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Posted: Sun Aug 21, 2011 11:39 pm
by Spunkmeyer
Here's the link to the pre-release CC13:

http://dl.dropbox.com/u/21458077/cc_13.igc

Just drop the file in your Artwork folder.

Changelist coming soon.. putting up here so people can get it and help test it (could use some help, still need testing). There is a brief overview of changes under Version.

EDIT: Core has been updated as of the 22nd, if you get a sync error when you try to join, just download again.

Posted: Sun Aug 21, 2011 11:54 pm
by DasSmiter
AFAIK this is only up on Spunky's new server for now. Next monday is when it is due to get shipped out

Quick overview of changes, I'll do a full changelog when the final product ships

Code: Select all

CC13 Changes

Changes

New autogen cvh for dreg/tf
Omicron scout reduced in size 15%
Rix SR scout change to utilize Plus' old school energy generators
Fig base mass changed to 30
1500 projectile speed on skycap with 1.33 lifetime
Tac now has mini shields, should have 40% sig of the small shields figs use but less health as well
10% reduction in sig on snipers as well as an increase in Sniper1's range and a decrease on energy use to bring it to Sniper 2 levels.  Damage on Sniper 2 buffed about 16% I think
EWS 2 range increased to 650, EWS 3 increased to 800
Hvy scout capacity even with adv scout capacity

Fixes
Belter Omnifig mass adjusted to match the new belter faction mass

Posted: Mon Aug 22, 2011 1:29 am
by KGJV

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New autogen cvh for dreg/tf
wth is an autogen cvh ? did someone developed a new tool to generate CVHs ?

or did you use the original MS cvh generator tool chain (pmesh) ?

I'm very curious here.

Posted: Mon Aug 22, 2011 1:50 am
by Broodwich
makegeooooo

Posted: Mon Aug 22, 2011 2:09 am
by Spunkmeyer
Just shorthand KG... probably the latter (Weed tweaked the hitboxes)

With this release, we are only including changes we had already discussed at length earlier, so it's a small release. Getting the fixed models out there ASAP (since many of you dislike the close-cropped hitboxes) is the main focus of this release. These are the same hitboxes as in XC, but we left Dreg consts alone. CC14 will be a lot more comprehensive but we'll try to move as fast as possible, targeting an end of September release for that at the latest.

A few clarifications regarding the other changes:
*Tac mini-shields will have 40%-35%-30% signatures. They recharge in 10 seconds, and have 65-80-100hp. We'll see how it goes and tweak accordingly based on your feedback.
*Skycap projectile speed went down from 2000 to 1500 to make it less uber. This should reduce effectiveness at deflection shooting.
*Fig mass change amounts to about a 10% accel and turn inertia boost fully loaded, and about 20% when empty. We may reduce parts masses (like minepack) next release to improve figs more, but we want to see how this plays out first. Galvs had their masses increased, so galving figs won't be any more agile (and we could increase galv mass even more if you want us to.)
*All Rix scouts are SR now. Basic figs can only rip to adv scouts. SFs and Adv SFs can't rip to scouts at all. The design is very tweakable so let us know how you like the balance.
*EWS3 now properly takes up a full slot (with the increased scan range, that was just an ungodly jump between EWS2 and 3)

We have a *long* laundry list of things already identified but we can't just dump them all into one release. Let us know what you want to see in the next release of CC, as well as any bugs you find including mount issues, balance issues, anything that looks/feels off etc.

Posted: Mon Aug 22, 2011 12:30 pm
by NightRychune
man, you guys

rix heavy scouts called

they're laughing really hard right now

Posted: Mon Aug 22, 2011 1:59 pm
by Spinoza
Dammit, don't tell me I'm coming back to Alleg just in time to see Dreg and TF models get non WYSIWYG hit boxes.

Posted: Mon Aug 22, 2011 3:24 pm
by Adept
Spinoza wrote:QUOTE (Spinoza @ Aug 22 2011, 04:59 PM) Dammit, don't tell me I'm coming back to Alleg just in time to see Dreg and TF models get non WYSIWYG hit boxes.
It's not such a big deal either way. Don't worry about it.

Posted: Mon Aug 22, 2011 3:51 pm
by NightRychune
there's also kind of a fundamental problem with this particular design of rix SR scouts because of the way cloaks work in allegiance (which is why I threw it out as a possibility fairly quickly)

as cloaks continue to "consume" energy after they are disabled until they are fully off and the ship is returned to its base signature, you can just constantly toggle it on/off and permanently keep your sig between 5-15% of the base value while receiving the full energy regen benefit, which completely defeats the purpose

Posted: Mon Aug 22, 2011 5:01 pm
by Bunnywabbit
So the cloak still works while it shuts down, but costs no energy?

Isn't that a game bug that needs to be fixed, rather than a problem with the core?