Cualquier duda que tengas sobre el juego, instalación, parches nuevos, mecánica del juego, controles y en general todo lo referente al mismo, aquí tienes un lugar donde plasmarlo.
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Contents:
Gameplay
Battle Royale and Squadron Battle have had their maximum player count increased to 16
Respawn penalty has been applied for situations where a pilot would intentionally destroy the ship to either
reload missiles or prevent another player from getting a kill
Reworked the server, instance, and matchmaking service from the ground up
Lobby system and game servers now talk to each other about the teams that a client is on in the lobby and in game
Lobby system will now remove players from a lobby if the instance system crashes rather than letting a group remain in a broken lobby
Game Instances are able to transition from completed matches to hosting a new match more quickly
Ships
Vanduul Scythe is hangar and combat ready (shows as captured vanduul fighter in lobby)
P52-Merlin is hangar and combat ready
Due to being a snub fighter, the Merlin does not have intakes. As such, it does not replenish fuel while flying. In the PU, it would do this by docking with a Constellation
Accounts that have constellation variants that come with a snub fighter will be given a Merlin loaner ship to use in Arena Commander
Like other loaner ships, loaner Merlin’s cannot be placed in the hangar
Placing a Constellation Andromeda in the hangar will also spawn a Merlin
Components
Added support for spray patterns to weapons based on weapon mount type
Added new attenuation for missiles explosions
Added weapon names to Vanduul armaments
Added blade extension for captured Vanduul Scythe. It is activated by turning the item on in the weapon UI
Human engineers have increased the weapon lethality for the ship for the captured version of the scythe
User Interface
Added a HUD effect to the Vanduul Scythe where the alien ship HUD will appear in some situations
Electronic Access button has replaced the Arena Commander button in the main menu to help with indicating that Arena Commander and Star Marine and simulations within the game fiction
Arena Commander and Star Marine icons have been added for each game module
Game module icons will be grayed out for accounts that do not have access to them (Star Marine is grayed out for all accounts)
Game modes and maps will have a red overlay for accounts that are invited to lobbies which contain game modes they can’t play
Lobby host will receive an error if a player in a lobby doesn’t have access to the selected game mode
Match ID’s have been put back into the game to make it easier for players to report issues with specific instances
Match ID length and complexity has been increased to ensure that they’re always unique
Environment
Transitioned the audio system for all game content over to new cross-platform sound engine
Added additional ambiance to the VFG Industrial hangar
Added new splash screens when initially logging into the game
Balance/Tweaks:
Gameplay
Updated how ships calculate their mass when in the hangar
Points that are earned for doing damage to ship hulls has been adjusted due to the changes in ship health
Rebalanced Vanduul Swarm to be in line with desired difficulty due to the balance changes made to ships
Ships
Boost consumption has been rebalanced so that it involves more decision making for when to use it and involves less attrition
300-series hull health increased x2
Aurora hull health increased x3
Aurora top speed increased to 175
Avenger hull health increased x2
Avenger wings upsized from size 1 to size 2
Gladiator hull health increased x2
Gladiator adjusted to drift more when turning so that it handles appropriately for its size and role.
Gladius hull health increased x2
Hornet family hull health increased x2
Hornet rotational velocity increased
Hornet rotational acceleration decreased
M50 hull health increased x3
Restricted missile hardpoint sizes from size 1-3 to size 3 only to restrict possible missile racks on the Hornet
Series
Cutlass hull health increased x3
Decreased Cutlass boost angular velocity from 3x normal to 2x normal
Components
Weapon damage increased by about 25%
The weapon damage disparity between sizes increased to 75%. Helps to make fixed weapons vs gimbaled weapons a more valuable decision.
Weapon accuracy for gatling weapons decreases/spread increases over longer sustained rate of fire
Weapon mount and gimbal slew rates are now set based by size
Adjusted weapon mounts so that their IM and EM signature generation scales with mount size
Increasing cooling flow for weapons due to higher health and shield values
Chaff counter measures will now fire in bursts of 4 across a 120 degree horizontal arc, chaff counter measure ammo box sizes have been quadrupled to match the burst
Size and potency of chaff reduced
Missile damage raised x1.5 for all missiles to help compensate the increased ship/shield health and the raised Shield absorb for splash damage
Tempest II reduced explosion radius and overall damage
Stalker V reduced explosion radius and overall damage
*Shield values have been doubled
Shield splash damage absorb factor increased from 1 to 1.25 as a baseline. SECO-Splash shields raised to 1.5 and SECO-Drop shields raised from 0.8 to 1
Shield recharge rates have been reduced
Shield regen delay increased across the board for all sizes. Shortest delay is 9.5s for Size 1 and 19.5s at Size 4
Environment
Rotated the holotables and moved most of them next to a wall
Fixes:
Gameplay
Client and server performance for when ships are destroyed and respawn has been greatly improved
Clients that enter a team game mode from the same ranked lobby will now be on the same team
Characters rolling while prone is now seen by other clients
Characters no longer spawn in as a pair of eyes
Fixed a few issues that were causing characters to spawn in a pilot seat standing up (some still exist)
Fixed an issue causing ships to sometimes sink into landing platforms in Multiplayer Free Flight when using automatic landing
Fixed a crash that would occasionally occur when landing in Multiplayer Free Flight
Ships
Fixed an issue where the ship name would appear as debug text for the tutorial Gladius’ ship AI
Front panels on the Mustang now animate when used
Mustangs no longer float in the air after landing with damaged or destroyed wings
Fixed the mustang turret showing debug text in the holotable
Fixed an issue where swapping turrets in a constellation would cause character animations to malfunction
Killing a Cutlass now gives proper credit
Components
Delta Rocket pods no longer display their name as debug text
User Interface
Fixed an issue that caused cross-hairs and reticule to sometimes go missing upon respawn
Thrusters can now be deactivated in power management
Holding tab will no longer cause the score board to default to on
Environment
Murray Cup poster now appears in the Asteroid Hangar
Cloud in race maps are no longer popping in and out
Known Issues:
These are not representative of all known issues in the build. The following issues are bugs that were introduced with this version of the game that we feel are most impactful to play experience.
Gameplay
Spawning will sometime cause blood splatter to appear on the helmet
Pressing tab five times will open chat in Arena Commander
There are a number of issues that prevent progression through the Arena Commander tutorial
Connection error 8 will occasionally occur when connecting to a multiplayer match
Spectator cameras cannot be controlled and will shake too much when observing another ship
Comstab can no longer be disabled/enabled
Matchmaking will load clients queued up for different race modes into the same server instance
Client can get stuck on an infinite load screen if they are matched into a server instance that no longer exists due to the game ending
Client will black screen when entering a lobby if it is unable to communicate with the Generic Instance Manager
The ability to send invites does not recover if the Generic Instance Manager crashes (workaround, enter your own lobby as a host to update your clients online status and invites should work again)
Leaderboard statistics are not being communicated to the website
Ships
Ships will sometimes spawn without IR and EM signature
Ships will sometimes not be able to respawn in Arena Commander
Merlin jerks when boosting after lateral turn
Merlin HUD cannot be interacted with
Constellation Andromeda ship surfaces are missing textures and lighting, causing them to be black in some areas
Freelancer variants are missing textures and lighting, causing them to be black in most areas
Retaliator is missing collision in several locations
Components
Motion blur settings for some ship components is set higher than it should be
User Interface
There is no message or timer indicating the penalty for early ejection
Error codes are not being displayed in hangar and are not visible until a client loads into another match, making it seem like they appear at the start of a match
Game Mode selection resets when returning to the lobby (this in turn can cause the lobby host to see duplicates of other players in the lobby)
Environment
Large blocks of invisible collision are present on the left and right sides of the Aeroview hangara
LATERAL DRIFT.
Nuevo sistema de "fisicas" implementada.
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Ahora la nave se desplaza lateralmente en mayor o menor cantidad dependiendo de los trusters que tiene para ello.
Ejemplo. HORNETS:
Thrusters: 8 (4 Flex, 4 Hinged)
Thrusters Available For Pitch/Roll/Yaw: 8
Thrusters Available for Vertical Strafe: 4 each direction
Thrusters Available for Forward/Reverse Strafe: 4 + Main Engine / 4
Thrusters Available for Lateral Strafe: 2 each direction
Solo dispone de DOS thrusters para el movimiento lateral y contrarestarlo para enderezar la nave.
Esta informacion formara parte del PU despues de la gamescom, y quiza lo metan en el ptu también.
-PRIMER MAPA LARGO!
De acuerdo a la ultima transcripcion de INN:
El primer mapa grande va a ser orbitando un gigante de gas de 182.000 km de diametro con 3-4 lunas.
Tomara 2,5h ir ENTRE LUNAS a maxima velocidad con la nave mas rapida, a dia de hoy, la 350R (300m/s)
Por eso, se dara el "Quantum Drive Quick Jump" (supongo que nos daran un motor de salto a todos)
NO hay tiempo de carga entre lunas, todo el espacio esta "juntito"
El sistema que podremos ver no es como se dijo 2,5h para todo, son 2,5h de luna a luna, y hay 3-4
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According to (the INN Transcript of) Ben For The Chairman:
They are going to show the first large world map at GamesCom – you are orbiting a gas giant that is 182,000 km in diameter with 3 or 4 moons which will take 2.5 hours to go between the moons at top speed in the fastest ship; because of this they will have the quantum drive quick jump to get between stuff but it’s all in the same area/same level so no loading screens.
Quantum Drive confirmed, NOT 2.5 hrs across a solar system, 2.5 hrs between MOONS.
This is a response to prior estimates (responses to RTV's mistake, here) that solar systems are really tiny if regular thrusters can push a ship across solar systems in under 3 hrs.
La avenger sube de nivel... siempre me pareció una nave competente de combate y con sus 2 X S2 en armas fijas, 2 X S3 en armas pylon y sus misiles S3 empieza a ser un tema más serio.
Me quedo con el tema de presionar 5 veces el TABULADOR para abrir el chat en el arena commander finalmente se podrá chatear ingame
Scythe y Merlin en hangar y volable ahora solo falta comprarsela ofú, como patinan esta gente de RSI leñe. No es una mala noticia, significa que están avanzando y tal, pero ya están desviando demasiado la atención. Solo espero que los otros temas vayan avanzando a igual ritmo...
La avenger le hacía falta ese subidón y los puntos de vida de las naves que han aumentado... bueno... supongo que será cosa del balanceo, aunque es raro, porque aumentan los PV del casco y luego aumentan los daños de algunas armas y misiles Lo del nerfeo de los Tempest y los Stalker era de esperar...
¿sabes cómo llegar al planeta de lis predators? Es que tengo una plaga de aliens en el hangar...
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Vale eso quiere decir que el diámetro del escenario en si es mucho mas grande de lo que se pensó en un principio. XD ahora si que se pueden formar convoyes de prueba o lo que se nos ocurra.
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yo lo descargue,pero no hice lo que explicas tu Edoc,
Me mandaron imail con contraseña,puse en ptu y se puso a descargar...
entro en hangar ,no veo ni las dos naves nuevas( supongo que sera mas adelante en verlas...) pero volar volar ,no puedooor,bueno se me queda la pantallla en negro y no entra en vuelo, espero que en la proxima descarga se me arregle
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Pila de parches y de versiones lo que me pone a 100 a cada parche que meten es bajarse los 25 gigas habituales jaja A ver si mejoran eso, por dios, que por muy rápido que se baje desespera pelín.
La ventaja de este Universo es que si te encuentras con un "coletas" con ideas progres, puedes pillar tu nave y largarte a otro planeta.
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