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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Posts
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Pulse grenades did knockout if enemy on air, of course sticking. Or am I wrong?
Like the blue blob crap that the clones shoot out? or the nades the arcs shoot out of their gun? well both do if they are a direct hit. Tho if it hits you but by AOE then it doesn't since it zaps you for a bit of damage (tho they sometimes stun you)
 
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Ok, before I start, I would like to thank the devs for this release and for still putting effort into this mod. Much appreciated!

I think this update is pretty good, but I'm gonna start with the bad, sorry. Tough love or something.

THE BAD:
- New fonts take way too much space and they look really off.
- The new team overlay, while pretty, is an inferior version of the old one in my opinion. Definitely needs more work.
- New skins. Some of them look like they belong on the other side. This was incredibly annoying as I had to check every single person using these skins to figure out if they were reb or imp. I don't remember the exact skins with this issue, but the one for BH (with jedi outcast prisoner face) was by far the biggest offender. Fix please, very annoying!
- Manda rocket nerfs. Here's my problem with it - I understand and support the idea of nerfing it, but not THIS MUCH. Baseline timer increase + damage stagger + jetpack timer increase is going WAY overboard. It feels a bit shitty now so I hope you can revert one or two of these nerfs back.
- ARC M5 buff - unnecessary and in fact harmful. ARC has received more than enough buffs this patch, so I'd revert this one. Please remember why it was nerfed in the first place - to punish the idiotic playstyle of jumping around and spamming snipes on anything that moves without a care in the world. This change brings this shit back in its full glory. Please revert!
- A280 nerfs - ok, this one actually makes me kinda worked up. Who thought this would be a good idea? This gun literally makes or breaks ET, and it has been a staple of skill check for many many years. Yes, I understand that new dodge has made it a bit broken, but this is a dodge issue, not a280 issue. Please remove dodge from this game and leave A280 alone. This gun is a classic that doesn't deserve any nerfs to it.

THE NEUTRAL:
- Secondary nade nerf - I suppose this one was inevitable in one way or another. The new "conc" mode is fine and can be put to good use, but make no mistake, this is a very big nerf to any class with access to grenades and a significant indirect buff to saberists, as gunners can no longer immediately react to a rushing jedi/sith with a reliable knockdown. I'm kinda on the fence about it for now, but its probably a correct decision in the end.
- Proj buff - 5 damage huh? I was joking about it and it turned out to be true lol. We'll see how it does as I haven't tested it yet, but somehow I doubt its gonna push proj back into relevancy.
- Headshot multiplier reduction - not liking it very much to be honest. Headshots used to be very satisfying as you knew you were dealing massive damage, and I guess you still do, but not so much. Kinda eh, kinda meh, but I can live with it.
- T21 primary fire FP drain nerf - as I exclusively use T21 lvl1, this honestly sucks. I understand that this nerf was due to lvl3 being too strong, but it pains to see my lvl1 suffer because of it. Sad!

THE GOOD:
- SMOD menu - just a very nice feature that makes moderation a lot easier. Loving it!
- Dual pistols convergence - it's finally here. I do believe ARC pistols are a bit too strong right now because of this buff, but overall a massive QoL improvement for akimbo fans.
- Free dex for ARCs - very nice! HOWEVER, I do think that ARC is too strong right now and requires additional tweaking, namely the guns.
- Shorter cooldowns on melee moves - what's not to like here? More melee is always great, loving it!
- EE-3 buff - very nice! Primary fire was decent before, but now it's actually kinda sorta usable as a main firing mode. Good change.

This is all I've tested so far, so probably gonna leave more feedback later. A good update overall, but I do hope the devs look at the "BADs" I've listed above and at least consider doing something about them. Lini signing off.
 

Preston

Nerd
Posts
1,022
Likes
653
Ok, before I start, I would like to thank the devs for this release and for still putting effort into this mod. Much appreciated!

I think this update is pretty good, but I'm gonna start with the bad, sorry. Tough love or something.

THE BAD:
- New fonts take way too much space and they look really off.
- The new team overlay, while pretty, is an inferior version of the old one in my opinion. Definitely needs more work.
- New skins. Some of them look like they belong on the other side. This was incredibly annoying as I had to check every single person using these skins to figure out if they were reb or imp. I don't remember the exact skins with this issue, but the one for BH (with jedi outcast prisoner face) was by far the biggest offender. Fix please, very annoying!
- Manda rocket nerfs. Here's my problem with it - I understand and support the idea of nerfing it, but not THIS MUCH. Baseline timer increase + damage stagger + jetpack timer increase is going WAY overboard. It feels a bit shitty now so I hope you can revert one or two of these nerfs back.
- ARC M5 buff - unnecessary and in fact harmful. ARC has received more than enough buffs this patch, so I'd revert this one. Please remember why it was nerfed in the first place - to punish the idiotic playstyle of jumping around and spamming snipes on anything that moves without a care in the world. This change brings this shit back in its full glory. Please revert!
- A280 nerfs - ok, this one actually makes me kinda worked up. Who thought this would be a good idea? This gun literally makes or breaks ET, and it has been a staple of skill check for many many years. Yes, I understand that new dodge has made it a bit broken, but this is a dodge issue, not a280 issue. Please remove dodge from this game and leave A280 alone. This gun is a classic that doesn't deserve any nerfs to it.

THE NEUTRAL:
- Secondary nade nerf - I suppose this one was inevitable in one way or another. The new "conc" mode is fine and can be put to good use, but make no mistake, this is a very big nerf to any class with access to grenades and a significant indirect buff to saberists, as gunners can no longer immediately react to a rushing jedi/sith with a reliable knockdown. I'm kinda on the fence about it for now, but its probably a correct decision in the end.
- Proj buff - 5 damage huh? I was joking about it and it turned out to be true lol. We'll see how it does as I haven't tested it yet, but somehow I doubt its gonna push proj back into relevancy.
- Headshot multiplier reduction - not liking it very much to be honest. Headshots used to be very satisfying as you knew you were dealing massive damage, and I guess you still do, but not so much. Kinda eh, kinda meh, but I can live with it.
- T21 primary fire FP drain nerf - as I exclusively use T21 lvl1, this honestly sucks. I understand that this nerf was due to lvl3 being too strong, but it pains to see my lvl1 suffer because of it. Sad!

THE GOOD:
- SMOD menu - just a very nice feature that makes moderation a lot easier. Loving it!
- Dual pistols convergence - it's finally here. I do believe ARC pistols are a bit too strong right now because of this buff, but overall a massive QoL improvement for akimbo fans.
- Free dex for ARCs - very nice! HOWEVER, I do think that ARC is too strong right now and requires additional tweaking, namely the guns.
- Shorter cooldowns on melee moves - what's not to like here? More melee is always great, loving it!
- EE-3 buff - very nice! Primary fire was decent before, but now it's actually kinda sorta usable as a main firing mode. Good change.

This is all I've tested so far, so probably gonna leave more feedback later. A good update overall, but I do hope the devs look at the "BADs" I've listed above and at least consider doing something about them. Lini signing off.
-A280 was potentially the strongest most broken gun in the game if used correctly, it did have a skill ceiling i'll give you that. But coming from a big A280 user, it needed this change.
- Proj buff even with 5 damage change actually does bring it into relevancy, with now one shotting ET's and Clones with armor 2 as long as its in the chest
-ARC M5 buff is mostly just the reload time that was decreased, which was horrible before. And the sniper increase of damage is only by a literal 3 hp, I thought 5 hp meant nothing for proj so why does 3 mean so much for the m5? Bouncies were always far superior to M5 on most maps in the game, and I'd argue they definitely still are because now of convergence (which is great fun but a bit op IMO).
-T21 FP drains are honestly still insane IMO, I mean over 25 fp damage to a running jedi? That's honestly pretty nuts IMO, a T21 is likely the best gun against a jedi right now in regards to direct combat.
- For mando rocket, like you said it needed a nerf. I would recommend giving it more of a chance with these changes. A lot of it is just getting back the muscle memory of the new timing and such. The getting flinched mechanic while on paper might seem like far too much, really isn't in my opinion because in general it only hurts the mando's who jump out behind a corner head on against several gunners and expect to get a literal free kill with 15 points. As long as the Mando uses their brain and tactically uses their rocket from a decent position (such as farther away). They'll very likely be perfectly fine.
- For HS multiplier, I'm very surprised anyone thinks it being lowered is a bad thing, it was 3x, which is not normal in most games. A stray e11 shot coming from a new player could practically half your hp if it hit you in the head. I mean it's still 2.5x base damage which is quite insane still. Use a p3 and you still will 1 shot most classes in the game.
 
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Kitsu-Nesh'Kaa

Internal Beta Team
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133
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94
Like the blue blob crap that the clones shoot out? or the nades the arcs shoot out of their gun? well both do if they are a direct hit. Tho if it hits you but by AOE then it doesn't since it zaps you for a bit of damage (tho they sometimes stun you)
Oooh...
 
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A280 was potentially the strongest most broken gun in the game if used correctly, it did have a skill ceiling i'll give you that. But coming from a big A280 user, it needed this change
Is there a problem with ET having a very good gun? It is otherwise a very mediocre class (not talking about dodge here as its cancer and needs to go) that was picked specifically for its gun before the broken dodge was a thing


ARC M5 buff is mostly just the reload time that was decreased, which was horrible before. And the sniper increase of damage is only by a literal 3 hp, I thought 5 hp meant nothing for proj so why does 3 mean so much for the m5?
Because it promotes mindless spamming. More ammo in the mag and faster reload means ARCs aren't punished for missing their snipes. Which results in extremely stupid looking behavior where people just jump around and spam snipes with their brains turned off. This is exactly why mag size and snipe count was nerfed before

The getting flinched mechanic while on paper might seem like far too much, really isn't in my opinion
It isn't too much on its own, but combined with the 2 other nerfs it makes the rocket kinda poopy kinda sucky
 
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Kodar

Internal Beta Team
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I would encourage people to play around with it more since mando rocket is still performing absurdly well per the usual. Also keep in mind that it was a mechanic with 0 limitations that is only just now getting something to give players a small chance of survival.
Try stopping a mando rocket with a P3 and report back if you like, as you will find that to be rather difficult to nigh impossible.
 

Preston

Nerd
Posts
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Is there a problem with ET having a very good gun? It is otherwise a very mediocre class (not talking about dodge here as its cancer and needs to go) that was picked specifically for its gun before the broken dodge was a thing



Because it promotes mindless spamming. More ammo in the mag and faster reload means ARCs aren't punished for missing their snipes. Which results in extremely stupid looking behavior where people just jump around and spam snipes with their brains turned off. This is exactly why mag size and snipe count was nerfed before


It isn't too much on its own, but combined with the 2 other nerfs it makes the rocket kinda poopy kinda sucky
There's a problem with a 2 life class thay has dodge also having the single strongest gun in the game, yes.
I have yet to see someone who uses the A280 very often think this is a bad change because its genuinely broken. Especially with dodge, which yes I see that you don't like dodge. But its currently in the game, so you can't have dodge and have the previous iteration of A280 on the same class. It being a two lifer made it the strongest class in the game, and I still think it is at worst on par with clone, but more likely than not surpasses it because of dodge.

The two other Mando rocket nerfs are very very minimal, even when combined with the 3rd. A 200 ms increase is nothing, its just your years of playing mb2 that makes it feel weird because of the sound delay.

And the 1.5x on out of jetpack timer is a similar situation, I will concede that 1.5x is obviously noticeable, but thats the point. Having a 1.5x timer makes Mando rushing less viable, which was simply a brain dead play style for mandos that almost always resulted in a free kill or several unless a jedi was nearby. There was nothing a gunner could do unless they simply were lucky that the Mando using the rocket wasn't using their brain to actually aim it in the general vicinity of the gunners it was firing at with its aoe instant kill button. Having a 1.5x timer is needed even with the addition of flinch because having it be 1.0x simply isn't enough time to get the flinch off if the Mando fires the rocket mid air. Its was a very very unfair mechanic that should have been fixed a decade ago. This patch specifically seemed to target "i win buttons" such as corner camping sec naders on defense and I win button mandos who just fire a rocket when they're losing their gunfight.

I understand your argument for the M5 promoting spam now. But I disagree mostly, simply because it still is a fairly subpar sniper and is closer to a carbine in other games.
I would think its much more effective to "spam" something that does practically the same thing with a much larger hitbox (sees p3). That allows you to not only fire quickly, have a large clip, and near instant reload, fires a mini bus as a hitbox, and allows the user to dodge ontop of all of that. A couple p3 chest shots and most gunners are simply dead, no different than the new m5. The only unique thing about the m5 is the scope and the fact that you can do fairly predictable gymnastics while firing it on a limited stamina bar. Similar to a limited replenishing dodge meter, (that won't throw off ones aim because it's just strafing with dodge not flipping).

Again I recommend giving rocket a chance over the coming days because it genuinely is mostly nerfing just braindead play of rockets. And doesn't punish rockets that are used in a somewhat tactical manner.
 
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you can't have dodge and have the previous iteration of A280 on the same class
That's why I'm arguing in favor of removing/reworking dodge and leaving a280 as it is. Rebs need more buffs and tools to push chokes, but dodge just ain't it because of how braindead it is


I would think its much more effective to "spam" something that does practically the same thing with a much larger hitbox (sees p3).
Speaking of braindead, how many braindead guns do we really want in this game? P3 is stupid, it really is, but so is westar m5 now. Me thinks it should either be left as it was, or changed in a way that actually promotes accuracy instead of blindfiring till your clip is empty. More damage on snipes but less mag capacity/max ammo? Better primary fire but more limited snipe mode? Maybe. But I really don't like this gun once again becoming a high damage spray n' pray machine

Regarding rockets, I still think that this nerf was too drastic. We'll see how it plays out of course, but the feeling of extreme jankiness when using it is there
 

Preston

Nerd
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653
That's why I'm arguing in favor of removing/reworking dodge and leaving a280 as it is. Rebs need more buffs and tools to push chokes, but dodge just ain't it because of how braindead it is



Speaking of braindead, how many braindead guns do we really want in this game? P3 is stupid, it really is, but so is westar m5 now. Me thinks it should either be left as it was, or changed in a way that actually promotes accuracy instead of blindfiring till your clip is empty. More damage on snipes but less mag capacity/max ammo? Better primary fire but more limited snipe mode? Maybe. But I really don't like this gun once again becoming a high damage spray n' pray machine

Regarding rockets, I still think that this nerf was too drastic. We'll see how it plays out of course, but the feeling of extreme jankiness when using it is there
I think the jankiness comes from playing the game for years TBH give it a couple weeks and it will feel more natural for sure.
I disagree about westsr m5 being op but maybe well just have to agree to disagree. Bouncy pistols are still much superior to m5. So I don't see much of a problem to buff one gun on a class that requires more points invested btw, to the level of a cheaper and better gun. P3 I expect will likely be changed in the future as its been talked about for years, probably in the form of a hitbox change if I were to guess. Other than that I don't see many more braindead guns in the game. Atleast m5 requires you to aim correctly. I hardly even use m5 because of how mu h better the pistols are so more variety isn't a bad thing to me.

But again, may have to just agree to disagree. I recommend giving it a few weeks and seeing if the opi ion of a few things changes, mainly the Mando rocket.
 
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I think the jankiness comes from playing the game for years TBH give it a couple weeks and it will feel more natural for sure.
I disagree about westsr m5 being op but maybe well just have to agree to disagree. Bouncy pistols are still much superior to m5. So I don't see much of a problem to buff one gun on a class that requires more points invested btw, to the level of a cheaper and better gun. P3 I expect will likely be changed in the future as its been talked about for years, probably in the form of a hitbox change if I were to guess. Other than that I don't see many more braindead guns in the game. Atleast m5 requires you to aim correctly. I hardly even use m5 because of how mu h better the pistols are so more variety isn't a bad thing to me.

But again, may have to just agree to disagree. I recommend giving it a few weeks and seeing if the opi ion of a few things changes, mainly the Mando rocket.
Westar is probably not OP on its own, but ARC as a whole definitely is right now. Free dex + buffed m5 + omegabuffed pistols = fokin OP
 

Preston

Nerd
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653
Westar is probably not OP on its own, but ARC as a whole definitely is right now. Free dex + buffed m5 + omegabuffed pistols = fokin OP
I see your point, and it probably is a bit op now. Though m5 buff doesn't account much if at all for that simply because the pistols are better overall anyways, its just a superior gun. I'd always rather go against a arc with a m5 than bouncies, as long as they know how to use them that is.

Free dex is mainly to open up extra playstyles, I personally only get 1 "free" pulse nade with the change. And pulse nades got omeganerfed this patch, which you're excluding. So it isn't that big of a deal IMO, its just gives more mobility to all builds of arc, which is imo a good thing. Convergence is definitely strong though, ill give you that. Its gonna need some slight nerf eventually to pistol damage I think. The biggest offender is actually Mando westar with it though. Which may make some people happy since rocket was nerfed, fairly though.
 
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swagmaster

Model Fixer Dude
Moderator
Movie Battles II Team
Posts
314
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272
Great Darth Bane has virgin's Ani's voiceline?///// Devs pls have mercy /////
Very likely being caused by an addon pack, he uses his own soundset without any of them installed (aside from Peneke which got a patch the same day as release)
 

Bud

Posts
113
Likes
212
- ARC M5 buff - unnecessary and in fact harmful. ARC has received more than enough buffs this patch, so I'd revert this one. Please remember why it was nerfed in the first place - to punish the idiotic playstyle of jumping around and spamming snipes on anything that moves without a care in the world. This change brings this shit back in its full glory. Please revert!
I think this change makes ARC trooper a lot more approachable, and it was obviously done to balance out the pulse nade nerf (as Preston said). Also, I found myself being able to take on arcs very easily as Soldier, which has a far easier gun to control (imo it's the best rifle in the game) than the M5.
 
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