Community feedback patch, Lifes Good Patch Version 2 is ready for release! |
Community feedback patch, Lifes Good Patch Version 2 is ready for release! |
23 Sep 2017, 21:15
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#1
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The Forums American Hotshot Flyboy Group: Tester Posts: 2859 Joined: 22 November 2012 From: The foundation of modern freedom and Liberty;United States of America. Member No.: 9500 |
ROTR Community Feedback Patch AKA Life's Good Patch Foreword Where to begin? Well it's been awhile since we had an official release of content from SWR itself. 1.87’s public beta was not without fault and being the presumed last version to be released before 2.0.You cannot reinvent the wheel only to go back in a single version.It's unintuitive and a sinkhole of time and resources. But that being said the multiplayer aspect of the game was not all roses and flowers either.It had it’s own issues, a few minor bugs that were fixed in this patch and the “META” aka the best way to play the game depending on the faction's) had flaws. Really Really big flaws, like Imagine GLA’s play style being more reliant on defences and artillery then ECA and requiring as much or more mindless spam then china. So while we’re wagging our tails and waiting on official news and goodies I have gathered the testers who were mostly idle and playing the game version of the game and coming to the same conclusions of what works, should or shouldn't work I gathered them up and asked for their aid on helping develop a small FAN patch. I cannot state this clearly enough, this is not an official release.This is not meant to be anything from SWR Productions itself.This is just a small addon made with the love passion and care from the tester team with the feedback of the community. This patch did have a previous release Life's Good Version 1 on the Discord chat, but It was quickly taken down because of some bugs and some changes did go hand in hand with the vision we had for some cases. Next iterations of this patch will most likely have its future updates changelog available for the public on the discord chat to debate and possibly receive feedback for. I should also make it very clear that this isn't without fault or merited to be called perfect or perfectly balanced. Also the philosophy of this patch isn't to say nerf individual factions so they can be limited as others but merely to buff the others and bring them up to par. So with that said I’d like to repeat that this isn't an official patch, things inside including the changes can and probably will be reverted entirely for the upcoming 2.0 release once 1.87 is out of public beta testing. Perhaps the “Life's good” patch might return or be adjusted for the official 1.87 release? Who knows.The core intent of this is not to create something crazy or for fun but to make it stable and slow down how fast peoples hair whiten due to the stress of playing ROTR in its current state. Here is an EVEN NEWER download link for everybody; The change log will be posted bellow but I HIGHLY suggest you read the PDF in the RAR with the Images How to install? Well you need to have the latest ROTR Public Release (Version 1.2) Installed. Remove !!Rotr_Intrnl_INI from your install directory and put !!!!LGv2 In its place.Uninstalling is doing the same process in reverse. Please do keep in mind to either put an "LG" on your name should you be in the multiplayer lobby or don't forget to tell people that your using this version in order to avoid missmatches. Hopefully this will be the new version commonly played on the public open beta so we wont need to do that hassle. Extra note: People who are playing this patch should post bugs and feedback on this thread and not on the 1.87 Bug report section CODE LG V2 changelog
General changes: -All offensive Non ECA defenses' build times increased by 20% [tunnels, arena, speaker towers not affected] -All AT infantry damage increased by 20-25% [Faust 50->60; MD 40->50; TH 30->36; Tunnel Def 40/50->50/60; RPG con 50->60] -All chain death effects now occur only 25% of the time [decreased from 50%] GLA: -Rocket buggy changed: -Default barrage mode is no longer guided and has a scatter radius, no longer jammable by ECM, ammo increased from 6/12 to 9/18 --Rocket barrage mode spread increased from 0 to 30 --Rocket barrage primary damage radius increased from 5 to 10 --Rocket barrage secondary damage increased from 5 to 10 --Rocket barrage secondary damage radius increased from 10 to 15 -Mortar removed and replaced with ATGM: slow firing and delayed shots, but guided and deals heavy damage to vehicles --Deals 200/240 STEALTHJET_MISSILE damage; 400ms prefire and 6000ms reload; Rocket Buggy upgrade decreases reload to 4000ms -Partisan reworked: stealth detection no longer forces him to deploy - movement speed while in detection mode cut by half, prefire increased from 500 to 1500 [three times slower aiming] -Partisan price reduced from 550 to 500 -Mercenary build times reduced to 2 seconds across the board -Mercenary Runner price increased from 200 to 250 -Mercenary Gunner price increased from 500 to 600 -Mercenary Grenadier price increased from 600 to 750 -Angry Mob price reduced from 800 to 600 -Stinger Site range rescaled: 250 down from 280, 300 down to 350; AP Rocket upgrade makes it go 250 -> 275, 300 -> 360 -Stinger Site scatter radius vs infantry increased from 10.0 to 15.0 -Weaponized Recycler Trucks [excluding Anthraxcycler] now drop salvage that belongs to the respective tier and faction from which they procured said weapon -Recycler crate lifespan doubled -Dirty Nuke Bomb Truck upgrade crate lifespan doubled -Tactical Nuke Bomb Truck primary damage increased from 3000 to 4500 -Tactical Nuke Bomb Truck secondary damage increased from 1000 to 2500 -Tactical Nuke Bomb Truck secondary damage radius increased from 160.0 to 200.0 -Plague Duster price reduced from 900 to 800 -Plague Duster build time reduced from 15.0 to 13.0 seconds -Plague Duster ground rocket reload time from 4000 to 3000 -Plague Duster AA damage from 30.0/37.5 to 40.0/50.0 -Mercenary Runner post-AP damage type changed from GATTLING to COMANCHE_VULCAN -Marauder health with Junk Repair increases from 500 to 550 -Marauder Junk Repair rate from 2 every 500ms to 5 every 500ms -Quad Cannon vulnerability to ARMOR_PIERCING increased from 100% to 120% -Tunnel Defenders gain the ability to fire High Explosive warheads after acquiring the High Explosives GP -Observation Scanners moved from Black Market to Hideout -Technical price reduced from 500 to 400 -Technical health reduced from 180 to 130 -Scorpion Rocket manual fire button removed -Stinger Soldier is now stealthed by default -Stinger Soldier speed increased to 25 -Aanrchist mines are now default -Anarchist mine duration increased from 45 seconds to 210 seconds -High Explosives GP instead gives melee-range TNT charges [TD's old TNT charges] USA: -Crusaders are now locked behind Armored Company -Composite Armor prerequisite removed -Acolyte Tanks available at T0 with a 800 price tag and 10 second build time -Acolyte Tank health reduced from 380/480 to 360/450 [latter w/ Comp. Armor] -Acolytes now drop from Reinforcement Pads -Ambulance can now benefit from Chemical Suits, becoming immune to toxins [note: 1% vulnerability just so it can be targeted] -Chemical suits renamed to NBC Measures -Ranger price from 110 to 120 -Ranger health from 180 to 200 -Javelin price reduced from 800 to 650 -Enforcer price reduced from 650 to 600 -Hunter Killer payload halved; increases back to 2 with Drone Weaponry upgrade -Point Defense Lasers increases Cyclops anti-missile damage from 100 to 200 -Cyclops price increased from 1400 to 1500 -Humvee TOW Missile upgrade removed -Tomahawk animation/turret speed increased by 50% -Cruise mode missile health from 135 to 200 -Cruise mode prefire increased from 250 to 1000 -Cruise mode damage reduced from 200 to 100 -Fast mode detonation damage when destroyed is reduced -Terror Drone vulnerabilities to bullet-based damage types increased to 85% across the board China: -Nukaneer price reduced from 850 to 750 [from 680 to 600 with Prop. Center] -Disruptor price reduced from 800 to 700 -MIGs no longer need a Propaganda Center to be built -MIG missile health made equal to other jet fighter missiles -MIG missile DBS reduced from 150 to 100 ECA: -Gun Turrets and other defense bugs related to new munitions fixed [brings back red color for buffed defenses] -Jagdmammut price increased from 1300 to 1400 -Jagdmammut base weapon range from 210 to 230 [upgraded from 260 to 285] -Munitions Bunker limit increased from 3 to 4 -Canister Rounds price reduced from $1500 to $1000 -Mortar Truck moved down from T2 to T1 -Mortar Truck price reduced from 1500 to 1000 -Mortar Truck acceleration increased from 20 to 60 -Pioneer price reduced from 700 to 500 -Heavy Sniper price reduced from 700 to 600 -Jumpjet Infantry price reduced from 850 to 800 -Panzerfaust secondary damage increased from 15 to 25 -Leopard Tank is now available at T0 -Leopard Tank build time increased from 20 to 22 seconds -Pandurs moved back to T1 -Bulldog Turret rocket weapon clip size increased back to 10 for L2 and L3 -Bulldog Turret rocket weapon reload time decreased from 3500 to 3000 Russia: -Shock Trooper price reduced from 500 to 400 -BMP price reduced from $900 to $800 -Shock Trooper build time reduced from 8.0 to 7.0 seconds -Grizzly frag grenades now fire forward instead of in its immediate proximity -Buratino INFANTRY_MISSILE damage component reduced from 10 to 1 This post has been edited by (USA)Bruce: 8 Dec 2017, 22:56 -------------------- |
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29 Sep 2017, 9:25
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#2
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AI Coding Expert Group: Dev. Team Posts: 1846 Joined: 9 May 2014 From: Poland Member No.: 10450 |
QUOTE - didn't really understand how Marauder changes make it that much of a difference - somewhat better repair ought to change the game process so drastically?(i just didn't feel it yet) They get faster repair and bonus HP meaning better survivability against jets which were their biggest threats. Their dps was always insane. Now they can fight on par with kodiak which is a blessing capability for GLA to have ( Direct Medium tank front assault capability). QUOTE ECA and USA became "almost no tank"-factions. ECA had problems with building at least some sizeable tank force before, now it's even longer = as i see patch "forces to use only artillery", but that makes ECA even more one-sided-boring. with USA it's almost the same(use only air and drones), but it really limits armor capabilities(maybe USA players wish this, idk), plus locking 3 units in 1 GP is kinda too much. I'll be honest, the USA tank roster didn't click to me yet. It still seems extremely weird to me, as USA should atleast get a medium tank by default seeing as they are a generalist faction, while acolytes could remain as light tanks, or make crusaders their tier 0 tanks ( But Bruce always had a fantasy of building Acolytes so let him have fun). But I dont understand how ECA became less of a tank faction. They have the same exact capability as before ( even better since you can build leopards at tier 0 , hence why I requested a 2 second build time increase, in order for them to not completely dominate GLA early game since they can fill both anti tank and anti-infantry roles with the manned machine guns. -------------------- Not a Rusty Spoon........The_Hunter uses a goddamn wooden spoon on his AI Scripters.... |
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2 Oct 2017, 15:14
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#3
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Group: Members Posts: 374 Joined: 28 February 2014 Member No.: 10315 |
They get faster repair and bonus HP meaning better survivability against jets which were their biggest threats. Their dps was always insane. Now they can fight on par with kodiak which is a blessing capability for GLA to have ( Direct Medium tank front assault capability). meh, still feel it lacks some special-ability or other way to stand out.. idk, like say repairing to full with junk piles.But I dont understand how ECA became less of a tank faction. They have the same exact capability as before ( even better since you can build leopards at tier 0 , hence why I requested a 2 second build time increase, in order for them to not completely dominate GLA early game since they can fill both anti tank and anti-infantry roles with the manned machine guns. my statement was exactly about this Tier0+2sec as i never felt lack of tank on Tier0(it's ECA with enough defenses) and at the same time i always hated how looong it takes to build some tank battalion(that may be killed in seconds due to so-so speed, and here we start again). but oh well that's just my experience.ECA has a T0 tank now...How are they not tank based? as answered to Mizo it's more about ECA was never able to fast build tank army, so even +2 sec adds to that. my bad, i can't make myself to play as "this faction is about defenses and tanks are just for picture of presence, so don't struggle to make them main force". For USA, Its got to do with how fast you could transition from a defensive T0 and then pay 300 more and be up in the enemies face with crusaders. why not simply lock that update for hover with Tier1/2 availability? Also three units isnt that uncommon, There's the three mercenaries that are similar to it. Dont see it as three units but two upgrades/Choices that's better off in single combat then the acolyte and the right to purchase T2 AA. the problem is that mecrs are really an option, while here i feel "lack of armor" units. Paladin was a GP for extra-armor, Acolytes as support fast tank, and Crusader is a good middle point. with such lock it feels like good light tanks that is better in some ways same bad in some ways and GP with good armor Paladin = why would i use crusaders at all? when it's situation where Acolytes can't handle(which is not that seldom) next step will be already Paladins.The Marauder can now easily man fight anything that isn't a super heavy.The change allows you to easier preserve it and gather salvage with less risk of being denied. well it's a step to make Marauder more viable, but it still kinda feels "can't i do same with little more Scorpions".Burantino was never artillery, ever, In the history of every...Its a fancy rocket based garrison clearer that you can burst down mobs or chemical suit soldiers with. statement was not mainly about if Buratino is arty(lets say it's my dreams just as yours Acolytes MBT), but about why that USA siege infantry doesn't lose same "non-dedicated" units damage too. Also I'm curious on how you replace acolytes with drones honestly.Must be a PVE thing i didn't say i will replace, but obviously presence of drones in mod meant to make people think as that is "other way"/somewhat replacement to vehicles.overly, Bruce, i find this patch interesting. i like AT infantry buff the most and mercs faster build(same liked it in RGO). lots of tweaks here and there that need time to be felt. |
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