MovieBattles II V1.6.1 Released

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V1.6.1 Update

General
  • Fix: AFK spectator message spam leading to a client command overflow.
  • Fix: g_inactivitySpec will properly move inactive players to spectator again.
  • Fix: Can no longer ignore g_password when private slots are enabled.
  • Fix: Can no longer enter passworded servers with the wrong password.
  • Fix: Should no longer get "invalid client data" error when trying to join servers in certain edge cases.
  • Fix: RTV/RTM python script updated to work with Legends mode.
    • Important note for any servers with RTM enabled: After updating the script you must update your mode priority setting (default is Mode priority: 2 0 2 0 2 1) or the script will throw an error.
Duel Mode
  • Fix: Map music no longer restarts when a private duel ends
  • Fix: Force focus now works in private duels
  • Fix: Players in private duels cannot be killed by the map (i.e. target_kill) and causes a server crash
  • Fix: Players will no longer try back attacks vs each other if one is in a duel and the other isn't
  • Fix: Missing instance of not killing people that are also dueling when separate and intersecting duel ends
Legends Mode
  • New: Mace Windu
  • New: Senator Palpatine's spinning RDFA
  • Change: Flipkick added to Thrawn, Aurra Sing, Boss, Ventress and Chirrut
  • Change: All Jedi/Sith classes have had slight balance changes to their BP/AP multipliers, saber chain speeds and force abilities.
  • Change: Finn's health reduced.
  • Change: Ki-Adi-Mundi replaced by Ahsoka Tano
  • Change: Jango Fett replaced by Cade Bane
  • Change: Grevious now has advanced radar (Miraluka 1), Heavy Melee and Deflect 1
  • Change: Rune Haako now has Miraluka, upgraded blaster
  • Change: Sidious changed to Senate skin to match new RDFA
    • Now has Force Focus level 3, Grip level 3, no BP drain on jump
  • Change: Nihilus given less hp but more damage reduction
  • Change: Malak and Visas given Team heal 1, Rey and Kylo given Team heal 2
  • Change: General Veers given disguise 3 and T-21
  • Change: Phasma given more damage reduction
  • Change: Hondo given Miraluka and more nades
  • Change: R2-D2 given flamethrower, nerfed shield regen
  • Change: Ewok reworked slightly, removed 1 stone
  • Change: Chewie given slight damage reduction
  • Change: Baze given higher rate of fire and gunbash
  • Change: Qui-gon and Nihilus given Force Energize
  • Change: Padme given damage reduction
  • Change: Reinforcement classes given more health / abilities.
  • Change: Q3 removed from Obi-Wan, given to Mace Windu
  • Change: Slight buff to Yoda's health and force attributes.
  • Change: Jar Jar's health reduced, removed some nades.
  • Change: Rosh now has a very unique taunting ability.
  • Change: Repulse added to Luke and Ventress
  • Change: Dash given to Palpatine, Dooku and Ventress
  • Change: Veers and Hera can now regen allies armor
  • Change: C3PO and Veers now have ammo dispensers
  • Fix: Descriptions have been edited to fix most discrepancies
Gameplay
  • New: Players will no longer deal damage if they have been removed from the round through /kill, changing teams, changing classes, going to spec, or being executed by having too many TK points.
  • Change: EE3 snipe mode: - Base damage raised from 60 to 65
    • Time between shots lowered from 900ms to 750ms
    • Ammo drain on snipes is now a proper 1/3 of the current clip (26 -> 25)
    • Additional 1.15x head shot multiplier
  • Change: PB zones adjustments for top diagonals and vertical swings. Bottom bound lowered to about half the distance from current edge to the model's shoulders.
  • Change / Fix: New Super Battle Droid
    • SBD slap animation adjusted to resemble old version in speed and swing arc.
    • Added animations for hacking, using buttons, falling, and Tauntaun riding (idle-only). This also prevents firing rapidly while hacking.
    • SBD no longer has ragdoll (broadsword) checks to prevent crashes with the new model/animations.
    • Advanced Radar no longer free / always available even without setting points.
  • Fix: Lightning no longer has its damage randomized. This results in 2H melee lightning doing its proper 2x damage consistently.
  • Fix: Lightning no longer has inconsistencies in its damage when affecting multiple targets.
  • Fix: Deflect properly pauses FP regen again
  • Fix: Knockback below 45 is set to 45. Knockback at 45-60 is always 60. Knockback vs crouching/jumping targets is increased by 10 (stacks with the previous modifications). This only affects Saber wielding players.
  • Fix: All combinations of single saber styles can now be picked again.
  • Fix: Sith can no longer pick up weapons.
  • Fix: Using melee blocks with Dexterity 3 no longer allows for instantly exiting knockdown/rolling animations
  • Fix: Saberists can once again hit targets while riding Tauntauns and other vehicles.
  • Fix: Lunarbase window once again assigns ownership of kills to the one who breaks it.
Full Authentic
  • New: The Movie Battles Wiki has been updated to help assist curious FA/map makers:
  • New: Can now override special2 melee moves for saberists with the "slapAnim" entry in .sab files (usually prefixed with BOTH_)
  • Change: Force Protect revamped/bug fixed for Movie Battles
    • Always lose FP equal to 25% of damage taken
    • Level 1
      • Max damage possible: 50% of max health
      • Reduces health damage taken by 25%
    • Level 2
      • Max damage possible: 33% of max health
      • Reduces health damage taken by 50%
    • Level 3
      • Max damage possible: 25% of max health
      • Reduces health damage taken by 75%
  • Change: Imperial reinforcements on Citadel FA given HP buff and K2S0 HP nerfed.
  • Fix: Set force focus attribute on over three hundred FA characters where it was not present (focus is no longer implicit to MB_CLASS_JEDI).
  • Fix: Properly set force block on some characters that were missed in conversion to attributes last update.
  • Fix: Sense was not set properly on a few aliens from the MGM's Aliens FA.
User Interface
  • New: Added ragdoll (broadsword setting) toggle to visual options.
  • Change: Added warning to Max FPS about the uncapped setting and added com_maxfps 125 to list of cvars set when using the recommended network options button.
  • Change: Added Legends mode and g_siegeTeam1/2 settings to create game menu.
  • Change: Adjusted password prompt background to make text entry area easier to distinguish.
  • Fix: Password prompt not appearing from server list when using Join button instead of double clicking.
  • Fix: Added missing mb2_yavinassault_veh to arena list in create game menu.
  • Fix: Password setting fields now editable in create game menu.
  • Fix: Blue team lock icon for auto balance should now be positioned properly.
  • Fix: Added missing server list icon for Legends (same as FA for now).
  • Fix: Removed duplicate class template entry with no name always present at the end of the template list.
  • Fix: Removed outOfBoundsClick from class config menus to prevent one common cause of join bugs (clicking outside the menu would close it without applying points, which was easy to do accidentally if the Apply button was missed).
Maps
  • New / Change: mb2_dotf_classicb
    • Based on v1.3 Duel of the Fates with balcony route.
    • Most of forcefield corridor and the generator pit have been clipped off to prevent time wasting.
  • Change / Fix: mb2_citadel
    • Removed required hack in the cargo conveyor area (now only the two in the gen area are required to open the vault).
    • Altered map to improve performance with many players.
    • Adjusted target_location entities to reduce gamestate usage.
    • Added hack on Rebel's side door out of spawn for Imperials to break in order to reach their spawn.
Models
  • Change: Rey's Episode 9 hilt texture updated again for authenticity.
  • Change: Spoiler Episode 9 staff hilt adjusted to be more movie accurate.

Changed Files ( Manual / Server Downloads )
Code:
-GameData
RTVRTM.zip
-MBII
03_MovieGameMappack.pk3
cgamei386.so
jampgamei386.nopp.so
jampgamei386.so
mb2_cmp_assets3.pk3
mb2_pb_assets2.pk3
mb2_scarif.pk3
mb2_um_assets3.pk3
MBAssets3.pk3
MBAssets4.pk3
MBHilts.pk3
MBII Maps-Models Credits.txt
MBII.pk3
MBII_Mac.pk3
uii386.so
z_MB_BaseAssets.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
 
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Tempest

Gameplay Design
Movie Battles II Team
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keep it for special2/self imposed rolls, make it uncancelable for any form of roll/knockback caused by anyone but yourself
I've got it fixed and working for the forward roll for the time being. Working on a bunch of other stuff before looking at trying to deal with the other rolls that aren't uniquely named.
 
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I've got it fixed and working for the forward roll for the time being. Working on a bunch of other stuff before looking at trying to deal with the other rolls that aren't uniquely named.
are forced knockdown/rolls seperated from jump rolls, code wise?
 

Spaghetti

Floating in the void
R2D2
Movie Battles II Team Retired
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Hey. So there's a new bug included that throws you into spectator every once a while when you're already in the game, when a round starts.
Not a bug. This is how auto balance is working since 1.6 apparently, forcing players to spectator. Not a great change IMO as it is very disruptive to players (only get a red message in the console feed and the 10 sec countdown to pick a new class), so I wouldn't expect any servers to use it now...

Secondly the ee-3 snipe dmg increase is pitiful, still not enough to take down a sold in one shot. Putting in the effort to even snipe a sold is worthless if you can take it down in 3-4 shots with primary mode.
I haven't played since the new patch but I am highly doubtful a soldier would survive a headshot. Bodyshots not being instakill was kind of the point of the nerfs.
 

SeV

Nerd
Internal Beta Team
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I haven't played since the new patch but I am highly doubtful a soldier would survive a headshot. Bodyshots not being instakill was kind of the point of the nerfs.

Designing around headshots in MBII is fucking stupid. Even with the increased bolt speed it is still very much random compared to a game such as CSGO. Sure you can increase your likelyhood of getting a HS, but it is still going to be random because of the movement and speed. Unless you make weps nearly or fully hitscan, designing damage around headshots is very bad and leads to inconsistent gameplay and difficulty balancing things. Instead, design it around body to body aiming for the most realistic parameters. I really disapprove of this whole "yeh bruv just hs" mentality in open because it is so random unless you're in nearly facehug distance. You really need to rethink this approach. Even if hex thinks designing damage around headshots is viable, I am sure many more people will come out against it as unreasonable and ill-thought out.
 
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Designing around headshots in MBII is fucking stupid. Even with the increased bolt speed it is still very much random compared to a game such as CSGO. Sure you can increase your likelyhood of getting a HS, but it is still going to be random because of the movement and speed. Unless you make weps nearly or fully hitscan, designing damage around headshots is very bad and leads to inconsistent gameplay and difficulty balancing things. Instead, design it around body to body aiming for the most realistic parameters. I really disapprove of this whole "yeh bruv just hs" mentality in open because it is so random unless you're in nearly facehug distance. You really need to rethink this approach. Even if hex thinks designing damage around headshots is viable, I am sure many more people will come out against it as unreasonable and ill-thought out.

100% correct as i said in my post about the proj nerf in the feedback thread. Please show me 1 person in the history of mb2 that has been able to score consistent headshots with proj (or any weapon really, but proj in particular) because I must have missed their reign as best player in the world

Proj is weak and inconsistent now and the skill cap has been lowered by quite a lot with the recent nerf, I absolutely hate it and if I do dare say so myself I have quite a lot of experience to draw this conclusion from, which is not really something I can say about the people who are liking the nerf.
 
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In agreement with Sev, the PB zone alteration confuses me the more I think about it. Has anyone ever complained about the upper PB zone placement? Feels like an awfully spontaneous decision.

I don't imagine adjusting to this change will be a big deal for duelists, I just can't help thinking that if it isn't broke don't fix it.
 

Hexodious

Moderator
Movie Battles II Team
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Yes I am ok with the headshot requirement on sniper rifles for 1hk. It helps the new player experience immensely.

If you mean show me 100% headshots vs someone who knows exactly where you are and is trying to rush you down then yeah I agree, but isn't that also the point? I am ok with any version that allows this sort of interaction, i.e what they've added or. a higher base damage for body shots combined with forced long reload to give windows (instead of popping around a corner sniping for body then switching e-11/pistol to finish someone off). My main issue with mb2 sniping is just pop a corner, snipe to the body and switching to another gun hit or miss. I do it all the time, but thats not sniping thats just T-21 primarying with the biggest single hit damage weapon in the game and then rapid firing with zero concequences.

But I do agree proj base damage nerf is bad vs deka and sbd as the current anti-droid class don't really have enough going for them and this was my personal choice of anti-droid weapon but that is more of a Rebel/Imperial issue in general which should be looked at.

I agree that knockback still doesn't feel right at the moment. I still prefer flinch but if this is what we have the numbers need further updates, however I think I saw a dev mention that is planned as well at improved/altered fp drains across the board.
 
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In agreement with Sev, the PB zone alteration confuses me the more I think about it. Has anyone ever complained about the upper PB zone placement? Feels like an awfully spontaneous decision.

I don't imagine adjusting to this change will be a big deal for duelists, I just can't help thinking that if it isn't broke don't fix it.
I remember complaining about it a few times but not sure about others. Tempest had it planned for a hotfix at least from Monday evening so it's not a spontaneous decision. His reasoning for fixing zones seems to be the same as mine. There is no consistency with WA/WD zones being in another galaxy. With them that way I'm searching for an invisible point where the zone begins. Now I know precisely where they begin. Consistency.
 
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I think proj damage should be increased, but yes there has to be other compromise to hero/bh. Having this extended reload/cooldown or decreasing the ability of these classes to be so versatile in switching from a sniper playstyle to a close/mid ranged one could be considered.
 

SeV

Nerd
Internal Beta Team
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Yes I am ok with the headshot requirement on sniper rifles for 1hk. It helps the new player experience immensely.

If you mean show me 100% headshots vs someone who knows exactly where you are and is trying to rush you down then yeah I agree, but isn't that also the point? I am ok with any version that allows this sort of interaction, i.e what they've added or. a higher base damage for body shots combined with forced long reload to give windows (instead of popping around a corner sniping for body then switching e-11/pistol to finish someone off). My main issue with mb2 is just pop a corner, snipe to the body and switching to another gun hit or miss. I do it all the time, but thats not sniping thats just T-21 primarying with the biggest single hit damage weapon in the game and then rapid firing with zero concequences.

But I do agree proj base damage nerf is bad vs deka and sbd though as the current anti-droid class don't really have enough going for them and this was my personal choice of anti-droid weapon but that is more of a Rebel/Imperial issue in general which should be looked at.

I agree that knockback still doesn't feel right at the moment. I still prefer flinch but if this is what we have the numbers need further updates, however I think I saw a dev mention that is planned as well at improved/altered fp drains across the board.

You should just reduce movement speed with proj to prevent pop sniping abuse. Something like 80% of current speed should suffice along with perhaps a slightly longer lock to switch wep rather than being able to switch quickly. Can also add in slightly longer reload time if you want. But ruining the weapon completely is not the answer. Something like a higher HS modifier is the most viable on rapid fire weapons in MBII even though it's still random. It is the least effective and good on a single shot weapon like proj and is frankly one of the worst choices you could have possibly made to balance proj.

Think about Disruptor. To pop snipe with it, there is a delay added for charge-up when you jump out that reduces your output. It's hitscan but there is a delay that means it cannot output full dmg immediately. For proj there is no such delay, you can scope in pop out shoot and go back quickly. If you just reduce projs inherent damage, you turn it into a worse version of the disruptor rifle, making it a pointless weapon that you might as well just remove from the game.

Just reduce the speed of someone carrying a proj enough that it gives some slight breathing space to get hit, because getting hit fucks the proj a bit.

Another option is to make dodge passive again, and make dodge 1 purely apply to dodging proj rifles.
 
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I haven't played since the new patch but I am highly doubtful a soldier would survive a headshot. Bodyshots not being instakill was kind of the point of the nerfs.
Can you explain the arbitrary decision to increase damage by 5 then?

We're talking about one of the weakest classes' (in terms of hp and armour) lives (1 out of 3), that withstands a bodyshot snipe. The risk you're taking to snipe a meagre sold with 3 lives is simply bad and encourages camping as to utilize a low power snipe without being brought down by suppressive fire when peeking from corners or covers. This method to bring down pop sniping by lowering damage is totally irrelevant to whether pop sniping is actually effective or not. If you want to actually make pop sniping go, add a delay to the beginning of scoping but give ee3 its power back.

Merely having lowered ee3 snipe seems awfully counterproductive and dumbs down mandalorian gameplay. Mandalorian gameplay is not merely pop snipe from a corner, rather versatility in combination with its weapons' multifunctionality - being able to land high power snipes while retreating or flying away were rewarding for your accuracy, way more effective than using primary that overloads and could not remain accurate during retreat. This cucks the mando in more ways than just nerfing popsniping and camping (which it really doesn't do).

Regarding the hs bit, Sev said it all.
 

AaronAaron

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I remember complaining about it a few times but not sure about others. Tempest had it planned for a hotfix at least from Monday evening so it's not a spontaneous decision. His reasoning for fixing zones seems to be the same as mine. There is no consistency with WA/WD zones being in another galaxy. With them that way I'm searching for an invisible point where the zone begins. Now I know precisely where they begin. Consistency.
Yeah I get you bro but it was kinda random you know?
 

Spaghetti

Floating in the void
R2D2
Movie Battles II Team Retired
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Can you explain the arbitrary decision to increase damage by 5 then?

We're talking about one of the weakest classes' (in terms of hp and armour) lives (1 out of 3), that withstands a bodyshot snipe. The risk you're taking to snipe a meagre sold with 3 lives is simply bad and encourages camping as to utilize a low power snipe without being brought down by suppressive fire when peeking from corners or covers. This method to bring down pop sniping by lowering damage is totally irrelevant to whether pop sniping is actually effective or not. If you want to actually make pop sniping go, add a delay to the beginning of scoping but give ee3 its power back.

Merely having lowered ee3 snipe seems awfully counterproductive and dumbs down mandalorian gameplay. Mandalorian gameplay is not merely pop snipe from a corner, rather versatility in combination with its weapons' multifunctionality - being able to land high power snipes while retreating or flying away were rewarding for your accuracy, way more effective than using primary that overloads and could not remain accurate during retreat. This cucks the mando in more ways than just nerfing popsniping and camping (which it really doesn't do).

Regarding the hs bit, Sev said it all.
I should have known better than to say anything, now everyone will be yelling at me about snipers when I have no involvement in the balance changes.

So allow me to repeat: I have nothing to do with any recent balance changes, anything I say is my own opinion, complaining to me or asking for me to 'justify' it is useless. My opinion though: EE-3 was over-buffed when given the two-shot snipe many years ago, and some people are upset now because suddenly the weapon isn't almost as good as a projectile rifle with two shots per reload and insane class mobility. It should have been nerfed years ago, but here we are.

Everyone complaining also seems to ignore the reduction in ammo usage and triple shot capability now - it's not rapid fire, but you can certainly pop off many more shots now. So it's different. If you play it like a projectile rifle it's not going work very well, but again, I think that was the point. Treat it as a supplemental damage type for long range, a DMR for softening rather than 1HKO type deal. Another thing to keep in mind is that upper shoulder - not just the head itself - counts as a headshot in damage terms. Comparing mb2 to other games and saying headshots can't be done reliably due to bolt speed isn't really fair as our headshot zone is quite generous. It's certainly not an apples to apples comparison with most other games.

And I am overall happy with the projectile nerfs from 1.6 as they were cancerous to open gameplay before. I think the fun factor is up for anyone who wasn't sniper tryharding all the time (and I've still had fun playing sniper when the situation calls for it).
 
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people keep trying to push for snipers to be totally fucking busted when star wars was never a property about hardcore tactical snipers to begin with.

the fact that they were so prevalent in this mod at all is a fucking aberration. it's star wars. it's about dudes shooting laser guns at eachother and some dude twists his torso 70 degrees and pops a dude in the skull with a flick of his wrist and his friend yells WOO WOO!!
 
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people keep trying to push for snipers to be totally fucking busted when star wars was never a property about hardcore tactical snipers to begin with.

the fact that they were so prevalent in this mod at all is a fucking aberration. it's star wars. it's about dudes shooting laser guns at eachother and some dude twists his torso 70 degrees and pops a dude in the skull with a flick of his wrist and his friend yells WOO WOO!!
go play battlefront 2 instead
please
 
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