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PostPosted: Thu Jul 31, 2014 7:18 am 
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Patch notes for 12.5, which hit late last night (with tweaks to formatting):
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Additions/Improvements
Added subscriber jukebox
Adding cockpit shaking and sounds from damage and impacts
Missile sounds polished and improved
Additional shield sounds added (power down, power up, taking damage)
Added new Vanduul ship designated [REDACTED] by UEE Naval Command
Added Victory/Defeat/Draw message on end of round scoreboard
Added voice over announcement to denote which team has won the round
Added additional Hornet top bar warning lights
Freelancer bunk beds now interactable
Freelancer bathroom and toilet now interactable
Revised the Aurora interior to increase fidelity
Added Aurora warning indicator lights

Balancing
300i
Power plant charge reduced
Thruster power drain decreased
Shield HP increased
Shield regen delay decreased
Hull piece health increased

Aurora
Shield HP reduced
Shield regen delay increased
Shield changed from bubble shield to a front/rear shield
Shield face power allocation rate reduced

Hornet
Thruster health increased
Shield regen delay increased
Health values for shield and ship parts modified to impart a sturdier feel

Mantis Gatling Gun
Damage decreased
Heat per shot increased

Bulldog Repeater
Power recharge rate has been decreased
Repeater fire rate increased

Badger Repeater
Increased rate of fire

Behring M3A
Rate of fire decreased
Damage increased

Omnisky VI
Damage decreased
Rate of fire decreased
Bullet mass increased (to knock around ships with more force)

Missiles
Damage decreased
Missiles now properly deal damage to the shields instead of going straight to the hull

Vanduul Scythe
Decreased shield regeneration

Networking Improvements
Fixed issues that resulted in being kicked back to hangar during match load
Positional correction fixes to reduce rubberbanding
Failed connection attempts to HubServer will now timeout after 10 seconds
Removed socket disconnections due to login timeouts
Networked physics is now independent of frame rate
Reduced server load caused by console logging
Creation of http interface to capture server statistics
Fixed players not connecting to matchmaker
Added a handshake system to guarantee the correct initialization of servers
Server-to-server connection improvements
Adjusted ship network packet priorities
Fix for disconnections while in the hangar
Reworked network correction to use network sync’d packets and direct physics pushes instead of IFCS system
Greatly reduced hitching and performance issues associated with players joining or exiting a match

Fixes
Mantis cannons no longer takes damage without overheating
Player can no longer zone into a match standing in the cockpit
Helmet is no longer invisible
Fixed 300i landing gear placement
Fixed rare crash when loading into Vanduul Swarm
Fixed crash when receiving connection error
Fixed crash caused by players spawning on top of each other at beginning of map
CPU optimizations to improve client performance
Gatling gun audio stops when no longer firing
Destroying an asteroid no longer counts as a final kill
Energy bolts now scale properly when fired to the side
Winning music no longer plays at match end for losing team. You get nothing, you lose, good day sir.
Fixed ships in holotable no longer showing hologram model
Notifications, points, scoreboard and timer should now show in third person
Player movement prevented when interacting with helmet stand
Friendly killed audio no longer plays Hostile Eliminated, Target Destroyed or Enemy down
Removed use icon on ladder
Correct game mode descriptions added in Arena Commander UI
Adjusted bloom of objects on radar
Projectiles scale properly when firing in decoupled mode
Particle emitters now properly destroy themselves, reducing lag
Ship Energy system optimizations
Fix for sound velocity/speed being calculated incorrectly if its position is changed multiple times per frame.

Known issues
Weapon ammo shown as missile rack models in holotable
Gap in geometry can be seen between the engine and fuselage on 325a, and 315p ships
Exiting the Freelancer variant starboard top bunk results in character becoming stuck in a falling state
After respawn a rare issue can occur where the character’s head shakes uncontrollably
After exiting a vehicle the third person camera can become slightly tilted
Unable to enter the Avenger ship
Avenger ship missing wheels
Arena Commander Menu lists the incorrect Hornet version

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Thu Jul 31, 2014 7:42 am 
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holy nerf batman.

(not really complaining... yet. At least not until I get to see how to the bulldog changes work out. If its horrible supposedly the M3 has been brought up.. I guess I can try those too.)

i am however afraid to check the forums

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PostPosted: Thu Jul 31, 2014 8:16 am 
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Well, everybody knew the 300i had a powerplant nerf coming. The only thing that saw HP reductions was the Aurora shield, and that comes along with making it a fore/aft shield instead of a bubble -- so that's not necessarily a straight-up nerf; shields with more facings just have fewer HP per facing by design.

The Omniskies are also seeing a nerf, but then so are the Mantises, and all the rest of the weapons aside from the Badger (which was pretty bad) are seeing a mix of buffs and nerfs so it's hard to say from the notes what the net change will be. That says to me they're trying to differentiate the weapons' fire rates and per-shot strength some, and probably looking to tune time to kill to be longer overall.

Which I'll take, since that was one of my major points of feedback due to the effect on multiplayer.

The Scythes have had their shield regen reduced, which should help soften the blow of a slower TTK. Omniskies won't be one- or two-volley killing Scythes, still, but I was doing okay against the Swarm without Omniskies so it's probably not the end of the world.

I'm looking forward to spending time in AC tonight, all in all. I'll probably look to record/stream, while I'm at it.


The good news is, I'm thinking we see more opponent and equipment diversity in Spectrum match AC this patch. I'll find that very welcome.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Thu Jul 31, 2014 11:50 am 
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Wonder what this new Vanduul ship might be...


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PostPosted: Thu Jul 31, 2014 12:16 pm 
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It's called the Glaive, and I'm *mildly* disappointed.

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PostPosted: Thu Jul 31, 2014 12:43 pm 
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Is it a heavy fighter?


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PostPosted: Thu Jul 31, 2014 12:45 pm 
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Presumably? I mean, they haven't released stats, but the rumor mill suggests it's a tougher target than normal Scythes.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Thu Jul 31, 2014 6:08 pm 
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Any rumbling if they are going to up the limit?

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PostPosted: Thu Jul 31, 2014 6:22 pm 
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Rorinthas wrote:
Any rumbling if they are going to up the limit?

They're going to watch the fixes over the weekend before they decide whether or not they think the system can handle another bump.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Thu Jul 31, 2014 7:10 pm 
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The M3 Vs Swarmling shields seems to be drastically improved in the Aurora's favor, but my shields now seem to be made of paper mache. They do regen rather quickly though I apparently took a critical to the cooling system because everything was making me overheat in wave 4.


The shield vs. Missile effect is rather noticeable. you can no longer hold a missile for Little King and kill him out of the gate. on the other hand, his missiles seem to bounce off the shields as well. This is probably A Good Thing.

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PostPosted: Fri Aug 01, 2014 1:02 pm 
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Kaffis Mark V wrote:
The good news is, I'm thinking we see more opponent and equipment diversity in Spectrum match AC this patch. I'll find that very welcome.


I loaded up the Hornet Trainer with the Ghost's two Badgers on the wingtips and tried it out. In Swarm they actually worked ok. IT felt like they punched through the shields and armour with sustained hits. I wasn't so successful in deathmatch though. The stopping power wasn't there against Hornets.

As to 12.5, it feels pretty crisp to me, I like it. Could be the new rig but I think the stated GPU optimization they took helped.


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PostPosted: Sat Aug 02, 2014 2:39 am 
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Net changes to stock hornet seem positive vs swarm. I was taking out waves (guns only ) about 25% faster.


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PostPosted: Sat Aug 02, 2014 9:30 am 
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Yeah, is not made clear I'm the patch notes, and I'm not sure from what angle it was fixed, but the Hornet's shields stay stable through reasonable bursts of stock weapons fire while maneuvering, which of a huge improvement in its multiplayer viability.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Sat Aug 02, 2014 8:30 pm 
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Aaand we're in up to 250,000. I haven't fired it up yet.

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PostPosted: Sat Aug 02, 2014 10:43 pm 
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Nice! I wasn't expecting that till Monday. So that's Darkroland, Diamondeye, Rorinthas, Grouse, and Midgen in, now. Almost all of our members.

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Sun Aug 03, 2014 1:26 am 
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Oh, word!

I have to admit I haven't actually played at all since it first went live. I just did free flight for an hour or so. I just keep getting too busy with EVE, ESO, and Skyrim. I'll have to fire it up and get a little practice.

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PostPosted: Sun Aug 03, 2014 3:46 pm 
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Grouse and I took a go at his place last night. He actually managed to kill something. Aurora didn't fare so well. Also I picked up a flight stick and I am going to try to adjust to that

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PostPosted: Sun Aug 03, 2014 3:48 pm 
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Diamondeye wrote:
Oh, word!

I have to admit I haven't actually played at all since it first went live. I just did free flight for an hour or so. I just keep getting too busy with EVE, ESO, and Skyrim. I'll have to fire it up and get a little practice.


No rush. It's fun and all, but gold is still a ways off

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PostPosted: Mon Aug 04, 2014 3:02 pm 
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Rorinthas wrote:
Diamondeye wrote:
Oh, word!

I have to admit I haven't actually played at all since it first went live. I just did free flight for an hour or so. I just keep getting too busy with EVE, ESO, and Skyrim. I'll have to fire it up and get a little practice.


No rush. It's fun and all, but gold is still a ways off


Yeah that's part of it. I don't want to burn myself on the game when so much is left to come.

I noticed that with ESO. A lot of the reviews complaining about it were given by people that had played extensively during beta - in some cases, in a continuous beta. Then all of a sudden when it went live, they didn't like it. I imagine they'd burned through most of the content already, and suddenly having to pay for a game they'd been playing for free sat sourly with them.

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PostPosted: Mon Aug 04, 2014 3:49 pm 
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Multiplayer expansion update: Now serving #350,000.

That's everybody I know of in Void Rangers except Stay Classy, who's a meager 8k short and will thus be in the next bump for sure.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Thu Aug 07, 2014 7:58 am 
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Didn't get a chance last night to update, but...

CommLink wrote:
We are very pleased to announce that Arena Commander’s multiplayer is now available for all of Star Citizen’s backers! We have been reviewing the user experience data from Patch 12.5 and have decided it’s time to open the floodgates! Everyone with Alpha Access or an Arena Commander Pass can now play the current multiplayer modes (with more to be added soon!) Multiplayer will also be available to anyone who picks up an Arena Commander pass going forward.

Thank you to every backer who has helped get us to this point. Your feedback has been absolutely essential in improving Arena Commander and the multiplayer experience. Thank you for your forum posts, your Twitch streams, your bug reports and your patience with the process. The knowledge we’ve gained from this tiered rollout goes well beyond just this release: it’s going to benefit how we launch every single future module and ultimately the Star Citizen Persistent Universe.

Remember: this is still a pre-alpha module! That means we still have plenty of work to do. The team is now working hard to add many planned features (like keybindings, scoreboards and additional ships) and also to improve what we’ve already created. In the coming weeks, expect to see a lot of work on game balance and Arena Commander’s game rules (where players spawn, how a kill is calculated, how the matchmaking server decides to connect users and the like.) Your continued thoughts on how the game plays will be invaluable in this process!

For those of you new to the Arena Commander multiplayer experience, the QA team has generated a quick list of beginner tips. We’ve noticed that some players are frustrated by their first matches, going up against pilots with different ships and more experience. We’re working on game rules changes that will alter this, but can also say that with a little patience you’ll be dogfighting with the best of them in no time! Winning at Arena Commander requires some skill… but these tips should help get you started right:

  • Avoid flying slowly or sitting still. Especially after spawning into the middle of a chaotic fire fight.
  • Use boost as much as possible (left shift). The higher speed makes you a more difficult target to follow and fire on effectively.
  • Incorporate barrel rolls into your evasive maneuvers. Rolling and boosting can be very effective in helping to avoid enemy fire.
  • Avoid fixating on a single target. Continue changing targets and flying evasively to maintain situational awareness and find the more vulnerable enemies.
  • Avoid engaging another player head on. This is a sure way to get killed.
  • If you must engage a target head on, switching to decoupled mode (capslock) and strafing can help to avoid a last second collision.
  • Experiment with Comstab mode on and off (ctrl + capslock twice). Having it on will help minimize sliding while turning but having it off can help you become a harder target to hit.
  • With g-force safety toggled off (ctr+capslock) you can perform more aggressive maneuvers but be careful because the additional g-forces can cause you to black out.
  • If you have additional weapons at your disposal, experiment with alternate loadouts via the holo-table.
  • Missile damage is absorbed by shields. For maximum damage, weaken your enemies’ shields by using standard weapons before firing missiles.
  • Try getting almost on top of your target before releasing a missile, in order to reduce the amount of time that your opponent has to react.

UPDATE 8/06/2014: We are currently seeing server load issues associated with the multiplayer rollout. Our engineers are investigating the problem. Discovering issues like this is the benefit of making such an early build available to the public! We thank you for your patience and support.



So, that's everybody. If you've got Arena Commander access, you can join multiplayer Spectrum Matches, now, too.

Good to see spawn locations, kill recognition/awarding, and matchmaking improvements called out as upcoming projects.. that we might see before the full Update 13 patch brings us to v0.9...

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"Aaaah! Emotions are weird!" - Amdee
"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Thu Aug 07, 2014 1:09 pm 
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I flew around in the Hornet over the last couple of days. The upgraded HP on the shields and frame really make it feel solid in combat. Wave 14 and I was taking a pounding for a long time before I had to eject as weapons and engines were all blown off.

I haven't had a great deal of luck in Multi-player yet, mostly disconnected before I drop in to a game. But I did compete last night and came out with a 5 and 2 kill / death ratio which i was pleased with in battle royal.


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PostPosted: Fri Aug 08, 2014 11:51 am 
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Seems like the changes were a buff to the the 300i, better shields, more hps in parts. Less power plant.

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PostPosted: Fri Aug 08, 2014 12:22 pm 
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Whoa. Didn't see this coming out of the blue on a random Friday. Was expecting this revealed next week at Gamescon.

Commlink wrote:
As promised, Arena Commander is expanding! Now that multiplayer is available to all backers, we are beginning to roll out additional game modes. This process begins today with the launch of Capture the Core!

Patterned after classic ‘Capture the Flag’ games but with the additional challenge of operating in three dimensional space, Capture the Core is a team based game mode that rewards points to players for capturing ‘cores’ from the opposite side of the map. Players must capture the cores and then transport them to the other side of the map to add to their energy stockpile.

In order to capture a core, your team’s core must not be currently taken. You can steal the enemy’s Core by flying through it, either at their base or out in space if it has been dropped by a teammate. If a player carrying a Core is killed, the Core will remain at the location of his death for 30 seconds or until it is either returned by an ally or stolen by an enemy.

The game ends after one team has scored 5 captures, or 20 minutes have elapsed. Kills do not progress your team to victory directly, and spending your time trying to shoot down enemy pilots exclusively will be detrimental to your team! Points are awarded for picking up the enemy Core, Capturing a Core, returning your stolen Core or killing an enemy carrying your Core.

This mode is very objective based, and players will do best to focus on protecting their core, escorting their-core carriers, and taking down anyone who has stolen their core. When choosing a ship, it is not only toughness one should keep in mind, but a ship’s respective speed. Different ships can serve different roles.

Capture the core is available to all Arena Commander-eligible backers now. Please give it a try and let us know if you run into any issues; your feedback is essential to improving every aspect of Arena Commander.

Know Issues:

Sometimes when the player is spawned / re-spawned, the markers / icons used to denote the team rings and cores will disappear from the HUD.
If a player joins the game after a core has been removed from a ring and looks at the ring, the ring will still have the lightning effect displayed. If the core is returned to the ring, it will then begin to function normally.
In rare cases the particle manager will not cull old particles, which will lead to your PC slowing down over time. To fix the issue you will need to quit back to the lobby and re-enter.


CommLink image in spoiler.

Spoiler:
Image

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Fri Aug 08, 2014 1:32 pm 
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Capture the Core is fun. Still many people going for kills not captures. The bug that gives Hornet infinite boost feels a bit cheaty =) .


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