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Site Admin / Dev Team
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Team: Admins
Main: Jeff_L
Level: 1028
Class: Sniper

Joined: Wed Mar 23, 2005 2:21 am
Location: Santa Clara, CA
Post Re: Patch 9/10/10 - Issues / Bugfix
Fixed the concussion problem for when you're zero distance ready to be patched in tomorrow morning. Also went through and adjusted stats on all FT engines and radars to make sure the FT version is better than the normal version in every way.

Jey has fixed the docking bug. Fix will go in next client patch, probably tomorrow.

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Mon Oct 11, 2010 4:14 am
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Team: UnderDawgs
Main: FFs V
Level: 3006
Class: Shield Monkey

Joined: Sat Apr 25, 2009 4:33 am
Post Re: Patch 9/10/10 - Issues / Bugfix
I think we got the best admin team ever ;D

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JeffL wrote:
I stopped being able to totally understand that function years ago. Too long since I wrote it, and now it's all confusing. =)

The Voomy One wrote:
You gotta be shitting me >_<


Mon Oct 11, 2010 4:16 am
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Team: Resident Evil
Main: Time Warp
Level: 3162
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Joined: Tue Sep 09, 2008 5:59 am
Location: Australia
Post Re: Patch 9/10/10 - Issues / Bugfix
JeffL wrote:
Fixed the concussion problem for when you're zero distance ready to be patched in tomorrow morning.


You're no fun. :(

Time Warp

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andezrhode2a wrote:
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/Timmeh!
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sabre198 wrote:
1. Create C2
2. Time Warp quits
3. New players join
4. ... Profit?!?


Mon Oct 11, 2010 4:37 am
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Team: Strawberry Pancakes
Main: Laptop Boy
Level: 2982
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Joined: Mon Jul 06, 2009 8:16 am
Location: Australia
Post Re: Patch 9/10/10 - Issues / Bugfix
Mail wrote:
JeffL wrote:
Fixed the concussion problem for when you're zero distance ready to be patched in tomorrow morning.


You're no fun. :(

Time Warp


Its not meant 2 be fun TW when you start blowing up zebucarts to get a huge reaction from me....is there going to be patch notes for the next patch?

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Mon Oct 11, 2010 4:52 am
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Team: None
Main: Mouse
Level: 1845
Class: Engineer

Joined: Tue Aug 28, 2007 12:03 pm
Location: Narfuk in England
Post Re: Patch 9/10/10 - Issues / Bugfix
Just checked my Bana Jux and it has a 500 dam cap on it, my sniper gets around 10x dam to most weapons so this is gonna be 5k hit for like every 2 secs? and thats 2 people firing it which is hard to hit and to none moving targets which are gonna be bases, hives, drones which all have a huge bank, i think ill go with any other weapon apart from that thanks

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Mon Oct 11, 2010 8:56 am
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Team: Eminence Front
Main: DemonBlood
Level: 1761
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Joined: Tue Jul 01, 2008 1:09 am
Post Re: Patch 9/10/10 - Issues / Bugfix
JeffL wrote:
Fixed the concussion problem for when you're zero distance ready to be patched in tomorrow morning. Also went through and adjusted stats on all FT engines and radars to make sure the FT version is better than the normal version in every way.

Jey has fixed the docking bug. Fix will go in next client patch, probably tomorrow.


u should do the same thing for all the primal weapons.. even if they are only 2-3% better, its better than having them WEAKER, especially when most of the bonuses from them arent useful (and you are usually better off just getting a modded version of the normal gear)

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Mon Oct 11, 2010 10:10 am
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Site Admin / Dev Team
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Team: Admins
Main: Jeff_L
Level: 1028
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Joined: Wed Mar 23, 2005 2:21 am
Location: Santa Clara, CA
Post Re: Patch 9/10/10 - Issues / Bugfix
When two people are firing juxes, I think each persons jux does full damage.

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Mon Oct 11, 2010 1:39 pm
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Team: UnderDawgs
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Level: 3006
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Joined: Sat Apr 25, 2009 4:33 am
Post Re: Patch 9/10/10 - Issues / Bugfix
I like how Juxes used to be :/ they were actually useful :roll:

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JeffL wrote:
I stopped being able to totally understand that function years ago. Too long since I wrote it, and now it's all confusing. =)

The Voomy One wrote:
You gotta be shitting me >_<


Mon Oct 11, 2010 2:25 pm
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Level: 1845
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Joined: Tue Aug 28, 2007 12:03 pm
Location: Narfuk in England
Post Re: Patch 9/10/10 - Issues / Bugfix
Hmmmm so with sniper efficiency that's about 1 shot every 3-4 seconds. Let's say it's 4 seconds, that's about 2.5k dps so I can see how this has been sort of balanced but when you take that it has 0 tracking and you have 2 people using it why would it be choosen over any other weapon. This is only a concern as this weapon was used by snipers and us snipers were hoping for more of a beef than a nerf. Thanks for the engine and ship though! Also did the sniper crit hit get fixed?

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Mon Oct 11, 2010 3:26 pm
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Joined: Tue Jun 07, 2005 6:46 pm
Location: Listening to Fire On High, best song ever.
Post Re: Patch 9/10/10 - Issues / Bugfix
lol, you're ruining my fun, jeff :P

A lot of people had a whole lot of fun messing around with sending people to the "Null Zone" XD

Actually a weapon that did that, but let you escape a few seconds later, could be pretty fun for pvp :P

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Mon Oct 11, 2010 3:58 pm
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Team: Eminence Front
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Joined: Mon Aug 22, 2005 8:17 am
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Post Re: Patch 9/10/10 - Issues / Bugfix
Juxes were already one of the most underused items in game, why nerf them? The difficulty of using them properly easily outweighs the potential DPS.

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Mon Oct 11, 2010 4:05 pm
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Joined: Mon Aug 11, 2008 2:36 pm
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Post Re: Patch 9/10/10 - Issues / Bugfix
yugioh124 wrote:
Juxes were already one of the most underused items in game, why nerf them? The difficulty of using them properly easily outweighs the potential DPS.


Thats so true, Jeff the only thing that was able to kill easy was the damn Red Photon Turret, since it didnt move.
I have tried it on bases and a good tech20 base can see my sniper when i use the jux at full distance and killed me in 1sec. So a good base is for sure secured from juxes.
The only thing was the Red Photon again, but to solve that problem u dont need to nerf the jux, just make that 1 gal much brighter, so snipers cant be there.

U could also make the jux sniper only, for sure it has the best use for snipers.


Mon Oct 11, 2010 4:14 pm
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Team: Blueberry Pancakes
Main: ywigundamrules2003
Level: 2782
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Joined: Wed Jun 23, 2004 2:14 pm
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Post Re: Patch 9/10/10 - Issues / Bugfix
Is the server still down ?


Mon Oct 11, 2010 4:18 pm
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Joined: Tue Jun 07, 2005 6:46 pm
Location: Listening to Fire On High, best song ever.
Post Re: Patch 9/10/10 - Issues / Bugfix
Yes, it seems so.

Alternatively, you could just make the red photon turret orbit a small orbit, about 500 distance wide, that would very easily fix most problems with juxing it.

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JeffL wrote:
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Battlecruiser23 wrote:
Fuck you, Cygnus.


Mon Oct 11, 2010 4:20 pm
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Joined: Tue Apr 07, 2009 4:44 am
Post Re: Patch 9/10/10 - Issues / Bugfix
i remember truying to pwn with some sniper Bana Queen, and once long enouhg invisible it was quite possible to keep her in place, but still impossible to kill her even with several snipers attmepting. Personally i think the juxta change was a loss in the game. Ok 2 sniper killing photon alon is heavy, but still why not ? at least u need 2 sniper wiht the appropriate setup (tried it with a normal setup wich was unfortunatelly wiht the juxta within the range of the bad Photon Drone)

Edit: sorry i just realized what i wrote more fits misc.. so :

Here some experience i ahd on 3 differnt ruins. a high tech Pax shield. extracted non modded, a loby faranji shield half of them 1 modded, some 2 modded and as many unmodded.


Mon Oct 11, 2010 4:23 pm
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