Official 1.4.3 Feedback thread

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LoU

R2D2
Movie Battles II Team Retired
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We will be happy to hear some feedback from you. What have we done wrong/good and... WHY. We want you to share your feeling about new version, but remember Feedback doesn't mean to go rage mode. So keep conversation at least on decent level.

If you want to tell us how much you love us or hate us, then feel free to do it here:
https://community.moviebattles.org/forums/dev-req/



CHANGELOG
(23-10-16)

Gameplay
  • Pistol changes:
    • Basic pistol:
      • Change: Level 2 secondary fire is now a charged shot which ramps up from 26 damage to 48 damage in 5 seconds.
      • Change: Level 3 primary mode primary fire damage decreased from 48 to 40 (also affects FP drains).
      • Change: Level 3 primary mode secondary fire is now a charged shot which ramps up from 26 damage to 60 damage in 2.5 seconds, afterwards it no longer drains ammo nor increases damage until 5 seconds of charging where it auto-fires.
      • Change:Level 3 secondary mode secondary fire rapid shot burst now costs 4 ammo.
    • Westar pistol:
      • Change: Level 2 secondary fire charged shot ramps up from 28 damage to 53 damage in 5 seconds.
      • Change: Level 3 charged shots ramp up from 28 damage to 53 damage in 5 seconds for both pistols.
      • Change: FA-only: Akimbo pistols' base damage is now 40 instead of 48 and their charged shot ramps up from 28 damage to 80 damage.
  • Dodge mechanics overhaul:
    • Change: Dodge is now an active ability manually triggered by holding class special 1.
    • Change: Costs 4/6/10.
    • Change: No cooldowns on activation/deactivation/reactivation.
    • Change: Runs on a separate resource of its own, Dodge Points, which are displayed below the botton right hud.
    • Change: While active, 50 DP drain per second, thus full bar in 2 seconds (if the player is in a state where he can dodge, otherwise no drain).
    • Change: Passive regeneration while not active nor poisoned, full bar in 15 seconds when running or jumping, 10 seconds otherwise.
    • Change: Basic DP cost levels 5, 10, 15, 25, 50, 75 for dodging projectiles.
    • Change: Dodge Level 1: base standing/crouching still costs 15, 25, 50 (legs, torso, neck/head).
    • Change: Dodge Level 2: standing/crouching has 1 level less worth of costs, walking has the same cost as above.
    • Change: Dodge Level 3: standing/crouching now has 2 levels less worth of costs, walking 1 level less, running/jumping same cost as 2 lines above.
    • Change: Sniper shots increase the DP cost level by 1 compared to all other projectiles.
    • Change: Can't dodge while scoping or poisoned.
    • Change: Starting from 400 distance, the closer the enemy is the costlier dodge becomes (linearly), until reaching 160 distance (80 for dodge level 3) where dodging is impossible (costs above 100 DP).
    • Change: Ability to move freely while dodging, ability to dodge again while already in a dodge animation (does not replay an animation but still drains DP), ability to attack freely while dodging.
  • Dash changes:
    • Change: Dash Level 1 now costs 44 stamina (33 before).
    • Change: Dash Level 2 now costs 33 stamina (25 before).
  • Quick Throw:
    • Change: Now assigned to new command /ability1.
  • FA tweaks:
    • Change: Dexterity cooldown is now no longer activated when trying to roll/dive while attacking with a saber (in FA).
    • Change: Dash/Dodge can now be given to any class in FA.
    • Change: In FA, when a class has Saber Defense with a saber, or Stamina, the regeneration rate of BP and Stamina prevails over the regeneration rate of Dash; when a FA class has regenerating fuel, its regenerating rate prevails over all others (all of them share the same bar).
    • Change: In FA only, in order to prevent some ability conflicts, Dexterity and Dash are assigned to /ability1 (Dexterity is given priority over Dash at all times) whenever the class has access to flamethrower, wrist laser, saber-out melee moves or tracking darts.
    • Change: In FA only, saber-out melee moves (note: jumpkicks with saber-out are still always activated via class special 2), gunkicks and tracking darts are assigned to /ability2 whenever the class has access to flamethrower or wrist laser.
    • Change: In FA only, poison darts are assigned to /ability3 whenever the class has access to dodge, mandalorian rocket or stamina.

  • Droideka/SBD tweaks:
    • Change: Droideka power management now regenerates 20 armor for 1 ammo and 2 ammo for 10 armor instead of 10 armor for 1 ammo and 1 ammo for 10 armor.
    • Change: Ion blobs no longer disable Droideka shields, launched pulse grenades now stun SBDs/Droidekas and disable shields of Droidekas for slightly longer, manually thrown pulse grenades now stun and disable shields of Droidekas for slightly longer.
    • Change: Droideka FP drains reduced by a 0.8x factor.
  • General Jedi/Sith changes:
    • Change: Cyan/Purple/Staff/Dual styles are reworked into "specialist" styles, more powerful than the basic Blue/Yellow/Red. Fast Styles, Medium Styles and Strong Styles thus now all have the following cost: 8/8/6.
    • Change: Cyan style now has a synergy with Saber Deflect. Buying Saber Deflect with Cyan makes deflecting no longer require tapping attack but simply holding attack, with no FP cost. With Saber Deflect level 1, Cyan can deflect 1 shot every 750ms and cannot deflect at close range; level 2 can deflect 1 shot every 500ms and can deflect at close range; level 3 can deflect 1 shot every 250ms and can deflect at close range.
    • Change: Purple is now granted Q3. Q3 is the ability to automatically deflect projectiles while attacking without holding block. Q3 can be disabled for a swing by holding Class Special 1 during this swing. Q3 has good synergy with Saber Defense 3 because Saber Defense 3 reduces the extra FP drain on shots that are blocked while attacking (without Defense 3, the FP drain is doubled on these shots for both Q3 and swingblocks; with Defense 3, the FP drain is no longer doubled for swingblocks nor Q3 non-swingblocks).
    • Change: Duals now deal 360 damage per swing instead of 260. Duals no longer have an increased blocking arc.
    • Change: Staff now have a 270° blocking arc against projectiles (including thrown sabers) and 300° against saber swings.
    • Change: Cyan now has the same forward running animation as Staff, and Purple has the same forward running animation as Duals.
    • New: Nudge is now enabled by default on spawn and can be toggled on/off via /nudgetoggle.
    • New: Blocking animations are now triggered on saber/saber collisions.
    • Change: The duration of the flinch stagger is now dependent on the damage received.
    • Fix: MBlock deflecting will no longer drain FP when the deflect cooldown is still active.
    • FP drain and regeneration changes:
      • Change: 1.0x FP regen when unable to auto-block (saber off, knocked down, idle, etc.).
      • Change: 0.7x FP regen and 1.2x FP drains when able to auto-block but not holding altattack.
      • Change: 0.2x FP regen and 0.4x FP drains when able to auto-block and holding altattack.
      • Change: FP drains are capped at 40 when holding altattack and 80 when not holding altattack.
  • Saber vs Saber changes:
    • Change: Non-PBs now result all the time in clash sound effects on a saber/saber collision, instead of alternating between bodyhit/clash sfx depending on non-PB/PB.
    • Change: Perfect Block (PB) no longer combo-breaks.
    • Change: Parries now drain BP equal to half the amount of a bodyhit.
    • New: Perfect Parry (Blue crosshair and BP bar indicators): done by matching the incoming swing (quadrant-wise) with the matching outgoing swing. Will negate parry BP drains.
    • Change: Manual Block (Mblock) now allows for combo-breaking vs swingblock and also deals 6 BP damage to the attacker when successful. Failing a Mblock (vs any swing) drains BP (4 vs Fast styles, 6 vs Medium styles (and Purple), and 8 vs Red).
    • New style-specific perks/features (these replace all previous ones):
      • Change: Blue style: Loses 1 ACC when PB'd except against Blue/Cyan. Drains 6 BP from attackers on PB (including against chained consecutive swings).
      • Change: Yellow style: Doesn't suffer from Mblock BP drain on failing.
      • Change: Red style: No BP drain from being Mblocked on a swingblock. Causes a stagger on the third consecutive bodyhit.
      • Change: Cyan style: Combo-breaks other styles on a perfect parry.
      • Change: Purple style: +1 ACC on PB.
      • Change: Dual style: Consecutive swings deal 0.75x damage instead of 0.5x.
      • Change: Staff style: Successfully timing and matching movement directions with a Mblock counts as a Pblock, even with incorrect camera aim. Staggers the opponent on a successful Mblock vs a swingblock.
Servers
  • Change: SMOD mute now also blocks voice_cmd, gestures and name changes.

UI

  • New: Added new ability keys (moviebattles) and nudge toggle (weapons) to controls menu.

Models

  • New: Added Grand Admiral Thrawn to Commanders (thrawn/default) and Outcast's Tavion to Sith (tavion/default). Tweaked TFA Han's taunts.
  • Change: Re-enabled a few alternate skins for existing Sith models (alora/default, darthmaul/default_robed).
  • Fix: Swamptrooper model's footsteps are no longer silent.
  • Fix: Updated seasonal hat positioning for model changes after v1.3.2.
  • Fix: Some minor shader errors.

Official Maps

All (where applicable)
  • Change: Re-enabled charge shot on FA classes with akimbo pistols.
mb2_cloudcity
  • Fix: Blocked area allowing players to escape the map.
  • Fix: Minor VIS adjustments to tunnel between Eastern Commons and South Lounge.
mb2_duel_cc
  • New: Added carbonite freezing sequence. Activated by using one of the control panels.
mb2_deathstar
  • Change: The FA has been redesigned to make every class useful instead of a few dominating ones and many weak classes. For example, C3PO, R2D2, and the prisoner have been buffed. The Imperial team has also been changed to have as many unique classes as Rebels.
  • New: Two FA-specific features have been added for this FA. First, Force Power sound overwrites now exist (currently only available for Sense / Deadly Sight) and are used for C3PO. Second, a special classflag for making a class run faster while in melee was added for the Imperial Pilot.
  • Fix: A shallow pit of death trigger allowed survival in rare circumstances.
mb2_duel_office
  • Fix: Added clipping to portion of ceiling that may have made it possible to escape map.
mb2_jakku
  • New: Original map by Plasma based on the village attack at the start of The Force Awakens.
  • New: Capture Point Objective: The final objective on this map requires the attacking team to stand within the village square to capture it. The defending team may stop the capture by also standing within the capture point.
mb2_undeadstar
  • New: Reimagined map by Plasma. Will our heroes manage to survive the horrors that await?
Unofficial Maps
All (where applicable)
  • Change: Re-enabled charge shot on FA classes with akimbo pistols.
mb2_cmp_arena
  • Change: Split soundset for C3PO / Battledroid hybrid models.
  • Fix: Restored classic FA icons.
sm3_venom
  • Fix: Spiderman and Venom now use the correct model.
ultimate_showdown
  • Fix: Spiderman and Venom now use the correct model.
  • Fix: Resolved some shader errors.

Changed Files ( Server downloads ) ( Linux OpenJK server lib ) ( ARM OpenJK build )
Code:
--MBII
031_MovieGameMappack.pk3
FAMBModels.pk3
MB_Effects.pk3
mb2_cmp_assets2.pk3
mb2_cmp_assets3.pk3
mb2_cloudcity.pk3
mb2_deathstar.pk3
mb2_duel_office.pk3
mb2_jakku.pk3
mb2_undeadstar.pk3
mb2_um_assets3.pk3
MBAssets2.pk3
MBAssets3.pk3
MBHilts.pk3
MBII.pk3
MBII_Mac.pk3
zz_MBModels2.pk3
cgamei386.so
jampgamei386.so
uii386.so

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
 

Preston

Nerd
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I played it for a bit and have to say that playing jedi/sith now feels incredibly bad, the only thing you can do is stand around and hold block if you try to take a gunner on while running your fp get drained in a few seconds and if you jump to try and get a different angle it drains even faster, now with this slower regen it just puts you into an impossible situation if you lose fp, add this to flinch and saberists are pretty useless in all ranges now, gunners have the advantage overall, you either sit behind the team using force or die at the front.

I don't know why no one brings up deka's or sbd's either, with all classes except wook (which is also grossly overpowered) they are near impossible to go 1 vs 1 with them since jedi cant run or jump at them because of the pulse and fp drain, they have no chance, any other class can just unload all their ammo into the shields and nothing will happen, also the sbd has slap which does less damage granted but you can spam the hell out of it, if the jedi is still crouching you can just flinch them as it takes like 6 hits to kill one.
Same sort of thing with wook, against a sith all they have to do is knock them down and its a free kill, if they dont land all the punches it still leaves the sith with around 10-20 hp, someone said a while back that they should either be able to get health 3 or strength 3 not both which i thought was a good idea.

The ion nerf was completely unneeded as they werent even that good to start with and were one of the only things that helped take down a deka.

The p3 and dash nerf was well needed.

Sabering imo should go back to 1.4 or even 1.3 as there are way too many elements to it now, but even with these new additions you can just spam duals or swing block single hits with blue or cyan and win.
how about just 1.0, havn't played 1.4.3 yet tho so I may like it
 
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Change: Ion blobs no longer disable Droideka shields, launched pulse grenades now stun SBDs/Droidekas and disable shields of Droidekas for slightly longer, manually thrown pulse grenades now stun and disable shields of Droidekas for slightly longer.



plz undo, deka are already painful enough without a way to deal damage reliably, I'm playing arc so I'm stuck with the Westar m5 and this thing does not pack enough of a punch or fire fast enough to kill Dekas anymore.
 
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I played it for a bit and have to say that playing jedi/sith now feels incredibly bad, the only thing you can do is stand around and hold block if you try to take a gunner on while running your fp get drained in a few seconds and if you jump to try and get a different angle it drains even faster, now with this slower regen it just puts you into an impossible situation if you lose fp, add this to flinch and saberists are pretty useless in all ranges now, gunners have the advantage overall, you either sit behind the team using force or die at the front.

But It's near to the lore I think. 1v1 sith/jedi is very stronk. Sith/jedi is possible against 2-4 but not against HORDE.

Keep it in mind that jedi and sith are force users + saberists basicly (not OP SHIT which can destroy all around theirselves and survive). I think now force users must turn on their brains and bring more tactical issues for their own gameplay (open I mean).

P.S. And that game is not about JA singleplayer_helpmeobi :\
 
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I will keep it short. It's a bad update. Force points regeneration made jedi/sith really not fun to play. You wanted to nerf jedi sith stassin and you did it, but in the worst possible way, you killed the jedi/sith mobility. Did you even test it? I mean, there is no skill now in this game, you can't really do much in 1 vs more situation. What's more that perfect parry mechanic is just useless feature, it adds nothing to the game. That is all.
 
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StarWarsGeek

Internal Beta Team
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The more I play the update, the more I strongly dislike the FP drain/regen changes. The running drain and regen changes are mostly okay (could be made a little less severe), but the blocking drain and regen changes are really terrible. They kill the pace of playing jedi/sith and also reduce your effectiveness in a support role. The extremely slow regen means that if you use any force powers or are under concentrated fire for even a brief period of time, you have to retreat and compete with your gunner teammates for cover.

If you want to encourage blocking over running, the tools necessary were already in place. Just tweak the blocking/running IDR values towards your desired metagame. I implore you to revert this one and use pre-existing modifiers to reach your goal. It's not doing what it's supposed to.

Every weapon and every possible movement state and combination of said states is a variable you can tweak for FP drains to reach desired results. Use them instead.

I agree with Ben here, a similar effect could definitely be achieved with just FP drain tweaks without slowing jedi/sith gameplay and making them cumbersome to play as.
 
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Really, just bring back 1.4, it was boring but at least one could fight 1 vs 4 as jedi sith if he could pblock and avoid flinch. Now you are doomed, no matter how much skill you have. Leave the saber system as it was as you definitely don't have any good ideas how to develop it. Just keep the changes with duals and maybe with saber perks. Leave that pblock stopping combos as it was in 1.4, leave yellow perk as it was 1.4, leave force regen as it was. When I play jedi/sith in open I feel like im going to put down the roots...

Just listen to SeV guys. He usually has very good ideas.
 

Preston

Nerd
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653
The more I play the update, the more I strongly dislike the FP drain/regen changes. The running drain and regen changes are mostly okay (could be made a little less severe), but the blocking drain and regen changes are really terrible. They kill the pace of playing jedi/sith and also reduce your effectiveness in a support role. The extremely slow regen means that if you use any force powers or are under concentrated fire for even a brief period of time, you have to retreat and compete with your gunner teammates for cover.



I agree with Ben here, a similar effect could definitely be achieved with just FP drain tweaks without slowing jedi/sith gameplay and making them cumbersome to play as.
no man we must nerf more /s
 

swagmaster

Model Fixer Dude
Moderator
Movie Battles II Team
Posts
314
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272
hmmmmmmmmm okay another place for drama about 1.4.3 to start up, like in the 1.4.3 news thread, that got locked because drama, just like some of the prev updates to mb2
 

DaloLorn

Movie Battles II Team Retired
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But It's near to the lore I think. 1v1 sith/jedi is very stronk. Sith/jedi is possible against 2-4 but not against HORDE.

Since when does 1-4 people constitute a 'horde', though?

Let's recap:
  • Can you move forward? No - if you run, you get drained to hell, because you are going to take enough hits no matter how well you dodge. If you block, you don't get anywhere in any appreciable amount of time.
  • Can you move backwards? Not particularly - if you're the attacking team, you need to push forward, and if you're the defending team, you're going to be pushed back to the objective.
  • If they're already close, can you try to saber them? No - barring lucky strokes or crappy gunners, you get flinched and most likely die shortly afterwards. Doubly so if it's an SBD, because SBDs still have the ability to flinch and slap depending on what the Jedi tries to do. (And then there's speed 3, which still has a paltry 10% success rate even when you hit the target at optimal range. :mad:) Purple Q3 helps, but only until you run out of FP, which, let's face it, happens a lot faster in 1.4.3.
  • If they're far away, can you deflect blaster fire at them until they die? Probably not - unless you're dealing with one or two gunners, and unless they don't know how to fight, they will A: move closer or B: avoid shooting you, depending on whether you have any allies nearby.
  • If they have a saberist backing them up, can you either kill the gunners before running out of FP/BP or go into turtle mode? Absolutely not - even ignoring classes like heroes, Mandalorians, SBDs, BHs, Wookiees or droidekas, the gunners should be more than capable of flinching/evading you enough to break your charge, and the saberist can no longer be PBed frequently enough to keep him from obliterating your defenses, because the required PB frequency has multiplied by a huge margin while the difficulty of PBing has remained unchanged. Needless to say, if you go for the third option of dueling the saberist while the gunners try to blast away at you, you'll be disintegrated with light to no damage to the saberist.
  • If there's two or more saberists, but no gunners, can you fight them off? Unlikely - Ataru-style evasive action will burn FP and BP alike, and see the above point for why a more direct confrontation will end in disaster.
  • Can you, perhaps, use the Force to resolve some of these issues? Maybe as a Sith with lightning 3. Anything else, and the target will probably be walking/blocking often enough that you'll just open yourself to a load of blaster fire (or a saber swing) with no measurable effect.

So what does that leave? Detector builds with sense 3. Oh, wait, everyone wants to nerf that too...
 
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Fang

Donator
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So sense 1/2 = obsolete? Sense 3 again is the only viable and as a gunner, I'm breezing through jedi no problem because they have always sacrificed force block 2 (which to recap, below 80fp = 1/2 push or 1 use of sense lol). Baring in mind that MY SUPPORT JED/SITH KNOW how to do this job and don't go soloing.
b63e02cecd76402e8c7f3a7fa07122f0.png

This thread should just be removed for now. The popularity after a new patch drops is always going to be first time biased. Try something like so in a few weeks and see what happens if you're still keen on your further reducing.

I don't understand why you want to keep nerfing them to the point of extinction AFTER you have just SIGNIFICANTLY reduced the class to the point where roaming alone and/or soloing is just not viable againt more than 1. Just having general awareness when entering a new area, checking corners just requires someone with a brain. Whenever I enter a door, I shift the hell outta my game with the S key because I either expect a push or a pre door swing. Fair enough you want to see if open mode should be reduced due to a previous poll but you have to think about what you've just done to the jedi/sith community a few days ago...
Aside from the ability to be more coordinating without a wallhack. Hell, link us free wallhacks since most will end up on them. I bet people buy sense 1 or 2 and use em lol


Generally without looking at jedi/sith only users, I have 0 problems with anything else. P3 is still viable, ARC nades have purpose stunning ability etc... I obviously stated I miss proj shotty and now I just don't see the point of me buying a proj rifle when I can just become semi sniper with P3 lol. I'm sure some like the addition of a third/alternate special keys but it's too MOBA style for me but I'm using them with my extra (G) keys, but very rarely.

If anything, I would prefer if deka goes still and giving imps something better. That class is viable yes, but just buggy, immobile whilst firing. Though, it is definitely good like SBD for holding tight corridors. Doubt it'll ever happen nor get accepted but this one thing is my opinion for sure.

Finally, I pray that saber collision fps drop is fixed because I've noticed it way too much this build. Also, is there anyway to clean the fps when there's too many people in one area? Jakku is a nice map but try playing that map with 10+ people. I hate it simply because it insults my 980 ti with 10 FPS. BOC is another example of god awful fps in the hangar with 10-15+. I would prefer focus on cleaning than changing for a bit
If it's due to engine limitations then oh well.
 
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Lessen

pew pew
Movie Battles II Team
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roaming alone and/or soloing is just not viable againt more than 1
I like this

immobile whilst firing
Deka can fire while walking, meaning that it can assault someone in cover pretty well if it's already very close. Just need a level 3 projector... or hull 3 if you're.. crazy.
 

{Δ} Achilles

Banned
Nerd
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A lot of problems with Jedi/Sith balancing vs Gunners stems also from the difficulty with balancing Gunners vs Gunners, and that is different move speeds. No one ever considers this as a problem.

Note: I do sort of like the FP Regen change, but it is FAR too extreme. Running is one extreme, blocking is another, when they need to be smoothed out. A bit more FP regen while blocking, and a bit less damage resistance. A bit less FP regen while running, a bit more damage resistance.

Anywho, the better way of fixing the problem of Jedi running around gunner's faces, is to reduce the strafing speed, preferably on ALL classes. If you pay attention, you'll notice that you can strafe left/right as fast as you can run forward... this is stupid. Have you ever tried running a marathon sideways? Good luck.

If you reduce all strafing speed in the game, you negate a lot of balance issues being encountered. Hero/BH will no longer be able to run circles around every other gunner class in the game, dodging billions of shots by way of blinding speed, turning a 1v1 with those fast classes into less of a guessing game. Jedi/Sith won't be able to strafe back and forth directly infront of a gunner. So yes, side-movement needs to be nerfed to be as slow as backwards movement.

Also, you'll find as you attempt to balance things, Clones will rapidly become more and more overpowered. I would advise nipping them in the bud on the next patch before hand, like I suggested doing to Cyan before this travesty of an incomplete patch happened. I suggest a full rework of Clone as follows:

- - - Clone - - -

- Weapons
* * Pistol
Description: Same as current.

* * DC-15s
Levels: 1, 2, 3
Cost: 6-7-8
Description: Reskin of E-11

* * DC-15a
Levels: 1, 2, 3
Cost: 8-18-24
Description: The long clone rifle, for accurate long-ranged engagements
Stats:
- Level 1
Damage: 30
Accuracy: Only when standing still, crouched, or walking
- Level 2
Damage: 35
Accuracy: Always accurate
Adds Scope
- Level 3
Primary Damage: 35
Secondary: Charge shot, starting at 35, reaching maximum 100
Accuracy: Always accurate, charge shot only accurate while walking


* * Minigun
Levels: 1, 2
Cost: 30-45
Description: The current minigun, with some tweaks
Stats:
- Level 1
Primary Damage: 20
Accuracy: Always inaccurate, more inaccurate the longer it fires.
Rate of Fire: Current CR2
- Level 2
Primary Damage: 20
Accuracy: Always inaccurate, more inaccurate the longer it fires.
Rate of Fire: CR3
_________
- Abilities

* * Sprint
Levels: 1, 2, 3
Cost: 0-6-12
Description: Allows the Clone to sprint *forward* only until his stamina runs out, while sprinting the clone fires inaccurately.
Stats:
- Level 1
The Clone can sprint for short distances at a time
- Level 2
The Clone can sprint for long distances at a time
- Level 3
The Clone can sprint forever, and can use crouch to cancel out of sprint with a roll in any direction.

* * Bash
Levels: 1, 2, 3
Cost: 0-8-16
Description: Allows the Clone to bash a target with his rifle-stock
Stats:
- Level 1
Damage: 6
Cooldown: 4 Seconds
Flinches targets hit
- Level 2
Damage: 14
Cooldown: 3 Seconds
Flinches Jedi/Sith that are blocking, knocks down Jedi/Sith that aren't crouched/blocking, knocks down gunners that aren't crouched
- Level 3
Damage: 20
Cooldown: 2 Seconds
Knocks down all targets that aren't crouched

* * Reinforcements
Description: Same as current

_________
- Items

* * Pulse Grenades
Levels: 1, 2
Cost: 6-6
Description: Grants the Clone up to 2 Pulse Grenades

* * Armor
Description: Same as current

* * Ammo
Description: Same as current
 
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So I can't stand still while holding block now if I want to regen FP at a decent rate... I have to put my guard down, or hide, or continuously strafe... Who's brilliant idea was this? Strategically timed blocks to maintain BP/FP while retreating or evading large groups of enemies is no longer a thing. If I have both low BP and FP I have the option to stand there blocking to regain BP sacrificing my FP, or running and getting pulled/pushed over while trying to regen FP at a decent rate, or just being shot in general. I really don't understand the logic behind this change, didn't see a problem at all with the previous FP regeneration rates. Strategic blocking should be rewarded, constantly running around and lowering your guard should be punished. Think you've got it backwards here..
 

Fang

Donator
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EXAMPLE perhaps? Keep the fp reduction low as long as some form of bullet keeps hitting the sith/jedi. After a set time of no damage whilst blocking, resume regular fp regeneration? That way it can continue to stop ballsy/soloing jedi/sith but also promote sith/jedi who fallback to regain fp. If such thing was in place, it would also notify gunners that sith has LOW FP and chuck grenades meaning it would also be risky.

Basically removing meditation regen and make regen based on whether the user is being directly hit on the saber.

But I'd still conclude that it all comes down to how the force user plays. Expect to be wrecked if you solo around a lot compared to supporting gunners in a TEAM BASED SHOOTER.

With the UK ping I get (not euro since we got rekt by brexit), it does not matter which ping I get - 50 euros or 130 EAST US, I can still wreck these jedi/sith because there's a common theme - they all try to solo you.
 
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DaloLorn

Movie Battles II Team Retired
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A few thoughts which may or may not be completely insane:

It seems to me that the balancing right now is mostly looking at Jedi-versus-gunner scenarios. Those scenarios should not be the baseline - a small group of gunners should go "Uh oh." if they see a Jedi charging at them with no Sith to protect them. (Obviously, the inverse should work too, with charging Sith and no Jedi. :p)

If such a thing happens, it means the team either has a faulty composition (no Sith whatsoever) or faulty teamwork (Sith went off to do something while the Jedi slaughter the gunners, a scenario I am intimately familiar with from both the 'victim' and 'assailant' sides... though mostly 'victim'), and should lose unless there's a massive skill gap between the Jedi and the target gunners. (Or, arguably, unless the Sith has been slaughtering all of the Jedi's gunners and outduels the Jedi afterwards.)

So, in other words, the baseline scenario, the 'healthy' scenario, should be a Jedi or two on each side, a Sith or two on each side, and a number of gunners fighting around them - if either the Jedi or his gunners are overwhelmed, the fighting should realistically end in the Sith's favor, but the very presence of gunners should not, in my opinion, force the saberists to either shut down and sit around holding block or make a suicidal attempt at bypassing each other in favor of wiping out the gunners.

I have no idea how to balance FAs such as jeditemple, though. There's so many Jedi there that Vader can't singlehandedly keep the 501st out of lightsaber range. :(

*** EDITED FOR LENGTH ***

* * DC-15a
Levels: 1, 2, 3
Cost: 8-18-24
Description: The long clone rifle, for accurate long-ranged engagements
Stats:
- Level 1
Damage: 30
Accuracy: Only when standing still, crouched, or walking
- Level 2
Damage: 35
Accuracy: Always accurate
Adds Scope
- Level 3
Primary Damage: 35
Secondary: Charge shot, starting at 35, reaching maximum 100
Accuracy: Always accurate, charge shot only accurate while walking

I am so getting the scoped version if this goes live. It's like an A280 3, only with constant accuracy! :D

Anyway, I kinda like this. Just by adding a gun (both rifle variants, in this case) that doesn't need you to be completely stationary while shooting, it transforms clones from 'rapidfire turret' or 'source of suppressive fire' (or blob spammers) into a fairly versatile assault class with a wide variety of possible strategies.
 
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A few thoughts which may or may not be completely insane:

It seems to me that the balancing right now is mostly looking at Jedi-versus-gunner scenarios. Those scenarios should not be the baseline - a small group of gunners should go "Uh oh." if they see a Jedi charging at them with no Sith to protect them. (Obviously, the inverse should work too, with charging Sith and no Jedi. :p)

If such a thing happens, it means the team either has a faulty composition (no Sith whatsoever) or faulty teamwork (Sith went off to do something while the Jedi slaughter the gunners, a scenario I am intimately familiar with from both the 'victim' and 'assailant' sides... though mostly 'victim'), and should lose unless there's a massive skill gap between the Jedi and the target gunners. (Or, arguably, unless the Sith has been slaughtering all of the Jedi's gunners and outduels the Jedi afterwards.)

So, in other words, the baseline scenario, the 'healthy' scenario, should be a Jedi or two on each side, a Sith or two on each side, and a number of gunners fighting around them - if either the Jedi or his gunners are overwhelmed, the fighting should realistically end in the Sith's favor, but the very presence of gunners should not, in my opinion, force the saberists to either shut down and sit around holding block or make a suicidal attempt at bypassing each other in favor of wiping out the gunners.

I have no idea how to balance FAs such as jeditemple, though. There's so many Jedi there that Vader can't singlehandedly keep the 501st out of lightsaber range. :(



I am so getting the scoped version if this goes live. It's like an A280 3, only with constant accuracy! :D

Anyway, I kinda like this. Just by adding a gun (both rifle variants, in this case) that doesn't need you to be completely stationary while shooting, it transforms clones from 'rapidfire turret' or 'source of suppressive fire' (or blob spammers) into a fairly versatile assault class with a wide variety of possible strategies.

All of this is going to be from the perspective of a 24/7 arc player so, expect that reading the rest of this.

I agree with a lot of this but only if we start seeing class caps on open. 1 - 2 jedi/sith MAX if they are going to be beefed up as they should. Otherwise, they're fine as they are, they play the role of a tank at range. Block incoming fire so gunners behind you can pew pew without being rekt.

That being said though, this update has made a lot of mistakes because if we want anything nerfed it's not saberists lol. How about we finally tone down deka, sbd & wook, the three easiest fucking classes in the game?

Deka is hilariously broken at the moment, especially with the emp/ion nerf as it now no longer disables the shield which means the deka can just walk away with like 200 shield left and still absorb fire, as a result it deals no HP damage which means good deka players are uncounterable.

SBD is still crazy-tough, takes more than a single magazine of m5 ammo to down an SBD with hull 3 and god knows how much with mag plating + hull 3, never done it myself in a live game so can't say, they need to be less tanky or less deadly, one of the two because they're hilariously powerful in good hands. Only real counters to SBD atm are sniper and emps but the former is a much higher skill investment than the SBD player's required skill investment to wreck face while the latter costs 10 LP and requires follow up because it deals like 10 damage. I'd rather have frags tbh.

Godcaster has no place in this game tbh, it's an assault rifle that can instakill at any distance and can fire full auto with ridiculously high damage, takes literally 0 skill to aim as well because you're so fucking tanky you can sit there and take perfect aim at everyone, essentially the only skill investment this class requires is decent aim and you can roll face. Not to mention the melee build that literally guarantees kills as long as you know the map layout, catch someone off guard and you win 24/7.

Also, as a bonus.
Please give me a free EMP as arc, 0/6/12 would be more than fair prices because right now they never get used, I'm never going to spend 10pts on an EMP unless they either:
A. get buffed to deal actual HP dmg or
B. get given to me for much cheaper.

Right now, sacrificing 10pts on a loadout as ARC is suicide unless you are playing 24/7 support arc, you need dexterity and stamina to stay viable as the slowest reb gunner in game (yes wooks outrun you if you don't sprint.)
 
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DaloLorn

Movie Battles II Team Retired
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All of this is going to be from the perspective of a 24/7 arc player so, expect that reading the rest of this.

I agree with a lot of this but only if we start seeing class caps on open. 1 - 2 jedi/sith MAX if they are going to be beefed up as they should. Otherwise, they're fine as they are, they play the role of a tank at range. Block incoming fire so gunners behind you can pew pew without being rekt.

Class caps, or some mechanic that discourages Jedi spam the way these theoretical Jedi would discourage gunner spam. I'd be more in favor of the latter, but I'm not sure what to go with.

Deka is hilariously broken at the moment, especially with the emp/ion nerf as it now no longer disables the shield which means the deka can just walk away with like 200 shield left and still absorb fire, as a result it deals no HP damage which means good deka players are uncounterable.

There is the option of pulling out a Q3 or speed 3 Jedi... though it's still unreliable and dependent on being able to just rush the droideka without the rest of the team coming down on you.

SBD is still crazy-tough, takes more than a single magazine of m5 ammo to down an SBD with hull 3 and god knows how much with mag plating + hull 3, never done it myself in a live game so can't say, they need to be less tanky or less deadly, one of the two because they're hilariously powerful in good hands. Only real counters to SBD atm are sniper and emps but the former is a much higher skill investment than the SBD player's required skill investment to wreck face while the latter costs 10 LP and requires follow up because it deals like 10 damage. I'd rather have frags tbh.

Stupidly tough, yes, and equally effective against gunners and Jedi because they can outtank the former and prevent all but the luckiest or most skilled of saberists from coming into saber range without getting slapped or flinched.

Godcaster has no place in this game tbh, it's an assault rifle that can instakill at any distance and can fire full auto with ridiculously high damage, takes literally 0 skill to aim as well because you're so fucking tanky you can sit there and take perfect aim at everyone, essentially the only skill investment this class requires is decent aim and you can roll face. Not to mention the melee build that literally guarantees kills as long as you know the map layout, catch someone off guard and you win 24/7.

I've found that it's nowhere as effective as described - until you put it in the hands of someone who's not me. :p

Also, as a bonus.
Please give me a free EMP as arc, 0/6/12 would be more than fair prices because right now they never get used, I'm never going to spend 10pts on an EMP unless they either:
A. get buffed to deal actual HP dmg or
B. get given to me for much cheaper.

Right now, sacrificing 10pts on a loadout as ARC is suicide unless you are playing 24/7 support arc, you need dexterity and stamina to stay viable as the slowest reb gunner in game (yes wooks outrun you if you don't sprint.)

I'm in full agreement. Pulse grenades are the one grenade type I see the least of, even when heavy droids start popping up - the M5's grenade launcher seems to suffer from a similar lack of use. Take off the scope, and the M5 is little more than a clumsier form of the E-11 (due to its reload mechanic) which may or may not be backed by high dexterity; you're not going to use your limited supply of grenades against anything less than an army, a Sith or a heavy droid.
 
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A few thoughts which may or may not be completely insane:

It seems to me that the balancing right now is mostly looking at Jedi-versus-gunner scenarios. Those scenarios should not be the baseline - a small group of gunners should go "Uh oh." if they see a Jedi charging at them with no Sith to protect them. (Obviously, the inverse should work too, with charging Sith and no Jedi. :p)

If such a thing happens, it means the team either has a faulty composition (no Sith whatsoever) or faulty teamwork (Sith went off to do something while the Jedi slaughter the gunners, a scenario I am intimately familiar with from both the 'victim' and 'assailant' sides... though mostly 'victim'), and should lose unless there's a massive skill gap between the Jedi and the target gunners. (Or, arguably, unless the Sith has been slaughtering all of the Jedi's gunners and outduels the Jedi afterwards.)
What the hell? So you think gunners should lose to jedi/sith just because you feel like it? If you provide some actual arguments, I will be happy to discuss this. But as it stands right now, it's just ridiculous.
 

StarWarsGeek

Internal Beta Team
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Deka is hilariously broken at the moment, especially with the emp/ion nerf as it now no longer disables the shield which means the deka can just walk away with like 200 shield left and still absorb fire, as a result it deals no HP damage which means good deka players are uncounterable.
What EMP nerf? Unless the change is bugged or the changelog is wrong, EMPs got buffed so they can now disable deka shields. That ability was moved from ion to pulse. Ions got nerfed and pulses got buffed because ions were way more effective than pulses despite costing way less.

Godcaster has no place in this game tbh, it's an assault rifle that can instakill at any distance and can fire full auto with ridiculously high damage, takes literally 0 skill to aim as well because you're so fucking tanky you can sit there and take perfect aim at everyone, essentially the only skill investment this class requires is decent aim and you can roll face. Not to mention the melee build that literally guarantees kills as long as you know the map layout, catch someone off guard and you win 24/7.
I'm always very confused as to how people can think wook is OP. The only thing wook is great at is destroying sith, because sith don't have guns. It's a glass cannon, not a tank. It's a huge, slow target when it's got a gun out. Good aim shreds wooks, and snipers are particularly nasty since they can oneshot on a headshot (SBD and deka with shield up can't be oneshot by any gun, rebs completely lack solid tanks like imps have). Bowcaster 2 is really innaccurate unless you walk (which is absurdly slow as a wook and makes your large size even more of an easy target). Bowcaster 3 is a powerhouse and the charge shot may be a bit OP (Why does it do more damage than proj for 1-2 seconds of charge? ._.), but it requires you to give up either 100hp or immunity to force powers and knockdown. Even when a wook switches to melee, it's only as fast as a jedi but is still a bigger target and lacks jedi's portable cover.

I do agree that SBD is one of the easiest classes in the game right now though. I'd like to see it get a complete overhaul at some point.

Also agree on EMPs costing way too much. Around 6 pts per nade would be much more appropriate. Also, I've never understood why nades from the EMP launcher are weaker than just tossing the same EMP nade. It doesn't make much sense, and it makes the EMP launcher attachment even more unappealing than it already is. Why ever bother taking it when you can get the amazing M5 sniper and just toss better regular EMP nades? Sticky nades isn't enough of an upgrade for that sacrifice IMO.
 
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