Patch 180 Difficulty give your opinion

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Re: Patch 180 Difficulty give your opinion

Post by bananaface » Tue May 27, 2014 6:42 am

problem is in that case not how fast you can react or how good your skills are, problem is you are instantly dead when it
spawns. in that case i have to agree with knc. anyways it doesnt matter if it spawns in front of you, only difference is you might have the panic shooting reaction kill luck or a lucky vorpal kill before it fires the first deemer, while you cant do that when you are dead.
Deemer shield is gonna be fixed so you're not instantly dead if you're fast enough and not in a bad spot.
i thought that is still part of the "cheating" bug from 179 and not be fixed yet.
so why the change now to let it stay that way??
as far i know it wasnt supposed to work that way, too, plan was to make it "only work on the weapon you hold"!
It is a bug and it is gonna be fixed.
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Re: Patch 180 Difficulty give your opinion

Post by bananaface » Tue May 27, 2014 6:44 am

About the "certain pu's retaining their effect on other weapons (speed5, shield regen, health regen etc)." I think Vaptor hit on the idea that the way it ties into the native code for those stats and the only way to "fix" it is to buy rights to the native code so it could be edited. If that were done almost every bug listed could be fixed by integrating the code without having to build upon classes. So the bugs centered around the way they are tied into the native code might never be "fixable."
Joey made a piece of code that fixes it, just didn't apply it to all of these pu's yet.
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Re: Patch 180 Difficulty give your opinion

Post by KNC » Tue May 27, 2014 9:08 am

bananaface wrote: How fast you react to monsters spawning on your ass is part of skill, giving an early warning sound would only cater towards less skill.
Maybe it's because I still don't have full health bonus. But the thing here is, you can only react if you have time to react. If I die within 50ms or something after the monster in question spawns I will barely be able to start moving my fingers to push the buttons even with a totally perfect reaction time, speaking about physical limits of speed here. Actually you gave me a good idea, I'll level a bit, get my health up and then test this out with the matrix spell to see exactly if there is even the faintest chance of reacting in time to certain enemies which I think there isn't, at the very least not without superspeed x4 or something abnormal like that.
bananaface wrote:Deemer shield is gonna be fixed so you're not instantly dead if you're fast enough and not in a bad spot.
This should about fix it and that'd be that then. But what about hell lucis? I haven't had the opportunity to fight against them for real yet, might that be a problem with them as well?
Amy Infless wrote:you sure you started to crouch to make it work? if its on other wops it doesnt work unless you crouch and switch weapons, anyways like i said before, it shouldnt work that way...
Yep, I did crouch. To put it simple I encountered it not working under circumstances where it previously did. I think around 3 times in different games it happened to me.

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Re: Patch 180 Difficulty give your opinion

Post by bananaface » Tue May 27, 2014 11:12 am

Maybe it's because I still don't have full health bonus. But the thing here is, you can only react if you have time to react. If I die within 50ms or something after the monster in question spawns I will barely be able to start moving my fingers to push the buttons even with a totally perfect reaction time, speaking about physical limits of speed here. Actually you gave me a good idea, I'll level a bit, get my health up and then test this out with the matrix spell to see exactly if there is even the faintest chance of reacting in time to certain enemies which I think there isn't, at the very least not without superspeed x4 or something abnormal like that.
Matrix spell is bugged and isn't something you need to look at when it comes to testing these kind of things in the first place because you don't always have it.
Point stands, when deemer shield is fixed you shouldn't get instagibbed unless you're to close and to long in the center of the blast.
But what about hell lucis? I haven't had the opportunity to fight against them for real yet, might that be a problem with them as well?
Boss luci's animation takes time and should give enough of a delay for you to react to it.

All monsters that can right now instagib you apart from deemer luci have a delay in their attack animation so there is no need to add even more delay to it, it is easy enough to avoid as it is with that delay and by other methods.
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Re: Patch 180 Difficulty give your opinion

Post by KNC » Thu May 29, 2014 2:56 pm

bananaface wrote:Boss luci's animation takes time and should give enough of a delay for you to react to it.

All monsters that can right now instagib you apart from deemer luci have a delay in their attack animation so there is no need to add even more delay to it, it is easy enough to avoid as it is with that delay and by other methods.
Yeah, if the hell luci is not firing immediately and the deemer will be fixed that should be fine. The wands and lasers and stuff do not worry me that much since they don't even insta-gib me with 200 health (and shields of course), so with even more health the reaction time is plenty given for those.

Edit: By the way, I've rediscovered one of the old bugs that's still there. You know the Flare Launcher, the real weapon, not the PU? It has a secondary fire mode which is rather unique in that it fires FROM the point where you look at, rather than firing AT the point you look at, the secondary mode is also not available through the PU. I deem it pretty cool and since it's firing 3 projectiles instead of one it can deal a lot more damage than the primary mode, but it's tricky to use. The bug here is that once you put 2 infs in a Flare Launcher the secondary mode glitches out and stops firing properly, or rather turns semi-automatic which is definitely not intended. It also wastes the secondary mode which is unfortunate.

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Re: Patch 180 Difficulty give your opinion

Post by bananaface » Thu May 29, 2014 9:30 pm

Yeah, if the hell luci is not firing immediately and the deemer will be fixed that should be fine. The wands and lasers and stuff do not worry me that much since they don't even insta-gib me with 200 health (and shields of course), so with even more health the reaction time is plenty given for those.
When you don't have rediculous DR for your level, things will hurt a lot lasers for example nearly instagib you.
Edit: By the way, I've rediscovered one of the old bugs that's still there. You know the Flare Launcher, the real weapon, not the PU? It has a secondary fire mode which is rather unique in that it fires FROM the point where you look at, rather than firing AT the point you look at, the secondary mode is also not available through the PU. I deem it pretty cool and since it's firing 3 projectiles instead of one it can deal a lot more damage than the primary mode, but it's tricky to use. The bug here is that once you put 2 infs in a Flare Launcher the secondary mode glitches out and stops firing properly, or rather turns semi-automatic which is definitely not intended. It also wastes the secondary mode which is unfortunate.
Flare launcher is gonna be replaced by the PU so the buggy and not so usefull alt fire will be gone.
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Re: Patch 180 Difficulty give your opinion

Post by KNC » Fri May 30, 2014 2:35 pm

bananaface wrote:When you don't have rediculous DR for your level, things will hurt a lot lasers for example nearly instagib you.
Yeah, but they don't always hit with the appropriate speed so evading them should be possible most of the times. Unless you're in a bad spot which then again would be your own fault anyway.
bananaface wrote:Flare launcher is gonna be replaced by the PU so the buggy and not so usefull alt fire will be gone.
I found that mode funny, but I guess it won't be missed much.


Oh and by the way, Darth Vader has to be fixed as well, because just a second ago I had a 'funny' scene. I was pretty fast, could jump pretty high and stuff.
Then I landed on the ground, saw a Darth Vader spawn in my face, and I mean I really saw him spawn right there a few centimeters in front of my face, and IMMEDIATELY jumped up (not even just to evade him, I intended to jump as soon as I touched ground anyway...) ~10 meters high and away from him, yet about 1,5 seconds later I died mid air from a melee attack from an enemy who was over 10 meter away from me. Yeah, right. Many times before I already had him close to me for a second and still got away, so somethings definitely fishy and buggy here.
That being said I do like the idea of the melee insta-gib, just not if it's bugged like that.

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Re: Patch 180 Difficulty give your opinion

Post by bananaface » Fri May 30, 2014 2:46 pm

Sounds to me that lag killed you.
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Re: Patch 180 Difficulty give your opinion

Post by KNC » Fri May 30, 2014 8:46 pm

bananaface wrote:Sounds to me that lag killed you.
Not sure, it didn't really behave like it though and I had practically no lag spikes at all during all my previous games. Can't be totally sure though, so it might have been a lone lag spike at the worst of times... I'll watch out for similar situations.

What about the classical Shock Cannon PU for the shield cannon which ignores healing PUs?

Oh and an update about the Shield Regen PU, I had the same bug again. I noticed it happened after I used Pint Size, but I'm not sure if that's related (Pint Size could also be a little bit less buggy, but well it works). I would have tried it again after respawning in the same game to see a relationship, but we had the '0 monsters no next wave' bug again.

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Re: Patch 180 Difficulty give your opinion

Post by bananaface » Sat May 31, 2014 1:06 am

Not sure, it didn't really behave like it though and I had practically no lag spikes at all during all my previous games. Can't be totally sure though, so it might have been a lone lag spike at the worst of times... I'll watch out for similar situations.
You have 100-150 ping on the server thus you have natural lag.
What about the classical Shock Cannon PU for the shield cannon which ignores healing PUs?
Gonna be fixed among other weapons/pu's that don't heal that should.
Oh and an update about the Shield Regen PU, I had the same bug again. I noticed it happened after I used Pint Size, but I'm not sure if that's related (Pint Size could also be a little bit less buggy, but well it works). I would have tried it again after respawning in the same game to see a relationship, but we had the '0 monsters no next wave' bug again.
Can't crouch with bitesize, there is your problem.
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