Movie Battles II V1.6.2 Released

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V1.6.2 Update

General
  • New: In acknowledgement of the global pandemic and a reminder to practice proper social distancing, we have added a special seasonal "hat" (face masks). As with other events, visibility can be toggled in Settings -> Video -> Visual Options -> Seasonal Hats, or with cg_scrooge in console. We hope everyone in the community manages to stay safe in these trying times.
  • New: Discord Rich Presence.
    • Discord RP shows the server you are actively playing on, as well as map, mode, class, and time. It is opt-in by default, so go to Settings -> Other -> Rich Presence to enable it, or type /cg_discord 1 in console.
    • Note: This is currently Windows only.
  • Fix: "siegeclassopen" is no longer broadcast at times when it's unable to be done as a command.
  • Fix: Player HUD should now reset to turned on when joining a server.
  • Change: Player names are now logged into the ClientConnect string in server logs when joining the server.
  • Fix/Change: Class/team limits logic reworked. Should no longer kick players to spectator when they're already on a team and haven't changed classes. Message to player is now printed to the center of screen instead of to console to make it more obvious what's happening.
  • Fix: Corrected issue with muzzle charge on some FA classes showing a missing shader.
  • Fix: Custom Model Overrides sometimes not working as intended (example having both Peneke, HB and other packs in MBII folder at once and not all models showing up in Custom Models area
    • It is advised to use z_zz_nameofpk3.pk3 format when creating model packs.
  • New: More 'give ___' commands added (for when cheats are enabled on a server):
    • give health, give weapons, give ammo, give armor, give fuel, give battery, give BP, give stamina, give lives
Gameplay
  • Fix: Saberists no longer have their rolls canceled or take damage at points during the rolls after being shot.
  • Change: Saberists now have normalized knockback applied while in the air (albeit reduced to avoid being juggled in the air).
  • Fix: Players no longer turn invisible if their model/class has an animation without any frames in it.
  • Change: EE-3 Primary FP drain multiplier increased by 50%.
  • Change: Westar M5 FP drain multiplier reduced by 25%.
  • Change: E-11 Primary FP drain multiplier increased by 25%.
  • Change: Wrist Laser FP drain multiplier decreased by 18%.
  • Change: Fire Grenades now instantly light player on fire. Secondary fire nades should prove to be more useful now.
  • Change: Sonic grenade explosion timer (while attached to a surface) increased from 60 seconds to 100 seconds.
  • Change: Messages regarding class queues in FA (such as being removed from a class or your position in queue for a class) now have a duration of 14 seconds instead of 7.
  • Fix: Blue, Cyan, and Purple styles can once again be selected all at the same time instead of only being able to pick Blue, Cyan, and Red styles.
  • Change: Dodge:
    • Some missing entries for hitbox locations that may be causing inconsistencies for triggering Dodge have been fixed.
    • Now drains more slowly (250ms between ticks instead of 90ms).
    • No longer dodges headshots from Projectile Rifle or Disruptor Rifle.
    • Instead of just dodging all shots during the activation window, your Dodge point pool now steadily drains after activating and when being shot at. Shots at closer ranges drain more Dodge points than being shot from far away (capped at 480 units of distance).
    • Requires 20 Dodge points to be activated.
    • Electrifying effects (ions, lightning, etc.) disable Dodge.
  • Change: Wookiee:
    • Point prices restructured to allow for more hybrid Wookiee builds plus the changes described below.
      • Change: Strength: 5/10/15 -> 5/15/10
      • Change: Pistol: 0/4 -> 0/3
      • Change: Fury: 5/12 -> 9/15
      • Change: Health: 5/10/15 -> 5/10/10
      • Change: Bowcaster: 8/9/10 -> 8/9/11
      • Change: Ammo: 4/6 -> 3/4
      • Change: Frags: 10/10 -> 9/9
    • Strength:
      • Change: Level 2
        • Now gives 1.15x movement speed in melee (roughly ET speed, still slower than Strength 3).
        • Makes you immune to knockback from projectiles and secondary frag grenades.
        • Punch damage now equivalent to Strength 1 (only 2x instead of 2x and additional bonus damage for being heavy melee).
        • Reduces Push/Pull displacement by 33%.
    • Fury:
      • Change: No longer gains additional Rage from a kill.
      • Change: Rage gained from primary frag grenades is now capped at 15 per target.
      • Change: Level 1
        • Unlocks shoulder barge
        • Gains half Rage from all sources
        • Damage reduction lowered from 30% to 15%
      • Change: Level 2
        • Now drains over time (every 2 seconds compared to level 1's every 1 seconds)
        • Combat timer before Rage starts to drain increases from 5 to 20 seconds
    • Barge:
      • Change: Now deals a flat 15 damage.
      • Change: Now staggers vs crouched saberists with Fury 2
    • Bowcaster:
      • New: Gunbash now given to Bowcaster by default (activated via class special two).
      • Change: Level 1 rate of fire increased (1.5x delay to 1.4x).
      • Change: Level 2 rate of fire increased (1.35x delay to 1.2x).
      • Change: Level 3 rate of fire increased (1.2x delay to 1.1x).
      • Change: Max base damage on charged shots decreased from 90 to 85.
    • Ammo:
      • Change: Max ammo for Bowcaster is now 700/500/300
      • Change: Max ammo for Wookiee pistol is now 400/300/200
Maps
  • Change: mb2_corellia (click here for a visual guide of the changes)
    • Entry area:
      • Change: Expanded attacker spawn and entry area and removed lift hallway to reduce travel time.
      • Change: Elevated entry area to hangar level to prevent lift congestion. Lift now connects the commercial area instead.
      • Change: Layout of remaining parts of commercial area adjusted to reduce travel time.
      • Change: Reduced lower vents bomb hack from 4 to 2 seconds.
    • Hangar:
      • New: Moved the tables/overlook from the commercial area to where the outer corridor was, and expanded it into a tapcafe. The back of the bar connects a new hangar catwalk route leading to the cargo room.
      • Change: Added walkway ladders near the back of the hangar and restored unique floor texture.
      • Change: Moved hangar door hack locations farther away from doors to reduce ambush risk.
      • Remove: Deleted the "mando" hangar catwalk hatch.
    • Cargo room:
      • New: Added a third vent entry to the cargo room from the lower vents, located between the existing two.
      • New: Added another catwalk lift opposite the original.
      • New: Added crossover catwalk in the center of the room.
      • Change: Original catwalk lift shifted to the side of catwalk and starts lowered.
      • Change: Rear door (closest to defender spawn) starts unlocked for both sides and there is no longer a 12 second delay. Both teams should still reach the main hangar door simultaneously in the new layout.
      • Change: Added additional box climbing paths and cover areas throughout the room.
      • Change: Attacker spawn move trigger shifted farther back and added notification for attacking team.
      • Change: Top of light panels on cargo room walls are now slippery.
    • Generator:
      • Change: Connected generator room to the services corridor (now named t-junction). This change removes the left gen door in the cargo room and moves the right door between where the left and right originally were.
      • Change: Generator door hack now faces defender spawn and can also trigger the attacker spawn move.
      • Change: Widened generator room, doors, and its adjacent corridors.
      • Fix: Made generator easier to damage with lightsabers, and rotating parts will hurt players.
    • Security center:
      • Change: Shifted location of security center and expanded security corridor. Both are also closer to cargo room now due to the t-junction corridor being shortened.
      • Change: Hidden vent route to security center now connects with the top of the security corridor instead of cargo room.
      • Change: Access vent lift moved to the bottom of the security corridor / center of main access vent area.
      • Change: Added turret outside security center that alerts defenders to the presence of intruders.
    • Miscellaneous:
      • Change: All lifts move 50% faster and enclosed ones are cushioned.
      • Change: All locked doors make noise when unlocked, and have a quick unlock button on the inner side. They will also be unlocked automatically if the secondary objective is completed (hangar shield shutdown).
      • Change: Improved music quality.
      • Fix: Mitigated SBDs shooting over large crates at humanoid height.
      • Fix: Adjusted vent jump pad triggers so they are only usable when players are clear to go up.
      • Fix: Several visual and clipping fixes, and miscellaneous optimization.
  • Change: mb2_citadel
    • Red/Blue forcefields added in Reb secondary spawn to make orientation more clear.
    • Instead of two hacks, the new secondary objective is to capture 2/3 zones on the map.
    • Rebels now spawn in the Power Core (now middle capture zone area). Secondary spawns occur at previous location.
    • Imperials now spawn closer to the Vault once they have broken it open.
    • GFX on mini-map revised to make objectives far more clear.
  • Change: mb2_dxun
    • Objective health increased by roughly 2x for larger crates and 1.5x for smaller crates.
  • New: mb2_duel_corellia
    • A dueling focused variant of Corellia with no objectives. Contains only the cargo room, hangar, business center, and a tapcafe served by a grammatically challenged bartender.
  • New: mb2_duel_supremacy
    • New duel map based on episode 8's throne fight, complete with Elite Praetorian guards and their unique weapons in FA mode.
  • New: uMad? Map Pack v3
    • New: Bespin v2 - a whole new version the most classic FFA duel map around.
      • Features two maps, one for Duel mode (uM_Bespin) and one for Open (uM_Bespin_Open)
    • Change: Prior release's uM_Bespin renamed to uM_Bespin_Classic
    • New: CTF and InstaGib maps:
      • CTF: These maps have newly working flag objectives (which require multiple captures) and share the same FA.
        • uM_CTF_Bespin (ported from base JK2)
        • uM_CTF_Coruscant (ported from base JK3)
        • uM_CTF_NarShaddaa (ported from base JK2)
        • uM_CTF_OceanTemple (custom, created by .biggs)
      • InstaGib Disruptor CTF maps:
        • uM_GIB_Bespin (ported from base JK2)
        • uM_GIB_Coruscant (ported from base JK3)
        • uM_GIB_NarShaddaa (ported from JK2)
        • uM_GIB_Imperial (ported from base JK2)
    • Duel mode maps:
      • New: uM_Cantina - A fun little cantina to duel / have a ruby bliels at.
      • New: uM_Colosseum - Port/Remake of a JK3 duel classic. This uses the new Legends Duel Teams as the FA.
      • New: uM_CultBattle
      • New: uM_Dojo
      • New: uM_LavaDuel
      • New: uM_LavaRising
      • New: uM_Water
    • Open/Other maps:
      • New: uM_CrazyRace2 - Jack's Crazy Race 2
      • New: uM_SarlaccBarge - remade Sailbarge (mb2_sailbarge remains, don't worry)
      • New: uM_LastOneSinking - Title says it all.
      • New: uM_Birdmino - A really weird birthday present given to FrenzY.
  • Add maps list (admins and server hosts may reference this if updating their RTV maps.txt):
    • MB2_Duel_Corellia
      MB2_Duel_Supremacy
      uM_Bespin_Open
      uM_Bespin_Classic
      uM_Birdmino
      uM_Cantina
      uM_CrazyRace2
      uM_CTF_Bespin
      uM_CTF_Coruscant
      uM_CTF_NarShaddaa
      uM_CTF_OceanTemple
      uM_Colosseum
      uM_CultBattle
      uM_Dojo
      uM_GIB_Bespin
      uM_GIB_Coruscant
      uM_GIB_Imperial
      uM_GIB_NarShaddaa
      uM_LastOneSinking
      uM_LavaDuel
      uM_LavaRising
      uM_SarlaccBarge
      uM_Water
Legends
Once again, in an effort to continue to find that fine line between competitive balance and fun, nearly every class has been tweaked in minor ways.

Reminder: Legends mode is also a fun way for people to experiment with FA team combinations! Take a look at this guide for information and a full list of other team file names to experiment with trying maps with non-intended FAs loaded on them via the g_siegeteam1 and g_siegeteam2 commands.
  • New: 12 new classes: Jedi/Cultist (basic saberist with extra life), Imp/Resistance Heavy Pilots (solds with rockets), Rebel Infiltrator, Clonetroopers, Tarfful, Jan Ors, Lando, Greedo, Gamorrean, Reelo Baruk, and Burg (the Devaronian from The Mandalorian).
  • Class changes (there are more smaller balance changes than this, but these are the major tweaks):
    • Fix: Ventress buffed, has proper attack/defense, Speed 3, Mind Trick, Grip 3, Jump 3
    • Change: Jyn buffed, now has flip kick, Gunbash, Portable E-Web, Rally and Heavy Melee
    • Change: Finn nerfed, 5% slower speed, blaster 2 and less armor.
    • Change: Sidious, Nihilus now has more attack points
    • Change: Jerec given Repulse.
    • Change: Tusken's health nerfed, but given extra life.
    • Change: Durge and Desann given more HP.
    • Change: Grevious and Hanhar have slightly less attack and block points.
    • Change: Visas given faster FP regen
    • Change: Luke given more FP Pool
    • Change: Bossk can now quickthrow fire nades
  • Change/Fix: Flip kick now has a base damage of 8 and no longer damages or knocks over allies.
  • Change: Ammo Dispenser:
    • Fix: PLX getting more than 6 rockets
      • Now gives ammo goes according to which PLX level is set, otherwise it caps at 1 (if there's no customAmmo value set).
    • Fix: Adds 2 ammo to Projectile Rifle
    • Fix: Missing grenade entries should now be accounted for.
    • Change: Cooldown raised to 10 seconds from 5 seconds.
    • Change: No longer allows for giving ammo by pressing/holding "use" on another player
  • New: New Team file for Sith/Jedi Legends classes only (no gunner classes)
    • rcon g_siegeteam1 "LEG_Evil_duel"; g_siegeteam2 "LEG_Evil_duel"; mbmode 4 nameofmap"
    • Currently the new map uM_colosseum uses this as it's default FA
User Interface
  • Change: Restored Find Player menu.
Models
  • New: Added A'Sharad Hett's Hilts.
  • New: Added Darth Malgus' Damaged Hilt.
  • New: Restored Darth Revan's TOR Hilt with an improved model.
  • New: Added Darth Sion's Hilt.
  • New: Added Galen Marek's Ceremonial Jedi Robes Hilt.
  • New: Added Jocasta Nu's Hilt.
  • New: Added Lord Kallig's Hilt.
  • New: Added Mara Jade's First Hilt (Emperor's Hand).
  • New: Added Orgus Din's Hilt.
  • New: Added Rosh Penin's Hilt.
  • New: Added Tavion Axmis's Hilt.
  • New: Added Thexan's Hilt.
  • New: Added Tulak Hord's Hilt.
  • New: Added Turanis Hilt.
  • New: Added Zayne Carrick's Hilt.
  • Change: Updated Centurion Hilt with an enhanced model.
  • Change: Updated Darth Malgus' Hilt with an enhanced model.
  • Change: Updated Satele Shan's Hilt with an enhanced model.
  • Change: Updated Sith Stalker Hilt with improved textures.
  • Fix: Fixed Centurion missing it's ignition sound.
  • Fix: Fixed Galen Marek's TFU II Hilts missing their ignition sounds.
Changed Files ( Manual / Server Downloads )
Code:
GameData-
discord_game_sdk.dll
MBII-
FAMBModels.pk3
MBAssets3.pk3
MBAssets4.pk3
MBHilts.pk3
MBII Maps-Models Credits.txt
MBII.pk3
MBII_Mac.pk3
MB_Effects.pk3
cgamei386.so
jampgamei386.nopp.so
jampgamei386.so
mb2_corellia.pk3
mb2_crait.pk3
mb2_dxun.pk3
mb2_scarif.pk3
mb2_um_assets.pk3
mb2_um_assets2.pk3
mb2_um_assets3.pk3
mb2_um_assets4.pk3
uii386.so

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
 
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Noob

Just a Guy
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Movie Battles II Team
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Same could be said about me, yet you hold possession of screenshots and faked messages of said "No-name", seems like a lot of effort to go through.

Don't reference me again, I don't even know most of you.
You can feel free to join EXE when you have no dignity left to lose
 
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I understand the point. I think a helpful tweak for balance is not incredibly high FP damage per weapon, but more variety... perhaps buffs in melee or certain tools which help in close range, rather than guns which can drain all fp in only a few shots. Adding further purchasable or baked-in counter moves would make more sense than further micro fp dmg management.

Some ideas (feel free to chime in):
  • Gunbash-like moves for all classes
  • Melee alternatives, per class
  • Tanking with Beskar
  • Blocking a saber hit (but not blaster fire of full body) with a wrist shield
Personally I don't think that each class needs to have different kinds of melee mechanics. Melee just needs to be better at close range since it isn't really rewarding enough to actually outplay someone with melee. Jedi shouldn't have damage resistance to melee and they shouldn't be able to just use their quick getup if they get knocked over by melee. I also think that anyone trying to use a weapon on someone using melee should die if they still get kata'd by someone using melee, and insta-kill katas on anyone currently with a weapon out wouldn't be op because if you were to just knock them over currently you could just shoot them to death while they're on the ground. Melee should also grant side-rolls to anyone that currently has melee out, this will improve melee vs melee and it will make melee more viable against saberists that use force powers if someone gets force pushed back far enough.

Gun bashes for gunners wouldn't be too bad, I like that idea.

Personally all I think mandos need are side roll getups and the same movement speed as commanders and elite troopers, because currently their movement speed is slower than those classes.

The wrist shield could be a good idea, I don't really have any ideas on that tbh.
 
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RG4

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As someone who usually plays forcewhore:

ARCs have far more protection from Force Powers(besides grip) than most other non-wook/non-droid gunners. Ever since the lightning stun change was introduced, all that is needed to counter ANY competent forcewhore is to either switch to ARC or Wook, this is primarily because the vast majority of weapons FWs get are negated by ARCs and Wooks. The only thing the ARC doesn't get that the Wook does is the Wooks grip immunity. ARCs are damaged the same way Wooks are, and before a recent lightning change, fully armored Dex ARCs had about the same TTK as health 3 Wooks did because their armor, like most armor will almost totally negate lightning's effect on the health pool of the victim, and will need to be reduced to 0 before any significant damage can be done. Their advantage was that Armor 3 ARCs get... A LOT of armor, so they are far more equipped to deal with Lightning than just about any class besides Jedi/Wook.

This is not to say ARCs weren't a problem before the changes, given that the only reliable way for a FW to kill an ARC was to cheese it with lightning stun and melee. It's just that now there are only 3 ways for a competent FW to combat an ARC even with team support as opposed to the original 4 ways.

1.) Cheese Method - Find a pit, push ARC in.
2.) Grip Method - Find a large room or a pit, throw ARC into pit, or into ceiling of room like Falc Hangar.
3.) Wook Method - Find a height advantage, jump down spray with lightning until 20 fp, jump back up to HA, regen, repeat(named for the only method of dealing with Wooks as a FW.)

You have to cheese ARC like this because superpush/repulse doesn't work on them outside of contextually advantageous situations(such as: ARC comes out of fight with no stamina, etc...). You can't even pressure them with melee/lightning like the majority of other classes REBs side because they have a combat roll that can totally outpace a FW/Sith, and you can't punch them while they're down for fear of being shot in the face because they can fire while recovering from knockdown. This means the safest option for dealing with ARCs outside of pushing them down a death pit is to lightning them to death if you don't have grip, and if you DO have grip, the safest option is to isolate them so you can grip them and... have you guessed it?

Throw them down a pit.

As for the state of saber Sith v ARC, I do think that one handed Lightning 3 has needed a nerf for quite awhile now, though I disagree that ARCs should have any extra protection against grip compared to other classes, given that every class played intelligently should have some protection against such a power. This protection is known as:

1.) Teammates.
2.) Movement.

If you're rushing main hall from REB spawn on deathstar, and you run into 2 Sith while you yourself are solo, and you decide to run in against them full well knowing that you won't be able to escape one Sith's grip because the other Sith has pull, and that limits your innate mastery of movement as an ARC, it's not the class's fault you are losing, it's yours.

Solo, grip is nerfed enough as it is, and any decent ARC trooper should be able to avoid it in a 1v1 given the strict aim requirement for lock-on, and the time required for griplock to finish. If you had complained about grip when it was still instant, I would understand your problem with it, as would many others given how much people bitched about it.

-

Melee is in a good spot as it is, there is little reason to buff it, given that knockdown->gun is usually enough to cripple a Sith/Jedi on its own. A good melee user can cripple a Jedi/Sith for the rest of the match 1/3 times using only melee, to say nothing of what happens when that same user is given a gun, and has just swept a Jedi/Sith to the ground(guaranteed crippling). This is not even mentioning the great easy time a competent forcewhore has against anything that can't shoot while it's recovering from knockdown, given how easy it is to pressure heroes and other classes into running after recovery when you've knocked them down and crippled them with your fists, leaving them open to lightning push.

Of course this is all talk from somebody who hasn't even played this patch yet, mostly because of the sweepkick change which may or may not have been intentional and likewise may or may not be reverted.

Here's hoping it is.



This is already a problem and has been for years, I can elaborate if you'd like, however I feel like that'd turn into an argument involving more people than just you and I.
I wasn't talking about Force Whores.
One can take grip 3 with saber defense and use it fairly well, likewise, one can still superpush/lightning push an ARC as long as they meet the condition that they're running or jumping. If you're so worried about meleeing an ARC trooper as a FW, then pick a saber and run it without defense if you still wanna use repulse. My little suggestion wasn't based around the instant countering of FW.

The idea is to make ARC far more of a threat to Sith, similar to how SBDs,Dekas,BH,Mandos and Wookiees have unique properties to countering Force Users.
 
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As a Jedi I'm still getting top of the leaderboard against very competent gunners; most of whom are doing nothing wrong. Has there been talk of having cortosis see its way to more classes? What about maybe some more stun-grenade type weapons or attacks to slow down force user mobility (Didn't Boba use a wrist-wire in RoTJ against Luke? That'd be neat)

Also, Push and Pull should have the same technique: Proper aim and smaller arc. Finally, has there been talk of having flinch/stagger occur when swings are attempted at low or no forcepoints? If the gunner is getting bodyshots, they shouldn't be punished by losing their head.
 
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I wasn't talking about Force Whores.
One can take grip 3 with saber defense and use it fairly well, likewise, one can still superpush/lightning push an ARC as long as they meet the condition that they're running or jumping. If you're so worried about meleeing an ARC trooper as a FW, then pick a saber and run it without defense if you still wanna use repulse. My little suggestion wasn't based around the instant countering of FW.

The idea is to make ARC far more of a threat to Sith, similar to how SBDs,Dekas,BH,Mandos and Wookiees have unique properties to countering Force Users.

Grip 3 is still relatively mediocre given that most of the time the requirement is that the victim be alone, or the forcewhore risks being shot or even killed as they use it as they can't block. It's only really good when you've got somebody separated from their group. Grip is extremely context sensitive.

You can't superpush an ARC with dex 3 because when you pull them, they go into a forward roll, and if they are not in knockdown state, they are not eligible for being terminally superpushed. It's a little different if they're jumping, but besides teamfights, you're not going to run into many situations where ARCs will jump in front of a forcewhore, not unless they're stupid, anyways. Likewise, lightning push also does not work because they just go into a backroll recovery immediately. The only reliable time to superpush an ARC is in teamfights when the ARC is either jumping, or low on stamina.

I shouldn't have to take saber when I have force, since it's a legitimate option against 90% of the other classes including Jedi/Wook. The only reason it's unusable against ARC(besides grip) is because a FW can't run from an ARC without high ground, an ARC can run FW down like Deka can run down Solds, albeit a bit slower.

All I see you asking is that the one tool Sith have to effectively lock down a solo ARC trooper is taken away.

I suggest you widen the view of your suggestion a little bit, maybe suggest something that ALL classes can use to avoid being locked down at a point-cost. Agility training to be able to roll after being pushed down, perhaps? most classes roll away from the death that being pushed down or pulled forward usually guarantees.

-

ARC is already both decent at avoiding Grip because of the classes' mastery of movement, and better than Sold/ET/Clone at fighting Sith because of the M5s fp drain, and the classes' extreme mobility. For Sith, it's like fighting those annoying gun cultists in JASP but with greater mobility and only semi force immunity as opposed to nearly full. Hell, I'd even say that to some degree it's better against Sith than Hero because of the higher mobility and semi force immunity, dash is nothing compared to diving halfway across a room and totally outpacing every other foot based class besides Hero/BH/Clone, especially when you can just ignore push.
 
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Yellow meta in a nutshell.
Hey dude, i started mb2 in the end of v1.5.x and i don't know how was the old (1.4.x) dueling meta. In which version did they change it? I want to see the changelog and see what people wrote to the comments

i mean like, why did people liked the old one. Why did they changed it if ppl liked it. i watched old videos like 5 or 7 years old ones and i can't feel the diffirence.
 
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sweeping jedi/gunners is skill

push keys arent

give me back my sweeping kick please, unless its bugged like people ''suggest''
If its bugged then thats understandable. But if they purposefully made so sweep cannot knockdown jedi then thats very stupid.
 
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Gunner vs Saberist balance is actually much better than what people in this thread would have you believe. Although, I haven't really seen knockback working as intended so idk...

Rebs Wookie/Clone and Imps SBD/T-21 absolutely shit on jedi/sith 1v1. Moreso wookie and sbd cuz they can't get knocked over, but with the right movement and a well placed blob, ez win.

I would be very careful in taking advice from some of the people on this forum and in-game... I'm already hearing cries of wookie being OP by sith mains (LUL).

I still believe Mandos should have hero roll or something... ARC is the mando equivalent on rebs and it has it.. why wouldn't a MANDO?!?!

EDIT: DEKA SHOULDN'T BE IN THE GAME. ty.
 
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Gunner vs Saberist balance is actually much better than what people in this thread would have you believe. Although, I haven't really seen knockback working as intended so idk...

Rebs Wookie/Clone and Imps SBD/T-21 absolutely shit on jedi/sith 1v1. Moreso wookie and sbd cuz they can't get knocked over, but with the right movement and a well placed blob, ez win.

I would be very careful in taking advice from some of the people on this forum and in-game... I'm already hearing cries of wookie being OP by sith mains (LUL).

I still believe Mandos should have hero roll or something... ARC is the mando equivalent on rebs and it has it.. why wouldn't a MANDO?!?!

EDIT: DEKA SHOULDN'T BE IN THE GAME. ty.
because mandalorians can fly but arcs can't. mando>arc trooper for me.
 
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fuck, had I known there was an update coming I'd have asked for Alora's hilt
by the way, no deathstar fix?
 
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The library also needs updating. I feel arcs need some changes too, you can't diversity your build enough if you invest all in stamina and Dex.

And I know this has been said to death, but im tired of firing 5 shots into a jedi, he survives and sabers me. Jedi/sith get so many second chances it's ridiculous. One fuck up as a gunner and your dead.
 

FrenzY

Chaos Connoisseur
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fuck, had I known there was an update coming I'd have asked for Alora's hilt
by the way, no deathstar fix?
If you mean issues regarding the crashes, we did take a look and applied a few performance tweaks/fixes to the 'problem area' causing crashes.
 

Tempest

Gameplay Design
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@KaniganTheMando
FP drains are no longer tied to HP damage by default. The FP drain on EE3 sniper should be about the same as before its base damage got reduced.

Also, swings do currently get flinched/canceled if a saberist doesn't have enough FP to block the shot.
 
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If you mean issues regarding the crashes, we did take a look and applied a few performance tweaks/fixes to the 'problem area' causing crashes.
was talking about elevator glitch, abyss glitch in reb spawn, see through glitches, etc
 
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