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  1. Tempest

    Mandolorian needs a nerf. Here's why

    Why should the counter to something be "die or try and take them with you while you die"?
  2. Tempest

    FFA?

    Midround joining is something I have ready for Duel mode in the next update aimed at the saber system.
  3. Tempest

    Feedback Thread: Open Beta (after V1.4.9) - Drop 2

    The continuing to fire thing is an interesting idea for Lightning. I had already thought about making it so that it just severely reduces your rate of fire, rather than completely negate it (at least for < 3 level).
  4. Tempest

    saber combat complexity

    Dueling was complex in the old days and there weren't even mechanics like ACC/ACM. I think that's the main issue that's being pointed at in this thread. There's so much convolution that just adds complexity, rather than good depth (not that there isn't some depth because of ACM, but it's caused...
  5. Tempest

    Feedback Thread: Open Beta (after V1.4.9) - Drop 2

    All erroneous knockback things should be ironed out now. Overall, I'm really curious to see if the extra knockback is even going to be needed with the removal of damage reduction actually providing knockback against saberists again. Merging stuff broke a few things..a cleaned up version of the...
  6. Tempest

    Mb2_Sarlacc - new jabba sail barge map

    Hi and welcome! Always good to see new modders popping in. We actually have a sailbarge map (I think you can get to it with just devmap or map and then "sailbarge" if I remember correctly). It has similar objectives to what you described. Enjoy your stay.
  7. Tempest

    The next steps forward

    This isn't forcing you to use a saber by any means. There's very little risk. Most of the time, you can peek around a corner and fire before you're even visible to the person shooting at you (and that's at close range, not even counting how hard it is to see people at medium range or further...
  8. Tempest

    The next steps forward

    The current ammo levels in the beta sessions is actually me being more lenient than what I had originally thought of for reduced ammo levels. There's no reason one weapon should be able to 1 shot an entire enemy team on a fully populated server without actually having some risk to missing shots...
  9. Tempest

    Feedback Thread: Open Beta (after V1.4.9) - Drop 2

    The base increase is only for level 3. They do have different figures. Pistol 3: damage = 28 + (charge tick count * 9.4) + 0.5) Pistol 2: damage = 26 + (charge tick count * 4.4) + 0.5) Charge ticks for Pistol 3 are 500ms while Pistol 2's are 1000ms.
  10. Tempest

    Feedback Thread: Open Beta (after V1.4.9) - Drop 2

    It's the regular pistol. Westars already start at a base of 28 for charging and have their own scaling (although maybe pistols should have the same scaling for charged shots for consistency, idk).
  11. Tempest

    Feedback Thread: Open Beta (after V1.4.9) - Drop 2

    For 3: Sprint is only deactivated with class special 1 to avoid weird interactions with crouch/walk + sprint (also more intuitive to just have stamina be on/off with 1 input) Sprint will always drain stamina while it's active (to make it so combining it with crouching/walking isn't free...
  12. Tempest

    Feedback Thread: Open Beta (after V1.4.9) - Drop 2

    2, 4, and 5 will be addressed in hotfix once @Defiant is around again.
  13. Tempest

    Feedback Thread: Open Beta (after V1.4.9) - Drop 1

    He's playing the open beta with the adjusted gunner v saber mechanics, so probably not. I still think that the effectiveness of Dodge should be based on level as well. Commanders being able to run around full ham with Dodge 2 + T21 is basically the equivalent of what happened when Purple was...
  14. Tempest

    Feedback Thread: Open Beta (after V1.4.9) - Drop 1

    Already have some stuff for next session ready. Have plans for further down the line.
  15. Tempest

    Feedback Thread: Open Beta (after V1.4.9) - Drop 1

    My feedback: I forgot to actually get the knockback stuff included for the test, so we'll get to see how it plays out in the next session.
  16. Tempest

    The next steps forward

    Flinch doesn't actually stop any of the previous tactics that smarter saberists use to kill gunners (primarily good timing of crouch swinging or utilizing some acrobatics with swings; even if flinch activation range was increased, it would only somewhat minimize these). The issue with flinch is...
  17. Tempest

    The next steps forward

    All projectiles are getting speed increases.
  18. Tempest

    The next steps forward

    Hey everyone. I know that a lot of were expecting changes for the current state of saber v gunner and/or saber v saber in this patch but I assure you, things are still in motion to get those settled and pushed out! As a preface, MB2 has had a theme of changing things for the sake of changing or...
  19. Tempest

    Droideka Change

    I've thought about how to adjust Deka on and off and the simplest thing(s) would be: - Decrease shield totals per level and increase hull amount per level PM would be less broken since you'd have less total resource to fill up (500 by itself is already enough in most cases unless you're under a...
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