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
 

{Δ} Achilles

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M5 Sniper is ridiculously strong. I have actually done quite well with NO stamina and NO dexterity and just M5 with pulse nade spam. It is a versatile class, and was made borderline overpowered by the sniper buff.

The only way you could possibly convince me that Arc needs a buff, is if Commander/Soldier are granted Dex 3 and Sniper M5. If you nerf Clone and Proj rifle, you'll see *way* more Arcs. Infact I'm already seeing way more Arcs since the 1.4.3 changes occurred, people are discovering that Arc is really good at taking out a Cyan Sith and SBD spam.
 

Defender

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AmxNebi.gif


Anyway arc is fine for the time being its way more important that the devs focus on nerfing mandalorian and soldier. Both are op since about 5 patches.

You're too fat to think clear, what would u nerf on mandalorians :eek:
 
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Just to ask:
RsFTDc8.png

I'm pretty sure that flag wasn't there before(the one near the Health Bar).Why it's there? xd
speaking of Soldier,i don't think it's that op.
It has low health(i think in the match i was in this photo a Wookie killed me with 4 or 5 shots of his normal pistol),and not so much ammo.ammo 3 is 360 for E-11,and considering average players who keep holding right click with E-11,it drains fast.
I think the thing that make people consider that soldier is "OP" is their lives.3 lives meaning 3 tries to kill someone and possibly clutch by doing obj(i think everyone here knows that when you use the terminal in the generator room of DOTF you can simply hack it,suicide yourself and up the stairs to the throne room to do obj,if the enemy team is all in main).
Regarding 1.4.3,i have only one question:
WHY FA Vader has a FLAMETHROWER and Force Destruction in Undeadstar?!
 
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Well, shit. I never noticed that.

Nah, soldier is no where near OP. It's alright in good hands but it has little to no utility options for survivability like ARC or Mando, that's why it has 3 respawns. Best part of sold is the E-11 lol.
 
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Soldier by itself? No. 10 Soldiers all with Frag and a Commander/ET with rally? Pretty OP. That being said, a lot of classes are OP en-masse as well.
There was this one time in Deathstar where we were full Jedi Team and the other Full Soldier team with 1 Sith.Guess who won xd
yeah,every class is op if there is a big group of that class.
 
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Would be interesting to see some mix/match of the following and how it/they changed MB2:
1) Snipers being locked into first person (and/or having accuracy require being stationary for some amount of time)
2) Ions as the only blob option (maybe less lockdown in exchange for more of them or something)
3) ARCs with built-in Dexterity options instead of having to buy them (imagine having an extra 10-15 points for say, pulse nades? by default)
4) Modified flinch (i.e. Clone/SBD/super high RoF weapons don't /laugh at saber swings)
5) Non-easy mode Force power usage (i.e. no 180 degree Push radius)
6) Bowcaster accuracy similar to how EE3's works
7) Some movement adjustments like lowering strafing speeds a tad
Please don't nerf push, Jedi/Sith have been changed enough already, and for the better if I might add. If you could explain why you want to this temp that would be great.
 

RG4

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Please don't nerf push, Jedi/Sith have been changed enough already, and for the better if I might add. If you could explain why you want to this temp that would be great.
Personally I'm the spectrum that I love hate push Jedi/Sith because it's overwhelmingly cheap specifically with speed and lightning because results in a fairly easy skill. At the same time I've been on the end of pushing some player only to get shot because the game said THEY walked when they were running, or I was walking when I was clearly running. Plus it's pretty much the only true offensive weapon the force Jedi has.
 
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Meanwhile lighting is still as retarded and cancerous as it was, when shotgun needed to take risks and was easy to avoid from the most powerful class in the game with the most surviving skills.

What a shame...
Projshotgun was just a cheap move.
Nothing wrong with lightning, take your distance.
Oh, sry i forgot since flinch every gunner rushes without brain, still their fault if they get fried.
 
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Projshotgun was just a cheap move.
Nothing wrong with lightning, take your distance.
Oh, sry i forgot since flinch every gunner rushes without brain, still their fault if they get fried.
well ofc it's nothing wrong with Lightning if you're far away from it.You could say that even for projshotgun.
 
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well ofc it's nothing wrong with Lightning if you're far away from it.You could say that even for projshotgun.
There is a big difference.
Sith MUST come close, gunners should stay away, if they want face to face combat they can go Jedi.
If they come close because they think flinch always safe their ass and get sabered, deflected or whatever forcepower kills them, they come here and cry for nerf, its hillarious.

No one's complaining about Soldier being OP :p

At least, I'd hope not...
They are not op, but they should not be equal to j/s, after all they have 3 lives.
 
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There is a big difference.
Sith MUST come close, gunners should stay away, if they want face to face combat they can go Jedi.
If they come close because they think flinch always safe their ass and get sabered, deflected or whatever forcepower kills them, they come here and cry for nerf, its hillarious.
I don't see your point.I was talking about Projshotgun and Lightning,not Sith and Gunner in general,and i was saying how ofc Lightning users must come close to kill gunners.Same worked for Projshotgun,you had to be close to the Sith/Jedi in order to do it,otherwise it doesn't work from far away(well,it DOES work,but at that point it's just a sniper shot,which is still powerful).
I don't also see how it's a "cheap" move.
 
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I don't see your point.I was talking about Projshotgun and Lightning,not Sith and Gunner in general,and i was saying how ofc Lightning users must come close to kill gunners.Same worked for Projshotgun,you had to be close to the Sith/Jedi in order to do it,otherwise it doesn't work from far away(well,it DOES work,but at that point it's just a sniper shot,which is still powerful).
I don't also see how it's a "cheap" move.
Now i dont understand your point why should a class which is very strong in ranged combat, get such instakill feature against a melee class.
Gunners in general shouldnt benefit from coming too close.
Normaly most of these heros did this in small places where you dont have much room to avoid it, if you ran you was vulnerable even if you jumped, there was no real counter to it and the dashing forward and easy kill, well that is in my opinion a cheap move, you dont have to agree, its just my opinion.
Im just happy its gone, i was never a fan of this close combat quickscopecrap in any game.
Many things are better again in this version for j/s and thats good.
Flinch is still retarded.
 
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Now i dont understand your point why should a class which is very strong in ranged combat, get such instakill feature against a melee class.
Gunners in general shouldnt benefit from coming too close.
Normaly most of these heros did this in small places where you dont have much room to avoid it, if you ran you was vulnerable even if you jumped, there was no real counter to it and the dashing forward and easy kill, well that is in my opinion a cheap move, you dont have to agree, its just my opinion.
Im just happy its gone, i was never a fan of this close combat quickscopecrap in any game.
Many things are better again in this version for j/s and thats good.
Flinch is still retarded.

I don't think i've seen you ingame yet but from your posts it sounds like you have a huge l2p problem
 
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I don't think i've seen you ingame yet but from your posts it sounds like you have a huge l2p problem
I dont use my forum name ingame and i change my name from time to time, why should i stick to one?
Also it seems i have hurt your feelings, the new version must be a pain for you, since the update i saw you rage much.
 

DaloLorn

Movie Battles II Team Retired
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Many things are better again in this version for j/s and thats good.

Not where I'm standing (the 'better for j/s' part, I mean), though I'll agree that the removal of 'shotgunning' is a good thing.

Flinch is still retarded.

I feel that it's somewhat improved since its introduction, but some guns simply should not flinch, SBD wristblasters especially.
 
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