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
 
Last edited by a moderator:
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I don't really think the wrist-laser nerf is that big of a deal. It was probably done to balance EE-3 + wrist FP drain.

ee-3 sniper drains are ass now since drains are scaled by dmg, and even with buff the primary fire is incredibly unreliable (forced to burst), esp. considering how high fp regen is currently and how low running drains are.
 
Last edited:

Spaghetti

Ghost
R2D2
Movie Battles II Team Retired
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1,637
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This was the only reason i'd play that map
Oh no. It's too bad it wasn't removed for a good reason, like there being another larger door up there that functionally replaces it. 🤔
 

Spaghetti

Ghost
R2D2
Movie Battles II Team Retired
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It's not the same >:c
Well yeah. It's even stronger for Mandos in some ways (door automatically opens so you can corner and peak easily), but attackers at least have some counter play options by using the tapcafe route.
 

Nex

EU Official Server Admin
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All the wookie changes are welcome, the class may be once more somewhat viable, at least on closed maps like lunarbase etc, but I think it's still gonna perform poorly on open ones like dotf or sdestroyer.

Although this:
Change: Westar M5 FP drain multiplier reduced by 25%.
This is actually really dumb. Short ammo clip wasn't enough I guess? Did you guys even test it? Because I did with my folks last night. Good luck draining sith's fp (capable one) down to zero. If people were complaining for M5 being so op'd due to perfect accuracy then just remove M5 lvl 2 completely and leave lvl 1 the only option, that would have been perfect solution (M5 lvl 1 works just like E-11 secondary though). As if ARC wasn't already the weakest class in the game and you've just made it even worse. The Sith can just run around you in circles and the only way to have any successful chance of taking him out in fair 1v1 combat it is to rely fully on knockbacks or sith's fail attack attempts i.e bad push/pulls/saber swings. I really can't seem to understand what was wrong with previous M5 fp drains and what was logic behind that change. Considering the only reason to even pick ARC out of all gunner classes (maybe except clone trooper which was and still is far better choice due to blobs) was exactly to counter Sith's spam on the first place to keep them in check with M5, sadly that won't be the case anymore.

Change: EE-3 Primary FP drain multiplier increased by 50%.

Sounds like overkill and feels good. Anything that rekts jumping glowsticks will find my positive feedback. But why mess around over and over with that weap...? This is never ending road. Why not just remove EE-3 primary spread after few shots and revert snipe mode base dmg back to 100 and x2 shots per clip like it was before (fp drains aside)? Kinda interesting logic that on the one hand you lower fp multipliers for the weakest reb gunner class (arc/m5) and on the other you increase it for quite powerful imp that is Mando up by 50%...? It's even more intruiging if you notice imps have got far better classes overall.

Change: Wrist Laser FP drain multiplier decreased by 18%.

As if most players even use wrist laser to begin with, lmao. Even though understandable having EE-3 primary fp multipler buffed it's still silly. I personally used it only as in EE-3 snipe + insta wrist laser combo to cause massive fp drains after just two series of these. I'm curious how it's gonna work out now.

Corellia entry area rework completely worthless and pointless as the main issue still remain - imps can pin down rebs behind one tiny door in matter of seconds. Played and tested. This small door out of red room should've been removed and replaced by far bigger entrace. Plus left outer corridor/route should be directly connected to the red spawn room imo. By the time whole team gets through this tiny door most of them is already exposed to snipe/nade/rocket spam.

Also, when we can expect deka roll bug fix? Are you guys even aware?
 
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I been gone for a while, but I have been making my way back into the way of things for the past couple of months. Normally, I avoid MB2 forums as most of the time it just leads to debates that go no where. But, let's see if anything has changed over the years.

The two classes I mainly play is either Jedi/Sith or ET (though some would argue I play on imps more than rebs). As a Jedi/Sith player, I can tell you that these updates seem way to jedi/sith bias while the gunners kind of get left in the dust and its been that way for a long time. In the great era of b18 (when I joined), there used to be corpse nading. That was one of the few times I can say that gunners had an easy time against jedi/sith. Not saying that should have been a thing, but at some point you gotta ask when gunners are going to be given a fair chance in a one on one fight versus jedi/sith.

General Feedback:
- The gunslap that was added to the wook is completely pointless, as it doesn't knockdown and its range seems shorter than a regular punch. Who would risk slapping an enemy for 15 hp worth of damage w/ your gun out for no knockdown when the alternative is just talking out your wook fist to get a free slap knockdown kill? My recommendation would be to make it so if someone purchased strength 3 to allow it to knockdown. I haven't looked at the points lately for wook, so strength 2 may make it more viable. The main idea is that wook should be a deterrent for sith just as SBDs are a deterrent for jedi.

- The "Hidden" change to basically make players immune to sweep kick knockdown if they crouch I think is a bad move. You just took away one of the few alternatives gunners actually have against jedi/sith and I feel like they already have enough trouble as it is one on one. There has been this growing need to spam crouch horizontal slashes in open versus gunners and jedi/sith. I am curious to know 1. why it wasn't in the patch notes, and 2. why this was changed in the first place?

- I think jedi/sith flinch at low fp should make a return. Knockback doesn't work well at all.

Things I would like to see in future updates:
- I mentioned this a long time ago, but I don't see Star wars getting a new game that is worth its fanbase as long as EA has the license. If you all actually want the fanbase to come to this mod or want to make this mod worth star wars fans checking out, I think you all should re-work the NPCs already built into the game. You could start by updating the Singleplayer to be compatible with the NPCs and look into a further project of making it co-op. Alternatively, you could look into implementation of NPCs in the average played maps similar to how titanfall has killable grunts. This would make even empty servers seem lively and allow new players to practice if necessary.

- I'd like for shotguns to make it to Open at some point. Close range/high damage weapons. I've been using e-11 2 for the longest time as a pseudo shotgun and i think they could get balanced out for open play.
 

Preston

Nerd
Posts
1,022
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653
I been gone for a while, but I have been making my way back into the way of things for the past couple of months. Normally, I avoid MB2 forums as most of the time it just leads to debates that go no where. But, let's see if anything has changed over the years.

The two classes I mainly play is either Jedi/Sith or ET (though some would argue I play on imps more than rebs). As a Jedi/Sith player, I can tell you that these updates seem way to jedi/sith bias while the gunners kind of get left in the dust and its been that way for a long time. In the great era of b18 (when I joined), there used to be corpse nading. That was one of the few times I can say that gunners had an easy time against jedi/sith. Not saying that should have been a thing, but at some point you gotta ask when gunners are going to be given a fair chance in a one on one fight versus jedi/sith.

General Feedback:
- The gunslap that was added to the wook is completely pointless, as it doesn't knockdown and its range seems shorter than a regular punch. Who would risk slapping an enemy for 15 hp worth of damage w/ your gun out for no knockdown when the alternative is just talking out your wook fist to get a free slap knockdown kill? My recommendation would be to make it so if someone purchased strength 3 to allow it to knockdown. I haven't looked at the points lately for wook, so strength 2 may make it more viable. The main idea is that wook should be a deterrent for sith just as SBDs are a deterrent for jedi.

- The "Hidden" change to basically make players immune to sweep kick knockdown if they crouch I think is a bad move. You just took away one of the few alternatives gunners actually have against jedi/sith and I feel like they already have enough trouble as it is one on one. There has been this growing need to spam crouch horizontal slashes in open versus gunners and jedi/sith. I am curious to know 1. why it wasn't in the patch notes, and 2. why this was changed in the first place?

- I think jedi/sith flinch at low fp should make a return. Knockback doesn't work well at all.

Things I would like to see in future updates:
- I mentioned this a long time ago, but I don't see Star wars getting a new game that is worth its fanbase as long as EA has the license. If you all actually want the fanbase to come to this mod or want to make this mod worth star wars fans checking out, I think you all should re-work the NPCs already built into the game. You could start by updating the Singleplayer to be compatible with the NPCs and look into a further project of making it co-op. Alternatively, you could look into implementation of NPCs in the average played maps similar to how titanfall has killable grunts. This would make even empty servers seem lively and allow new players to practice if necessary.

- I'd like for shotguns to make it to Open at some point. Close range/high damage weapons. I've been using e-11 2 for the longest time as a pseudo shotgun and i think they could get balanced out for open play.
I disagree, gunning is in the best spot its been in atleast several years. However changing things like removing knockdowns on sweepkicks is dumb and needs to be reverted, and nerfing fp drains on some weapons is also not a good idea.
 

FrenzY

Chaos Connoisseur
Moderator
Movie Battles II Team
Posts
603
Likes
560
Sweepkicks no longer knock anyone over so long as they are crouching... Great, just what melee needs, to be even weaker even though it was already weak.

- The "Hidden" change to basically make players immune to sweep kick knockdown if they crouch I think is a bad move. You just took away one of the few alternatives gunners actually have against jedi/sith and I feel like they already have enough trouble as it is one on one. There has been this growing need to spam crouch horizontal slashes in open versus gunners and jedi/sith. I am curious to know 1. why it wasn't in the patch notes, and 2. why this was changed in the first place?

- I think jedi/sith flinch at low fp should make a return. Knockback doesn't work well at all.
However changing things like removing knockdowns on sweepkicks is dumb and needs to be reverted
Hoping to hotfix that this weekend.
 

FrenzY

Chaos Connoisseur
Moderator
Movie Battles II Team
Posts
603
Likes
560
Sounds like overkill and feels good. Anything that rekts jumping glowsticks will find my positive feedback. But why mess around over and over with that weap...? This is never ending road. Why not just remove EE-3 primary spread after few shots and revert snipe mode base dmg back to 100 and x2 shots per clip like it was before (fp drains aside)? Kinda interesting logic that on the one hand you lower fp multipliers for the weakest reb gunner class (arc/m5) and on the other you increase it for quite powerful imp that is Mando up by 50%...? It's even more intruiging if you notice imps have got far better classes overall.

At high level play, the wrist + Westar charge meta shot left no opportunity at all for Jedi to combat mando. Didn't actually have to do with the EE3 buff, though I can see why you would think that. Gotta keep in mind Mandos are very mobile escapists so to give them something they can INCREDIBLY quickly destroy a jedi with before they even attempt escape is a bit much.

The nerf was warranted, I understand why people think a bit too much... that has more to do with how the code rounds up the multiplier and I would have prefered around 15%ish
 
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I disagree, gunning is in the best spot its been in atleast several years.

Gunning is in a good place. Gunning vs jedi/sith not so much. It's easy to disagree when you have been playing the mod for years like you and I since anyone who has been playing for a while has already developed a keen sense of how to handle different issues. But, if you play open for more that 15 minutes, you can definitely hear/see the frustration of the community. The average player simply gets destroyed in jedi/sith vs gunner in most situations. It's very to easy to right it off as a "git gud" situation. But, are we really going to pretend like the damage reduction, lack of knockback and swingblocking (pseudo q3) on jedi/sith doesn't allow them just mow through a group of gunners? And in this scenario above I am talking about a single jedi/sith with minor competence to force push 3 once in a while. Imagine 2, 3, 4, etc.

Also, this is all rhetorical. I know the active devs that I have met in some of the open servers are seeing/hearing all this. I am just voicing my opinion here so its recorded. I am mainly suggesting that instead of continuing the build the mod around jedi/sith, work on the other aspects to create a more balanced experience for gunner vs jedi/sith scenarios.

With the personal note to add shotguns just cause I selfishly want them in open. I know that probably won't happen.
 

Preston

Nerd
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Gunning is in a good place. Gunning vs jedi/sith not so much. It's easy to disagree when you have been playing the mod for years like you and I since anyone who has been playing for a while has already developed a keen sense of how to handle different issues. But, if you play open for more that 15 minutes, you can definitely hear/see the frustration of the community. The average player simply gets destroyed in jedi/sith vs gunner in most situations. It's very to easy to right it off as a "git gud" situation. But, are we really going to pretend like the damage reduction, lack of knockback and swingblocking (pseudo q3) on jedi/sith doesn't allow them just mow through a group of gunners? And in this scenario above I am talking about a single jedi/sith with minor competence to force push 3 once in a while. Imagine 2, 3, 4, etc.

Also, this is all rhetorical. I know the active devs that I have met in some of the open servers are seeing/hearing all this. I am just voicing my opinion here so its recorded. I am mainly suggesting that instead of continuing the build the mod around jedi/sith, work on the other aspects to create a more balanced experience for gunner vs jedi/sith scenarios.

With the personal note to add shotguns just cause I selfishly want them in open. I know that probably won't happen.
I was actually referring to against jedi and sith aswell, I know you left for quite awhile so I'm not sure if we just have different opinions or if you may of forgotten but I personally found flinch TERRIBLE for both gunner sand jedi and also fp drains were TERRIBLE up until recently this year I believe. I personally find playing a gunner is much more enjoyable and fair than it's been in years against jedi and sith. Not saying it's perfect, I still feel like some force powers definetly need nerfs. Such as push range, and lightning and choke to name a few. But its imo much better than it was a few years ago.
 
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I don't really think the wrist-laser nerf is that big of a deal. It was probably done to balance EE-3 + wrist FP drain.
At high level play, the wrist + Westar charge meta shot left no opportunity at all for Jedi to combat mando. Didn't actually have to do with the EE3 buff, though I can see why you would think that. Gotta keep in mind Mandos are very mobile escapists so to give them something they can INCREDIBLY quickly destroy a jedi with before they even attempt escape is a bit much.

The nerf was warranted, I understand why people think a bit too much... that has more to do with how the code rounds up the multiplier and I would have prefered around 15%ish

At high level play, the jump-swing meta and high fp regen left no opportunity at all for gunner to combat jedi. Gotta keep in mind jedi are very mobile escapists so to give them something they can INCREDIBLY quickly destroy a gunner with before they even attempt to reset fp by running around a box is also a bit much.
 
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Alternatively, you could look into implementation of NPCs in the average played maps similar to how titanfall has killable grunts. This would make even empty servers seem lively and allow new players to practice if necessary.

Imo if there's something that kills a MULTIPLAYER shooter, it's stuffing servers full of non-player enemies that become boring to fight against fast no matter how good the AI is.
A single player mode with co-op would be cool though, agreed.
 
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Currently, it's just yellow style spam, hope for interrupts and a weird unintuitive way to PB attacks (aim at invisible boxes in the air near the opponents model).
Yes, now apply these fighting styles from the FA gamemodes and put them onto Mandalorian/Wookie/Bounty Hunter/Hero classes with Vibroblades, the game would boom like mad, and let's not forget the other capabilities that open could have with all the things we see in even legends. seriously just let me be a non-force sensitive taking on saberists as some assassin/mandalorian nobody cares about balance, but fun. and nothing would beat a pre vizla class
 
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Warning: Advertising
You could start by updating the Singleplayer to be compatible with the NPCs and look into a further project of making it co-op.
If you're looking for story join our roleplay clan, singleplayer for this would be ridiculious and take years to make.
<link removed>
 
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