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Ghryphen
04-30-2003, 02:49 PM
Beat WoC again?

Wednesday, April 30th (not yet available)

Changes include:

1) Users that have Darklight Vision will now display an icon next to their name when the implant is active. This can provide warning to Infiltration Suit users and helps to make Darklight from being 100% effective all the time because stealthers *can* get a bit of warning. Currently, you'll be able to see that icon when within 40m of the implant user. That range may be tweaked after further playtests.

2) Ground vehicles get more "time to be disabled" when underwater. Also, there is no "instant disable" because the water is too deep. You'll always at least get a *chance* to get out...no matter how slim.

3) Galaxies can now carry Lightnings.

4) The secondary fire modes on Decimators and Strikers now have the same sized CoF as the primary modes.

5) Revive has been reduced to a cost of 25 units instead of 50 (for reload purposes). Additionally, the revived person now comes back to life at 100 health (although stamina and armor are still reduced). NOTE: This is just a small bump-up for the Medics. It's not all the attention we intend to give them.

6) Respawn timers have changed. If you respawn at a Facility, it takes 20 seconds. At an AMS is 30 seconds. At a Tower is 40 seconds. These timers are drastic. This was done intentionally. The numbers will be adjusted after watching gameflow tonight. Your constructive feedback is appreciated on the forums.

7) Found a few server issues that *may* increase zone stability significantly tonight.

8) The following maps were updated with fixes. Those fixes range from things you *will* notice (like a couple Towers that had basements underwater) and things you probably *won't* notice (like a tree interpenetrating another tree, or a floating rock grounded down properly). The maps involved are Solsar, Ishundar, Searhus, Amerish, and all three Sanctuaries.

Nosferatu
04-30-2003, 03:56 PM
I'm interested to see how the new darklight changes are going to work out. Most all of the times I've been jumped by someone with darklight I couldn't have gotten away... warning or not. We'll see... :)

Spinning Hat
04-30-2003, 04:24 PM
The darklight thing is Ghey. If a good cloaker listens, you can hear that damn implant from a mile away....

Coachman
04-30-2003, 04:32 PM
I think I will like respawn timers.

Spinning Hat
04-30-2003, 04:34 PM
I think the respawn timers are good. Just the Darklight thing is ghey.

Stang
04-30-2003, 04:51 PM
Isnt that what your implant is? Why use it if you think its so ghey? :p

Spinning Hat
04-30-2003, 06:38 PM
No, there's an indicator that comes on now when the Darklight Implant is activated. That is Ghey.

Dionisus
04-30-2003, 06:41 PM
they just bump up our weapon damage, bastages

Maz
05-01-2003, 06:56 AM
respawn time should help

SirDiesalot
05-01-2003, 12:39 PM
yup... the pulsar should be almost as powerful as the mini-chaingun imo... and the lasher should be evenly matched.... sounds like it is definitely NOT so ... wtf?