Empires 2.22 Released

Discussion in 'News' started by Kylegar, Jan 19, 2009.

  1. Doggeti

    Doggeti Former Developer

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    Can you replace the armory icon with mine. the current one looks like two buildings on top of each other.

    Glycencity is crashing after 5 seconds.

    Vehicle handling is really great now.
     
  2. Apogee

    Apogee Member

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    Wait... did SMG1 and 2 just swap roles? SMG 1 is rapid fire, crappy falloff. SMG is slow fire, great falloff. WTF?
     
  3. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Their falloff bases are different.
     
  4. Chris0132'

    Chris0132' Developer

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    SMG1 is also much more accurate.
     
  5. Porthos

    Porthos Member

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    SMG1 High ROF, low dmg, longer falloff, more accuracy
    SMG2 Low ROF, high dmg, shorter fallof, less accuracy
     
  6. Apogee

    Apogee Member

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    Wait, wait wait.
    Falloff range - SMG2>SMG1- SMG2 is better at range.
    Damage - SMG2>SMG1 - better on SMG2 for short burst/single shots.
    ROF- SMG2<SMG1- SMG1 can spray 'n pray better at close range
     
  7. Aquillion

    Aquillion Member

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    Yes, but notice the 'falloff base'. If I had to hazard a guess, I would say that that is the number that damage is multiplied by at the distance indicated by 'falloff', with closer and further distances being calculated from there.

    The numbers are a bit confusing... I admit I was rather surprised by the SMG2's huge falloff myself. But don't forget, also, the SMG2 is supposed to be more damaging but less accurate -- its low accuracy makes it pretty much useless at long range no matter what its falloff numbers are.

    I suspect that the problem being fixed here was that the SMG2 was getting nerfed even at ranges where it was supposed to work before, because its low falloff number was making its damage (intended to be its selling point) drop too soon. So they made its falloff number very high (ensuring that its damage doesn't get nerfed too fast), and relied heavily on its low accuracy, the nasty falloff when you do reach that distance, and the fact that you now need to land a lot of hits with any weapon to accomplish anything to keep it from working well at range.

    Or, another way of looking at it: The SMG2 is deadly within the listed range, but hits a brick wall at the edge of it. The SMG1 falls off gradually over a longer distance... I think that's what the .80 falloff base verses .5 falloff base means.
     
    Last edited: Jan 19, 2009
  8. Porthos

    Porthos Member

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    This is essentially right.
     
  9. OuNin

    OuNin Member

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    Machine pistol. How do I used 2.22!?
     
  10. Porthos

    Porthos Member

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    Hold trigger down while pointed at close enemy. (think of it as BE shoty pistol)
     
  11. Goose

    Goose Member

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    You mean a toilet right?
     
  12. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Or crouch and snipe people
     
  13. bitchslap

    bitchslap Member

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    exactly....
     
  14. Starcitsura

    Starcitsura Member

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    Makes sense for BE, isn't that what that little side room is for?
     
  15. OuNin

    OuNin Member

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    It was sort of close to the shotty pistol if it killed anything.
     
    Last edited: Jan 20, 2009
  16. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    what the point of full auto? my crosshairs go crazy after 3 shots anyways. better just shoot single or burst and leave SHTF to closeranged humiliation kills when you don't wanna melee.
     
  17. Chris0132'

    Chris0132' Developer

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    There isn't, full auto is for close in.
     
  18. LordDz

    LordDz Capitan Rainbow Flowers

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    I luuuuuuuuuuuuve it.
     
  19. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    Command vehicle armor: "Damage To Heat Absorbed" From "0.12" to "0.18."

    Twin Small arty cannons on 2.21.
    Heat added after each shot based on the Damage to Heat modifier:

    100*0.12 = 12
    12*2 = 24

    Now let's add the static Heat to Target value to that value:

    24+5+5 =34 heat added Per cycle.


    Twin Small arty cannons in 2.22.
    Heat added after each shot based on the Damage to Heat modifier:

    120*0.18 = 21.6
    21.6*2 = 43.2

    Now let's add the static Heat to Target value to that value:

    43.2+5+5 =53.2 heat added Per cycle.

    I don't get it? How this change is meant to fix the overheating comms? Why not just make the value 0.018 so it ends up somewhere between Abs and for example reflective armors?
     
    Last edited: Jan 20, 2009
  20. Drag

    Drag Member

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    It's not meant to fix overheating comms, its meant TO overheat comms. Someone (non dev) just came up with the idea that there are changes to prevent overheating of the comm vehicle. Silly them.
     

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