Moviebattles II V1.10.0.5 Released

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V1.10.0.5
Gameplay
  • General
    • Change: ARC/Clone pistols no longer have a damage decrease of 2 per bounce after 3 bounces. Standardized to a reduction of 2 per bounce.
    • Change: Removed visual collision FX for projectiles on enemies when they weren't actually colliding.
    • Change: Shooting a swingblocking saberist at close range no longer allows for them to counter attack off of the swing.
    • Change: Speed lunge now has a short delay before being able to start an attack.
    • Fix: Spin now properly gives/takes EE3.
    • Fix: Outlier circumstance where sabers can cause deflect/FP draining logic when in a saberist's hand should no longer happen.
    • Fix: Shots passing through saberists or otherwise not triggering impact collision.
    • Knockback
      • Change: Lowered headshot knockback by 30%.
      • Fix: Not inputting any movement should no longer give drastically different knockback effectiveness.
    • Force Drains
      • Change: Multiplier for being shot in the air increased from 1.4x to 1.5x.
      • Change: Multiplier for being shot while swingblocking no longer applies when in the return phase of the swing.
    • Change: Pulses and Ions now have shock duration drop-off based on how close the splash hits.
  • Anti Team Kill system
    • Fix: Reduced map size based start of round timer by 20%.
    • Fix: Telefrags no longer count as team kills.
    • Fix: Someone dying to continual burning after they're no longer attributing TK points to the original attacker no longer counts as a team kill for the original attacker.
  • ARC:
    • Change: M5 Sniper rate of fire increased from 750 to 650.
    • Fix: M5 Sniper rate of fire will not override primary fire and cause a delay when swapping from scope.
  • SBD:
    • Change: Health increased from 100/125/150/200 to 110/135/160/230.
    • Change: Cortosis
      • Total damage on 1st swing increased from 20% to 30%.
      • Total damage on 2nd swing increased from 40% to 60%.
Maps
  • Change: mb2_enclave
    • Changed hill direction map-wide so that the top of the hill is more in the center of the map, rather than by the objective.
    • Added some small cover in the objective are
    • Added some cover when exiting to the outdoor area on rebel side
    • Various map-wide changes as a result of changing map heights to cover up areas clipping into each other.
    • Reb spawn moves to council room after rebs get in obj area.
Models
  • New: Baylan Skoll & Shin Hati Hilts
  • Change/ Fix: Added jetpack rocket mesh to Mando class Imperial Commandos.

Legends

Villains changelog
  • New class: Stormtrooper Commander
  • New class: Snoova
  • New class: Calo Nord
  • Change: Minor gameplay tweaks
    • Flametrooper
      • Damage given increased by 10% (110%)
      • Speed increased by 0.02 (1.08)
    • Kowakian Monkey-Lizard:
      • Health reduced by 5 (125)
    • Wat Tambor:
      • E-5 ammo increased by 40 (560)
    • Imperial Commando:
      • F-11D Blaster Rifle ammo increased by 100 (700)
    • Sith Assassin:
      • BPmultiplier reduced by 10 (100%)
    • Shadowtrooper:
      • Flipkick reduced by 1 (1)
      • Sniper rifle fpmult increased by 0.1 (1.1)
      • Sniper rifle ammo increased by 2 (12)
    • Magna Guard
      • Reduced jump to level 2
Heroes changelog:
  • New class: Rebel Scout
  • New class: Rebel Elite Trooper
  • New class: Carth Onasi
  • New class: Senate Guard
  • Change: Minor gameplay tweaks
    • Resistance Pilot:
      • EL-16HFE ammo increased by 100 (700)
    • Ewok
      • Health reduced by 30 (120)
    • Jedi Acrobat:
      • BPmultiplier reduced by 10 (100%)
    • Infiltrator:
      • Flipkick reduced by 2 (1)
      • Valken-38x fpmult increased by 0.1 (1.1)
      • Valken-38x ammo increased by 2 (12)
    • Jedi Sage
      • Decreased Saber Defense to level 1
FA
  • FA
    • Change: Kotor melee weapons (Short Sword, long sword, Vibroblade, Vibrosword, Vibrostaff)
      • These saber models can be 'deactivated', allowing them to be weilded whilst using force speed and mindtrick.
    • Change: mb2_kamino
      • Clone Commando:
        • Increased Ammunition
      • Anakin:
        • Fix Double saber damage should now be working
        • increased saber attack speed to 1.1 (previously 1.05)
    • Change: mb2_jeditemple
      • Clone Trooper:
        • DC-15S Blaster should shoot 25% faster, drain 20% more FP, but deal 15% less damage.
      • Clone Aerial:
        • increased respawns by 1 (2)
        • Reduced armor by 40 (40)
      • Clone Defender:
        • increased respawns by 1 (3)
      • Clone Heavy trooper
        • increased respawns by 1 (2)
      • Clone Sniper
        • increased respawns by 1 (2)
      • Shaak Ti
        • Gave default jedi speed and removed blue stance
    • Change: mb2_manaan
      • Minor adjustments to HP/Armor in cases not listed below based on quality/quantity tradeoffs.
      • FA Classes that have melee weapons should move comparatively faster when wielding them to make charging enemies more viable.
      • Sith Sentinel Droid
        • Changed HP/Armor to 20/60
        • Armor no longer regenerates
        • Gave standard SBD movement speed
      • Sith Captain
        • Fix Main blaster weapon should align with intended description.
        • Fix Personal shield should align with intended description
      • Sith Diplomat
        • Fix Personal shield should align with intended description
      • Sith Heavy Trooper
        • Fix rate of fire should match description
      • Mercenary Sharpshooter
        • Increased Armor/HP to 100/100
        • Gave Stamina 3 and Dexterity 3
      • Mercenary Gunslinger
        • Increased Armor/HP to 100/80
        • increased pistol ammunition to 1600
    • Change: mb2_cmp_telos
      • FA Classes that have melee weapons should move comparatively faster when wielding them to make charging enemies more viable.
      • Sith Assassin
        • player slot count limited to 2 (previously 4)
        • HP/Armor reduced to 70/20
        • Speed reduced by 4%
        • AP/BP multipliers set to 1
        • Force sense set to level 1
        • Dash increased to level 2
      • Mandalore
        • Reduced Armor to 115, Gave Beskar 3
      • Kelborn
        • Gave Beskar 2
      • Mandalorian Soldier
        • Gave Beskar 1
    • Change: mb2_cmp_narshaddaa
      • FA Classes that have melee weapons should move comparatively faster when wielding them to make charging enemies more viable.
      • Zez Kai El
        • Fix: Lightsaber model should no longer be missing
      • Twin Suns
        • HP/Armor reduced to 110/20
        • Shield recharge level set to 1 (previously 2)
        • Movement Speed set to 1.15 (previously 1.2)
    • Change: mb2_cmp_onderon
      • Balance tweaks to KOTOR characters and sabers
      • FA Classes that have melee weapons should move comparatively faster when wielding them to make charging enemies more viable.

CMP
  • Change: mb2_cmp_Endor
    • Fixed imp respawns not properly firing
    • Fixed various clipping and performance issues on the map
  • Change: mb2_cmp_FDepot
    • Fixed missing light model
    • Minor adjustments to cover and textures
uM
  • Change: uM_Spice
    • Adjusted side route with more access points and cover towards middle area
Changed Files ( Manual / Server Downloads )
Code:
cgamei386.so
jampgamei386.nopp.so
jampgamei386.so
mb2_cmp_assets.pk3
mb2_cmp_assets3.pk3
mb2_enclave.pk3
mb2_pbr_assets3.pk3
mb2_pbr_assets4.pk3
mb2_um_assets4.pk3
MBAssets3.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.pk3
uii386.so
zz_MBModels2.pk3
zz_MBModels5.pk3

Changelog Legend
New - New feature or addition to the game.
Change - Changes to the game.
Fix - Bug fix.
Remove - Removed feature.
Feature - New feature name.
 

dwarf

Donator
Posts
129
Likes
199
Some Interesting open changes, can't wait to play them. Especially SBD.
 

Sandy

Community Manager
Moderator
Internal Beta Team
Posts
21
Likes
56
For those who may not be in the loop, this update fixes the issue with Staff being able to W swing through blaster fire without FP drain, HP damage or knockback.
 
Posts
12
Likes
1
SBD Cortiosis nerf, Ion blob nerf, Headshot knockback nerf, clone pistols nerf (That I didn't even use cuz low dmg in the first place lol), notice how almost all the changes are to benefit mostly Sith LARPers? :p
 

Bud

Posts
106
Likes
203
I'm struggling to understand the point of nerfing speedlunge. With this nerf, it's pretty much a useless mechanic because of how obvious the setup for it is. This is because the distance that you need to have between you and your enemy is very specific in order to land that clean slice. It's one of those moves that kills me as a gunner once in a match and then never again.
Now that this is the only way to get speedlunge kills, I doubt that I will see many people using this mechanic at all. Getting pushed down as a gunner? Just walk bro. Getting speedlunged up close as a gunner? Just crouch bro. It's the same thing; just adapt to the enemy's strategy. And besides that, even landing this attack is extremely punishing because of the camera lock that follows. Out of all of the crazy things Jedi/Sith can do, this is what is nerfed?
 
Posts
8
Likes
7
If you nerfed lunge into oblivion at least add it to staff, I'm pretty sure the animation is alright and I wont cut my head off
 

Sir.Muis

Internal Beta Team
Posts
43
Likes
47
I think the speedlunge nerf is not really good. Whats the point of it now? If you want to remove it, just add dash on jedi. Since its just a dash move now.
 

SeV

Nerd
Internal Beta Team
Posts
1,154
Likes
2,043
Speed lunge should be reverted to its original pre camera lock state. It was never a threat to a skilled gunner and people who got done in by the ability deserved it because they failed to play properly.

It would also be nice to have speed lunge for dueling to parry the buggy piece of shit DFAs since you keep removing ways to parry them: you removed the +use kick parries for DFAs, right? and a normal swing still does not work to parry them either. It'd be better to remove these abilities from the game rather than keep them, if you can't fix them and do not provide ways of countering them either. You gave people a way to counter the legsweep stagger by standing still, so give people a way to parry DFA attacks too.

I don't want to shit on updates because it's great you're still working on the game. I just wish you worked on more sensible things such as fixing the missing interrupt sound and bugged DFAs instead of making a fun ability less fun for no good reason.
 
Posts
26
Likes
41
Speed lunge should be reverted to its original pre camera lock state. It was never a threat to a skilled gunner and people who got done in by the ability deserved it because they failed to play properly.
Me vs Sigma/Nasus at max range usually ends up with him taking a step to the left and me dying soon after. Like, it's great when people don't know it's coming, but then how are you going to nerf such a niche mechanic that you only ever take to surprise someone once every 30 rounds? What a massive waste of time.

I'd be okay with them making speed lunge cost slightly more if they revert the change, to give gunners more of a chance to drain enough FP so the jedi can't speed lunge in their face. I mean it costs 35 now or something. I'd be okay with 45. This still just felt like a completely unnecessary change that no one asked for, all to fuck over the one person that regularly uses it. I'm at the point where I might as well just stop playing this game because speed lunge was the only enjoyable thing for me to do left.
 
  • Like
Reactions: Bud
Posts
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Likes
509
speed lunge wasn't overpowered but there were certain situations (being slightly elevated vs a jedi in close range) where you'd get instantly killed. the only counterplay was not letting yourself be in that situation. which isn't counterplay. especially since there's no way to know if a jedi has speed lunge until he uses it
 

Bud

Posts
106
Likes
203
speed lunge wasn't overpowered but there were certain situations (being slightly elevated vs a jedi in close range) where you'd get instantly killed. the only counterplay was not letting yourself be in that situation. which isn't counterplay. especially since there's no way to know if a jedi has speed lunge until he uses it
You could say that about any force power. You don't know the Jedi/Sith has a force power until they use it. But once you know that player has it, you plan against it.
 
Posts
26
Likes
41
speed lunge wasn't overpowered but there were certain situations (being slightly elevated vs a jedi in close range) where you'd get instantly killed. the only counterplay was not letting yourself be in that situation. which isn't counterplay. especially since there's no way to know if a jedi has speed lunge until he uses it
So what you're saying is nerf stairs.

And by your logic they should nerf lightning and grip too. Same problem where the only counterplay is to not let yourself get into a situation where you can let a sith use lightning or grip on you, and you don't know if they have lightning or grip. The biggest difference is the situations where you're going to get wrecked by someone with lightning or grip are far more plentiful than either being on stairs or in midair in close range against someone with speed lunge. Not to mention running into someone with speed lunge is also far more rare an occurrence than running into someone with lightning or grip. It's just not in most jedi player's bag of tricks, and those of us that do use speed lunge you know are going to use speed lunge.

It's more of a problem for me as someone who only uses speed lunge trying to position a gunner so that I can do stuff like that, which takes time, resources (FP) and map knowledge, and even then it isn't always guaranteed to work depending on how temperamental speed lunge decides it wants to be.
 
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