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 Post subject: Patch 3.1 beta 1 is Live!
 Post Posted: Thu Apr 07, 2016 3:44 pm 
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Posts: 341
Patch 3.1 beta 1
7-4-2016
The Beta is now available on PC, Mac and Linux!

NEW: Starstorm map
A version of the Starstorm map without graphics had been in the game for quite a while now. The graphics are finally ready for beta and in a few weeks the map will launch!

General
-Fixed that overlapping healthbars sometimes had depth problems, especially on droids, causing the elements of several healthbars to be mixed.
-Detonatable projectiles will no longer be removed immediately when their owner dies. Examples are Coco’s Ball Lightning, Skree’s Whirling Blades and Sentry’s Black Hole Sun.
-When selecting to play the tutorial it will ask for a confirmation if the tutorial has been played before.
-Fixed an issue where flying droids would sometimes drop out of the air without good reason, and made them better at flying up from the ground.
-Overdrive Gear and Starstorm Statue are now unlocked through account progress like most other upgrades.

Replays
-Fixed that killcam didn’t set zoom correctly.

Starstorm map
-Fixed that the opposite team would receive a Super Droid when destroying a turret instead of your team receiving one.

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Chucho
Chucho, being one of the new nauts, is still looking for his place in the metagame. However, players do seem to agree that he is too strong. One big reason is the One Armed Chameleon upgrade, which has a stun that makes Chucho a big threat at times. So first of all, we decided to make the stun only for the first shot of his pistols and remove the vertical knockback that cancelled enemy momentum. Some of his upgrades got buffs to test out if they will become more useful for players, as they are not picked often. The turret base health reduction has been requested multiple times and was implemented. We will see how it does before changing more about him (like turret base damage etc.).
-One armed chameleon stun changed to only work on first shot and vertical knockback on the shot is removed.
-One armed chameleon price reduced from 210 to 200.
-Neon Nitro Muffler damage over time increased from 180 to 210 per stage.
-Time Slipper cooldown reduction increased from 0.2s to 0.3s per hit.
-Bike turret base health reduced from 650 to 600.
-Bike turret no longer falls through platforms when cocooned.
-Fixed Bike turret still shooting while blinded.
-Chucho now has a chance to trigger voice lines towards Yoolip when encountering him.

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Coco
- Ball lightning no longer instantly disappear when Coco dies.

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Derpl
-Fat Cat description now updates when CAT Package has been bought.

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Jimmy and the LUX5000
Jimmy got a decent amount of nerfs in the last hotfix. This made him significantly drop in win-rates and play rates. Like with the other Overdrive nauts, he is still finding his place in the metagame, however players do seem to agree that he was overnerfed slightly. Therefore we changed his health back to 1550 to make his sustain a bit better. We also removed the movement penalty from his main attack. This might sound significant, but due to the vertical knockback being removed from his Rattle Wave, players can easily get away from him. Keeping him at the same speed while smashing should improve this situation for Jimmy. Re-adding the vertical knockback on such a big area of effect can make Jimmy frustrating to play against, so we want to see if the removal of the movement penalty is a good alternative. His attack speed upgrade got fixed (it turned out the second stage was not getting triggered) so we will see how it does now. Other changes to his upgrades and skills are still being discussed and will be done in the future once we have found his fundamental problems.
-Base Health increased from 1500 to 1550
-Movement penalty on base attack removed
-Fixed Nano repair bots lifesteal not working when the third hit kills the target.
-Fixed Skull Plate trophy second stage not working.
-Jimmy/Amy now has a 25% chance to trigger voice lines towards Yoolip or Chucho when encountering them.

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Penny Fox
-Fixed that two Energy Pulses with different charge values would cause the amplify damage to stack.

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Professor Yoolip
Yoolip, being a new support naut, is having a hard time keeping up. Players do appear to enjoy playing him, but his reliance on good teammates makes his win chances in soloQ slimmer than in a premade. However, this is part of his design and we want to keep working with it and try to get him in a better spot before making drastic changes. In general a number of his upgrades were changed to make them either less mandatory or a more interesting choice early game. The Dino size was increased to make their hitbox a bit more of a threat in lanes. 3D Pancake printer was opted for a change into a shield. This received mixed opinions so we will keep it as the giant Dino for now. Because it stacks with the Dino base size increase, you get one big scary Dino out of it at the moment. It might still get replaced in the future (as well as Walking Rod). The fact that Baby Kuri Mammoth no longer affects Gripping Gaze is a game changer and it was requested numerous times ,so let us know how much it helps his play in the beta. Because Yoolip is classified as a pusher we wanted the Dinos to assist more in the pushing capabilities so his damage reduction against droids was lowered (might bring it back to 100% depending on player feedback, although he simply destroyed droid waves when this was the case in his first beta which players disliked at the time).
-Fixed Gripping Gaze being cancelled by silence.
-Baby Kuri Mammoth no longer affects Gripping Gaze
-Sonic Wrench price reduced from 145 to 125.
-Walking Fridge, 15% of length increase moved to base.
-Remote Controlled Whisk damage over time reduced from 250 to 200.
-Robo Dino damage vs droid multiplier increased from 50% to 75%.
-Syrup Pouring Robot price reduced from 185 to 155 per stage.

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Raelynn
-Raelynn Snipe no longer interrupts when silenced (the Raelynn player still can’t activate the Snipe shot while silenced).

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Rocco
-Fixed Rocco not playing the proper jump animation while firing arrows or charging Precision Shot. This caused a slight delay before Rocco could auto attack after firing the Precision Shot while jumping.

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Sentry
-Black Hole Sun no longer instantly disappears when Sentry dies.
-Fixed that Black Hole Sun would refresh the cooldown when the BHS got detonated.

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Skree
The general consensus is that Skree is too strong currently. Players are frustrated by his main attack as it hardly requires aiming and (with Magic Sunballs) bounces all over the place. Due to the change that the same target can be hit multiple times by one lightning, Magic Sunballs increased in strength. So we decided to change Magic Sunballs to a state that falls in between what it was in 2.13.5 and what it is now. Three added max bounces, but fewer stages. As requested, we also reduced the aiming cone of Lightning Rod (which might still get a visual) to make it more skill based. His increased Sawblade cooldown is to try and tackle his stalling a bit. We might look further into the stalling potential in the future as we do see players discussing it.
-Sawblade cooldown increased from 9s to 10s.
-Magic Sunballs changed to one stage that adds 3 targets, costs 250 Solar
-Ceremonial Mask effect adjusted to work 360 degrees around Skree
-Aiming cone for successful base attack hit reduced from 60 to 35 degrees
-Skree now correctly triggers his special voice lines when killing a weedling (50% chance).
-Fixed Ceremonial Mask icon not being triggered and made Skree’s staff glow more intensely when the effect is ready.
-Totem of Power now spawns as normal when skree dies between throwing the totem and the moment it would spawn.
-Totem of Power now despawns after one second when Skree dies instead of lasting for the entire duration. This makes it more in line with similar spawns like Gnaw’s weedlings and Swiggins Anchor.
-Saw Blades no longer instantly disappear when Skree dies.

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Swiggins
Swiggins appears to be in a bad spot, although players are mixed about this. Metrics do show that he is not played often compared to other characters and his win chances appear low. After discussing it with players we found it might have multiple reasons. His stun on Anchor Hook, for example, was reduced and Kraken Statue was often chosen as compensation. However this does mean that early game Anchor Hook might not pin down an opponent and instead only cancel an enemy skill. So a bit was moved to base to counter that. Additionally, we worked on some upgrades that were hardly ever picked to make them a bit more useful hopefully (beta will tell). The main attack damage increase will help with his damage scaling for brawling late-game. The Ancient Octant being centered on Swiggins will make the effect more consistent and changes up his play in an interesting way. The Chain break damage on base Anchor Drop is a semi-buff because it does increase overall damage but delays some of it. If this gets through beta, we can also make the anchor visually show when it will explode, making it clearer to new players that there always is damage at the end.
-Kraken Statue, 0.15s of the stun increase moved to base.
-Not Seaweed, blind duration increased from 0.4 to 1 second.
-Anchor Swing base damage increased from 110 to 120, Ink Spray base damage increased from 70 to 80.
-Double Glazed Royal Porcelain changed from length reduction to 25% slow for 2 seconds after Chain ends.
-Double Glazed Royal Porcelain price increased from 170 to 185 solar.
-Drop Anchor base damage reduced from 100 to 80.
-Drop Anchor 50 chain break damage added.
-Ancient Octant effect is now centered on Swiggins.
-Magnetic Anchor base damage increased from 35 to 40 per stage.
-Alien Sweetener reduced from 3 to 2 stages at 40% health per stage (from 37%).
-Increased Dropped Anchor (Homboldt) base health from 300 to 350

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Voltar
-Improved the positioning of overlays on Voltar.
-Fixed a small visual error in Voltar’s normal skin and his Necromancer skin when sliding.

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Yuri
Yuri is very strong in the higher leagues and needed some adjustments. Based on community feedback we’ve opted to nerf both the mine longevity upgrades and the healing time bubble upgrades. Yuri will now also be less of a pain for newcomers due to the shorter lifetime of the mines. In addition we’ve buffed some other underused upgrades. These adjustments are very mild and we’ll have to see if they bring Yuri back to being balanced.
-Toaster timer nerfed from 3s to 2s per stage
-Aerial spring also increases mine weight/falling speed by 300%
-Spacetime continuity cost reduced from 200 to 180 solar
-Regeneration Pod nerfed from healing 50 to 45 per second per stage
-Fixed issue where jetpack would not activate when pressing and holding the up button while falling down through a platform.

Known Issues
-On the deathmatch version of the Starstorm level the wings of the ship aren’t removed from the background on Low graphics settings.
-Custom game presets cannot be saved yet on Mac.
-The Solar Boss is not visible on other maps than Ribbit IV when the new Custom Games option “solar boss on death” is enabled.
-On the Starstorm map the teamwalls above the creep areas of both teams will disappear visually before both towers required to despawn it are destroyed.


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 Post subject: Re: Patch 3.1 beta 1 is Live!
 Post Posted: Thu Apr 07, 2016 3:57 pm 
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Oh my god yes finally this makes the balance much more well balanced :party:

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Last edited by Mike_tha_supa_man on Thu Apr 07, 2016 5:16 pm, edited 1 time in total.

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 Post subject: Re: Patch 3.1 beta 1 is Live!
 Post Posted: Thu Apr 07, 2016 4:03 pm 
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Thijs wrote:
Skree
His increased Sawblade cooldown is to try and tackle his stalling a bit. We might look further into the stalling potential in the future as we do see players discussing it.

I welcome any changes that would reduce the stalling potential of some nauts, but a 1s cooldown nerf will hardly have any effect when a base sawblade can still destroy a droid wave entirely. What would be needed is to make a large part (80%? 100%?) of sawblade stationary damage Awesomenaut-only. This applies for all skills that deal high damage but are easy to dodge (except droids can't dodge) : Raelynn's Time Rift, Yuri's mines...

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 Post subject: Re: Patch 3.1 beta 1 is Live!
 Post Posted: Thu Apr 07, 2016 4:09 pm 
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Great to see that you've started posting about the reasoning behind changes, hopefully that'll continue to be a thing.

By any change would it be possible to make a small visual indicator to show when Tedris Ville is active to go along with this update? It's something that should've been added when it was changed.

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 Post subject: Re: Patch 3.1 beta 1 is Live!
 Post Posted: Thu Apr 07, 2016 4:13 pm 
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tolkki wrote:
Great to see that you've started posting about the reasoning behind changes, hopefully that'll continue to be a thing.

By any change would it be possible to make a small visual indicator to show when Tedris Ville is active to go along with this update? It's something that should've been added when it was changed.

I've started working on that right before we had to hustle for the beta. I'll try to get it in as soon as possible, but no promises!


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 Post subject: Re: Patch 3.1 beta 1 is Live!
 Post Posted: Thu Apr 07, 2016 4:25 pm 
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Cool! I'll try it soon. Shouldn't this be on the Beta subforums tho? :shrug:

General
-Improved flying droid behaviour.
Curious to what this actually means in-game.

Professor Yoolip
-Fixed Gripping Gaze being cancelled by silence.
-Baby Kuri Mammoth no longer affects Gripping Gaze
Not sure how I feel about these. I've always had the feeling that BKM was more of a problem than gripping gaze and this could make the gaze very OP, but we'll see.
-Walking Fridge, 15% of length increase moved to base.
Sounds interesting!
-Robo Dino damage vs droid multiplier increased from 50% to 75%.
Eh I do think Yoolip's pushing is the right amount atm... we'll see.

Raelynn
-Raelynn Snipe no longer interrupts when silenced (the Raelynn player still can’t activate the Snipe shot while silenced).
Oh wow, I remember people suggesting this all the way back when she was released. The throwbacks! :lol:

Skree
-Aiming cone for successful base attack hit reduced from 60 to 35 degrees
Ouch.
-Skree now correctly triggers his special voice lines when killing a weedling (50% chance).
Do it for all the Starstorm nauts! They too have lines when killing each other! Including Skree!

Swiggins
-Kraken Statue, 0.15s of the stun increase moved to base.
-Anchor Swing base damage increased from 110 to 120, Ink Spray base damage increased from 70 to 80.
Oh nice! Love these.
-Not seaweed blind duration increased from 0.4 to 1 second.
He might disable droids for too long with this constant barrage of blindness but... eh, not sure if people will still buy it as blind is meh most of the time. :p
-Drop Anchor base damage reduced from 100 to 80.
-Drop Anchor 50 chain break damage added.
Huh... interesting.

Yuri
-Regeneration Pod nerfed from healing 50 to 45 per second per stage
Noooo :tear:

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Last edited by rpvarela on Thu Apr 07, 2016 5:50 pm, edited 1 time in total.

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 Post subject: Re: Patch 3.1 beta 1 is Live!
 Post Posted: Thu Apr 07, 2016 4:55 pm 
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rpvarela wrote:
-Improved flying droid behaviour.
Curious to what this actually means in-game.

I've improved the description of this one to make it clearer what this actually is.


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 Post subject: Re: Patch 3.1 beta 1 is Live!
 Post Posted: Thu Apr 07, 2016 5:28 pm 
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Thijs wrote:
Swiggins
-Kraken Statue, 0.15s of the stun increase moved to base.
-Not Seaweed, blind duration increased from 0.4 to 1 second.
-Anchor Swing base damage increased from 110 to 120, Ink Spray base damage increased from 70 to 80.
-Double Glazed Royal Porcelain changed from length reduction to 25% slow for 2 seconds after Chain ends.
-Double Glazed Royal Porcelain price increased from 170 to 185 solar.
-Drop Anchor base damage reduced from 100 to 80.
-Drop Anchor 50 chain break damage added.
-Ancient Octant effect is now centered on Swiggins.
-Magnetic Anchor base damage increased from 35 to 40 per stage.
-Alien Sweetener reduced from 3 to 2 stages at 40% health per stage (from 37%).
-Increased Dropped Anchor (Homboldt) base health from 300 to 350


Mostly good upgrades. I'm sure this will make a huge improvement. I do have a few suggestions, however. First, I still don't think Not Seaweed is ever going to be chosen. It is hard to say for sure, but it seems like this is one of those things where making it a more powerful blind isn't going to do it. To make it a viable upgrade, I think it's going to have to be something else entirely.

Second, Porcelain: This is an amazing improvement. I almost think it is going to be too good. Regardless of power, however, I'm a little disappointed to see Swiggins get a slow. The fact that he doesn't really use debuffs felt like a big part of his playstyle. (sure he has amp, but that always felt like it was in service of his real focus, which is brawling)

We'll have to see how new Porcelain plays, but I'm not sure this is quite right yet. What else could it be? I think it would be kinda cool if the anchor applied a pull effect exclusively to the opponent anchored, centered around the anchor itself. Not strong enough to pull them to the center, but enough to make running to the tether's edge slower. In addition to being beneficial to nauts attacking the anchored enemy, it would make being anchored more interesting because you could use the pull to get a minor speed boost in exchange for going deeper into enemy territory (toward the location you were anchored)


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 Post subject: Re: Patch 3.1 beta 1 is Live!
 Post Posted: Thu Apr 07, 2016 5:45 pm 
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Thijs wrote:
Patch 3.1 beta 1
General

-Detonatable projectiles will no longer be removed immediately when their owner dies. Examples are Coco’s Ball Lightning, Skree’s Whirling Blades and Sentry’s Black Hole Sun.


many thanks, i bet Rocco and some others had this problem, but the ones i reported were the ones i played the most :thumb: :thumb: :thumb: :thumb: :ayla: :ayla:

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 Post subject: Re: Patch 3.1 beta 1 is Live!
 Post Posted: Thu Apr 07, 2016 6:36 pm 
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Thijs wrote:
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Jimmy and the LUX5000
Jimmy got a decent amount of nerfs in the last hotfix. This made him significantly drop in win-rates and play rates. Like with the other Overdrive nauts, he is still finding his place in the metagame, however players do seem to agree that he was overnerfed slightly. Therefore we changed his health back to 1550 to make his sustain a bit better. We also removed the movement penalty from his main attack. This might sound significant, but due to the vertical knockback being removed from his Rattle Wave, players can easily get away from him. Keeping him at the same speed while smashing should improve this situation for Jimmy. Re-adding the vertical knockback on such a big area of effect can make Jimmy frustrating to play against, so we want to see if the removal of the movement penalty is a good alternative. His attack speed upgrade got fixed (it turned out the second stage was not getting triggered) so we will see how it does now. Other changes to his upgrades and skills are still being discussed and will be done in the future once we have found his fundamental problems.


Okay, this has been bothering me since their release. Can you guys go ahead and remove Amy from Lux's lore? I say this because she's completely forgotten almost every time, they're either a team in control of the Naut, Lux, or it's just Jimmy. When Ronimo themselves are going with this aswell I fail to see why she's there. Considering the ratio of male-female characters in the game as it is (10:3) and that out of the 6 female characters, 5 are roughly human or human-shape, I call into question Ronimo's policy on diverse character creation. The men/genderless-given-male-pronouns are vastly different, why not the women?
Yes I'm completely serious and yes I'm aware this'll likely make me unpopular.

For the rest of it, I'm glad Chucho isn't being nerfed too hard. I can get along with those changes, I was worried he was gonna be gutted. I'm sad to see Swiggins' Porcelain being changed but I guess I don't play him enough to warrant getting upset over it.

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