Moviebattles II Update R21.0.00 Now Available

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R21.0.00


General
  • Change: Push - Missile Radius <= 768, Displacement <= 512, Knockdown <=512.
    • Before: Push - Missile Radius <= 768, Displacement <= 768, Knockdown <=384.
  • Change: Pull - Missile Radius <= 768 , Displacement <= 360, Knockdown <= 360.
    • Before: Pull - Missile Radius <= 768 , Displacement <= 768, Knockdown <= 384.
  • Change: Blaster Defense
    • To clear things out as it had been changed in the past without proper patch note
    • Level 1
      • General FP drain modifier decreased from 1.3x to 1.25x
  • Fix: Inability to activate force sense after a certain time
  • Fix: Infinite force power bug
  • Fix: Thermal Detonator no longer blinds users for full duration even on max range
  • Fix: Thermal Detonator can no longer blind duelists inside private duel
  • Fix: Sonic Grenade can no longer stun duelists inside private duel
  • Fix: Regenerating force points in air now correctly works only if in melee or when your saber is off
  • Fix: Tutorial-related issues (Autojoin, nothing happening after clicking PLAY in Tutorial 2)
  • Fix: Resupply nodes should once again abide by the use time parameter.
  • Fix: Rend2 Updated to latest version for compatibility fixes.
Open
  • New: Repeating Pistol (Rebel Trooper) - The CR-2 repeating pistol is a light repeating pistol used by police and paramilitary forces for firepower at close range. Packing so much firepower in such a small frame comes with the downside of making the weapon more difficult to control during prolonged firing, resulting in accuracy bloom. Level two increases the clip size while level three increases fire rate.
    • Primary Damage - 25
    • Primary FP Drains - Close: 8 | Far: 6 | Blocking Close: 7 | Blocking Far: 5
  • New: E-22 Rifle (Imperial Soldier) - The E-22 rifle is a double stacked blaster which primary fire is a two shot burst with every pull of the trigger. Level two adds a scope and level three add an alternate fire, combining the blast chambers to fire a single power powerful bolt. The E-22 is quite easy to control while walking but it's oversized nature makes it difficult to maintain accuracy while running.
    • Primary Damage - 30
    • Primary FP Drains - Close: 14 | Far: 10 | Blocking Close: 12 | Blocking Far: 8
    • Secondary Damage - 50
    • Secondary FP Drains - Close: 16 | Far: 12 | Blocking Close: 14 | Blocking Far: 10
  • New: Clone Carbine (Clone) -The DC-15 Carbine is the Clone Wars predecessor to the more versatile E-11. It's primary fire is similar to an E-11 while running on full automatic. Level two unlocks the secondary fire, a stun blast keeping in line with the Republic's preference for less then lethal solutions. The level three grants increases clip size.
    • Primary Damage - 31
    • Primary FP Drains - Close: 9 | Far: 7 | Blocking Close: 8 | Blocking Far: 6
    • Secondary Damage - 8 and stun
    • Secondary FP Drains - Close: 12 | Far: 10 | Blocking Close: 11 | Blocking Far: 9
  • New: Saber Throw (Jedi/Sith) - Allows more complex saber throws.
    • Level 0: The classic MB2 vertical saber throw.
    • Level 1: Horizontal straight line throw.
    • Level 2: Allows the player to guide the throw and increases range.
    • Level 3: Further increases throw range.
Sabering
  • Change: Saber style restrictions in builds have been removed.
  • Swing speed adjustments
    • All animations were taken another look at to better represent their old values, while styles that had gained transition animations during combos (Blue, Duals, Yellow) had their transitions removed. Notable changes:
      • Yellow same sides are fixed
      • Yellow W whiff into WA is no longer instant
      • Duals bounce timer has been slightly slowed down to fight halfswing spam
      • Blue's speed has mostly returned to its pre R20 version for combos, speed of halfswings has been slowed down
      • Red's after-bounce attack animation has been normalised (no longer can be dragged for several seconds)
      • Staff does not do its spinning attacks when halfswinging
  • Damage Modifiers
    • Fix / Change: Incoming damage when knocked down reduced from 1.25x to 1.00x
    • Fix / Change: Being hit while doing melee moves extra damage reduced from 1.40x to 1.05x
    • Change: Hitting an enemy while being in air extra damage reduced from 1.20x to 1.00x
    • Change: Being hit while in air extra damage increased from 1.10x to 1.25x
  • Blue style
    • To clear things out and bring awareness into stuff that has been changed in last patches without proper notes:
    • BP regen delay on PB is now 800ms and no ACM scaling is being applied to increase the delay.
    • Perk: Gets even more extra damage on MB counters after reaching 4 ACM
      • Every 2 ACM equals +1BP damage -> maximum +8BP damage
  • Removed: Manual Block Fail Punish
  • Removed: Decreased damage when hitting early in animation timer
  • Change: Perfect Block in return phase of a swing now applies no damage in all cases (previously was 0.50x damage 4-8 ACM, 0.75x damage 9+ ACM)
  • Change: Duals style DFA damage had been increased by 25%
  • Fix: Blue style now again drains ACM. Together with Cyan it drains (as well as gains) 0.75 ACM on first swing bodyhit
  • Fix: No style is anymore allowed to perform a combo without quadrant restriction ( WA -> A, etc.)
  • Fix: Manual Block Counter is now properly detected (previous benefits were being applied to Perfect Block)
  • Fix: Saber out melee moves are now properly detected for damage modifier
  • Fix: Getting hit after PB on return now causes 0.5x damage as intended
  • Fix: Fixed cases where players would deal consecutive swing damage and get partial ACM for their halfswings against knocked down opponent
  • Fix: PB sound now correctly plays on PB in return
  • Fix: ACM indicators have been fixed
  • Fix: Duals no longer start an A swing once their combo limit had ended
  • Fix: Duals can no longer infinitely chain A halfswings while holding use button
  • Fix: Cyan Stab not starting its attack frames soon enough
  • Fix: Red big wind-up swing (kata) no longer attacks even after its animation is done
  • Fix: Most cases that resulted in hilt disarm while blocking / swinging fixed
  • Fix: Hitting an enemy with BP but no saber in hand no longer drains their BP
User Interface
  • New: Duel Mode-only lightsaber menu with unlocked lightsaber colors for both Jedi and Sith
    • It's recommended to remove mods that overwrite the Alpha UI as they'll be lacking this new menu.
  • New: Attack Chain Multiplier meter & counter
  • New: Alpha Horizontal HUD
  • New: Alpha Vertical HUD
  • New: Minimalism HUD
  • New: Center / Uncenter supported HUDs button
  • Change: Class builds will now contain a [CS#] text for abilities
  • Change: Settings menu now contains BP visual damage, console opacity, server sounds
Models
  • New: Added Lanupa Guard (Skeleton Crew) to Rebel Soldiers.
  • New: Added Alderaanian Heavy Trooper (Battlefront II) to Elite Troopers.
  • New: Added Imperial "Trenchcoat" Officer (OWK/Andor) to Imperial Commanders.
  • New: Added Luthen Rael (Andor) to Hero.
  • New: Added Hera Syndulla (Rebels/Ahsoka) to Hero.
  • New: Added Jod Na Nawood (Skeleton Crew) to Bounty Hunter.
  • New: Added Commander Cody Phase I to Clone Trooper.
  • New: Added Captain Grey to Clone Trooper.
  • New: Added Luke Skywalker (Dark Empire) to Sith.
  • Change: Republic Trooper now has additional accessories.
  • Change: Reworked Rebel Grenadier from port to custom.
  • Change: Reworked Rebel Pathfinder to have only one skin in Rebel Soldier (Rogue One themed) and the rest in Elite Trooper (BFII themed).
  • Change: "Quality of life" update on Darth Bane model.
  • Change: Moved around some B1s, leaving only two skins with big backpacks in Commanders.
  • Change: Class "default" clonetrooper skin is now the generic helmetless variant.
  • Change: Obi-Wan Kenobi (OWK) now has voicelines from the TV show instead of re-using Obi-Wan (RotS) soundset.
  • Change: Soundset revision on Jar-Jar.
  • Change: Soundset revision on Emperor Palpatine.
  • Change: Voiceline isolation done on 20+ more characters.
  • Removal: Czerka needs rework. Might be back at some point. (Still available in Noobguided addon pack)
  • Removal: TM Luke "robed" variant in favor of Dark Empire Luke.
  • Removal: E-22 Rifle is no longer a cosmetic override.
  • Removal: DC-15 Carbine is no longer a cosmetic override.

Legends
  • FA/Legends editing has GREATLY expanded with the addition of many customizable elements (thanks John):
    • From Release 20.1: Character files (.mbch) can now be modified for up to 3 separate builds or 3x as many spec options (15 each for 45 total) Usage is as follows:
      • hasCustomSpec
        • 0: Show nothing but standard
        • 1-3: Show/display initial icon relative to amount
      • isOnlyOneSpec
        • Can only set points into 1 spec
      • customSpecName_1 - 3
      • customSpecIcon_1 - 3
      • customSpecDesc_1 - 3
      • c_att_descs_1-44
        • For Attribute use
    • Open-style RGB color sliders introduced, further compatible skins will be rolled out over time. Example usage:
      • model_4 "battledroid"
      • skin_4 "r2d2_rgb"
      • uishader_4 "models/players/battledroid/mb2_icon_r2d2_rgb"
      • userRGB_4 1
      • customred_4 0.18
      • customgreen_4 0.355
      • customblue_4 0.55 //defaults to Open blue
    • Animation replacements have been reintroduced and expanded in the weaponinfo block in character files. Usage is as follows:
      • hasAnimOverrides 1
      • animReady
      • animReadyWalk
      • animReadyNoAmmo
      • animReadyZoom
      • animAttack
      • animAttackWalk
      • animAttackZoom
      • animStand
      • typeCharge
      • animCharge
      • animRunAttackR
      • animRunAttackL
      • animWalkAttackR
      • animWalkAttackL
    • New MBCH weaponinfo mods:
      • damageMod (default mult of 1, lower is less damage, higher is more damage, can be negative for healing)
      • velocityMod (default mult of 1, lower is slower projectiles, higher is faster projectiles, can be negative for backwards shots)
      • rateMod (default mult of 1, lower is FASTER firing speed, higher is SLOWER firing speed)
    • New MBCH classinfo mod:
      • hackRate (default mult of 1, lower is faster, higher is slower)
        • MB_ATT_HACK_MULTIPLIER for point builds
    • meleeknockback_flat/mult are safe to use and no longer apply to katas to fix crashing
    • forceinfo limit per FA increased to 512 (same as weaponinfo)
    • Saber file char limit and Saber file limit doubled
Legends
  • Consolidated a few point buy classes to cut down on bloat (further suggestions are welcome)
  • General sound/effect/description refreshes
  • NEW CLASSES:
    • New Hero class: Narkina 5 Prisoner
      • A limitless, 5-life melee class with Rally and Assemble. Push onward to the way out. If you can get your hands on a blaster, you will be rewarded.
    • New Hero class: Wookiee Warrior
      • A custom 4-limit, 2-life frontline class who can spec into Melee, Gunner, and Saber skills. Fairly resilient hampered by low mobility. Purchase options are simple and very consequential in comparison to some other custom classes.
    • New Hero class: Kir Kanos
      • A 1-limit, 1-life class who utilizes martial arts and Saber skills with a side-arm pistol. Supplemented with stealth and explosive weaponry.
    • New Villain class: Carnor Jax
      • A 1-limit, 1-life class who utilizes martial arts and Saber skills with a side-arm pistol. Supplemented with Force Powers.
    • New Villain class: Emperor’s Shadow Guard
      • A 2-limit, 1-life class with a Lightsaber Pike, heavy pistol, and an array of Force Powers. (Split from Royal Protector)
    • New Villain class: Asajj Ventress
      • A 1-limit, 1-life speedy Saberist with Dexterity allowing for advanced acrobatic attacks, as well as a bevy of Saber options including unique Starblades. (Split from Sith Assassin)
  • Mercenary Shooter
    • Added New Weapon: Smoke Grenades
    • Changed Class from Bounty Hunter to Clone Trooper (Speed remains unchanged)
    • Changed resource type from Energy to Fuel and increased pool from 25 to 80
      • New rates: Regenerates 80 Fuel every 25 seconds
    • Removed: Radar Scanner (Passive Sense 1)
    • Added: Infrared Motion Sensor (Sense 3) (CS1)
    • Added: Dex 1
    • Added: Tracking Beacon
    • Increased Tracking Dart count from 6 to 8
    • Removed Rifle FP damage penalty
    • Increased Rifle damage mult. from 1 to 1.1
    • Changed Rifle reload type to fixed-length
    • Lowered Rifle clip by 15 shots
    • Lowered Rifle ammo from 850 to 750
    • Lowered Disruptor ammo from 600 to 450
    • Increased HP from 100 to 125
    • Increased Armor from 80 to 100
  • Wat Tambor
    • Wat Tambor has been redesigned around a kit befitting a true mad scientist. Notable differences:
      • HP and Armor increased
      • Addition of more support abilities like touch dispenser, darts, more gadgets, and experimental weaponry adept at spreading effects
      • Loses reliable frontline power
      • Movement speed slowed
    • Normalized voiceline volume
    • Added new animations/effects
  • Royal Protector
    • Changed name to Emperor’s Royal Guard
    • Removed Praetorian skins and sabers as these can fit on a new class, suggestions welcome…
    • Removed Force Jump
    • Removed Force Speed
    • Lowered Healing from 2 to 1
    • Lowered Movement speed mult from 1.04 to 1
    • Lowered Force Block from 3 to 2
    • Lowered CS mult from 1.3 to 1
    • Increased Force Pool from 80 to 100
    • Saber Damage 140 > 110
    • Saber now staggers on hit
    • Saber knockback mult 1 > 1.15
    • Capped swing limit at 2
    • Added Yellow style
    • Added Dex Roll
    • Added Dexterity 2
    • Added Pistol 1
    • Adjusted anims
  • Senate Guard
    • Saber Damage 140 > 110
    • Saber now staggers on hit
    • Saber knockback mult 1 > 1.15
    • Capped swing limit at 2
    • Transferred global RoF debuff to just Rifle
    • Increased Rifle FP damage multiplier from 1 to 1.25
    • Increased Rifle damage multiplier from 1 to 1.15
    • Rifle now has a fixed-length reload
    • Added 10% less knockback taken
    • Added 10% more knockback given
  • Watto
    • Lowered projectile velocity multiplier on Broken Parts from 0.25 to 0
    • Increased damage multiplier on Broken Parts from 1 to 1.15
    • Increased APmult from 1 to 1.2
    • Adjusted Broken Parts anims
  • First Order Marshall
    • Transferred global RoF buff to just blasters
  • Tarfful
    • Slowed skill cooldown mult from .75 to .9
    • Changed default Purple stab to Alora swing
  • Chewbacca
    • Quickened hack speed mult from 1 to .9
  • Zaalbar
    • Transferred global RoF debuff to just pistol/bowcaster
    • Increased Bowcaster ammo from 500 to 600
    • Quickened Force Regen mult from 1 to 1.5
  • Kowakian Monkey Lizard
    • Fixed having Grappling Hook by default
  • Darth Vader
    • CS multiplier increased from 0.8 to 1
    • AS multiplier decreased from 1.12 to 1.1
    • Defaulted Saber Radius
  • Jedi Traditionalist
    • CS multiplier increased from 0.9 to 1
    • AS multiplier decreased from 0.95 to 0.93
    • baseSpeed 0.97 > 0.985
    • BPmult 0.75 > 0.9
    • APmult 0.75 > 0.7
    • ASmult 0.93 > 0.97
    • forceRegen 1.06 > 1.075
    • Moved Shaak Ti model and saber to Jedi Gladiator
  • Jedi Gladiator
    • Added Shaak Ti model and saber
  • Darth Traya
    • CS multiplier increased from 0.9 to 1
    • Lowered Saber Throw from 3 to 2
    • Increased available points to 35
    • Force lightning 1 is no longer granted by default and must be purchased for [4 points]
  • Jedi Healer
    • Raised Saber Throw from 1 to 2
    • Increased available points from 30 to 35
    • Lowered force speed 1 level from 10 to 8
  • Imperial Infantry
    • Class now receives Reinforcement 2, Pistol 2, and CCT 2 by default
    • Total points 60 > 56 due to above change
    • Reinforcement levels reduced from 3 to 2, at a cost of 14 and 22 points (Was 8,8,16)
    • HP levels changed to 60,80 at a cost of 1 and 2 points
      • Default HP level changed from 40 to 50
    • Cost of e-22 (Reskinned Bowcaster) changed from 3,5,5 to 3,4,5
    • Cost of frag and fire grenades changed from 6,6, to 5,7
    • Cost of concussion grenades changed from 3,3,3, to 2,3,4
    • Cost of sonic detonators changed from 4,4 to 3,5
    • Armor levels changed from 15,35,50 to 20,40,60 at a point cost of 3,3,3
    • Cost of DLT-20A changed from 3,7,2 to 3,6,2
    • Cost of Blast armor changed from 3 to 6
  • Rebel Vanguard
    • Class now receives Reinforcement 2, Pistol 2, and CCT 2 by default
    • Reinforcement levels reduced from 3 to 2, at a cost of 14 and 22 points (Was 8,8,16)
    • Total points 60 > 56 due to above change
    • HP levels changed to 60,80 at a cost of 1 and 2 points
    • Default HP level changed from 40 to 50
    • Cost of sonic detonators changed from 4,4 to 3,5
    • Cost of frag grenades changed from 6,6, to 5,7
    • Cost of concussion grenades changed from 3,3,3, to 2,3,4
    • Armor levels changed from 15,35,50 to 20,40,60 at a point cost of 3,3,3
    • Cost of A280 changed from 3,7,2 to 3,6,2
    • Cost of Blast armor changed from 3 to 6
    • Added RGB femalien, removed Duros desert skin
  • Security Force
    • Now receives Reinforcement 1, Pistol 1, Stam 2, and Grapple 1 by default
    • Mind Trick Immunity cost reduced from 2/2 to 1/1
    • Total points 60 > 47
  • Old Republic Defender
    • Now receives Pistol 1 by default, point total unchanged
    • Increased damage multiplier on Bowcaster from .50 to .75
    • Lowered Bowcaster reserve ammo from 700 to 320
  • Rebel Trooper
    • Enabled RGB sliders on several skins
  • SBD
    • Hull point ability refactored as follows
      • Base HP: 100->130
      • Ranks: 150,200,240 -> 180,240,300
      • Cost: 8,12,10->10,10,12
  • B1 Battle Droid
    • Enabled RGB sliders on ‘r2’ skin (defaults to blue color)
    • Increased class limit from 8 to 10
    • Lowered Knockback Given mult from 1 to .9
    • Adjusted E-5s Sniper Rifle to resemble CW 2003 “full auto” scene
      • Increased point cost from 8 to 15
      • Increased fire rate mult. from 1 to 0.5 (faster)
      • Increased projectile speed mult. from 1 to 1.45
      • Lowered damage mult. from 1 to .75
      • Lowered FP damage mult. from 0.9 to 0.75
      • Slowed reload speed mult. from 1 to 1.5
      • Reduced clip size
      • Capped ammo reserve (unaffected by ammo option)
    • The following abilities are now provided by default
      • Battery Recharge level 2 (Was 0)
      • Extra lives 2 (Was 1)
      • Ammo 1 (was 2)
    • Battery Recharge as an ability is no longer purchasable
    • Ammo now a purchasable ability at a cost of 0,2,3
    • Max Resource (Battery) now set to 60 (was 100)
    • Reinforcement costs changed as follows:
      • 4,10,25 -> 16,20
    • HP Rank changed as follows:
      • 25,40,65 (Was 20,30,60) point cost unchanged.
    • Armor Rank/Cost changes as follows
      • 20,40,80 (was 15,30,60) at a cost of 3,4,8 (was 3,4,6)
    • Missile launcher now costs 18 points (was 20)
    • Frag Grenade Cost changed from 6,6 to 5,7
  • Imperial Agent
    • Armor and rank cost changed as follows
      • 5,10,20,50 was 5,10,20,40
      • Cost 2,4,12 was 2,4,8
    • Resource pool capped at 60 (was 100)
    • Armor Regen point cost now 4,8 (was 5,5)
    • Blaster pistol point cost now 0,1,6 (was 1,1,6)
    • Disruptor point cost now 2,6 (was 3,6)
  • Jedi Acrobat
    • Quickened Melee swing speed multiplier from 1 to .88
    • Increased movement speed multiplier from 1.08 to 1.09
    • Increased Force pool from 100 to 110
    • Lowered BP multiplier from 1.2 to .9
    • Increased AP multiplier from .8 to 1
    • Lowered AS multiplier from 1.2 to 1.15
    • Lowered CS multiplier from 1.6 to 1.10
    • Lowered Force Focus level from 2 to 1
    • Increased Saber Defense level from 2 to 3
    • Increased Saber Deflect level from 1 to 3
    • Added Aerial Force Regen
    • Added Dexterity 3
    • Added Dex Roll (CS3)
    • Added Flipkick 1
    • Yellowed up Ahsoka's green shoto saber
  • Sith Assassin
    • Quickened Melee swing speed multiplier from 1 to 0.88
    • Lowered HP from 120 to 100
    • Increased movement speed multiplier from 1.06 to 1.08
    • Increased Force Regen multiplier from 1.04 to 1.07
    • Lowered BP multiplier from 1.1 to 0.6
    • Increased AP multiplier from 0.8 to 1
    • Increased AS multiplier from 1.15 to 1.18
    • Lowered CS multiplier from 1.60 to 1.15
    • Increased Saber Defense level from 2 to 3
    • Lowered Blaster Defense level from 2 to 1
    • Increased Deflect level from 1 to 3
    • Lowered Force Block level from 2 to 1
    • Increased Enhanced Saber Throw level from 1 to 3
    • Increased Saber Throw damage by 65%
    • Removed Push
    • Increased Grip level from 2 to 3
    • Added Mind Trick 1
    • Added Tracking Beacon
    • Added Dexterity
    • Added Dex Roll (CS3)
    • Removed Asajj Ventress model options
  • Ewok
    • Removed overall rate of fire mult. (.85)
    • Bow: Quickened rate of fire mult. from 1 to .85
    • Stones: No longer need reloading, 6 in 1 clip
    • Stones: Removed fixed-length reload
    • Stones: Slowed rate of fire mult from 1 to 2 (a little slower than pre-patch fire/reload/fire)
    • Expanded soundset
    • Improved some weapon animations
  • Hondo Ohnaka
    • Added Electrostaff saber option
    • Added a small point purchase setup between the M5 and a Pistol ‘2.5’
    • Added E-Web Cannon item
    • Added Grapple Hop (first jump on every grapple swing is a bunny hop)
    • Increased resource pool from 120 to 135
    • Increased Rifle reserve ammo from 600 to 768
    • Increased Rifle clip size from 90 to 96
    • Increased Cutlass Saber Length units from 20 to 26
    • Increased Cutlass Saber Radius units from 1 to 2
    • Increased Cutlass Saber Damage multiplier from 0.7 to 0.8
    • Altered Shotgun effects
    • Altered some animations
    • Added new voicelines
  • Baze Malbus
    • Slowed Skill Cooldown multiplier from 1.1 to 2
  • Scavenger
    • Lowered Blaster clip size from 200 to 142
    • Defaulted fire rate and transferred the 1.4 fire rate into just the Blaster
    • Slowed Ion Blaster velocity multiplier from 1 to .8
  • Chirrut Imwe
    • Removed Armor
    • Lowered Force Pool from 165 to 150
    • Increased Force Regen from 1.15 to 1.35
    • Slowed rate of fire multiplier from 0.9 to 1 (only affects Bow)
    • Lowered knockback given multiplier from 150% to 125% (only affects Bow)
    • Bow now has a clip-based reload (thus no longer regens ammo)
    • Slowed Bow reload speed by 50%
    • Increased Bow shot count from 6 (with regen ammo) to 8
    • Slowed base movement speed from 250 to 230
    • Quickened skill cooldown multiplier from 1 to .90
    • Added: I’m Blind!
    • Refined effects and animations
  • Dash Rendar
    • Transferred overall class Rate of Fire and Damage Given multipliers onto Pistol
    • Increased Pistol reserve ammo from 378 to 630
    • Improved Pistol animations
  • Boba Fett
    • Improved some weapon animations
  • Han Solo
    • Improved Pistol animations
  • Greedo
    • Improved Pistol animations
  • Kal Skirata
    • Improved Pistol animations
    • Increased DE-10 Pistol damage mult from 1 to 1.2
    • Increased Rifle Projectile speed mult from 1 to 1.15
    • Added Wrist Shiv with Cyan stance and 125% AP
  • Paz Vizsla
    • Increased Fuel from 120 to 140
    • Improved Knockback Taken multiplier from 0.75 to 0.2
    • Knife damage set to 200
  • Old Republic Trooper/Sith Trooper
    • Sabers no longer disarmable
  • Obi-Wan Kenobi
    • Improved Ep III Saber block anim
  • Clone Trooper
    • Increased class limit from 6 to 8
    • Removed Binocs
  • Arc Trooper
    • Increased class limit from 2 to 3
    • Added RGB-enabled skins and removed redundant ones
  • Wrecker
    • Increased model size mult. from 1.10 to 1.13
    • Added 50% Melee damage resistance
  • Savage Opress
    • Lowered Chain Limit from 6 to 5
    • Increased Strength from 1 to 2
    • Removed HELD_SPEED from Melee (due to Strength 2)
    • Increased Saber Throw damage bonus from 100% to 150%
    • Added 50% Melee damage resistance
    • Increased Point total from 33 to 36
    • Consolidated some purchase options
    • Removed Force Regen point buy, default 0.9
    • Sense is no longer default, cost of 1 point
    • Added Blast Armor point buy
    • Lowered point cost of Knockback Taken option from 6 to 3
    • Improved Knockback Taken mult option from 0.55 to 0.10
  • Jedi Brute
    • Adjusted for similar end results to Savage so the classes closely mirror each other (point buy, rank levels, saber length, blah blah…)
  • Padme Amidala
    • Increased Energy pool from 100 to 120
    • Increased Energy regen multiplier from 1.25 to 1.5
    • Quickened Skill Cooldown multiplier from 1 to 0.9
    • Added Anti Mind Trick 2
  • Scout Trooper
    • Increased Pistol FP damage multiplier from 1 to 1.1
  • Bossk
    • Increased Armor from 25 to 30
    • Increased Stamina pool from 120 to 130
    • Increased Stamina regen multiplier from 0.75 to 1
    • Added 50% Melee damage resistance
  • Calo Nord
    • Changed MBClass from Hero to Bounty Hunter (to see amount of tracker darts on the HUD)
  • Jan Ors
    • Increased Energy pool from 100 to 110
    • Increased HP from 145 to 150
    • Given Small Bacta item
    • Quickened reload time multiplier for DH-17 blaster from 1 to .9
  • Inquisitor
    • Decreased saber throw damage cost from 5/5/5 to 4/4/4
    • Decreased Flash bang grenades cost from 5/5/ to 4/4
    • Changed Flash bang grenades to alt fire only frag grenades
  • Death Trooper
    • Lowered Pistol damage penalty from 50% to 20%
    • Lowered Rifle ammo from 900 to 768
    • Lowered Rifle clip size from 75 to 64
    • Lowered Rifle FP damage mult from 1 to .75
    • Altered anims
  • Heavy Stormtrooper
    • Added RGB Chimaera skin
    • Removed Binocs
    • Removed 1 Fire Grenade
  • Lobot
    • Given Force Block 1 to allow blocking force powers while blocking with wrench
    • Increased APmult from 1 to 1.2
    • Lowered ASmult from 1.2 to 1.1
    • Lowered energy pool to 75
    • Increased energy regen to 1.2
    • Increased Pistol projectile speed multiplier from 1 to 1.15
  • Astromech
    • Increased movement speed from 195.7 to 215
    • Neutralized Strength-inherent Melee movement speed bonus
    • Increased Fuel from 30 to 40
    • Enabled Jump-Kicks
    • Added 20% faster Hack speed
    • Added BP Dispenser (2)
  • Kyle Katarn
    • Reduced Bryar Pistol projectile speed to 0.8
  • Mara Jade
    • Reduced Pistol projectile speed to 0.8
    • Adjusted pistol anims
  • Finn
    • Increased Rifle projectile speed mult from 1 to 1.1
    • Added new voicelines
  • Mister Bones
    • Increased Rifle projectile speed mult from 1 to 1.1
    • Added Dex 1
    • Added Knockdown Roll
  • Cad Bane
    • Increased Pistols projectile speed mult from 1 to 1.05
  • Clone Leader
    • Reduced DC-15S carbine cost from 5/10 to 5/8
  • Jedi Sage
    • Added Dexterity 3
  • Darth Sidious
    • Added Dexterity 3
    • Added Blast Armor
    • Increased Movement Speed multiplier from 0.98 to 0.99
    • Replaced Dual lunge ‘backflip’ attack with Purple Stab
    • Now vocalizes when performing Saber specials
  • Geonosian
    • Slowed Sonic gun velocity multiplier from 1 to 0.8
    • Lowered Resource Pool from 100 to 90
    • Slowed base Speed from 263 to 250
    • Lowered CSMult from 1.05 to 1.03
    • Lowered Chain Limit from default to 3
  • Lando
    • Slowed Movement Speed multiplier from 1.05 to 1.03
    • Lowered Saber chain limit from 4 to 3
    • Altered anims
    • Increased Pistol projectile speed from 1 to 1.1
  • Clone Jet Trooper
    • Lowered damage given multiplier from 1.1 to 1
    • Lowered knockback taken mult from 1 to .95
    • Quickened overall rate of fire mult from 0.97 to 0.95
    • Lowered Health from 80 to 70
    • Increased Armor from 80 to 90
    • Increased Fuel from 80 to 90
    • Increased total rockets from 9 to 10
    • Increased Rocket velocity multiplier from 1 to 1.15
    • Increased Rocket damage multiplier from 1 to 1.25
    • Lowered Clone Rifle level from 2 to 1
    • Added 2 more Conc Blobs and corrected description count
    • Increased Clone Pistol level from 2 to 3
    • Clone Pistols are now Mando Pistols
    • Slowed Pistols rate of fire mult from 1 to 1.05
    • Lowered Clone Pistols reserve ammo from 700 to 500
    • Removed Wrist Flamethrower
    • Added Dash 1
  • Zuckuss
    • Increased reserve rifle ammo from 288 to 384
  • Gamorrean
    • Added 50% melee damage resist
  • IG-series Assassin Droids
    • Updated animations and sounds
    • Quickened Pulse Cannon projectile velocity mult. from 1 to 1.2
    • Added Sonic stun on hit to Pulse Cannon projectiles
  • Delta Clone Commando
    • Added 3 more shots to Sniper
    • Improved knockback taken mult from 1 to .8
    • Altered anims/sounds
    • Fire rate transferred to pistol and rifle only
  • Clone Assassin
    • Lowered level 3 HP option from 120 to 110
    • Lowered level 3 Armor option from 120 to 110
    • Lowered Anti-Mind Trick point cost from 2/2 to 1/1
  • Jar Jar Binks
    • Added new voicelines and adjusted existing soundset
  • Jerec
    • Increased HP from 115 to 125
    • Added new voiceline and adjusted existing soundset
  • HK-47
    • Defaulted rate of fire
    • Repeating Blaster Rifle (T-21) fire rate remains the same
    • Increased Repeating Blaster Rifle ammo to 650
    • Decreased Droid assassin’s rifle rate of fire to 75%
    • Decreased Droid assassin’s rifle reload speed by 25%
    • Increased Droid assassin’s rifle damage given by 10%
    • Increased Droid assassin’s rifle fp damage by 25%
    • Increased Droid assassin’s rifle projectile speed by 25%
  • Han/Greedo
    • Fire rate transferred into pistol
    • Health upgrades now granted by default
    • Point total 130 > 115 due to above change
  • Din Djarin
    • Point spread divided by 5
  • Imperial Director
    • Removed knockback effect on Pistol
  • Imperial Specialist
    • Added 15% faster movement speed when holding Pulse Grenade
  • General Grievous
    • Added new voicelines and updated soundset
    • Increased Stamina pool from 100 to 115
    • Increased regen rate from 1.1 to 1.15
  • Jedi Paragon
    • Removed default Mind Trick
    • Now has a modest point buy setup between Mind Trick, Absorb, and Protect for Lights Beacon usage
    • Increased forcepool from 120 to 130
  • Grogu
    • Increased movement speed from 180 to 187.5 (Wookiee speed)
  • Atton Rand
    • Added Yellow saber option (2nd option)
  • Darktrooper
    • Increased armor by 5
    • Defaulted rate of fire (Assault Cannon fire rate remains the same)
    • Assault Cannon damage increased by 10%
    • Knockback Given increased by 10%
    • Knockback Taken reduced by 10%
    • Rocket launcher ammo increased to 12 total
    • Rocket launcher clip size increased to 4
    • Rocket launcher projectile speed increased by 25%
    • Rocket launcher damage defaulted
    • Rocket launcher fire rate reduced by 25%
    • Rocket launcher reload speed decreased to 60%
    • Rocket launcher movement speed penalty removed
  • Imperial Jumptrooper
    • DamageGiven defaulted, 95% damageGiven moved to Repeater only
  • Sith Juggernaut
    • Saber throw increased to level 2
Full Authentic
  • mb2_enclave
    • Where applicable fixed issue of mixing FP pools
    • Vrook
      • Lowered force push to level 1, Removed force lightning level 2
      • Increased FP from 100 to 115 and regen from 1.0 to 1.05
    • Sith Leader
      • Lowered lightning to level 1, increased drain to level 3
      • Lowered force protect and absorb to level 1
  • mb2_kamino
    • Shaak Ti
      • Lowered force push to level 1
  • mb2_cmp_narshaddaa
    • ZezKai
      • Fixed lightsaber model
    • Twin Suns
      • Lowered max FP to 65, Changed mbclass to Jedi
  • mb2_cmp_telos
    • Mira
      • Removed “Wrist Rocket” weapon and gave the class 1 extra frag/fire/sonic grenade.
    • Visas
      • Lowered force regen from 1.7 to 1.4
    • Sith Heavy Trooper
      • Raised ROF multiplier from 1.25 to 1.3 (slower ROF)
      • Removed blaster rifle weapon (unintended)
    • Bao Dur
      • Removed force protect
      • Gave a .65 KB multiplier (less knockback)
      • Lowered force push from 2 to 1
      • Changed BP multiplier from .9 to 1.15
      • Changed saber to staff with red stance option
    • Disciple
      • Changed class to a more support based Jedi option (previously took the slot of the Handmaiden who was a jedi guardian)
      • Powers: Push, 3, Protect 2, Absorb 2, Blind 2, Block 2, Saber throw 3, Lights Beacon, Sense 3
      • Saber Stats: Saber def 2, gun defense 2, BP multiplier 1.2, Blue stance only
      • HP: 90, Armor 10
    • Exile
      • Changed force regen to 1.1
      • Lowered lightning to level 1
      • Lowered push to level 2
      • Added BP free jumps
  • mb2_cmp_onderon
    • Vaklu Heavy Soldier
      • Fixed Healing attribute not working
  • Barnyard FA contributions, the start of many we hope...
    • um_spacerace
      • Fixed “Invalid join attempt” error
    • um_rockettennis
      • Fixed “Invalid join attempt” error
      • Added new and updated classes (Jeev Jeev)
    • um_medievil
      • Added missing siege file and teams

NPCs
The base game NPC AI's have been given an update pass. They are by no means fully functional but they work better then previously. Notably NPCs cannot use MB2 mechanics like saber blocking, the reload/ammo mechanics, or weapons that don't appear in base. Additionally several MB2 mechanics like super push and cryo-nades were never designed to work with NPCs in mind and don't affect them correctly. It will be an ongoing process to work through all the mechanics before NPCs can become part of the game in terms of combat.

New NPC stats have been made and some functions that were previously hardcoded have been externalized to the .npc files. As well as some pre-existing MB2 attributes have been made applicable to NPCs. This is an ongoing process, additional flags will be externalized and attributes added as they are ready. The eventual goal is to allow mappers to make their own custom NPCs without hardcoding from AI types, team, or npc class imputing hidden flags or invisibly adjusting values. The current list of new stats are below:

armor 100 (give 100 armor to the npc, the 100 can be set to any positive number)
forceImmunity 1 (level 1 makes the npc immune to push/pull, level 2 makes the npc immune to all offensive force powers)
mb_magplating 1 (gives the NPC SBD mag plating making it more resistant to blasters)
mb_blastarmor 1 (gives the NPC SBD blast armor making it more resistant to explosives and melee)
mb_cortosis 1 (gives the NPC SBD cortosis, making them more resistant to light sabers, valid values are 1 or 2)
mb_wookstrength 1 (gives the NPC wook strength, valid value are 1, 2, or 3. Note level 2+ wook strength makes the npc immune to knockdown)
mb_beskar 1 (gives the NPC mando beskar, valid value are 1, 2, or 3)
FL_NO_KNOCKBACK 1 (makes the NPC immune to knockback, used by Rancors and Wampas in base)
FL_SHIELDED 1 (makes the NPC immune to most weapons other then saber and explosives, used by AT-STs and Hazard Troopers in base)
noLocationalDamage 1 (makes the NPC immune to locational damage)

The team has also done a basic pass on the base NPCs already in the files. If an NPC isn't listed below, it wasn't changed. We also put in some placeholder weapons as several single player weapons (tusken rifle, gaffi stick, noghri poison stick, jawa gun) don't exist in the multiplayer code. Most of the changes were buffing the hp and adding armor so the NPCs can keep pace with MB2's higher weapon damage. You will note that many of the "changes" are just adding the attributed that were previously hardcoded to the .npc file so the NPC in question hasn't actually changed.
npc nameweaponhparmorspecial attribute 1special attribute 2
stormpilotpistol500
impworkerpistol500
impworker2pistol500
impworker3pistol500
stormtroopere-115020
stormtrooper2e-115020
snowtroopere-115020
stofficerflechette8030
stofficeraltflechette8030
stcommanderrepeater8030
rockettroopermissile8030
swamptrooperflechette8040
swamptrooper2repeater8040
hazardtrooperconcussion150150mb_magplating 1
hazardtrooperconcussionrepeater150150mb_magplating 1
hazardtrooperofficerflechette150150mb_magplating 1
rockettrooper2missile100100mb_wookstrength 2mb_blastarmor 1
rockettrooper2officerrepeater100100mb_wookstrength 2mb_blastarmor 1
saboteurcommandoe-1110050
saboteurpistolpistol10050
saboteursniperruptor10050
imperialpistol8020
impofficere-118030
impcommandere-118040
galak_mechrepeater1000250mb_wookstrength 3mb_cortosis 1
atstnone2000FL_SHIELDED 1
assassin_droide-11150250mb_wookstrength 3
saber_droidsaber6000mb_wookstrength 2FL_NO_KNOCKBACK 1
saber_droid_trainingsaber3000mb_wookstrength 2FL_NO_KNOCKBACK 1
cultiste-111000
rebornmastersaber5000
rebornmasterdualduals5000
rebornmasterstaffstaff5000
rebornsaber1000
rebornforceusersaber1500
rebornacrobatsaber1500
rebornfencersaber1500
rebornbosssaber3000
shadowtroopersaber10050mb_cortosis 1
shadowtrooper2saber10050mb_cortosis 1
rodianruptor500
rodian2e-11500
weequaycaster500
weequay2caster500
weequay3caster500
weequay4caster500
granshootere-11500
granthermal nade500
gran2thermal nade500
granboxermelee500
trandoshanrepeater800
human_merce-1110050
human_merc_keye-1110050
human_merc_bowcaster10050
human_merc_reprepeater10050
human_merc_flcflechette10050
human_merc_cncconcussion10050
raxconcussion30050
lannik_ractoconcussion30050
boba_fette-11100100mb_beskar 3
bespincoppistol5015
chewiecaster4500
lukesaber4000
tuskensaber500
tuskensniperruptor500
noghrie-111000
minemonstermelee400
howlermelee600
wanpamelee8000FL_NO_KNOCKBACK 1forceImmunity 1
rancormelee20000FL_NO_KNOCKBACK 1forceImmunity 1
mutant_rancormelee100000FL_NO_KNOCKBACK 1forceImmunity 1
sand_creaturemelee5000forceImmunity 2
sand_creature_fastmelee5000forceImmunity 2
jawamelee300
jawa_armeddemp2300
ugnaughtmelee300
ugnaught2melee300
acklaymbmelee17000forceImmunity 1FL_NO_KNOCKBACK 1
firaxamelee100000forceImmunity 1FL_NO_KNOCKBACK 1
All VIPsNAVariable0forceImmunity 1No other changes

Supremecy
New
- Anim overrides for most soldier weapons & classes.
- Sniper Class for the Garrison bonus, with two shot lowdmg proj, high damaging fast P3, with one life..
- Sniper Class can dash, dodge, bounty hunter kick, and use short bursts of speed, offering agile play..
- Custom ForceInfo with stamina & heartbeat sounds for sniper speed replacements..
- Bothan Incinerator for spy classes, now fully functional /as/ intended, can disintegrate enemies up close, small magazine.
- Veterans & Vanguards now have 5%+ damage increase, to compete with use of soldier EE4.

- Heavy MG now has a pistol 3 that is 'explosive' and can knock down targets, ignoring jedi block.
- Alt Snipe is now enabled for Enhanced Blasters bonus soldiers using their WP_EE4.
- Heavy MG class can now stagger opponents using their minigun.
- Engineers now have access to a fusion cutter weapon.
- Engineers can now stagger enemies with their shotgun.
- Null.efx for bothan incinerator weapon...
- gfx/mp/sup_sni_deftness.tga added...


Changed
- Heavy MGs now have +10 HP && +5 AR.
- Heavy MGs have 10% rate of fire reduction (negligible), while taking 5% less damage, and doing 5% more.
- GCW shocktrooper now has a few nerfs, particularly to clip size for their shock weapon (100->50) & regen rates (2->1)...
- Rebel Alliance & New Republic medics and engineers now use the pilot_rgb model as the model/skin they originally used has been removed.
- All instances of Quarren_Forest has been replaced with the use of Quarren_Scarif, as the skin has been removed...
- All WP_BLASTER instances for Rebel Alliance & New Republic soldiers now use DH-17.

- Veteran & Vanguard movement speed has been reduced, by 0.7 -> 0.65.
- Officer speed has been similarly reduced in movement speed, by 0.8 -> 0.75.
- Wookiee classes are now tweaked for movement speed reductions.
- Phase I Clone Jet Trooper now has blast armour...


Fixed
- Additional duplicate weaponinfo from batch & replace is now removed.
(Previously wasn't a problem, but did take up the bytesize limit in .mbch files...)
- Sounds to be invoked by RCON now have correct sample rates & are no longer stereo...
- Missing WP_EE4 weaponinfo for some of the neo crusaders soldier classes in the mandalorian wars era.
- Random Det Pack removed from a few clone units, presumably used older Pre-R20 weapon info...
- All Phase II clone blaster weapons have correct blue missile effects, and corrected altflashsounds...
- Quick Throw (2) alt nade fixes for all classes that originally was intended to utilize it.

- Generic Bounty Hunter & Hero classes now have correct class special info.
- Duplicate Forcepools for Veterans & Vanguards in multiple eras...
- Model Corrections for rebel_commando alien skin changes...
- Missing grenade from black sun veteran thugs...

Changed Files
( Manual / Server Downloads )
Code:
mbii.i386
mbii.x86.exe
mbiided.i386
mbiided.x86.exe
rd-rend2-mbii_i386.so
rd-rend2-mbii_x86.dll
rd-vanilla-mbii_x86.dll
rd-vulkan-mbii_x86.dll
--MBII
cgamei386.so
FAMBModels.pk3
jampgamei386.nopp.so
jampgamei386.so
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_pb_assets.pk3
mb2_pb_assets2.pk3
MBAssets.pk3
MBAssets2.pk3
MBAssets3.pk3
MBAssets4.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.pk3
MB_Effects.pk3
testus.cfg
uii386.so
zz_MBModels.pk3
zz_MBModels2.pk3
zz_MBModels3.pk3
zz_MBModels4.pk3
zz_MBModels6.pk3
z_MBLegends.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.
 
Posts
1
Likes
5
Hello,

I registered on the MB2 Homepage today, because I have some Complaints about the MB2 Updates.

I like to play as Jabba the Hutt on the Legends Server of MB2.

Jabba almost never gets Updates, which is a big Problem and makes it more and more difficult to play and win with Jabba?

In my Opinion Jabba needs some minor Updates:

- A Yellow Light Saber Style for his Battle Axe.
- A Fake Death Animation, like the Kowakian Monkey Lizard. In the Movies Jabba was always a Trickster, it would fit to his Personality.
- A Gun, like a Pistol, would be very helpful for Jabba too.

The Devaronian has a Dual Pistol and he is pretty similar to Jabba with his Game Specifications on MB2 Legends Server.

I'm pretty sure all my Ideas about a Jabba Update / Upgrade will be rejected, because the Developers / Admins only care about their beloved Siths / Jedis / Bounty Hunters and so on.

An Update / Upgrade for Jabba would be seen as to dangerous for the Game Balance on the MB2 Legends Server. :(

And NO: Jabba is not overpowered.

Best Regards.
MB2 Fan
 

Leons

Movie Battles II Team
Posts
416
Likes
628
caaaasuaaaals

On a more serious note, the evened-out swing lengths do feel nice. But the eternal issue persists – it's about time someone put a timer or counter of another sort onto a swing, to make damage proportional to the distance the sabre travelled, with maximum reduction of x0.4 damage dealt, up to x1.0 for a regular swing. Make yawing a tool to use appropriately, not a mandatory technique, there's JA for that.

ACM indicator works nicely, very pleasant addition, though isn't gaining ACM on consecutive swings a bit too much? I must've missed the patch where it was introduced. It seems like the entire idea behind an opener has always been that it is possible to consistently block it with enough practice, so if you miss it the punishment is quite severe: full x1.0 damage as opposed to consecutive swings' x0.5, and ACM built for your opponent.
Consecutives giving ACM has been like this since R20 release. And it makes more sense than ACM previous patches, where even if you've blocked first 3 swings of a 4 hit combo, the last one would still hit you for full damage and full acm gain.
 

agentoo8

Internal Beta Team
Posts
463
Likes
640
I haven't even had a chance to play the new patch yet because linux hasn't been fully updated, but this is just nonsense, and calling Leons retarded is uncalled for. Maybe take a look in the mirror instead.

The changes that Leons made were mainly voted on by the community, and most were overwhelmingly in agreement. He didn't do anything bizarre like tempest, and disregard every sensible duelist in favour of his own convoluted bullshit, he actually mostly just implemented what the community wanted, like unconditional PB in returns.

There are also a bunch of fixes to mechanics that were broken, for example, as has already been pointed out, everyone benefited from the MBC bonus in the previous patch (on PB) due to a bug, so now it's actually more difficult to get ACM than before.

Of course, it's still far from perfect, and much work still needs to be done, but this is undeniably a move in the right direction.

Also, please update linux ui file.
Hear, hear.
Hello,

I registered on the MB2 Homepage today, because I have some Complaints about the MB2 Updates.

I like to play as Jabba the Hutt on the Legends Server of MB2.

Jabba almost never gets Updates, which is a big Problem and makes it more and more difficult to play and win with Jabba?

In my Opinion Jabba needs some minor Updates:

- A Yellow Light Saber Style for his Battle Axe.
- A Fake Death Animation, like the Kowakian Monkey Lizard. In the Movies Jabba was always a Trickster, it would fit to his Personality.
- A Gun, like a Pistol, would be very helpful for Jabba too.

The Devaronian has a Dual Pistol and he is pretty similar to Jabba with his Game Specifications on MB2 Legends Server.

I'm pretty sure all my Ideas about a Jabba Update / Upgrade will be rejected, because the Developers / Admins only care about their beloved Siths / Jedis / Bounty Hunters and so on.

An Update / Upgrade for Jabba would be seen as to dangerous for the Game Balance on the MB2 Legends Server. :(

And NO: Jabba is not overpowered.

Best Regards.
MB2 Fan
bloody love jabba i do
 
Posts
51
Likes
82
Got around to dueling for a bit, overall seems like an improvement thus far. Yellow is nearly what it was pre r20 swing speed wise, the w->wa transition got slowed down a bit too much, I think the rest of the transitions are the same from my brief testing. I understand the return time nerfs on blue and duals, but I do not think globally nerfing the times is the best approach, the two styles feel clunky to play currently to me at least coming from previous speeds. I would prefer to see pb increase the return times to reward good offense with adjusted potency of other timers, such as half swing transition etc on blue.

Despite the clunkiness on blue, still performed well with whatever's going on with the perks, would look at acm gain/loss on blue and cyan both of which felt strong (Or just delete acm, will make the game run better lol). Staff mixes seemed strong again coming from forced spins/delays, maybe something to look at. Purple and red are whatever atm. Not sure about reducing dmg for being hit during slap, maybe warranted now given no dumb knockback. Saw some bugs with either dmg or dmg indicator, doing half dmg of full hit on slap knockdown. I would hope counters are the next thing being looked at. Hot take, bring back a insta hs on yellow but only from body hit from d/a with .5 dmg etc, good conditioning tool that was surrounded by stupidity with no requirements, as is a common occurrence with mb2 mechanics.
 

Leons

Movie Battles II Team
Posts
416
Likes
628
Got around to dueling for a bit, overall seems like an improvement thus far. Yellow is nearly what it was pre r20 swing speed wise, the w->wa transition got slowed down a bit too much, I think the rest of the transitions are the same from my brief testing. I understand the return time nerfs on blue and duals, but I do not think globally nerfing the times is the best approach, the two styles feel clunky to play currently to me at least coming from previous speeds. I would prefer to see pb increase the return times to reward good offense with adjusted potency of other timers, such as half swing transition etc on blue.

Despite the clunkiness on blue, still performed well with whatever's going on with the perks, would look at acm gain/loss on blue and cyan both of which felt strong (Or just delete acm, will make the game run better lol). Staff mixes seemed strong again coming from forced spins/delays, maybe something to look at. Purple and red are whatever atm. Not sure about reducing dmg for being hit during slap, maybe warranted now given no dumb knockback. Saw some bugs with either dmg or dmg indicator, doing half dmg of full hit on slap knockdown. I would hope counters are the next thing being looked at. Hot take, bring back a insta hs on yellow but only from body hit from d/a with .5 dmg etc, good conditioning tool that was surrounded by stupidity with no requirements, as is a common occurrence with mb2 mechanics.
I was testing the transitions on 1.4.8 and got a comparison video and it seemed same, i.e W-WA isn't slower than pre r20.
I'm seeing positive response to blue and its capability of halfswinging nerfed, to me personally the timers felt completely fine and perhaps is a thing of getting used to. I certainly don't think nerfing bounce timer was a bad approach, as it is practically the only approach in terms of nerfing halfswings. Besides, blue is a defensive style and should be played like one.

If you're saying acm gain on fast styles is op, it's rather weird, as they are running 0.75 on gains and drains, and only 0.25 for combo swings, it's theoretically nerfed quite significantly compared to other styles. But I'm not saying it means it doesn't need any adjustment.

Being hit during slap was causing 1.00x damage this whole time, so theoretically, it was an increase. In the beta team, we've agreed that something like 1.40x would be something absolutely unjustified, especially when the opponent can land a swing and THEN get slapped. The fact we've removed damage clamping and whatnot played a role as well. The damage indicator shows correct values, so the issue should be the damage on full hit on slap knockdown, which is something that I've tried to fix, but apparently works only 80% of the time? God help me.

Counters are certainly a thing I want to look at and will do, but not just yet. Regarding Yellow A halfswing... I'm very based, and I've heard this from others even before I started hating it myself, it was breaking the flow of the duel too much.. not a fan of it. Don't think it'll be reimplemented unless I get bombarded with requests of it, which I doubt will happen.

I'm thankful for the feedback
 
Posts
51
Likes
82
I was testing the transitions on 1.4.8 and got a comparison video and it seemed same, i.e W-WA isn't slower than pre r20.
I'm seeing positive response to blue and its capability of halfswinging nerfed, to me personally the timers felt completely fine and perhaps is a thing of getting used to. I certainly don't think nerfing bounce timer was a bad approach, as it is practically the only approach in terms of nerfing halfswings. Besides, blue is a defensive style and should be played like one.

If you're saying acm gain on fast styles is op, it's rather weird, as they are running 0.75 on gains and drains, and only 0.25 for combo swings, it's theoretically nerfed quite significantly compared to other styles. But I'm not saying it means it doesn't need any adjustment.

Being hit during slap was causing 1.00x damage this whole time, so theoretically, it was an increase. In the beta team, we've agreed that something like 1.40x would be something absolutely unjustified, especially when the opponent can land a swing and THEN get slapped. The fact we've removed damage clamping and whatnot played a role as well. The damage indicator shows correct values, so the issue should be the damage on full hit on slap knockdown, which is something that I've tried to fix, but apparently works only 80% of the time? God help me.

Counters are certainly a thing I want to look at and will do, but not just yet. Regarding Yellow A halfswing... I'm very based, and I've heard this from others even before I started hating it myself, it was breaking the flow of the duel too much.. not a fan of it. Don't think it'll be reimplemented unless I get bombarded with requests of it, which I doubt will happen.

I'm thankful for the feedback
Retracting statement from w->wa yellow transition difference, they are the same, just tested properly with torso timers, good job. What is the acm loss for blue and cyan currently from being hit by yellow? I wouldn't say the acm gain was op for blue/cyan, but I definitely noticed it more than when using duals or staff. Agreed on the slap dmg changes for now, would need to duel a lot more to determine any concern. I despise the way the a swing was introduced, as you said shitting on the flow of duels and becoming a default and necessary option at times e.g hs after parry. I liked select applications of the swing such as conditioning for half swings and some other vortexing applications so people can't neutral in-between for free if they are adept with timings, but it was way too easy to set up. I would like to hear any ideas you have for swing-based mechanics of conditioning.
 

Leons

Movie Battles II Team
Posts
416
Likes
628
Retracting statement from w->wa yellow transition difference, they are the same, just tested properly with torso timers, good job. What is the acm loss for blue and cyan currently from being hit by yellow? I wouldn't say the acm gain was op for blue/cyan, but I definitely noticed it more than when using duals or staff. Agreed on the slap dmg changes for now, would need to duel a lot more to determine any concern. I despise the way the a swing was introduced, as you said shitting on the flow of duels and becoming a default and necessary option at times e.g hs after parry. I liked select applications of the swing such as conditioning for half swings and some other vortexing applications so people can't neutral in-between for free if they are adept with timings, but it was way too easy to set up. I would like to hear any ideas you have for swing-based mechanics of conditioning.
The acm modifier is being applied to both gaining and draining for all styles, i.e cyan and blue gain / drain 0.75 ACM, other styles gain / drain 1 ACM. So blue gets -1 ACM when hit by yellow first swing bodyhit. Regarding swing based mechanics of conditioning... that's too much logic for me right now. Would need to properly think about it
 
Posts
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The acm modifier is being applied to both gaining and draining for all styles, i.e cyan and blue gain / drain 0.75 ACM, other styles gain / drain 1 ACM. So blue gets -1 ACM when hit by yellow first swing bodyhit. Regarding swing based mechanics of conditioning... that's too much logic for me right now. Would need to properly think about it
All good, maybe look at acm drains then vs blue/cyan, old acm of light styles losing more acm did serve a purpose.
 

Leons

Movie Battles II Team
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All good, maybe look at acm drains then vs blue/cyan, old acm of light styles losing more acm did serve a purpose.
So you think, just as an theoretical example, fast styles should be drained for 1.5 ACM instead of "just 1"?
 
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So you think, just as an theoretical example, fast styles should be drained for 1.5 ACM instead of "just 1"?
Yes, given fast styles should/have more opportunities to steal timings, it's a checks and balances approach so you can't vortex people as easily without some solid combinations of defense. As for the specific number, would have to play around with it, why I don't like acm compared to toning down or gutting style atk/def values. The defense for the light styles comes from the above in stealing timings or should be, not having 70bp def values and holding s key which has somewhat been addressed.
 
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Yes, it seems uii386.so needs some loving as well, again.
It dropped in Discord thanks to Mace Madunusus.
Let's gooooo!
Time to read the changelog proper now, I guess.

Also, what sorcery is this it no longer crashes the client on map change, whee!
 
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So you think, just as an theoretical example, fast styles should be drained for 1.5 ACM instead of "just 1"?
In my mind its fair for blue/cyan to gain and drain 0.5 rather than 0.75. Against goated blue and cyan gaylord players I'm nearly unable to gain any ACM meanwhile they can bodyhit me 2-3 times for each of my 1-2
 

Leons

Movie Battles II Team
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In my mind its fair for blue/cyan to gain and drain 0.5 rather than 0.75. Against goated blue and cyan gaylord players I'm nearly unable to gain any ACM meanwhile they can bodyhit me 2-3 times for each of my 1-2
Aren't you a duals main? If fast styles get 0.5 acm then duals will get 0.75 acm no doubt
 
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