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  1. GoodOl'Ben

    Feedback Thread: Open Beta (after V1.4.9) - Drop 4

    Outside IDR all shots are capped to 4 except for a few weapons (Deka, Pistol, Proj, T21 primary). This was coded in during RC2 dev. Initially set to the value of 2. Eventually lifted to 3 and then finally 4. Now removed in current beta, which feels great.
  2. GoodOl'Ben

    Feedback Thread: Open Beta (after V1.4.9) - Drop 4

    I am referring to our current live patch (1.4.9) where the drains are capped to 4. Removing that cap was a good thing to allow weapons to deal FP damage based on their own values. The rest, not so much.
  3. GoodOl'Ben

    Feedback Thread: Open Beta (after V1.4.9) - Drop 4

    Another bug Stamina run + gun broken Stamina doesn't turn off after walking/crouching I seem to only have 2 blobs instead of 3 at lvl1
  4. GoodOl'Ben

    Feedback Thread: Open Beta (after V1.4.9) - Drop 4

    No removing caps allows the FP drains to go over 4 FP outside IDR.
  5. GoodOl'Ben

    Feedback Thread: Open Beta (after V1.4.9) - Drop 4

    Jedi/Sith Feedback DOTF/Enclave Aggressive play as Jedi/Sith felt just like something not worth bothering due to the risks involved Relegated to Push duty for most of the game FP drains so low that passive play is better than active Lunarbase Abusing boxes and corners is easy as hell...
  6. GoodOl'Ben

    Mb2_Sarlacc - new jabba sail barge map

    I'll hop on and play on the map if there's other people playing! Our relationship is just sex. No love involved.
  7. GoodOl'Ben

    Making New Content is Pointless Now

    Playing on other servers/hosting our own servers worked in Europe quite well. I spent much of 2007-2009 era hopping on DOTF24/7 servers saying "hey, let's go play on BG or DG server!" and a couple of broskis would tag along after the leap. The server would fill up in about a half an hour...
  8. GoodOl'Ben

    Feedback Thread: Open Beta (after V1.4.9) - Drop 4

    It was an example that in the match-up of ARC vs Mando, there were tools to mitigate the effect to a degree where it was nearly a non-issue. In similar fashion Clones have blobs to shut down rockets. Heroes have Dash, Dodge, Projectile Rifle, fast movement speed and (in the current beta) Pistol...
  9. GoodOl'Ben

    Feedback Thread: Open Beta (after V1.4.9) - Drop 4

    At one point I used nothing but ions in my clone builds. The requirement to charge-up in order to achieve a lesser result than what you get with direct hits from concussive shots just quickly becomes evident. Ions can be a good offensive tool around corners, but so are grenades and bounced...
  10. GoodOl'Ben

    Feedback Thread: Open Beta (after V1.4.9) - Drop 4

    Ions have an insanely long setup. Anyone getting hit has a two week's heads up. You'll be behind cover before there's any risk for severe risk. I've never seen anyone use ions so good against non-droids that the degree of these nerfs is in any way understandable. This is how it is in current...
  11. GoodOl'Ben

    Feedback Thread: Open Beta (after V1.4.9) - Drop 4

    Drains are feeling minimal. Currently up close at facehug range the drains are roughly what the static IDR values are. Before then the drains are essentially 0 due to the FP regen being so fast. FP drains become insanely big at facehug range for high ROF weapons like the CR3. Overall the...
  12. GoodOl'Ben

    Feedback Thread: Open Beta (after V1.4.9) - Drop 4

    If there's a linear function that's based on distance controlling FP drains, it is impossible to have a reliable statistic unless all targets are drained from the exact same range. Part of the reason why I think static values like we've had so far as opposed to a linear function could work...
  13. GoodOl'Ben

    Feedback Thread: Open Beta (after V1.4.9) - Drop 4

    Pull has no punishment for mistakes. There is no risk involved beyond the FP cost, which is very low. A very cheap and frustrating strategy is to spam multiple pulls in a row on a walking target. Essentially first force the target to be within range of your saber. The target cannot react to...
  14. GoodOl'Ben

    Making New Content is Pointless Now

    I am always loudly opposing any changes that go too much towards homogenizing and removing liberties from players even at the expense of server owners running something shitty like one map 24/7. Enforcing a rotation would hurt playing custom games and running servers how people want. MB2 to me...
  15. GoodOl'Ben

    |FP COSTS (1.4.9)

    On a general level, yes. Per gun? Might not always be.
  16. GoodOl'Ben

    What is your favorite MB2 video?

    I can confirm, have seen Garg's dick.
  17. GoodOl'Ben

    What is your favorite MB2 video?

    Always #1 because of the ending. It's magnificent. I'll never learn how to have slow pacing in a video. :D When I found this, I was in absolute awe. One of the best.
  18. GoodOl'Ben

    Stomping Down Lightning

    Run after Lightning activates. They can't push for 1s after lightning deactivation. This is your moment.
  19. GoodOl'Ben

    Stomping Down Lightning

    This. Draining from a distance will be more relevant. Soldier/ET have the potential to perform some jukes to cause the first slash to miss. I've been thinking of making a tutorial video on my approach as it feels like it gives me a decent success rate. Your follow-up for this miss is the window...
  20. GoodOl'Ben

    Stomping Down Lightning

    Worth noting that Hero also has fast movement speed and Dash to mitigate it. This effectively leaves only Clone, Soldier and Elitetrooper super vulnerable. These classes have multiple lives and should partly play into the "cannon fodder" fantasy as long as a good player can perform actions to...
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