Knight wrote:Think I was going to say something about bans but couldn't be bothered. Anyway... they're draconian and counterproductive in keeping your playing population up. If you're going to ban people you have to make sure they're actually the problem. I've been banned a couple of times for idling in games where the opposition has all quit except one. That is ridiculous.
Knight wrote:Re the lag issue, these servers really are bad. They go down entirely fairly often and sometimes there's inexplicable lag in game.
Knight wrote:Yes they've opened them up (which is worrying for playing pop btw) but the servers are also bad. They're regularly going down and sometimes lag can't simply be explained by the servers opening up.
Knight wrote:Best ever servers don't regularly go down or chuck you back to playlist screen after searching for a minute, or lag in game for no reason. Servers functioning properly is entirely normal in something like CS:GO or Starcraft on PC. Team Arena is going to become the competition settings on may 23rd apparently and from 9-23rd it's going to be only the gametypes/maps they're thinking of including for competition settings. Good work 343.
Knight wrote:Just saw your ghost video Face, was convinced it'd be a splatter triple kill as you boosted toward them.
For Memories of Reach, we’ve fixed a bug where Spartan Charge would not properly target enemies at the edges of a red reticle on the horizontal plane (you can still get red reticle and miss vertically). Fear not, though – players who skillfully evade a Spartan-Charging player with Thrust will still escape without taking damage. Additionally, Spartan Charge with Speed Boost will no longer be a one-hit kill, and Spartan Charge with the Gravity Hammer will no longer be a one-hit kill.The last item is a slight increase to movement speed while crouching. This has been increased to allow for crouching to be a more viable choice for players to flank and attack. The speed isn’t drastic, but after months of testing we’ve found it to be the sweet spot.
Good changes there.In total, over a dozen weapon variants have been updated to have a more appropriate effectiveness. We’ll start by detailing the Plasma Caster and Hydra updates specifically, and then get into the full list
PLASMA CASTER UPDATE
The intended use case of the Plasma Caster has been “indirect fire”. Shoot around cover, predict enemy movement, etc. And it does fill that role to a degree.
However, the indirect fire from the sticky grenade was pretty much only effective if you get a direct stick. The use case of putting the sticky in a strategic position and letting the cluster grenades rain down on enemies was not working as intended.
The following balance changes will be in effect after Memories of Reach:
Cluster grenades are more effective
Charge shot has less arc
Regular grenade will explode slightly faster after bouncing
HYDRA LAUNCHER UPDATE
Hydra is filling its role well, with the exception of engaging multiple targets at close range. The splash damage radius was very, very small. Also, the recoil when jumping was not helping players accurately place rockets where they intended.
The following balance changes will be in effect after Memories of Reach:
Recoil has been reduced
Rocket splash damage radius increased
Typhon variant: Can now lock onto 3 enemies at once for extra coolness!
WEAPON BALANCE UPDATE SUMMARY – MEMORIES OF REACH
Plasma Caster: Default
Reduced non-charged timer from 0.5 to 0.3 (less overshooting of enemies)
Sticky grenade has less arc (to be able to place it on the map more reliably)
Sticky grenade detonation is now more damaging vs. vehicles, but less damaging vs bipeds (will still kill bipeds in one shot when stuck)
Increased sticky grenade submunition damage values from 43 to 75 (indirect fire from a sticky shot can now actually kill!)
Sticky submunition grenade inner AOE increased from 0.65 to 1.0
Knight wrote:That and how OP the automatics are makes this game a bit of a joke competitively sometimes.
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