MovieBattles II Version 1.5 Released

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General:
  • Change: Dynamic Crosshair:
    • 0 - Crosshair doesn't collide with terrain or players but still lights up and draws names of players it hits
    • 1 - Crosshair collides with terrain + lights up on players
    • 2 - Crosshair collides with terrain + players, lights up on players (current cg_dynamicCrosshair "1" behavior)
  • Removed: Cvar cg_dynamicCrosshairPrecision removed.
  • New: New command:
    • "undying" (equivalent of single player command with the same name).
    • Can only be used with cheats active.
    • Prevents health from going below 1.
  • Fix: If a player has disconnected in any way (via a usual disconnect/reconnect, a kick/ban, or a kick from too high TK points) they will no longer cause damage during the round.
  • Change: Fast styles renamed to Light styles for clarity.
  • Change: Level 3 Seeing FP drain timer increased from 1 second to 1.25s (longer time between FP being drained).
  • Change: Increased melee uppercut punch's cooldown from 2.5s to 3s.
  • Fix: Deadly Sight FP drain
  • Fix: Black screen when falling to your death continuing when no longer spectating the same player
  • Fix: Zoom mask value properly resetting scope for spectator
  • New: Smod status now shows the team that the player is on
  • Change: Smod "login" command messages logged replaced with a successful/failed login attempt message that now only includes the player name, IP, and adminID.
  • New: In FA, saber-wielding classes can now have custom saber colors. Taking the decimal value from Open/Duel mode that you see on the saber color slider and putting it into the "sabercolor" field's value in the class' description file should carry it over.
  • New: "cg_HudFilesBRNoTint" added for turning the coloring for the saber glow component in the bottom right of the HUD. Value of "0" for leaving the coloring or a value of "1" for disabling the coloring.
  • New: Added a new key called "nopush" to trigger_multiple in order to allow making players temporarily immune to push/pull. The value assigned to "nopush" corresponds to the time of immunity in seconds, defaulted to 0.
  • Fix: Using OpenJK colours will no longer circumvent the auto-renaming system.
  • Fix: The number of false positives from Anti-Cheat have been reduced.
Duel Mode:
  • New: Duel mode now has per life builds
  • Change: Total respawns lowered from 6 to 3
  • Change: Round limit duration raised from 5 minutes to 15 minutes
  • Midround Joining:
    • New: Players may now join a round in progress.
    • New: Players who are forced to spectator will have their ability to join midround disabled for the duration of the round.
    • New: Cvars
      • "g_DuelMidRoundRespawnTimerInitial" - Controls initial delay upon trying to join the round. Hard-coded minimum of 5 seconds. Default value 15 seconds.
      • "g_DuelMidRoundRespawnTimerNoLives" - Controls time that players must wait before being able to respawn again. Default value 20 seconds.
      • "g_DuelMidRoundRespawnTimerNoLivesIncrement" - Optional incremental increase in the above enabled via the new cvar . This adds whatever value is specified, in seconds, to the total respawn once a player has run out of lives. Default value 20 seconds.
      • Regardless of the values of the cvars above, the maximum midround respawn time is set at 1mn.
General Gameplay
  • Change: All projectile speeds have been increased by 15% with the exception of the projectile rifle and clone blobs.
  • Change: Dodge duration for each level reduced.
    • Level 1 - 0.66 Seconds.
    • Level 2 - 1.33 Seconds.
    • Level 3 - 2 Seconds.
  • Removed: Secondary frag grenade's and concussion grenade's additional 20 and 10 FP drain have been removed.
  • Change: Force Pull, if used with a saber out, now has a cooldown/vulnerability window timer of 500ms instead of 350m.
  • Fix: Fix for electrifying effects such as pulse grenades/force lightning/ion blobs having their stunning duration reset by other events such as knockdowns.
  • Fix: Fix for certain electrifying effects such as pulse grenades/force lightning/ion blobs not having the correct stunning effect duration (i.e. the entire time during electrocution effects and none after).
  • Change: Force Lightning now more quickly stops electrifying and stunning after being released (still not instantly, but holding both for a 400ms duration after being released, compared to before stunning 1000ms while electrifying only for 400ms).
  • Change: Force Grip now has unlimited duration instead of a maximum of 5s, as long as the player's force pool isn't empty.
  • Change: Poison dart duration reduced from 10 ticks to 8.
  • Change: Projectile rifle's ammo adjusted from 7/15/24 to 8/12/18.
  • Change: Increased disruptor's primary fire damage from 20 to 24.
  • Change: Bowcaster charged shot mechanic:
    • Changed to increase damage during charge every 500ms instead of every 200ms.
    • Damage ramps up from 30 to 90 in 5s of charge for level 2 and 2.5s for level 3, as opposed to 1s for both before.
  • Change: Decoupled SBD gun's damage from battery level, now deals 26 damage all the time, instead of 28 at full battery and linearly decreasing to 18 at no battery.
  • Change: Pistol charge scaling adjustment.
    • Minimum base damage of charged shots increased from 26 to 28.
    • Maximum base damage of charged shots increased from 60 to 75
  • Change: Clone Rifle blob tweaks.
    • Concussive Shot base damage decreased from 20 to 10.
    • Ion Blast shock duration decreased by 25%.
    • Numbers of blobs (both ionic and concussive) per level are 2-4-6, as opposed to 3-6-9 previously for ionic blobs.
  • Change: Pulse grenades.
    • Thrown grenade shock duration increased from 0.5s to 2.8s
    • Launched grenade shock duration increased from 0.5s to 1.7s.
    • Launched grenade shock duration against Deka and SBD increased from 1.82s to 2.4s.
  • Change: T21's secondary fire damage reduced from 28 to 26.
  • Change: Decreased poison damage from 1 to 0 against meditating Jedi/Sith.
  • Change: Jedi/Sith getting shot during saber melee moves no longer stagger and the melee moves are no longer interrupted.
  • Change: Deka FP drain multiplier increased from 1.0 to 1.05.
  • Change: Lower body damage increased from 0.6 to 0.8.
  • Change: ARC Trooper Westar M5's maximum number of sniper shots per clip dropped to 6 (from 9).
  • Change: Stamina: mechanics brought closer to older builds with QoL improvements. Details:
    • Made ducking behave the same as walking when it comes to deactivating stamina.
    • Once again made speed-walking/ducking (via holding special 1) prevent stamina regen.
    • Allowed stamina to be used freely with rocket launcher as long as no rocket is loaded.
    • Summary of how stamina now works:
      • Activated via special 1 while running or standing still.
      • Drains stamina points when running.
      • When running & firing a weapon other than pistols (or melee, or a saber in FA):
        • Levels 0 & 1 deactivate stamina.
        • Level 2 doubles stamina drains.
        • Level 3 doesn't affect stamina drains.
      • Regenerates points when standing still, regardless of stamina being activated or not.
      • Deactivated by walking or crouching (or reaching 0 stamina) but not by standing still.
      • Holding special 1 while walking/crouching gives faster walking/crouching speed but prevents stamina regeneration.
      • Stamina is useable even with rocket launchers except when a rocket is loaded in the clip.
Saber vs Gun Gameplay:
  • Change: "Flinch" mechanic.
    • Stagger-on-shot is now replaced by a blocking animation (still drains HP damage).
    • Can now autoblock subsequent blasterfire even when block isn't held or when both attack and block are held, although still not when attack alone is held.
    • Removed distance limitation.
    • Fixed inconsistency issues (due to never triggering when the saberist was shot while holding both attack and block).
    • Heavy styles (red style and purple style) now ignore flinch entirely.
  • Change: Updated the within-IDR deflecting effect to be clearer as well as match the new increased distance marking the start of medium IDR.
  • Change: Holding both attack and block now also counts as a swingblock against blaster fire and thus autoblocks projectiles instead of letting them through to deal HP damage.
  • Remove: Removed all FP debuffs when shot - this also changes MBlock deflect level 3 to no longer drain FP when debuffed (thus it only prevents FP regen).
  • Remove: Removed all different FP regen rates depending on the state of the player (being able to autoblock or not), the base FP regen is now the highest one from these previously different rates.
  • Change: Refactored FP drains. Details:
    • Removed the additional overall blocking/non-blocking multipliers for FP drains (so from 0.5x/1.2x to 1.0x/1.0x).
    • New baseline FP drains:long/close range blocking 1.2x/2.0x, non-blocking 2.0x/2.8x, compared to 0.8x/2.3x and 2.0x/3.0x before).
    • Changes for custom weapon drain adjustments:
      • Nerfed ARC westar M5 normal & sniper mode FP drains.
      • Slightly buffed t21 primary & secondary FP drains.
      • Significantly buffed (made to match mandalorian and ARC/clone pistols) FP drains for normal pistols.
      • Slightly buffed wrist laser FP drains.
      • Slightly buffed e11's secondary fire FP drains.
      • Slightly nerfed ee3 sniper FP drains.
    • 1.5x multiplier for jumping drains instead of 1.7x.
    • Changes to increased mid & long range drains for specific weapons:
      • Deka is no longer part of this list and thus its FP drains now behave the same as normal guns when it comes to range.
      • T21 primary fire, wrist laser, bowcaster & pistol charged shots as well as pistol lvl 3 shots remain part of this list.
      • The weapons in this list now benefit from the same FP drain multipliers as the close range ones (2.0x/2.8x for blocking/non-blocking) at all ranges, while before they only benefitted from the blocking close range one for long range blocking only (not even mid-range).
    • Made FP drain caps for defense 2 & 3 at 40/80 (for defense 0 & 1 at 60/120) regardless of range for blocking/running, instead of 35/50.
    • Slightly increased the minimum distance for outside IDR i.e. long range FP drains (from 410 to 500), slightly decreased the maximum distance for inside IDR i.e. close range FP drains (from 160 to 100).
  • Change: The following saber special moves: speed lunge and roll stab, now do the same amount of damage as a yellow style attack even when used with cyan/blue styles.
Sabering Gameplay:
  • Slap:
    • Fix: Behavior with slap flag that allows for playing the slap animation multiple times via interaction with forced shutdown of saber (use + reload) during a swing.
    • Change: Increased slap cooldown from 3s to 4s, increased legsweep/jumpkick cooldown from 5s to 6s, sidekick cooldown increased from 3s to 6s, jumpkicks now cause a long stagger, sidekicks and legsweep now cause a short stagger (all staggers can block blaster fire).
  • Saber sound fixes/tweaks:
    • Fix: Duals' offhand should now truly play the correct sound (both in general as well as when the mainhand is thrown).
    • Fix: Custom saber sounds should now be properly working in all circumstances
    • Change: Saber noise spam - now has actual cooldown timer instead of just doing checks vs the length of the blade when trying to do on/off sounds. cg_saberFloodProtect cvar has been added and is used for determining the cooldown on the sounds (for those that wish to still hear all the spammy stuff). Defaults to 0.75 seconds.
    • New: Saber hit sounds and graphical effects have been updated and improved.
  • Saber collision/blocking logic code:
    • Fix: Lag on saber clashes should be mostly, if not completely, gone.
    • Fix: Being hit while slapping will no longer allow for triggering of saber mechanics (PB/parrying/etc).
    • Fix: Various bug(s) that could allow for being killed regardless of how much BP you had (without a back/sidewhack involved) no longer occuring.
    • Perfect Block (Green indicator)
      • New: Getting PB'd now plays a green hit indicator for the attacker (if cg_drawhiteffects is 1).
      • New: Scoring a PB now regens 8 BP (two ticks).
      • Change: PB counter no longer adds extra damage for all saber styles.
      • Change: PB now available in returns (i.e. the return animation which occurs after an attack is completed or has bounced off).
      • New: Added a new PB zone indicator (command /pbindicator 0, or 1 for a green indicator), highlighting in green the part of the crosshair corresponding to the PB quadrant currently being matched for an enemy in front of you
  • Manual block (Mblock):
    • Fix: Fixed non-directional Mblock improperly applying to all styles.
    • Change: Failing Mblock no longer drains BP from the defender.
    • Removed: Mblock no longer combo breaks.
    • New: Can now do forward or backward Mblock movements vs forward swings, instead of just backward movements.
    • New: Mblock's blocking animations are now played even when not holding walk.
  • Parrying:
    • Removed: Perfect Parry.
    • Change: Flat BP drains have been removed. Parries now deal 20% of a bodyhit's damage to the opponent.
  • ACM (reverted closer to an older behaviour from MBII's version 0):
    • Change: ACM now starts on the 4th bodyhit advantage (bodyhit advantage = ACC) for heavy styles, 6th for medium styles and 8th for light styles.
    • Change: 1 ACM is now 1.2x dmg, 2 ACM 1.4x, 3 ACM 1.6x, etc., max 9 ACM for 2.6x dmg.
    • Change: ACC is now strictly gained and lost on bodyhits only once per chain, light styles lose 2 ACC instead of 1.
    • Change: Auto-taunt now happens as soon as you gain 1 ACM, ACM is still reset when bowing or when the corresponding opponent dies.
  • Saber styles (reverted closer to an older behaviour from MBII's version 0):
    • Removed: Removed all style-specific perks (excluding duals' and staff's increased blocking arcs against both saber attacks and projectiles)
    • Change: Style point costs changed to Medium styles 6/4/4, Fast styles 6/0/4, Strong styles 6/0/4.
    • Change: Refactored AP/BP (Attack Power/Defense Power) to be far more diverse: Blue 6/75, Cyan 9/60, Yellow 12/55, Red 20/40, Purple 16/45, Staff 10/70, Duals 11/50.
    • Change: All saber styles can now only chain within 2 direction quadrants minimum, except for Red and Cyan styles which can now only chain within 3 direction quadrants at minimum.
    • Change: Blue style can now chain up to 4 swings instead of 2.
    • Change: Purple style's speed reverted to pre-v1.1 (thus slowed down by 20%).
    • Change: Normalized the cooldown between hits for all styles except blue/red which keep their shorter cooldown.
    • Change: Readded stab for purple (with the same damage as one of its swings), replacing its twirly kata.
    • Change: Reworked all the styles' special moves for balance according to the modified AP/BP.
  • BP damage multipliers (not all changed but all listed for overall clarity):
    • Base calculation for BP drains (unchanged):
      • BP drain = 100 * (AP of attacker's style) / (BP of defender's style)
    • Change: Basic movement factors:
      • Attacker non-swingblocking and walking or standing still: 1.1x BP dealt.
      • Attacker swingblocking: 1.0x BP dealt.
      • Attacker running: 0.8x BP dealt.
      • Defender knocked down or in a roll or slapping: 1.0x BP taken.
      • Defender holding block and not in an attack: 1.0x BP taken.
      • Defender holding block and in an attack: 1.2x BP taken.
      • Defender not holding block and not in an attack: 1.4x BP taken.
      • Defender not holding block and in an attack: 1.6x BP taken.
      • These last five factors are not taken into account for parry damage calculation
    • Change: Additional factors:
      • Attacker doing consecutive swings (also known as chains): 0.5x BP dealt.
      • Defender in a special move: 0.5x BP taken.
      • Defender crouching: 1.5x BP taken.
      • Attacker crouching: (1 / 1.5)x BP dealt.
      • Defender jumping: 1.3x BP taken.
      • Attacker jumping: 1.2x BP dealt.
      • Defender has Saber Defense 1: 1.4x BP taken.
      • Attacker/Defender parried each other: 0.2x BP dealt/taken.
    • Change: Additional overall multiplier:
      • 0.8x BP drain.
  • Other general sabering changes:
    • Change: Saber defense level 2 (and 3) regen rate reduced from 5 to 4 BP per 400ms, Saber defense level 1 now has the same regen rate but takes 1.4x more BP damage.
    • Change: Swing drains are once again based only on holding attack instead of being based on swings performed, draining 1 BP per 250ms of attack being held.
    • Change: +Use short jumps no longer cost BP.
Maps
  • Fix / Change: Dxun (mb2_dxun)
    • Added physics clip encompassing the cache's to block anything hitting them before forcefields go down. The clip disappears when the forcefields are down
    • Optimized VIS slightly for better performance
    • FA Changes:
      • Exile
        • Now has lightning 2 as intended.
      • G0-T0
        • Now has his own model and shouldn't be able to exit the level/bug through the forcefields anymore (may need additional fixes).
      • Mandalore
        • Regenerating armor removed.
        • Properly has CR 3 as intended.
      • HK47
        • Given an E-11 (1).
        • PLX-1 changed from level 1 to level 2.
      • Hanharr
        • Now properly has BP for the dual vibroblades, but as a result is unable to Wookiee slap.
        • Given a Pistol (2).
      • Duros Boss
        • Flamerifle removed.
      • Skakoan Tech
        • Stamina level changed from 3 to 2.
      • Trandoshan
        • Description fixed (dual vibroblades).
        • Concussion launcher is now only alt-fire instead of primary fire.
        • Wookiee strength changed from level 1 to level 2.
      • War Droid (Close Combat)
        • Force block increased from 2 to 3.
  • Fix / Change: Smuggler (mb2_smuggler)
    • More Rebel & Imperial Spawn Points.
    • Larger Imperial Spawn Room.
    • Rebel Balcony redesign.
    • Additional tunnel from under balcony at Rebel Spawn to boxes near Imp Lift
    • Increased size of lower corridor / red room.
    • Fixed missing sound effect on Rebel side balcony lift.
    • Fixed several locations where lightsaber was able to swing through objective ship floor.
    • Fixed a spot where you could glitch into the map in side route.
    • Potential fix for datapad gravity when killed while in mid-air.
  • Fix: Enclave (mb2_enclave)
    • Fixed Datapad icon not being visible at all.
  • Fix: Lunarbase (mb2_lunarbase)
    • Fixed being able to glitch through tunnel windows.
  • Fix: Scarif (mb2_scarif)
    • Fixed force powers bugging while holding or after placing the bomb.
    • Updated FA Baze to use new model.
  • Removed: Undeadstar (mb2_undeadstar)
    • Undeadstar now follows MBAssets4.pk3 event pk3 convention similar to xmas maps. Don't worry Undeadstar will return in the future!
Models
  • New: Nien Nunb
  • New: Tarkin
  • New: Baze Malbus
  • Change: Krennic (New Mesh, Textures, New Sounds)
  • Change: TFA Luke Skywalker (New Sounds)

Changed Files:
Code:
cgamei386.so
jampgamei386.so
FAMBModels.pk3
MB_Effects.pk3
mb2_dxun.pk3
mb2_enclave.pk3
mb2_lunarbase.pk3
mb2_scarif.pk3
mb2_smuggler.pk3
MBAssets2.pk3
MBAssets3.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.pk3
uii386.so
zz_MBModels.pk3
zz_MBModels2.pk3

OpenJK Server File
 
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Dislike red/purple's ability to not be affected by flinch.
It encourages trading hp for kills and there's easy ways to hasten the swing (like halfswinging off shots, or purple-stab), which nullify (what I'm guessing to be) the intended disadvantage (easy to dodge and shoot at while swing is in motion).

It also makes gunning even harder in 2v1 against saberists, since the main counter-strat is backpedaling ergo ez force push. Similar to lightning/grip against rebel gunners.

Strongly Like increased projectile speeds, new fp drains, and the removal of the distance limitation on flinch. Makes flinching around corners, during jump swings, and midair-swings while flying as a mando way more reliable. Being able to gun down turtles is especially satisfying. Basically everything about gunner changes are great imo.

Appreciate the fp-drain increase on wristlaser, but until its aiming system is reworked, its not very useful. I would like to be able to land shots with it without trying to micromanage where my character's hand is currently located pls, otherwise sniping with ee3 or westar spam is a way more reliable fp-drain source.

Strongly Dislike that dodge and altfrag in their present iteration are still in the game. delete naow!
 
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i'm okay with this patch so far although the melee nerf was questionable. my main complaint is the saber lag which can persist even through disabling dynamic everything.

I would like to be able to land shots with it without trying to micromanage where my character's hand is currently located pls, otherwise sniping with ee3 or westar spam is a way more reliable fp-drain source.
equipping your hands seems to make wristlaser pretty consistent. i don't really seem to have issues with it other than me failing to aim
 
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Pblock is so OP, dueling is absolutely horrible. How can you take such a complex saber system and dumb it down to "whoever pblock better wins" its just so annoying, not only can you counter off of pblocks, not only can you mblock off of pblocks, but now you regen bp on pblocks? Broken. The balance between offense vs defense is totally screwed, and it makes absolutely no sense, its not even realistic. In real life, defense is important but defense prolongs fights, offense ends them. Which is why generally speaking, in a fight between 2 equally skilled opponents, one defensive, one offensive, the offensive fighter will win, 10/10 times. Short of perhaps Mount & Blade, MB2 is probably one of the most realistic "sword" fighting games out there, so its strange that the MB2 saber system seems to have taken the opposite route of real sword fights, and its really not fun at all. Cant believe im saying it, but I miss 1.4.

Now I do like alot about 1.5, for example being able to kill enemy saberists quickly has made Open alot better, now when im getting swarmed by enemy saberists I can quickly dispatch them with good offense and footwork. However the buff to pblock, imo, completely eclipses this and makes the saber system really not enjoyable, atleast when you get down to 1v1, which lets be honest, is the best thing about MB2!

Personally, Id like to see the BP regen from pblocking removed, and Id like to see parry changed significantly, so that its more like 1.3. I know people have alot of problems with parry, but fact is it was one of the few tools offensive fighters could use against defensive fighters - against a pblock turtle, I could fight at a slower pace and aim all my offense for when my opponent opens up and goes on the offense himself - I find that most pblock turtles dont have the best offense, so I could use parry to preserve my BP and aim to interrupt them after a parry with my superior timing. This is a pretty high risk high reward strategy, as If I mess up even a little, I myself will be the one interrupted and swiftly killed. This style was still somewhat effective in 1.4, but now 1.5 its impossible because pblock got another buff, so now people just sit there and turtle, and their overpowered defense more then makes up for sloppy offense. I can have better timing, better range control, better footwork, score more interrupts, but the simple fact that my opponent spent hours and hours memorizing and training the pblock zones, means he wins.

One of the things that made me love MB2 was the fact that the mechanics were so deep. There were just so many tools I had at my disposal to win a saber fight - I could pblock, parry, interrupt, mblock, slap, combo, halfswing, feint, yaw, shadowswing, there was just so much! Now, basically you can be bad at all of that, but as long as you can pblock, you win. Its just really lame...

Pblock is a single tool among many, it shouldnt be THE deciding factor in a duel. If pblock is going to stay so strong, please give offensive fighters some tools too.
 

SeV

Nerd
Internal Beta Team
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One of the things that made me love MB2 was the fact that the mechanics were so deep. There were just so many tools I had at my disposal to win a saber fight - I could pblock, parry, interrupt, mblock, slap, combo, halfswing, feint, yaw, shadowswing, there was just so much! Now, basically you can be bad at all of that, but as long as you can pblock, you win. Its just really lame...

Pblock is a single tool among many, it shouldnt be THE deciding factor in a duel. If pblock is going to stay so strong, please give offensive fighters some tools too.

The things you mentioned haven't disappeared, lol. Being a noob is just punished vs good players. PB being able to regen BP does not eliminate other skills in the game. PB being strong actually rewards skills like halfswinging, comboing, yawing and parrying. Shadowswinging is still possible but it can now be countered by PBing, which is good. It is an incredibly gay thing to do 1 attack and run away, rinse repeat + parry spam to grind ACM. Doesn't take any skill to play that way like every low and mid tier duelist did in 1.4.9 and got used to being carried by ACM by playing that way. That made it so ppl didn't pay attention to swing timing at all, cuz being interrupted or being low BP didn't mean much, only ACM mattered.

In the previous build, a lot of noobiness was being masked by ACM grinding and now it's being exposed by very harsh interrupt damage aswell as other things. (Slightly too harsh imo, should be 1.4x instead of 1.6x for nonswingblocked, and 1.0x for swingblocked).
 
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The things you mentioned haven't disappeared, lol. Being a noob is just punished vs good players. PB being able to regen BP does not eliminate other skills in the game. PB being strong actually rewards skills like halfswinging, comboing, yawing and parrying. Shadowswinging is still possible but it can now be countered by PBing, which is good. It is an incredibly gay thing to do 1 attack and run away, rinse repeat + parry spam to grind ACM. Doesn't take any skill to play that way like every low and mid tier duelist did in 1.4.9 and got used to being carried by ACM by playing that way. That made it so ppl didn't pay attention to swing timing at all, cuz being interrupted or being low BP didn't mean much, only ACM mattered.

In the previous build, a lot of noobiness was being masked by ACM grinding and now it's being exposed by very harsh interrupt damage aswell as other things. (Slightly too harsh imo, should be 1.4x instead of 1.6x for nonswingblocked, and 1.0x for swingblocked).

I disliked 1.4 because of the exact reasons you just stated, and I like the fact that as you put it "noobiness" is being punished, indeed the fact that 1,4 was so forgiving and slow is why I didnt play it much, and 1.5 is a welcome change from that. However my problem is with the whole direction that the saber system is going, to be basically all about pblocks and defense. Yes your right, those things I mentioned didnt disappear. They just became far less important. This trend started in 1.4, and it got worst in 1.5. Most players ignore all those other mechanics and just pblock. Thats because with pblock you dont really need anything else - if you can pblock, you dont need footwork (atleast in a 1v1) you dont need to parry, you dont even need to have good combos or offensive timing, because you can rely on counters and even mblock. I myself find it just way too easy to just pblock the first of my opponents swings, land a counter/interrupt and follow up with a few swings to kill them quickly (unless, of course, they pblock me).

My only point is that right now, in MB2 if you pitted 2 equally skilled duelists against each other, an offensive fighter and a defensive fighter, the defensive fighter would win every single time. He would make the offensive fighter look silly, it wouldnt even be a contest. Simply because the defensive fighter has more tools, and his tools are stronger. It should be balanced, or realistically, the offensive fighter should have the advantage.
 
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I, unfortunately, have to agree with mr @Lastt . The sabersystem has become a "who's the better PBlocker" mechanic, and the game lacks complexity to it.

I love my Jedi/Sith class. I've never been the best dueler these last builds, mostly for lack of interest and constant changes to the system I once had perfected - can't remember the last time I even went to a duel server, but I adapt and I perfect by my own learning curve and interest. I found myself winning mostly all of my open mode duels either by skill, luck or intellect - or a combination of the three, with a great sense of fun and suspense.

With this horrible Pblock Mastery build, you remove intellect, fun and suspense from the equation. You can practice your skill in Pblocking, but intellect, fun and suspense is out the window. There is no tricking your opponent with combos or parries or unprepared slashes his way if he knows how to pblock them. He can be caught of guard by something you do, but if he pblocks most or all of them by the time you have surprised him, it won't fucking matter. Because his BP drains is close to zero, whilst yours is dropping like turds in the summer grass. There is no suspense to this. Can the opponent Pblock or not? He can/can not. He's a better pblocker than me, now I gotta die or run. Running is suspenseful, not dueling. It's determined by one single variable; pblocks. The fun? None. Where is the fun in having a saber system totally reliant on ONE mechanic in which you easily can best your opponent? It is not fun. It is predictable and stupid, with complete lack of variation.

Having been active through many of the years, I must say since this update I've hardly played. And it's not to make a case or a stand. It's just a lack of interest. I've played all of MBII's classes - for many years, and the only one I will never grow tired of is Jedi/Sith. Due to the massive variational tactics you can use, both as a defender, attacker and/or a duelist.

But not anymore. Because when I encounter a Jedi/Sith - it doesn't matter if i win or lose anymore. BECAUSE I AM BORED. I am finding no suspense, joy or intellectual reward in doing anything against any of my Saber-wielding opponents. It is just plain boring.

But maybe I am the only one that find unpredictability and unstability fun in a saber-wielding online society. Maybe some people like to keep it simple. Keep it tied to one, working, perfectioned mechanic that is just plain stable and "there" and "working". But that was not the saber system that defined MBII when I joined it in 2008. Nor three years ago. But that is MBII right now. And I am bored.

CLOSING WORDS; I just wanna say that this is my opinion. I don't need to have some guy tell me that Pblock is amazing, that I suck or that I just need to embrace the future. All I wanted to say is that I've grown bored by the constant changes to a system I've always loved. And this one, last change drained so much of my interest and fun away. And that is all. It is my feelings toward the change, and my opinions regarding it. Take it or leave it.

I respect the wish to keep the MOD fresh and updated, but doing so at the cost of removing/replacing core elements of the game, be it maps, mechanics or alterations to existing abilities without almost ever taking the constructive criticism from people as a sign of interest and love from one of your players - but always as a "this guy doesn't know what he's talking about" or "Nah, we're settled on this, but thank you" remark, is not the way to go if you want to keep your old players interested. I'm just saying.

I gave up giving constructive criticism waay, waay back - but I felt that maybe this was the time to try one last time.
Either way; thank you for doing this in your spare time - we all love you for it. Even if we have different opinions about the existing and on-going prospects of the project. Thank you!
 
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"The defensive player wins bc PB is op"

(i mean no offense . just blurting out my opinion here)

I main red/yellow , and I win a huge percentage of duels with highly agressive and hard to predict combos. I use fakes, yaws, shadowing, counters, style swapping... ect., to throw off my opponent. To boil down all duelz to "the winner is the better pb'er" is both lazy , and well.. wrong. I have a sadly low PB rate (im a newb) but i know each style, and when its weakest. so i can scrape quite a few wins even against more seasoned players. Now, I understand the frustration and outright boredom because when i fight duel veterans i get slammed.. But they have put in the TIME TO PRACTICE. im quite new to mb2 so my opinion is probably worthless, but i dont mind a higher learning curve to thin out the cheesier strats in saber vs saber duels.

I mean they got rid of the ability to shadow swing till you get full ACM and win with a few bs combos. i think thats going in the right direction... I also feel that each style is quite a bit different considering the dramatic change in BP and loss of acm gain. Maybe i just enjoy the challenge but i really have no problem with the PB buff.

But im also a red wielding noob bitch so what do i know
 

SomeGuy

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Internal Beta Team
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Gunner vs Saber feels very bad like this. The change to Flinch makes it act like a mini version of T3, only they take 1 hit, and can continue a followup fast swing after that Flinch. Force drain feels way off for guns, some do too much, others do not enough. I think that having this slightly buffed flinch (or flinchless red/purple), the ease of swing block, and lack of body hit knockback altogether make it rough. In past builds that had no swing block or flinch and had knockback it felt more balanced to me, maybe try this formula again.
 
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