy styles, 6th for medium styles and 8th for light styles.
    • Change: 1 ACM is now 1.2x dmg, 2 ACM 1.4x, 3 ACM 1.6x, etc., max 9 ACM for 2.6x dmg.
    • Change: ACC is now strictly gained and lost on bodyhits only once per chain, light styles lose 2 ACC instead of 1.
    • Change: Auto-taunt now happens as soon as you gain 1 ACM, ACM is still reset when bowing or when the corresponding opponent dies.
  • Saber styles (reverted closer to an older behaviour from MBII's version 0):
    • Removed: Removed all style-specific perks (excluding duals' and staff's increased blocking arcs against both saber attacks and projectiles)
    • Change: Style point costs changed to Medium styles 6/4/4, Fast styles 6/0/4, Strong styles 6/0/4.
    • Change: Refactored AP/BP (Attack Power/Defense Power) to be far more diverse: Blue 6/75, Cyan 9/60, Yellow 12/55, Red 20/40, Purple 16/45, Staff 10/70, Duals 11/50.
    • Change: All saber styles can now only chain within 2 direction quadrants minimum, except for Red and Cyan styles which can now only chain within 3 direction quadrants at minimum.
    • Change: Blue style can now chain up to 4 swings instead of 2.
    • Change: Purple style's speed reverted to pre-v1.1 (thus slowed down by 20%).
    • Change: Normalized the cooldown between hits for all styles except blue/red which keep their shorter cooldown.
    • Change: Readded stab for purple (with the same damage as one of its swings), replacing its twirly kata.
    • Change: Reworked all the styles' special moves for balance according to the modified AP/BP.
  • BP damage multipliers (not all changed but all listed for overall clarity):
    • Base calculation for BP drains (unchanged):
      • BP drain = 100 * (AP of attacker's style) / (BP of defender's style)
    • Change: Basic movement factors:
      • Attacker non-swingblocking and walking or standing still: 1.1x BP dealt.
      • Attacker swingblocking: 1.0x BP dealt.
      • Attacker running: 0.8x BP dealt.
      • Defender knocked down or in a roll or slapping: 1.0x BP taken.
      • Defender holding block and not in an attack: 1.0x BP taken.
      • Defender holding block and in an attack: 1.2x BP taken.
      • Defender not holding block and not in an attack: 1.4x BP taken.
      • Defender not holding block and in an attack: 1.6x BP taken.
      • These last five factors are not taken into account for parry damage calculation
    • Change: Additional factors:
      • Attacker doing consecutive swings (also known as chains): 0.5x BP dealt.
      • Defender in a special move: 0.5x BP taken.
      • Defender crouching: 1.5x BP taken.
      • Attacker crouching: (1 / 1.5)x BP dealt.
      • Defender jumping: 1.3x BP taken.
      • Attacker jumping: 1.2x BP dealt.
      • Defender has Saber Defense 1: 1.4x BP taken.
      • Attacker/Defender parried each other: 0.2x BP dealt/taken.
    • Change: Additional overall multiplier:
      • 0.8x BP drain.
  • Other general sabering changes:
    • Change: Saber defense level 2 (and 3) regen rate reduced from 5 to 4 BP per 400ms, Saber defense level 1 now has the same regen rate but takes 1.4x more BP damage.
    • Change: Swing drains are once again based only on holding attack instead of being based on swings performed, draining 1 BP per 250ms of attack being held.
    • Change: +Use short jumps no longer cost BP.
Maps
  • Fix / Change: Dxun (mb2_dxun)
    • Added physics clip encompassing the cache's to block anything hitting them before forcefields go down. The clip disappears when the forcefields are down
    • Optimized VIS slightly for better performance
    • FA Changes:
      • Exile
        • Now has lightning 2 as intended.
      • G0-T0
        • Now has his own model and shouldn't be able to exit the level/bug through the forcefields anymore (may need additional fixes).
      • Mandalore
        • Regenerating armor removed.
        • Properly has CR 3 as intended.
      • HK47
        • Given an E-11 (1).
        • PLX-1 changed from level 1 to level 2.
      • Hanharr
        • Now properly has BP for the dual vibroblades, but as a result is unable to Wookiee slap.
        • Given a Pistol (2).
      • Duros Boss
        • Flamerifle removed.
      • Skakoan Tech
        • Stamina level changed from 3 to 2.
      • Trandoshan
        • Description fixed (dual vibroblades).
        • Concussion launcher is now only alt-fire instead of primary fire.
        • Wookiee strength changed from level 1 to level 2.
      • War Droid (Close Combat)
        • Force block increased from 2 to 3.
  • Fix / Change: Smuggler (mb2_smuggler)
    • More Rebel & Imperial Spawn Points.
    • Larger Imperial Spawn Room.
    • Rebel Balcony redesign.
    • Additional tunnel from under balcony at Rebel Spawn to boxes near Imp Lift
    • Increased size of lower corridor / red room.
    • Fixed missing sound effect on Rebel side balcony lift.
    • Fixed several locations where lightsaber was able to swing through objective ship floor.
    • Fixed a spot where you could glitch into the map in side route.
    • Potential fix for datapad gravity when killed while in mid-air.
  • Fix: Enclave (mb2_enclave)
    • Fixed Datapad icon not being visible at all.
  • Fix: Lunarbase (mb2_lunarbase)
    • Fixed being able to glitch through tunnel windows.
  • Fix: Scarif (mb2_scarif)
    • Fixed force powers bugging while holding or after placing the bomb.
    • Updated FA Baze to use new model.
  • Removed: Undeadstar (mb2_undeadstar)
    • Undeadstar now follows MBAssets4.pk3 event pk3 convention similar to xmas maps. Don't worry Undeadstar will return in the future!
Models
  • New: Nien Nunb
  • New: Tarkin
  • New: Baze Malbus
  • Change: Krennic (New Mesh, Textures, New Sounds)
  • Change: TFA Luke Skywalker (New Sounds)

Changed Files:
Code:
cgamei386.so
jampgamei386.so
FAMBModels.pk3
MB_Effects.pk3
mb2_dxun.pk3
mb2_enclave.pk3
mb2_lunarbase.pk3
mb2_scarif.pk3
mb2_smuggler.pk3
MBAssets2.pk3
MBAssets3.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.pk3
uii386.so
zz_MBModels.pk3
zz_MBModels2.pk3

OpenJK Server File
 
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reConfigured

Movie Battles II Team
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"The defensive player wins bc PB is op"

(i mean no offense . just blurting out my opinion here)
offense taken you ignorant little shit... how dare you have an opinion on the internet and how dare you share that opinion here /sarcasm

I main red/yellow , and I win a huge percentage of duels with highly agressive and hard to predict combos. I use fakes, yaws, shadowing, counters, style swapping... ect., to throw off my opponent. To boil down all duelz to "the winner is the better pb'er" is both lazy , and well.. wrong. I have a sadly low PB rate (im a newb) but i know each style, and when its weakest. so i can scrape quite a few wins even against more seasoned players. Now, I understand the frustration and outright boredom because when i fight duel veterans i get slammed.. But they have put in the TIME TO PRACTICE. im quite new to mb2 so my opinion is probably worthless, but i dont mind a higher learning curve to thin out the cheesier strats in saber vs saber duels.

I mean they got rid of the ability to shadow swing till you get full ACM and win with a few bs combos. i think thats going in the right direction... I also feel that each style is quite a bit different considering the dramatic change in BP and loss of acm gain. Maybe i just enjoy the challenge but i really have no problem with the PB buff.

But im also a red wielding noob bitch so what do i know

In my own duels against sufficiently skilled opponents it seems that I'm completely shutdown by PBs. Sometimes I can, using enough unpredictable swings, build ACM. And from there I've usually annoyed a turtling duelist to move and can occasionally find the upper-hand. A couple things work against me here though...
  • The Scenario: Me against a turtling duelist. In this context I define Turtling as someone solely focusing on PBs up until the moment that they must fight for life.
  • Other Details: Fighting for Life is a concept that I borrow from Go - in Go there are many situations where one must immediately react to a certain set of moves by an opponent or otherwise risk losing an entire group - worse the entire game. Life or Death situations in Go tend to be played back to back: a necessary skirmish in a game where playing moves globally all-over the board is just as important. And although there are many necessary components of play aside from this skirmish, Life or Death Situations are predicaments designed by an attacker and are meant to force back-to-back responses.
  • The Problem: Unless I'm incredibly patient and force myself to turtle too, I end wasting too much of my own BP trying to build ACM. It's pretty common this build for me to build high ACM, only to have 25-40 BP left to fight it out. Meanwhile my opponent who has PB'd at least a quarter of my swings has full BP and he gains this BP no matter the swing - . Someone, especially with more saber knowledge, is welcome check my math on this and I'm sure it's highly variable based many factors in a duel... but on average, if someone can PB at least 1/4th of my swings they remain AHEAD in the duel up until I've gained near-full ACM... and the kicker... it's by doing nothing but aiming for those PB zones. This isn't even including footwork. And by the time I build this ACM to encourage the turtle to begin the real fight, I've lowered my own BP to at least 40 while he sits much closer to 100BP.
  • Rightfully so, predictability should cost me in a duel. I'd argue PBs already serve that purpose by negating that swing especially considering the higher damages and lower defenses across the board compared to last build, but that's a lazy arguement in and of itself - following the logic, I can just follow up an predictable swing with another mindless, yet, unpredictable swing and then I've gained something for little cost - just like PBs that gain BP. And in the past few builds this was paramount to my style, me being somewhat of a half-swing/two-hit combo spammer. However these two phenomena are not equal... the ACM I gain is far outweighed, mathematically, by the BP that the opponent gains and the only way I can make it even is by gaining ACM and sufficiently turtling to keep it. At best this turns the duel into a turn by turn -esque system. One person tries his set of attacks, stop and waits for a response. Rinse repeat. And in my eyes, this is what leads to people saying "Whoever PB better wins,". Resource is king. Gaining resource at low cost to self is the smoothest course to sail - not the only one as you might think these people are suggesting, but the easiest... so in other words.. "The Meta".
  • Conclusion: I've always enjoyed this game's dueling for it's hit for hit gameplay and I feel the current state is not hit for hit in the slightest, because PBs count for more than hits, in the end.
  • Disclaimer: My thoughts here don't represent the development team's findings/analyzation of the recent patch. There are much better duelists than myself. There are much better saber coders than myself. And most are better to listen to, than me, in this thread. That aside... Do know that the dev team is actively taking note of feedback and already have plans on how to move forward. Despite controversy, the devs do listen, I hope with continued efforts that we can prove that. Show don't tell.
 
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reConfigured

Movie Battles II Team
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The above scenario is from the perspective of me losing in situations where maybe I shouldn't (or at least not as absolutely). But there is a similar issue around me surviving when I shouldn't, too. Being a mid-tier duelist on a good day, I am regularly surviving against a duelist who have expended lot of effort to fight for control and who have completely out-paced me with as much as one or two solid PBs... and by the time the opponent orchestrates a response I'm at 50BP again. From there I can sometimes eek out the win, or at the very least, needlessly extend the duel. It doesn't seem deserving for how little effort it took to PB. Think... I read at minimum two of his swings and that is enough to bring me back against someone that clearly has me outmatched? Bah hum bug.
 
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In my own duels against sufficiently skilled opponents it seems that I'm completely shutdown by PBs. Sometimes I can, using enough unpredictable swings, build ACM. And from there I've usually annoyed a turtling duelist to move and can occasionally find the upper-hand. A couple things work against me here though...
  • The Scenario: Me against a turtling duelist. In this context I define Turtling as someone solely focusing on PBs up until the moment that they must fight for life.
  • Other Details: Fighting for Life is a concept that I borrow from Go - in Go there are many situations where one must immediately react to a certain set of moves by an opponent or otherwise risk losing an entire group - worse the entire game. Life or Death situations in Go tend to be played back to back: a necessary skirmish in a game where playing moves globally all-over the board is just as important. And although there are many necessary components of play aside from this skirmish, Life or Death Situations are predicaments designed by an attacker and are meant to force back-to-back responses.
  • The Problem: Unless I'm incredibly patient and force myself to turtle too, I end wasting too much of my own BP trying to build ACM. It's pretty common this build for me to build high ACM, only to have 25-40 BP left to fight it out. Meanwhile my opponent who has PB'd at least a quarter of my swings has full BP and he gains this BP no matter the swing - . Someone, especially with more saber knowledge, is welcome check my math on this and I'm sure it's highly variable based many factors in a duel... but on average, if someone can PB at least 1/4th of my swings they remain AHEAD in the duel up until I've gained near-full ACM... and the kicker... it's by doing nothing but aiming for those PB zones. This isn't even including footwork. And by the time I build this ACM to encourage the turtle to begin the real fight, I've lowered my own BP to at least 40 while he sits much closer to 100BP.
  • Rightfully so, predictability should cost me in a duel. I'd argue PBs already serve that purpose by negating that swing especially considering the higher damages and lower defenses across the board compared to last build, but that's a lazy arguement in and of itself - following the logic, I can just follow up an predictable swing with another mindless, yet, unpredictable swing and then I've gained something for little cost - just like PBs that gain BP. And in the past few builds this was paramount to my style, me being somewhat of a half-swing/two-hit combo spammer. However these two phenomena are not equal... the ACM I gain is far outweighed, mathematically, by the BP that the opponent gains and the only way I can make it even is by gaining ACM and sufficiently turtling to keep it. At best this turns the duel into a turn by turn -esque system. One person tries his set of attacks, stop and waits for a response. Rinse repeat. And in my eyes, this is what leads to people saying "Whoever PB better wins,". Resource is king. Gaining resource at low cost to self is the smoothest course to sail - not the only one as you might think these people are suggesting, but the easiest... so in other words.. "The Meta".
  • Conclusion: I've always enjoyed this game's dueling for it's hit for hit gameplay and I feel the current state is not hit for hit in the slightest, because PBs count for more than hits, in the end.
  • Disclaimer: My thoughts here don't represent the development team's findings/analyzation of the recent patch. There are much better duelists than myself. There are much better saber coders than myself. And most are better to listen to, than me, in this thread. That aside... Do know that the dev team is actively taking note of feedback and already have plans on how to move forward. Despite controversy, the devs do listen, I hope with continued efforts that we can prove that. Show don't tell.

really good post!

I was a brand new baby nub near the end of 1.4.9. Coming into 1.5 I didn't even really understand any of the changes as I was still learning the saber system..
 
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You're patch is paradoxical to itself : I'm talking only for duel changes.

Globaly you removed the ACM, honestly for this i'm neutral even if it was a welcome plus during duels when suddenly u get fucked but with the luck u got, ACM came and then make you win.
But but but this patch is not good because of PB, yes in the last patch PB wasn't really effective or present, but now he is TOO EFFECTIVE ! Bois chill on PB

Exemple : In a duel where no one is doing PB, but you swings are better than him, you slap good ect, and suddenly a savage PB appear from your ennemy, and this only single gay PB changes everything in the duel and make you lose, only 1 PB can change everything, wtf bois.

Plus on some duel i was like doing 4 pb instead him was doing 1 pb and he was still winning plus I was still doing good combos without running and I lost, he was like with 50 bp at the end, always
Sometimes I was 75bp and him he was in same wave
He just needded 1 pb on my combo and I was going on 50 and then he needed 1 4 hits combo and I died.

It's in this that the patch is paradoxical to itself
To have played many duels, analysing and trying to correct my mystakes, changing everything in my gameplay. I can't tell you that you're duels change, sorry for the world, really sucks.
 
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You're patch is paradoxical to itself : I'm talking only for duel changes.

Globaly you removed the ACM, honestly for this i'm neutral even if it was a welcome plus during duels when suddenly u get fucked but with the luck u got, ACM came and then make you win.
But but but this patch is not good because of PB, yes in the last patch PB wasn't really effective or present, but now he is TOO EFFECTIVE ! Bois chill on PB

Exemple : In a duel where no one is doing PB, but you swings are better than him, you slap good ect, and suddenly a savage PB appear from your ennemy, and this only single gay PB changes everything in the duel and make you lose, only 1 PB can change everything, wtf bois.

Plus on some duel i was like doing 4 pb instead him was doing 1 pb and he was still winning plus I was still doing good combos without running and I lost, he was like with 50 bp at the end, always
Sometimes I was 75bp and him he was in same wave
He just needded 1 pb on my combo and I was going on 50 and then he needed 1 4 hits combo and I died.

It's in this that the patch is paradoxical to itself
To have played many duels, analysing and trying to correct my mystakes, changing everything in my gameplay. I can't tell you that you're duels change, sorry for the world, really sucks.

maybe you should git gud

EDIT

OKAY BOI FIRST OF ALL ACM IS NOT REMOVED FROM THE GAME. YOU KNOW HOW MANY DUELS I WIN BECAUSE OF ACM? ALOT. MAYBE YOUR COMBOS SUCK? ALL YOU HAVE TO DO IS LAND SMART, WELL TIMED COMBOS, AND SPACE OUT YOUR SWINGS. ACM IS JUST HARDER TO GET IF YOU SUQ. PBS AINT GAY BOI U R.
 
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EDIT EDIT
IM NOT A FAN OF THE PB BUFF EITHER BUT IT DOESNT RUIN THE GAME. I DONT LAND ALOT OF PBS BUT I CAN STILL WIN DUELS VERY OFTEN WITH MY LASERMASTERSKILLS
 
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It's in this that the patch is paradoxical to itself
To have played many duels, analysing and trying to correct my mystakes, changing everything in my gameplay. I can't tell you that you're duels change, sorry for the world, really sucks.

As I told you on discord, your problem is that you spam way too many combos without actually thinking what you are doing. I know you say "No no I only do few hit combos" but that is not true, I dueled you many times in the last week and you are relatively easy to PB and counter. If you want to be an agressive player you need to do less predictable combos, otherwise you just feed me BP. So, patience, training, more patience, more training and you will do fine.
 
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