Moviebattles II Version 1.8 Released

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V1.8 Update

General
  • New: Ignoring a client should now ignore their voice commands.
  • New: Most text drawing is now handled in mod code. Console and death messages are still drawn by the engine and are unaffected.
    • New: Orange and Gray text can now be seen in many places with JAMP client.
    • Fix: Improved aspect adjusted text rendering.
    • Fix: Removed jittering for friendly player names drawn as part of friendly player indicators.
  • Change: Allow forcing aspect ratio fix code on non-JAMP clients with cg_forceRatioFix 1.
  • Fix: Droideka chat bubbles now show up correctly.
  • Fix: Rare SBD crash on tutorial maps.
  • Fix: Exploit for faster normal FP regen than intended.
  • Fix: Should no longer be able to land delayed saber hits when using leg sweep.
  • Fix: Duals should no longer be able to clip into terrain with its forward + jump special move.
  • Fix: Mitigate slow classes moving backwards extremely slowly in certain cases.
  • Fix: Wookiee neck damage multiplier being 1.0x instead of 1.3x in some cases.
  • Change: NPC saberists no longer chain swings instantly.
Gameplay
  • New / Change: Dual Pistols:
    • Now have convergence aiming similar to Droideka.
    • Single pistol firing mode replaced with parallel firing.
    • Can toggle weapon modes while charging,
  • Change: Grenades:
    • Priming grenades now removes invulnerability shields.
    • Frag Grenade
      • Primary fire now knocks down enemies who are in flight.
      • Secondary fire now behaves similarly to Concussion grenades as described below:
        • Beeps once every second while primed. Explodes in hand if held for 3 seconds.
        • Direct hits will detonate for 40 base damage, knockdown, and turn jetpacks off.
        • Splash damage detonates for 32 base damage.
    • Pulse Grenade
      • Radius for thrown pulse grenades reduced from 350 to 250.
      • Radius for launched pulse grenades reduced from 233 to 200.
      • Now also knocks down enemies who are in flight in addition to currently turning the jetpack off.
    • Concussion Grenade
      • Now knocks down enemies who are in flight.
  • Change: Projectile Rifle
    • Base damage increased from 100 to 105.
    • For reference, this will now allow the following (not accounting for downwards RNG in some outlier cases):
      • Soldier: Dies to any shot.
      • Commander: Survives leg shots, dies to chest shots.
      • Clone Armor 2: Survives leg shots, dies to chest shots.
      • Clone Armor 3: Survives chest shots.
  • Change: General head shot multiplier reduced from 3.0x to 2.5x. Sniper shots remain at 3.0x.
  • Change: FP Drains - further refinements
    • WeaponBlocking (before)Blocking (after)Running (before)Running (after)
      EE3 Primary6-146-129-158-13
      Clone Rifle 1 & 2 (now split from 3)4-64-85-76-9
      T21 Primary17-2214-1823-3218-26
      SBD4-75-85-86-9
      Deka6-96-810-138-10
  • Change: Melee:
    • Timers for melee and saber-out special moves are now split for better adjustments.
    • Melee out air kick now requires the 'use' key to be held down to activate.
    • Melee move cooldown reductions:
      • Air kick: 2500ms to 1250ms
      • Jump kick: 5000ms to 3000ms
      • Legsweep: 5000ms to 3500ms
      • Uppercut: 2500ms to 1750ms
      • Saber Jumpkick 5000ms to 4000ms
      • Saber Legsweep 5000ms to 4500ms
  • Change: Super Battle Droid:
    • Pulse nade ammo drain reduced from entire clip to half.
    • Magnetic Plating:
      • Point cost reduced from 20 to 14.
    • Recharge Rate:
      • Level 1 point cost reduced from 5 to 4.
      • Level 2 point cost reduced from 10 to 5
  • Deka:
    • Change: Discharge
      • Now allows for ammo regeneration.
      • No longer disables shield blocking incoming fire
      • No longer slows the Deka.
      • Cooldown timer increased from 1000ms to 1750ms
      • Shield drain lowered from 200 to 150.
    • Change: Electrocution adjustments
      • Extra stun time of 500ms removed.
      • Negative ammo reintroduced. -15 instead of the prior -30.
      • Power Management allows for passively regenerating ammo while electrified.
  • Hero:
    • Quick Throw:
      • Fix: Quickthrow now only takes ammo if the grenade is thrown.
      • Change: Level 2 now throws previous alt frag functionality with same primed ratio as primary QT.
  • Wookiee:
    • Fix: Strength 3 Wookiee interactions with pulse work as intended.
    • Change; Time before Rage starts being reduced out of combat for Fury level 2 decreased from 20 seconds to 10 seconds.
    • Change: Damage taken from fire sources increased by 1 (fire grenade aoe is now 2-4 instead of 1-4, flamethrower is now 2 instead of 1).
  • ARC:
    • Change: Dexterity
      • Level 2 is now included by default.
      • Level 3 cost increased from 15 to 20
    • Change: M5
      • Sniper shots per clip increased from 6 to 8
      • Sniper base damage increased from 47 to 50
      • Reload time decreased from 1500ms to 1100ms
    • Change: Pistols
      • Bounce shots lose 2 damage per bounce after 2 bounces.
    • Fix: No longer loses stamina when doing non-dexterity jumps in some circumstances.
  • Jedi/Sith:
    • Change: Saber v saber legsweep no longer staggers vs blocking saberists who are stationary.
  • Mandalorian:
    • Rocket:
      • Change: Base launch time increased from 800ms to 1000ms.
      • Change: Firing jetpack rocket while jetpack is on cooldown will cause the rocket to take 1.5x longer to fire.
      • New: During the wind-up animation, taking damage excluding saber swings, environmental effects, and darts or their effects now does the following:
        • Starts a 1.5s timer for accumulating damage
        • Taking 55 damage (pre armor mitigation) during this window will stagger the Mandalorian and cancel launching the rocket without consuming the ammo. After the stagger is over, there is a 0.5s cooldown for being able to start launching the rocket again.
        • Every 500ms after not accumulating damage, already accumulated damage decays by 15 (can't go below 0).
    • Change: Leaving scope now disables wrist laser from being able to be fired for a brief moment.
    • Change: Westars
      • Fix: Left handed charge shots now scale properly instead of gaining extra damage unintentionally.
      • Charged shot base damage lowered from 53 to 48 (total of 106 reduced to 96)
    • Change: EE3
      • Bloom mechanic:
        • Spread rate lowered.
        • Lower overall cap so you can hit the broadside of a barn after 5 shots.
  • Bounty Hunter
    • Change: Disruptor now starts bleeding ammo once every second after being charged fully for 5 seconds. Will automatically fire when it can no longer drain ammo.
  • Elite Trooper
    • Change: A280 burst shot count reduced from 5 to 4
    • Change: A280 clip size reduced from 75 to 60 (reduces bursts allowed from 4 to 3).
FA
  • Change: Stage one of weapon slot restructure has begun, starting with grenades. Grenades no longer share WP_TRIP_MINE / WP_THERMAL slots and instead have their own individual weapon name. Important for FA makers to take note:
  • Change: E-Web accuracy improved.
  • New: Trip Mine (from base JA) now available
    • Frag Grenade Attributes used in open / for ammo amounts if no custom ammo set: MB_ATT_SOLDIER_TDS / MB_ATT_FRAGS
      • weapon WP_THERMAL -> weapon WP_FRAG_NADE
      • weaponflags WP_ThermalFlags -> weaponflags WP_FragNadeFlags
      Thermals Attributes used in open / for ammo amounts if no custom ammo set:
      • MB_ATT_THERMALS weapon WP_THERMAL + bounty hunter class -> weapon WP_REAL_TD
      • weapon WP_THERMAL + CFL_REALTD classflag -> weapon WP_REAL_TD
      • weaponflags WP_ThermalFlags -> weaponflags WP_RealTDFlags
      Pulse Grenade + Pulse Grenade Adjacent:
      • Pulse Grenade Attributes used in open / for ammo amounts if no custom ammo set: MB_ATT_PULSE_GRENADES
      • weapon WP_TRIP_MINE -> weapon WP_PULSE_NADE
      • weaponflags WP_TripMineFlags -> weaponflags WP_PulseNadeFlags
      Trip Mine (NEW) Attributes used in open / for ammo amounts if no custom ammo set: MB_ATT_TRIP_MINES
      • weapon ??? -> weapon WP_TRIP_MINE
      • weaponflags ??? -> weaponflags WP_TripMineFlags
      Fire Grenade Attributes used in open / for ammo amounts if no custom ammo set: MB_ATT_FIRE_GRENADES
      • weapon WP_TRIP_MINE + attribute MB_ATT_FIRE_GRENADES -> weapon WP_FIRE_NADE
      • weaponflags WP_TripMineFlags -> weaponflags WP_FireNadeFlags
      Sonic Grenade Attributes used in open / for ammo amounts if no custom ammo set: MB_ATT_SONIC_DETONATOR
      • weapon WP_TRIP_MINE + attribute MB_ATT_SONIC_DETONATOR -> weapon WP_SONIC_NADE
      • weaponflags WP_TripMineFlags -> weaponflags WP_SonicNadeFlags
      Concussion Grenade Attributes used in open / for ammo amounts if no custom ammo set: MB_ATT_MICRO_GRENADES
      • weapon WP_TRIP_MINE + attribute MB_ATT_MICRO_GRENADES -> weapon WP_CONC_NADE
      • weaponflags WP_TripMineFlags -> weaponflags WP_ConcNadeFlags
      Cryoban Grenade Attributes used in open / for ammo amounts if no custom ammo set: MB_ATT_CRYOBAN_GRENADES
      • weapon WP_TRIP_MINE + attribute MB_ATT_CRYOBAN_GRENADES -> weapon WP_CRYO_NADE
      • weaponflags WP_TripMineFlags -> weaponflags WP_CryoNadeFlags
  • New: Super Open Mode FA
    • Created by @WorldsLargestiPod, this cult classic 'mega FA' has made a return.
      • Each team has access to about 40 classes modeled after enhanced versions of the better known open mode classes. (Soldier, Hero, Bounty hunter, etc.)
      • The classes are designed to be as powerful as possible without failing to preserve balance and class variety/diversity
      • Maps available: SOM_Dotf, SOM_Corellia, SOM_SnowFacility
      • Alternatively, rcon admins can always switch to the SOM FA any time by using rcon g_siegeteam1 SOM_Heroes / rcon g_sieteageam2 SOM_Villains / rcon (or smod) mbmode 4 {map of your choosing here}
  • Change/Fix: Added PB2_Citadel as map option, also removed numerous PB2 maps (pb2_halo, pb2_halo_bc, pb2_hangarC, pb2_hotfo, pb2_korriban, pb2_prison, pb2_republiccruiser, pb2_rescue, pb2_starkiller, pb2_tanker, pb2_theedstreets, and pb2_tradefed) - admins should remove/add these maps from their RTV maps.txts
  • Fix: Certain PB2 maps having bad vehicle spawns.
Legends
Yet again Legends has overgone a huge overhaul, this time focused more on the gunner classes as well as adding a lot of new variety to the mode.
  • Fix: Weapon models not showing (or being broken) in first person mode.
  • Fix: Flipkick no longer knocks down users with Strength.
  • Change: Rearranged class icon layout.
Heroes:
  • New: Jet Clone Trooper - Reinforcement Flight Trooper
  • New: Rune Haako replaced with Techno Union Engineer (ammo supply class)
  • New: Atton - force sensitive gunner (ammo support)
  • New: Dash Rendar - Jetpack Sniper
  • Change: Leia has sight level 1, is invisible to force sight
    Change: Clone's health reduced, speed increased, given gunbash, stamina 3 and DC-15S.
    Change: C3PO removed from roster
    Change: Naboo Soldier given high rof Pistol (does 50% less damage)
    Change: Cassian's skin to Parka variant, reload speed increased by 25%
    Change: Baze Malbus' weapon changed to T-21 variant (with no primary fire)
    Change: Chirrut given Deflect 1, faster speed, more BP, Attack Strike speed and 20% more damage output.
    Change: Jyn given Dodge 3
    Change: Mandalore given a different vibrosword, less damage reduction and longer reload time.
    Change: Finn given higher AP, Gunbash, Level 3 blaster and Dexterity
    Change: Lando now gives out Ammo, has a Vibro Axe
    Change: Tarrful given a large Ryyk blade with red style that causes knockdown on nearby ground/wall hits.
    Change: Leia now has permanent sense 1, is properly hidden from Sense also
    Change: Boss armor and health increased (regens), given higher rate of fire and damage output and new weapons (more canon to game)
    Change: Qui-Gon and Mace no longer have Force Energize
    Change: Luke no longer has Heal, Absorb and Cloak, given Deflect 1, Saber Defense 1 with low BP
    Change: Visas no longer has team Heal, instead has Defense 2/Grip 2
    Change: Nien Numb given faster speed, damage reduction
    Change: Jar Jar has only 5 nades
    Change: Jan given higher rate of fire/more damage for shotgun and a new blob/rocket variant (PLX-2M).
    Change: Lobot given Trip Mine, Pulse, Frag and Conc (one of each), Wrench, Dodge 3, Dual Pistols, higher rate of fire, 10% strong damage output and a portable sentry gun.
    Change: Padme's ammo cut in half
    Change: Rebel soldier and trooper given level 3 of their blaster type.
    Change: Chewbacca given Rocket Launcher
    Change: Cody given more Ion blobs, faster rate of fire
    Change: Anakin now has Pull 2 and Grip 3
    Change: Bastilla given lower force regen and no BP drains on jumping
    Change: Kyle given Pistol 3 (slower projectile speed), Deflect 2 and Jump 3
    Change: Yoda given Jump 3, MT 3, Defense 2, lowered force pool and faster counter strikes/swings.
    Change: Din Djarin adjusted slightly in armor, defense, speed and saber abilities
    Change: HK-47 Changed class to from Wookiee to Mandalorian, increased damage output/rate of fire,
    Change: Bothan Spy given Trip Mine
    Change: Yoda's force pool lowered, given Defense 2
Villains:​
  • New: Zam Wessel - sniper class (can shoot two proj shots on one clip)
  • New: Flame Trooper - Flamethrower / nade class
  • New: Mara Jade - Dexterous and versatile pistol/saber/force class.
  • New: Darktrooper Phase 3 - tanky suppressive fire class with slow movement
  • New: Imperial Jumptrooper - Clone rifle level 2 (skinned as imperial repeater), ion blobs + shotgun
  • New: Praetorian Guard - Versatile melee / Shock Trooper
  • New: Jabba the Hutt - tanky melee class
  • Change: Nihilus' deadly sight lowered down to level 1, given Saber defense 2, lowered force pool
    Change: Deathtrooper's health and armor decreased, rate of fire and stamina increased, given concussion grenade.
    Change: Purge Trooper's speed increased, weapon modified and given 2 concussion grenades with double damage.
    Change: Burg's rate of fire increased 10%
    Change: Durge no longer has cortosis level 2, instead has a bit more HP
    Change: Phasma's health increased
    Change: Krennic given seeker drone.
    Change: Nute Gunray's rate of fire increased 10%
    Change: removed Ubese from roster.
    Change: Gamorrean blaster upgraded to level 3
    Change: General Veers' class changed to Bounty Hunter (for BH kick), Increased damage modifier and given shotgun
    Change: SBD increased movement, rate of fire and health slightly.
    Change: Boba Fett given two wrist rockets (high damage, explosive, cause knockdown and knockback). two sonic detonators and rifle model changed to EE-3
    Change: Jango Fett has 15% faster rate of fire
    Change: Battle Droid's rifle upgraded to level 2
    Change: BX Commando droid speed and armor regen increased, 2x AP multiplier, upgraded blaster (A280-like) and given dash
    Change: Hondo given hitscan shotgun, M5 repalced with E-5 rifle.
    Change: Reelo's class changed from Mandalorian to Wookiee. Given Trip Mine, given rocket launcher, speed decreased 5%, and given strength 1
    Change: Nute no longer gives out ammo (Veers, Krennic, Techno Union on Imps, Atton, Jyn and Lando on rebs)
    Change: IG-88 now has fast hacking, a rifle, lower health, faster speed and advanced radar in recharge mode
    Change: Tusken Raider's rifle damage and clip increased, given some saber defense
    Change: Cultist's renamed to Kothos Twins, class number limit changed to two.
    Change: Durge no longer staggers saberists who land hits on him.
    Change: Desann has Grip, Pull and Deflect level 2 + faster strike speed
    Change: Decreased Sidious' force pool, has 20% faster fp regen
    Change: Vader given Deflect 3, Pull 3, slower speed and 20% overall ap/bp/as/cs saber buff
    Change: Boss, Maul and Ahsoka's speed slightly nerfed
    Change: Infiltrator / Shadowtrooper's melee damage reduced, armor lessened
    Change: Grievous and K2SO's health lowered
    Change: K2SO's speed slightly lowered
    Change: Cad bane's speed, pistol damage and armor increased, now has quick throw + nades
    Change: Veers now drops ammo and regen ally armor
    Change: Imperial Shadowtrooper given Trip Mine
UI
  • New: Added a new moderation menu to the escape menu. This allows you to ignore/unignore players without a console command, or as a smod admin, perform actions to help moderate a server.
    • Added FEEDER_SMOD_MAPS, FEEDER_SMOD_SIEGETEAM for the moderation menu.
    • Added ui scripts: smcheckadmin, whisper, unignore, ignore, sendtell, smlogin, smlogout, smsendsmsay, smsendsay, smkick, smban, smtempban, smremovetemp, smremove, smadd, smmute, smunmute, smsettk, smforceteamblue, smforceteamred, smforceteamspec, smteam1, smteam2, smmap, smgt
  • New: Many HUD elements have been updated to fit the newer UI style. Examples include the Timer, Radar, Capture Bar, Lagometer, Teamkill, Voice Chat menus.
  • New: Added new HUD Layout settings. Allowing you to switch HUD variants.
  • New: Many HUD elements are now customizable in the .menu files, allowing you much more freedom over their styling, positioning. More HUD elements will be made customizable later. The new ones supported are as follows:
    • Framerate Indicator
    • Radar
    • Timer - Also added a color blind indicator for the time winning team
    • Team Scores
    • Capture Progress Bar - Also added a small capture direction graphic.
    • Subtitles
    • Misc text items
    • Lagometer
    • Use Icon
    • Chatbox
    • Teamkill
    • Voice Chat
    • Scoreboard
  • New: Team Overlay
    • There are now 6 variants of the team overlay, and it appears on the left hand side.
      • The first two only show a player icon that changes color based on health, but the second variant allows showing of 16 allies vs 8 on the first.
      • The third adds a set of bars that show Health, Armor, Ammo, and Force
      • The fourth adds the same as the above, but with raw number values.
      • The fifth adds the same as the third, but with name and location added.
      • The Sixth adds the same as the fifth but with raw numbers instead of bars.
    • The overlay will continue to be improved. There wasn't enough time before release to make it fully customizable via the .menu files.
  • Change: Info Panels in point selection menus have been partially updated to be directly linked to the values from code. This will help ensure things stay in sync as balance updates. However, you will still notice many values labeled "UNKNOWN" as those have not been fully hooked up. We will be expanding what is hooked up as we continue our backend code cleanup processes.
  • Change: Minor rewording on a couple settings to be more clear.
  • Change: Widescreen UI settings, Team Overlay settings are now in UI -> UI Options 2.
  • Change: Updated several bits of the library with the help of Duckshark.
  • Change: Updated some loading screen tips.
Models
  • New: Added New Republic Trooper to Soldiers, based on a mixture of MOTS and Jedi Outcast Rebel appearances.
  • New: Added Female Pilots (Rebel Alliance/Resistance) to Soldiers.
  • New: Added Chagrian merchant to Soldiers.
  • New: Added Tholothian smuggler to Soldiers.
  • New: Added Human Female mercenary to Soldiers.
  • New: Added Human Female mechanic to Soldiers.
  • New: Added Elder Prisoner (JA) to Soldiers.
  • New: Added helmeted Old Republic Soldier.
  • New: Expanded Quarren Commando with Aqualish, Bith, Duros, Nikto, Sullustan, Twi'lek and Zabrak species variants.
  • New: Added Female Guerilla Rebels (3x).
  • New: Added RGB Rodian Male and RGB Twi'lek Female Hoth Troopers.
  • New: Added Bespin Lando and General Lando variants to Heroes.
  • New: Added Vestless Jan Ors to Heroes.
  • New: Added Mara Jade ponytail variant to Heroes.
  • New: Added Morgan Katarn to Heroes.
  • New: Added Atton Rand to Heroes.
  • New: Added Captain Fordo (Phase 2) from Clone Wars 2003 to ARC Troopers.
  • New: Added Phase 2 Poncho Clone with RGB support to Clone Troopers.
  • New: Added Cobalt Hero, Lament Seeker and 87th Sentinel Corps to ARC Troopers.
  • New: Added Mace Windu from Clone Wars 2003 to Jedi.
  • New: Added RGB Ongree variant to Jedi.
  • New: Added A'Sharad Hett to Jedi.
  • New: Added Jaden Korr (Human Male and Twi'lek Female) to Jedi.
  • New: Added Kyle Katarn (Dark Forces 2) from Full Authentic to Jedi.
    • Change: Updated head texture to reduce neck stretching, make eye sockets brighter and fix seam in the back of the neck.
  • New: Added AT-DP Pilot from Rebels TV show to Imperial Soldiers.
  • New: Added Female Imperial Officers (3x) to Commanders.
  • New: Added Gold Sith Trooper to Commanders.
  • New: Added Din Djarin to Mandalorian.
  • New: Added Tusken Raider Female to Bounty Hunters.
  • New: Added Gran from Dark Forces 2 to Bounty Hunters.
  • New: Added Lannik Racto (JA) to Bounty Hunters.
  • New: Added RGB Chiss Bartender (JO) to Bounty Hunters.
  • New: Added RGB Rodian (JO/JA) to Bounty Hunters.
  • New: Added HK-50 and HK-51 to Bounty Hunters.
  • New: Added Mandalore The Preserver to Bounty Hunters.
  • New: Expanded Devaronian Mercenary with Kaleesh species variant.
  • New: Added Sariss from Dark Forces 2 to Sith.
    • Change: Upgraded Sariss' model (from Full Authentic) with the added Open Mode skin (by DarthPhae) and attached cape/hood to it.
  • New: Added Boc Aseca from Dark Forces 2 to Sith.
  • New: Added Kyle Katarn (Mysteries of the Sith - Corrupted) to Sith.
  • New: Added Female Ragnos Cultist to Sith.
  • New: Added Dark Side Exile "Space Jesus" variant to Sith.
  • New: Added Unmasked Sith Assassin to Sith.
  • New: Added Uthar Wynn to Sith.
  • New: Added Yuthura Ban to Sith.
  • New: Added Jorak Uln to Sith.
  • New: Added Freedon Nadd to Sith.
  • New: Added Exar Kun to Sith.
  • New: Added Sith Pureblood to Sith.
  • New: Added Darth Bane (Legends) to Sith.
  • New: Added Darth Zannah (Legends) to Sith.
  • New: Added Darth Tenebrous to Sith.
  • New: Added Darth Krayt (Legacy comics) to Sith.
  • New: Added Darth Tiras to Sith.
  • New: Added Unmasked Sith Stalker to Sith.
  • Change: Re-adjusted a slightly minified backpack to Rebel Guerilla. Fixed lighting issues on the whole model, optimized mesh.
  • Change: Non-helmeted Old Republic Soldier now uses the face from the H.B. Pack.
  • Change: Moved Naboo Palace Guard from Elite Troopers to Soldiers.
  • Change: Moved Prisoner from Elite Troopers to Soldiers.
  • Change: Moved Human Male mercenary from Elite Troopers to Soldiers.
  • Change: Added RGB support for Rebel Alliance Soldier afro variant.
  • Change: Updated Daala mesh to the new female imperial officer model.
  • Change: Updated Tusken Raider from JK2 skeleton to JA skeleton. Now also has finger movement.
  • Change: Upgraded Fives (both appearances) to now be on the new clone model.
  • Change: Tweaked Mace Windu's hips from two flaps to none to be exactly authentic.
  • Change: Perfected Coleman Trebor's chest where the torso and neck weren't fitting tight enough together and were creating a leak. Slightly reduced draw calls.
  • Change: Adjusted Luke Skywalker (Bespin) with fixed lighting so he no longer has "inverted" lighting, where lighting from the front would instead light him on the back, and vice versa.
  • Change: Adjusted Luke Skywalker (ROTJ) with smoother lighting (less shadowy).
  • Change: Luke Skywalker (The Mandalorian) now shares the same model as ROTJ Luke instead of using the model from Movie Duels.
  • Change: Palpatine now has +1 separate face mesh for hoodless, damaged variant in favor of authenticity.
  • Change: Kyle Katarn now has a separate face mesh without mustache shaping above the upper lip, used for his MOTS skin. Updated all FA skins to be compatible with this change.
  • Change: Mara Jade has received similar lighting adjustments as Bespin Luke. Minor optimizations to draw calls made.
  • Change: Ongree has received similar lighting adjustments as Bespin Luke. Updated soundset to remove duplicate lines.
  • Change: Soundsets for many characters (mostly Imperial Soldiers/Commanders) have been updated, detailed changelog below:
    • Jedi:
      Anakin Skywalker (Ep.2-3): Reorganized soundsets and removed duplicate lines.
      Bastila Shan: Has more iconic lines and updated action/pain noises.
      Echuu: Added flourish lines.
      Kreia: Has more iconic lines and updated action/pain noises. Lowered overall volume.
      Obi-Wan Kenobi: Reorganized soundsets and removed duplicate lines. Added some ROTS videogame lines to Ep2 Obi-Wan so that less taunts are shared between Ep1 and Ep2 Obi-Wans.
      Qui-Gon: Has additional lines from other Liam Neeson films that fit Qui-Gon.
      Quinlan Vos: Swapped to Filoni's Clone Wars soundset while keeping the glorious singing lines.
      Rosh Penin: Merged soundset with vanilla JKA Rosh's soundset, as the MB2 soundset was effectively the same with a few line additions.
      Luke Skywalker: Lowered volume of a few voicelines as they were unnecessarily loud and were clipping.
      Mara Jade: Upgraded overall quality of all voicelines and action sounds.
      Visas Marr: Normalized volume, added +2 voice lines.
      Mace Windu: Normalized volume, upgraded quality.

      Clone/ARC Troopers:
      Clone Marine: Swapped soundset from Boss to Clone 1.
      Poncho Clone: Added additional taunt "One Shot, One Kill!".
      Commander Keller: Swapped soundset from JK2 Stormtrooper Officer to RC Advisor.
      Sev: Added additional taunt: "rule no. 17, always make sure they're dead"

      Imperial Soldiers:
      Stormtrooper (Mimban): Uses Stormtrooper Voice 3 from JK2.
      Shoretrooper: Uses Stormtrooper Officer Voice 2 from JK2.
      TIE Pilot: Uses Imperial Worker Voice 1 from JK2.
      Imperial Army Trooper: Uses Imperial Officer Voice 2 from JK2.
      Imperial Gunner: Uses Imperial Worker Voice 3 from JK2.
      Stormtrooper (Shadow): Uses Stormtrooper Voice 2 from JK2.
      Stormtrooper (Shock): Uses Stormtrooper Voice from Dark Forces 2.
      Stormtrooper (Commander, TFU): Uses Stormtrooper Voice variant from TFU.

      Imperial Commanders:
      Imperial Commando: Uses soundset from Dark Forces 2.
      Imperial Officer (Brown): Uses Imperial Officer Voice 1 from JK2.
      Imperial Officer (Default and Black): Updated soundsets Voice 1-2 from JKA.
      Imperial Flametrooper: Uses Stormtrooper Officer Voice 1 from JK2.
      Scout Trooper: Extended lines with Swamp Trooper Voice 1 lines from JK2.
      Scout Trooper (Camo): Uses Swamp Trooper Voice 2 from JK2.
      Admiral Daala: Ceased duplicated lines with Tavion, replaced them with new ones.
      Neocrusader Mando: Upgraded quality of sound files.

      Rebel Soldiers:
      Rebel Alliance (Black) Soldier: Uses soundset Rebel Soldier Voice 2 from JK2.
      Human Male Mercenary: Uses a "paragonized" version of soundset Saboteur Voice 2 from JA.

      Rebel Elite Troopers:
      Rebel Guerilla (Default): Uses soundset from Classic Battlefront 2.
      Rebel Commando (Default) and (Hoth): Use soundset Bespin Cop Voice 2 from JK2.
      Rebel Commando (Desert): Uses soundset Prisoner Voice 2 from JK2.
      Quarren Commando: Now has soundset from KOTOR II.

      Bounty Hunter:
      Ponda Baba: Extended voice lines from A New Hope.
      Zuckuss: Added taunt lines from KOTOR II.
      Devaronian Mercenary: Now has soundset from KOTOR II.
      Gamorrean: Upgraded quality of sound files partially from KOTOR II.
      Rax Joris: Extended with a few more voice lines from the base game.
      Added some more taunt lines to Gran, Rodian/Greedo, Trandoshan, Human Mercenary.

      Sith:
      Count Dooku: Added taunts and pain sounds from the ROTS videogame.
      Jerec: Has an additional laugh as a taunt.
      Dark Jedi: Now has soundset from KOTOR.
      Darth Malak: Has more iconic lines and less duplicate lines.
      Darth Traya: Has more iconic lines and updated action/pain noises. Lowered overall volume.
      Darth Sion: Has more iconic lines and uses his own action/pain noises instead of Desann's with a lower pitch. Lowered overall volume.
      Darth Nihilus: Has more ghostly lines, also made it easier to tell the difference between taunts and action sounds.
      Sith Master: Distorted voicelines to give more of a helmeted vibe to it.
      Darth Malgus: Ceased some duplications, added two more voicelines.
      Palpatine: Reorganized soundsets and removed duplicate lines, enhanced quality of some lines. Normalized volume.
      Tavion (JO): Added choke sounds.
      Tavion (JA): Has two more additional taunts from base game.
      Reborns (JO): Added combat lines.
      Darth Vader: Normalized volume and general quality update.
      Maul (Rebels): Upgraded quality of some voicelines and added two more taunts.

      Full Authentic:
      Magnaguard: Now has soundset from the ROTS Videogame.
      General Grievous: Now has soundset from the ROTS Videogame - also coughing effect adjusted to it.
  • Change: Merged Galak Fyarr and Grand Admiral Thrawn with the Imperial Officer model for optimization.
  • Change: Merged Saesee Tiin with Eeth Koth model for optimization.
  • Change: Merged Quarren Commando with Rebel Commando model for optimization.
  • Change: Merged Poncho Clone with the common clone model for optimization.
  • Change: Updated Jerec with smoother lighting, similar to ROTJ Luke.
  • Change: Updated Cin Drallig head mesh from old Qui-Gon model reskin to RotS video game port.
  • Change: Updated Shadowtrooper with a specular effect on their armor, and removed fake reflection effects from the helmet & visor.
  • Remove: Removed Jedi suited Zabrak Female from Elite Trooper due to now being a Soldier in pilot suit.
  • Remove: Removed pilot suited Poe Dameron to avoid confusion with newly added pilot Soldiers.
Maps
  • Change: mb2_corellia
    • Main hangar and tapcafe doors are now disabled for the first 15 seconds of the round to give attackers extra setup time.
    • The top of some door frames are now slippery to prevent camping on.
    • Added some light cover in the business center near the main hangar door.
  • Change: mb2_deathstar
    • The side corridor and control room lifts now crush players if blocked.
  • Change / Fix: mb2_mustafar
    • Updated music with normalized audio beginning at the 4:15 mark (avoids instrumentals sounding off), and extended the track to 5:15 to avoid repeating before the round restarts.
  • Change / Fix: mb2_theed
    • Added a central service route (opens on 30 second timer) to help prevent attackers being bottled in their spawn area.
    • Control room service route now locked from TFed side until gen complex or the service route is opened.
    • Control room door opening trigger now only works after gen complex or the control room service route is opened.
    • Visual fixes and some map optimization.
  • New: mb2_cmp_duel_calodan
    • Created by Biggs, inspired by The Mandalorian
  • Change / Fix: mb2_cmp_dust2
    • Roof access has been clipped off to prevent Mando/Saberist meta
      • Note: de_dust2 variant does have roof access
    • Stairs and doors made more accesible for SBD
    • Locations now have clearer descriptions for team overlay
    • Optimizations made for FPS
  • Change / Fix: mb2_cmp_FDepot
    • Overall brightness increased
    • Roofs no longer can be camped (slippery roofs)
    • Imperials can no longer do their own objective
    • Final objective hack time decreased
    • Added objective hint icons
  • Change / Fix: mb2_cmp_assault
    • Added objective hint icons
  • Change / Fix: uM_bespin
    • Swoop Bikes can no longer reach the upper-level
    • Removed Wookiee and Grenade
    • Changes to the Cantina
    • Added a lift that connects the Cantina to the Gallery
    • Added a rooftop garden
    • Redesigned the building at the Cloud Car platform
  • Change / Fix: uM_bespin_tournament
    • Swoop Bikes can no longer reach the upper-level
    • Removed the Tauntaun
MBII Client
  • Change: Updated the bundled Windows version of the separately maintained MBII Client (mbii.x86.exe) based on OpenJK. The MBII Client is GPL licenced and has its source code available at MBII/OpenJK. If you're having any new issues after updating this thread may be able to help you.
    • Added option to aspect correct some UI elements including minimap by setting r_aspectCorrectRotatePic2 1.

Changed Files ( Manual / Server Downloads )
Code:
--GameData
mbii.x86.exe
mbiided.x86.exe
rd-vanilla-mbii_x86.dll
--MBII
03_MovieGameMappack.pk3
FAMBModels.pk3
MB_Effects.pk3
mb2_cmp_assets.pk3
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_corellia.pk3
mb2_Coruscant_chase.pk3
mb2_deathstar.pk3
mb2_duel_senate.pk3
mb2_duel_office.pk3
mb2_mustafar.pk3
mb2_pb_assets.pk3
mb2_pb_assets2.pk3
mb2_theed.pk3
mb2_um_assets2.pk3
mb2_um_assets3.pk3
mb2_um_assets4.pk3
MBAssets.pk3
MBAssets2.pk3
MBAssets3.pk3
MBAssets4.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.pk3
z_MB_BaseAssets.pk3
zz_MBModels.pk3
zz_MBModels2.pk3
zz_MBModels3.pk3
zz_MBModels4.pk3
cgamei386.so
jampgamei386.so
jampgamei386.nopp.so
uii386.so
MBII Maps-Models Credits.txt

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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@Lee Did you ever apply to help us? To contribute? I mean look, civilised discussions help us more than spamming when I'm sure you know a post can be edited, so there's no need.
While the way he put it is quite wrong and vulgar, his overall point is correct. This patch among many others seem to be based off the personal biased opinions of the test team and devs, instead of overall objective balance. For example, notice how almost all the nerfs seem to have impacted imperials more then rebels. Mando rocket nerf, instead of arcs in fact arc got a huge buff on almost all fronts. The sec nade nerf does more damage to imperial gunners, because rebs still have clone blobs and even the old sec nade mechanic with hero. Not to mention that almost all most imperial weapons received an FP drain nerf while the clone rifle was buffed. There are a few slight buffs here and there but overall they don't make much of a difference.
 

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Poor mand---
Wait a minute:
- Massive EE3 accuracy buff with a slight fp drain down, which is most likely a fp drain net buff due to accuracy.
- Westars got fixed and a slight nerf, but got convergence as a buff and are still comically silly.
- The unavoidable 15 pt win button got smacked with extremely small limitations so people can't completely rely on it like a crutch, and the world is now ending apparently.

And I thought jedis of old were entitled.
Oooo, EE3 is now a barely competent rifle, that really helps. Oh wait, everyone just used pistols before that and will continue to do so cuz they literally cost the same amount of points as lvl 2 EE3 and are much better weapons than the shitty rifle.
Westars are pretty much as good as they were, still just a worse version of the clone pistols tho.
The only rocket the mandos get got NERFED INTO OBLIVION with a bunch of Mando specific limitations... Sure, seems fair. Cuz suicide bombing is winning, I guess.
Wrist laser is now kinda shit too cuz of the delay betwing using scope and firing, and the lvl 2 EE3 scope is now basically useless. Great change, pls more.

Meanwhile ARCs get dexterity 2 as default and their sniper mode rifle got +3 to damage, 2 extra shots per clip, faster reload and etc., Clearly, no bias here, everything is absolutely fair.

Sec nade was only reliable if you knew it was coming since you had to switch to it and still throw it. By that time, the rocket hit your feet. That isn't even considering the sec nade nerf that just arrived.
Blob is admittedly a decent tool, but any effort required is still placed on the clone whereas the mando presses 1 button where aim is optional.
Wook slap and barge requires them to be in range which nearly never happens.
ARC dive was never consistent in avoiding rockets. You would do well to mitigate it a little, that's it.
Depends on if you have a jedi glued to your ass.
Nevermind that none of this accounts for the mando having a team helping him so the jedi may get counterpushed, you may get naded yourself, you may be getting suppressed, or any other number of things which includes the part where imps are on defense a fuckton, which you are most definitely aware of lol
Oh no, aiming a gloon blob is too demanding, I guess.
"Wook needs to be close to slap, which almost never happens" uuuh, suicide Mandos literally get in melee range all the fucking time, and if they dont then theyre just regular Mandos and them using the rocket is completely fair, while wooks having 400 hp and tanking a rocket to the face is NOT fair.
No shit ARC dive usually just mitigates the damage. Its literally what its for. What, you want it to give you invincibility frames like in dark souls?
Counterpush my ass, Sith never help, everyone who plays the game knows this. You will die of old age before you see any teamwork being done.
If you are getting suppressed - retreat. Doesn't get more basic than that.
If you get naded near a mando, why the hell are you expecting to survive even if the mando has no rocket? Getting naded near a mando means some other class naded you, which means its a 2 v 1 (some other guy and a mando vs your ass).

Sure, you can counter it. I can also technically counter 50 Arcs rocketing me simultaneously, but my odds aren't very good.

My point is that while you can, your chances are next to 0 if the mando has a functioning brain. It's not too different from a gunner vs a gunner camping a corner with sec nade pre patch. Yeah, sure, you can counter it, but your odds sit somewhere between 0 and very unlikely.
Hmmm, if mando has a functioning brain, then the enemy's chances of survival are nearly 0. HMMMMMMMMMMMMMMM
Oh wait, that applies to every other fucking class in the game, especially to jedi and sith.
Charged bowcaster shots? Fair, I guess. ARC nade launcher spam shooting? Fair. Mindtrick? Extra fair, with a cherry on top. That one Mando rocket? Ooooooo so unfair, need to ban it into oblivion.

Why is mag plating 14 points? This doesnt open any viable builds up, this is idiotic.
The battery recharge point cost also got decreased significantly, on top the the mag plating cost reduction, giving you 15 extra points to spend if you use Default build. Which means you can grab Health 3, ammo 2 and zoom on top of the old Default build, or do something else entirely.
 
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The only rocket the mandos get got NERFED INTO OBLIVION with a bunch of Mando specific limitations... Sure, seems fair. Cuz suicide bombing is winning, I guess.
Wrist laser is now kinda shit too cuz of the delay betwing using scope and firing, and the lvl 2 EE3 scope is now basically useless. Great change, pls more.
The difference between Arc rockets and Mando rockets that most people seem to miss is that the arc has to actively keep his rocket loaded and equipped if he wants to shoot it, meaning he cant dex roll or high jump or shoot his normal gun. Mando on the other hand, is still able to shoot his primary gun, run and fly wherever he wants, and whenever the urge strikes him, press a button and immediately rocket. Having a gun fight with another gunner? oh I'm LOSING this gun fight? let me press my rocket button. or another example, I see a player far better than me about to turn the corner? let me press my rocket button, now you have to drain my 100 100 HP/Armor in about 1.5 seconds, good luck.

And the increased timer on the rocket jetpack is because if you have a mando flying at high speeds like 15 feet in the air when he presses his rocket button, you have pretty much no chance of flinching him within a normal timing window. and fortunately after the patch is out for a little while, if it seems to be too much, it can be tuned down.

Wrist laser, like rocket, does NOT need to be swapped to, it was a pocket P3 that did both more HP and FP drains than a normal P3, and you DIDNT need to swap weapons to use it. so not being able to shoot a 43 FP EE3 sniper shot and then immediately chain it into a stronger P3 shot that I DONT need to swap to, seems kind of fair to me.
 
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While the way he put it is quite wrong and vulgar, his overall point is correct. This patch among many others seem to be based off the personal biased opinions of the test team and devs, instead of overall objective balance. For example, notice how almost all the nerfs seem to have impacted imperials more then rebels. Mando rocket nerf, instead of arcs in fact arc got a huge buff on almost all fronts. The sec nade nerf does more damage to imperial gunners, because rebs still have clone blobs and even the old sec nade mechanic with hero. Not to mention that almost all most imperial weapons received an FP drain nerf while the clone rifle was buffed. There are a few slight buffs here and there but overall they don't make much of a difference.
apply for beta team and be the change you wanna see or some shit

I'm too busy irl to hop on often and voice my dissenting opinions.
 

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The difference between Arc rockets and Mando rockets that most people seem to miss is that the arc has to actively keep his rocket loaded and equipped if he wants to shoot it, meaning he cant dex roll or high jump or shoot his normal gun. Mando on the other hand, is still able to shoot his primary gun, run and fly wherever he wants, and whenever the urge strikes him, press a button and immediately rocket. Having a gun fight with another gunner? oh I'm LOSING this gun fight? let me press my rocket button. or another example, I see a player far better than me about to turn the corner? let me press my rocket button, now you have to drain my 100 100 HP/Armor in about 1.5 seconds, good luck.
That was kinda the point and the only redeeming quality of Mando's single rocket, that you could use it whenever, while ARCs have to prepare theirs and could get up to 6 of them (also, if you activate sprint before loading the rocket, you get to keep the sprint up until you stop, sooo... your point is kinda meh). Now this single advantage is pretty much gone. Can fly around then shoot the rocket? Cant do that no more. Do you realise just how long those 1.5 seconds are? Im not talking about "long enough to kill mando" (which it is, if you just aim for the head, which is easy cuz Mando cant move), but I'm talking "long enough to run the fuck away to the other end of the map". Its ridiculously long.
 
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That was kinda the point and the only redeeming quality of Mando's single rocket, that you could use it whenever, while ARCs have to prepare theirs and could get up to 6 of them (also, if you activate sprint before loading the rocket, you get to keep the sprint up until you stop, sooo... your point is kinda meh). Now this single advantage is pretty much gone. Can fly around then shoot the rocket? Cant do that no more. Do you realise just how long those 1.5 seconds are? Im not talking about "long enough to kill mando" (which it is, if you just aim for the head, which is easy cuz Mando cant move), but I'm talking "long enough to run the fuck away to the other end of the map". Its ridiculously long.
first of all head hitboxes suck actual ass, they are incredibly inconsistent, and secondly, you act like a the mando is also not able to adjust his aim while you're running away, that's why dash and arc roll arent counters in my opinion, because sure you might not die straight up to the rocket, but your sure as hell dying to the 90+ splash damage + the knockdown that the rocket causes.
 

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Wrist laser, like rocket, does NOT need to be swapped to, it was a pocket P3 that did both more HP and FP drains than a normal P3, and you DIDNT need to swap weapons to use it. so not being able to shoot a 43 FP EE3 sniper shot and then immediately chain it into a stronger P3 shot that I DONT need to swap to, seems kind of fair to me.
Sure, you dont need to swap to the wrist laser, but you dont need to swap to the M5 sniper either. Now that arcs get 8 50 damage shots per clip, the nerf to the wrist laser is much worse than it would've been without M5 getting buffed. Before this, it was relatively fair, M5 gets 6 47 damage shots per clip, which is roughly 300 damage, and mandos had 3 100 damage shots per recharge, which is exactly 300 damage. For most people wrist laser was just a way to not waste EE3 ammo for rapid sniping. Instead, wrist laser was used more with charged pistol shots.
 
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That was kinda the point and the only redeeming quality of Mando's single rocket, that you could use it whenever, while ARCs have to prepare theirs and could get up to 6 of them (also, if you activate sprint before loading the rocket, you get to keep the sprint up until you stop, sooo... your point is kinda meh). Now this single advantage is pretty much gone. Can fly around then shoot the rocket? Cant do that no more. Do you realise just how long those 1.5 seconds are? Im not talking about "long enough to kill mando" (which it is, if you just aim for the head, which is easy cuz Mando cant move), but I'm talking "long enough to run the fuck away to the other end of the map". Its ridiculously long.
Instagib button is still an instagib button. Only thing that's changed is the victim of said rocket now has a fighting chance, whereas before this patch you might as well /kill if the mando had half a brain. There are plenty of instances where the mando rocket is super effective, it's just that now it can't be used as a scapegoat for poor aim or lulzy suicide mando play. It actually forces you to think before you press the button!
 

Victin Halcyon

Donator
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I feel somewhat compelled to jump in on this rocket change discussion, even though I never take a rocket as a Mando player.

I'm somewhat torn on the issue. On the one hand, my experience with rocket-divebombing tells me that it really has more to do with map design and layout. I take DOTF Classic as my test case.

If you're the rebel team and you're trying to round a large corner, the rocket, dive-bomb or no, is a nightmare. Escaping the rebel spawn into main used to involve literally waiting out the three or four mando dive bombers at the start of a round because Rebel gunners were basically dead if they were caught there without a Jedi to support push (and even then...). Anywhere you're trying to take a large corner blind against a Mando with a rocket is more or less a guaranteed loss--and I can see how that's not fun.

But the counterplay was to then try and bait the Mando into using the rocket prematurely OR to pick routes/positions on the map where you had the room you needed to dodge the rocket or get into cover. Most of the better-designed maps have spaces like this. Mando rockets, dive-bomb or no, are not nearly so dangerous in the hangar because you have plenty of cover and angles which you can use to nullify the rocket's impact IF you're aware of the rocket still being in play and are smart enough to play around it WRT your positioning.

I like having this element of map play against different classes since it offers another meaningful choice, and in that sense, divebombing, while annoying at the start of a round on a big server by Mando spam, wasn't that awful otherwise. Most "haha you lose" rockets were against players who had taken too aggressive a push against a Mando who still had their rocket while the Mando was in a very favourable position (I'm thinking Rebel gunners who are trying to push into throne hall outside imp spawn).

If the issue is that the game is simply unfun in open with large amounts of Mandos on an imp team all dive-bombing, then, yeah, I get that. Other than that, I rarely had an issue with divebombing Mandos in open, and I suspect they're not an issue in scrim because of the class limits.

On the other hand, I do like that there's now guaranteed counter-play in every single rocket attempt. It gives players with good aim and fast reflexes the opportunity to react--and, although I haven't had a chance to try it out yet in public--I suspect still the vast majority of players will not manage to flinch a Mando player who lands in front of them unexpectedly and rockets.

I guess my summary is that, if you're thinking of your positioning and know the "usual" spots and plays, divebombing almost became a non-factor prior to this patch, and in that sense, the changes might be overkill (if in degree rather than kind). There are some maps which aren't conducive to this--my personal solution has been to avoid those maps or to not expect that they'll reward intelligent map play if for some reason I do end up playing on them.

Doesn't really affect me either way, but the rocket's been around for a long time, so I'm always leery of seeing something that's been fine for ages suddenly get a lot of changes. We'll see how it plays out.

(And my absolute favourite is still watching groups of Jedi all fail to push a very obvious rocket and die)
 

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first of all head hitboxes suck actual ass, they are incredibly inconsistent, and secondly, you act like a the mando is also not able to adjust his aim while you're running away, that's why dash and arc roll arent counters in my opinion, because sure you might not die straight up to the rocket, but your sure as hell dying to the 90+ splash damage + the knockdown that the rocket causes.
Adjust the aim all you want, the maps are not barren fields. Now that the rocket can take up to 2 times as long as it was before to fire, you have plenty of time to either kill the Mando or find a relatively or completely safe spot.
Headshots work well enough to be reliable, especially when shooting an immobile target. IF they were as unreliable as you seem to imply then nobody would snipe. Clearly thats not the case.
The only reason why people put up with just how shitty Mando weapons were when compared to ARCs was because the rocket was a very reliable tool. Now Mando's already worse version of clone pistols was nerfed, rifle got slightly buffed into "basic competence" level and the only always reliable tool of the Mando class was butchered. All while ARCs get +3 damage and 2 extra shots per clip on M5, buff to already OP pistols, and free dexterity lvl 2, all in exchange for a minor nerf to their nades.
 
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I like the changes so far, tho, this one isn't a problem but it just feels weird, many of the new models.

Most of them atm are becoming memes like Mandalore where 80% of the time his taunts you hear is him screaming for 4 seconds
Dark Mara Jade (I think that's her) is just Katarina From L.O.L and that feels awkward to hear (BloodForNoxas)
Some new Sith models only have 4 voice lines and the same can go for one of the new bounty hunters that has only 5 (tbh people can make the dude sound like Steven Tyler if they spam his taunts in a way)

Over all, most of them look good and they're a nice add on
 

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Instagib button is still an instagib button. Only thing that's changed is the victim of said rocket now has a fighting chance, whereas before this patch you might as well /kill if the mando had half a brain. There are plenty of instances where the mando rocket is super effective, it's just that now it can't be used as a scapegoat for poor aim or lulzy suicide mando play. It actually forces you to think before you press the button!
There is a difference between "fighting chance" and straight up butchering. Again, I welcome the cancelation of Mando rocket if enemy gunner deals enough damage (60 damage, was it?), that is indeed a fighting chance. But 1.5 seconds is just too long. Make it one second with rocket cancellation if mando gets too banged up and that would be relatively fair.
My biggest problem is that what is the point of Mando's mobility if it makes his options for engaging the enemy worse overall instead of better? Youre basically punishing Mando for using a jetpack. Either do something similar with ARCs, like make their aim shitty when they bounce around, or dont add that stupid chage in the first place.
 

Duckshark

Moderator
Internal Beta Team
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While the way he put it is quite wrong and vulgar, his overall point is correct. This patch among many others seem to be based off the personal biased opinions of the test team and devs, instead of overall objective balance. For example, notice how almost all the nerfs seem to have impacted imperials more then rebels. Mando rocket nerf, instead of arcs in fact arc got a huge buff on almost all fronts. The sec nade nerf does more damage to imperial gunners, because rebs still have clone blobs and even the old sec nade mechanic with hero. Not to mention that almost all most imperial weapons received an FP drain nerf while the clone rifle was buffed. There are a few slight buffs here and there but overall they don't make much of a difference.
Unfortunately, defender biased maps and the overall power of lane-holding in MB2 makes the imperial team, commonly on defense, have a much easier time holding angles and suppressing with either high damage (see disruptor), high rate-of-fire (see SBD Firepower 3), or both (see Droideka Firepower 3, most DPS in the game). This forces Rebs to have to push in on maps into defender lanes.

Thus, Mando got nerfed. Well, why did mando get nerfed so hard?

Mando had Westars doing a base damage of 131 damage at full charge last patch. Doing some math, the old headshot multiplier was 3x, so 3 x 131 = 393 base damage on a headshot. Basically, it could delete almost any rebel class if it connected, and with a fast reload and high-damaging primary, it was incredibly oppressive. Now, they do a maximum of 96 damage, which is still almost as much as a proj rifle and very, very strong. For anyone thinking mando pistols were worse than arc pistols, they do the same primary damage and bounce shots are not better than charge shots. Buffing EE3 mainly was just so the two guns were competitive. Combined with wrist laser, which does more damage than P3 (47 > 40), does more FP drain per shot than P3, and can be shot while charging Westar pistols, and you have an incredibly strong offensive class that could delete any rebel class. This ignores the fact that they can also fly. Additionally, rocket was used primarily last patch to delete gunners without suffering major consequences, typically by camping corners and popping out against any non-Jedi and non-clone class, since blobs and push were the only reliable ranged counters to rocket. The changes made to rocket are harsh, yes, but by being more cautious, staying further away, and taking advantage of friendly utility (e.g. Jedi rolling from a fire nade), you can still reliably score kills with the rocket, and gives a gunner a source of counterplay. I find that if you play with your team, you will still be extremely effective when rocketing with team support. I would recommend trying to flank more instead of simply holding W and jetpack rocketing, or using perches and distant angles to thread smaller gaps. There is a reason rocket was a mandatory pick last patch on mando, and that was because it was so strong against most gunners that it wasn't even fair. This just gives gunners a chance.

Arc was likely overbuffed slightly, and toning down the changes to sniper with 7 shots and possibly decreasing the sniper's rate of fire will make it more viable while not too easy to use or spammable. Convergent pistols may also need looking at for both Arc and Mando. Otherwise, all the old ways to counter Arc still exist, and they are still weak against snipers, reinforcements with nades to burn their stamina or utility, and lightning sith to drain their stamina/force them to back up.

Quick throw used to be an underutilitzed ability. Keeping it around for hero makes that ability more worth taking, and since Rebs are typically on offense, it matters less than when both sides had gunners able to indefinitely corner camp with a secnade and get free kills on gunners. Remember that blob is still countered by droid classes, and that timing a secnade correctly will still be extremely effective against clones. Also, do not forget how powerful primary frags are still, and how effective those can be for utility kills and around corners.

In terms of FP drain, EE3's was nerfed because it was doing more than E11 per shot, and with more accuracy, you should need to hit some more shots in order to drain a Jedi properly. Droideka has an incredible fire rate with firepower 2 and 3, and with the hallway design of maps, was deemed too strong against a Jedi. T21 primary draining almost a third of a Jedi's FP last patch made pushing into 2 commanders with T21s very difficult, and so it was decreased so you could still chip away at Jedi, just not cripple them with one or two shots.

Overall, the patch will demand a slightly different playstyle compared to last patch, but the main goal has and is to make "easy" or "brainless" kills and plays less common. No longer should pressing a couple buttons with minimal or nonexistent aim allow you to get free kills. Learning to combine utility with regular gunplay will still net you similar frags to before.

Adjust the aim all you want, the maps are not barren fields. Now that the rocket can take up to 2 times as long as it was before to fire, you have plenty of time to either kill the Mando or find a relatively or completely safe spot.
Headshots work well enough to be reliable, especially when shooting an immobile target. IF they were as unreliable as you seem to imply then nobody would snipe. Clearly thats not the case.
The only reason why people put up with just how shitty Mando weapons were when compared to ARCs was because the rocket was a very reliable tool. Now Mando's already worse version of clone pistols was nerfed, rifle got slightly buffed into "basic competence" level and the only always reliable tool of the Mando class was butchered. All while ARCs get +3 damage and 2 extra shots per clip on M5, buff to already OP pistols, and free dexterity lvl 2, all in exchange for a minor nerf to their nades.
Not quite double, though it is longer.

Headshots are not really reliable:

And the regular 1 second was tested, but you have to remember that 1 second of freefall mando falling from 50 feet is not enough time for anyone, even top tier gunners, to deal 55 damage, even if they see him coming. For example, this is the kind of play the delay is meant to prevent, where a gunner can't even see the mando until the rocket is fired and it's too late:

Using the rocket from further back, cover, or with teammate utility is still very effective.
 

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Not quite double, though it is longer.

Headshots are not really reliable:

And the regular 1 second was tested, but you have to remember that 1 second of freefall mando falling from 50 feet is not enough time for anyone, even top tier gunners, to deal 55 damage, even if they see him coming. For example, this is the kind of play the delay is meant to prevent, where a gunner can't even see the mando until the rocket is fired and it's too late:

Using the rocket from further back, cover, or with teammate utility is still very effective.
It is literally almost double. It was 0.8 seconds, now it can get up to 1,5.
Again, in my experience headshots work well enough, Saber duels on the other hand have plenty of hitbox issues.
Here is an easy fix for 50 feet fall suicide bombing just off the top of my head: instead of making a mando a sitting duck for 1.5 seconds, Make it impossible to fire a rocket for that 0.5 seconds (maybe even less will be enough, like 0.25 or 0.3) after you use the jetpack. That will solve the issue of turning a mando into a sitting duck AND prevent suicide bombing. Its THAT easy, and it took me NO TIME to come up with it.
Also, how many seconds does it take for the jetpack cooldown to wear off? 3? 4? Cuz that bullshit 50% delay is right now applied whenever the jetpack is cooling off, which is a long ass time.
 
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It is literally almost double. It was 0.8 seconds, now it can get up to 1,5.
Again, in my experience headshots work well enough, Saber duels on the other hand have plenty of hitbox issues.
Here is an easy fix for 50 feet fall suicide bombing just off the top of my head: instead of making a mando a sitting duck for 1.5 seconds, Make it impossible to fire a rocket for that 0.5 seconds (maybe even less will be enough, like 0.25 or 0.3) after you use the jetpack. That will solve the issue of turning a mando into a sitting duck AND prevent suicide bombing. Its THAT easy, and it took me NO TIME to come up with it.
Also, how many seconds does it take for the jetpack cooldown to wear off? 3? 4? Cuz that bullshit 50% delay is right now applied whenever the jetpack is cooling off, which is a long ass time.
the jetpack cooldown and rocket timer things are good points, i'd be fine with the timer being reduced if that 0.5 seconds inability to rocket thing or something like it was added, something I'm actually suggesting for mando is giving the mando DR while in the rocket animation, but still having the damage accumulate to the flinch number ignore DR, for example: if my gun does 30 damage per shot, when I shoot the mando while he's firing his rocket, the accumulated flinch damage increases by 30, but the actual damage the mando takes is like 15-20, this way they arent throwing their life away during the increased rocket timer. People can still cancel the rocket, but the mando isn't throwing his life away by attempting it.
 

Sag

Internal Beta Team
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Really good update imo, the devs have done great with this patch.

As a mando main, the rocket change was warranted and I don't even know how all these people are crying about it. Have they even played this update yet? It's still so easy to rocket people as most of the mb2 playerbase doesn't even know how to move their mouse properly, and when you come up against someone who can, don't braindead rocket in front of them to get flinched.

Oh no I can't rocket this gunner that is actually better than me now mid gunfight because he can prevent me from out skilling him with one button, let me go cry on the forums about it.
 
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