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Patch 9/10/10 - Issues / Bugfix
http://www.starsonata.com/forum/viewtopic.php?f=9&t=40814
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Author:  JeffL [ Mon Oct 11, 2010 4:14 am ]
Post subject:  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.

Author:  VatFF [ Mon Oct 11, 2010 4:16 am ]
Post subject:  Re: Patch 9/10/10 - Issues / Bugfix

I think we got the best admin team ever ;D

Author:  Mail [ Mon Oct 11, 2010 4:37 am ]
Post subject:  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

Author:  mitchell.haigh [ Mon Oct 11, 2010 4:52 am ]
Post subject:  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?

Author:  Dr Ingelbert [ Mon Oct 11, 2010 8:56 am ]
Post subject:  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

Author:  landswimmer [ Mon Oct 11, 2010 10:10 am ]
Post subject:  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)

Author:  JeffL [ Mon Oct 11, 2010 1:39 pm ]
Post subject:  Re: Patch 9/10/10 - Issues / Bugfix

When two people are firing juxes, I think each persons jux does full damage.

Author:  VatFF [ Mon Oct 11, 2010 2:25 pm ]
Post subject:  Re: Patch 9/10/10 - Issues / Bugfix

I like how Juxes used to be :/ they were actually useful :roll:

Author:  Dr Ingelbert [ Mon Oct 11, 2010 3:26 pm ]
Post subject:  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?

Author:  Demiser of D [ Mon Oct 11, 2010 3:58 pm ]
Post subject:  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

Author:  yugioh124 [ Mon Oct 11, 2010 4:05 pm ]
Post subject:  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.

Author:  muemin [ Mon Oct 11, 2010 4:14 pm ]
Post subject:  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.

Author:  gundamrules2003 [ Mon Oct 11, 2010 4:18 pm ]
Post subject:  Re: Patch 9/10/10 - Issues / Bugfix

Is the server still down ?

Author:  Demiser of D [ Mon Oct 11, 2010 4:20 pm ]
Post subject:  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.

Author:  TheKC [ Mon Oct 11, 2010 4:23 pm ]
Post subject:  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.

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