R6 New Features

Tactical advice, How-to, Post-mortem, etc.
Spunkmeyer
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Post by Spunkmeyer »

Disclaimer: This is not meant to be comprehensive (although I tried to include all significant changes) and could be inaccurate.

*If you don't have line of sight, He3 counts are no longer updated and miner sounds can no longer be detected. Miner hunting now requires scouting.
*No building sphere and no rocks disappear without LOS. Finding enemy bases now requires scouting.
*Miner's cargo capacity is displayed as an additional bar over the shield indicator.
*Loadouts are saved locally on your HD, 10 slots per ship, saved via CTRL+number key and retrieved by pressing the number key.
*Ripping drones do not 'run' and abort rip.
*All drones can be ordered to dock and stay docked from F6.
*Lead/targeting indicator range GA bug is fixed.
*If you don't want turrets, you can remove them and nobody can board.
*Ripping drones display a rip indicator icon.
*Commander can highlight sectors on minimap with CTRL+Rightclick .
*Your wing selection is saved between games (so you don't have to rejoin the command wing every single time).
*Abstainers no longer count when determining ballot results.
*Dual missiles no longer annihilate each other.
*Several force feedback improvements.
*Mouse sensitivity is adjustable in-game.
*AFK is auto-set on team faction change.
*Up to 2 newbies can join teams despite team imbalance.
*Lobby shows the number of players NOAT
*Minimap shows probe counts for each sector.
*"Extra fuel through aleph" exploit fixed.
*"Detect enemy drones via chat" exploit fixed.
*#bootiny
*Boot screen now displays ""You have been lobby booted by the mission owner! You can rejoin the game by logging in with a different ASGS callsign."
*Commander orders are displayed in orange.
*If you target a teleprobe or ship, you will rip to that ship and not to anything else in the sector. (You still cannot rip to a teleprobe with tele in the same sector without targeting it, or target a specific tele to rip to, but hopefully those enhancements will be in the next release)
Last edited by Spunkmeyer on Sun Feb 26, 2012 9:13 pm, edited 1 time in total.


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Mastametz
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Post by Mastametz »

Looks good to me except for #bootiny steals the fun from the commander of getting to manually boot after a failed mutiny. and anything that makes commanding less fun than it already is, is a bad idea.
and probe count seems kind of dumb since you have no idea where the probes are actually placed. You could drop 50 probes 10k off the plane and as far as the minimap is concerned, the sector will have been adequately probed, so it's still going to require actually looking at individual sectors to see if they need to be probed. Waste of effort for a feature if you ask me.
There's a new sheriff in town.
Evan
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Location: Boston

Post by Evan »

Great changes.

#bootiny is not necessary.
"I remember Evan more for his almost-british levels of abuse" - Agricola
Adaven
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Post by Adaven »

Sheriff Metz wrote:QUOTE (Sheriff Metz @ Feb 23 2012, 09:47 PM) Looks good to me except for #bootiny steals the fun from the commander of getting to manually boot after a failed mutiny. and anything that makes commanding less fun than it already is, is a bad idea.
and probe count seems kind of dumb since you have no idea where the probes are actually placed. You could drop 50 probes 10k off the plane and as far as the minimap is concerned, the sector will have been adequately probed, so it's still going to require actually looking at individual sectors to see if they need to be probed. Waste of effort for a feature if you ask me.
Yes you'll have to still periodically scan the map to look at the actual probe distributions, but once you do so, having the counts available allows you to "get by" longer without having to do a full scan again from in base.

Let's say I put 5 probes at the enemy's forward TP (Touni) in good positions. If an enemy bomber is spotted in Kassano and suddenly disappears while our team is camping the aleph, I can simply glance at the mini-map, and if the probe count in Touni is still 5, I can be assured that the bomber didn't rip there.
Shizoku
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Post by Shizoku »

Is there a picture of the orange comm chat?
Last edited by Shizoku on Fri Feb 24, 2012 4:38 am, edited 1 time in total.
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Mastametz
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Post by Mastametz »

Adaven wrote:QUOTE (Adaven @ Feb 23 2012, 07:58 PM) Let's say I put 5 probes at the enemy's forward TP (Touni) in good positions. If an enemy bomber is spotted in Kassano and suddenly disappears while our team is camping the aleph, I can simply glance at the mini-map, and if the probe count in Touni is still 5, I can be assured that the bomber didn't rip there.
Not if someone else dropped 5 probes there 20k out while you were flying out to camp, and then the probes that were actually near the tp were destroyed.
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Imago
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Post by Imago »

Evan wrote:QUOTE (Evan @ Feb 23 2012, 09:30 PM) #bootiny is not necessary.
take it out then
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Dorjan
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Post by Dorjan »

Lovely. This and ACSS should make alleg 100x better.
I decided to relive the days gone by in my new blog.
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MonAG
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Post by MonAG »

Sheriff Metz wrote:QUOTE (Sheriff Metz @ Feb 24 2012, 12:47 AM) and probe count seems kind of dumb since you have no idea where the probes are actually placed. You could drop 50 probes 10k off the plane and as far as the minimap is concerned, the sector will have been adequately probed, so it's still going to require actually looking at individual sectors to see if they need to be probed. Waste of effort for a feature if you ask me.
I guess its useful to see which sectors are NOT probed (zero probes), and require probing.
Mastametz
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Post by Mastametz »

It's not bad, I just would have rather seen any other useful feature over that one. but oh well.
It'll be helpful for noobs on probe duty.

but I really hate the idea of #bootiny and would like to see Psych banned for ever suggesting it
Last edited by Mastametz on Fri Feb 24, 2012 1:03 pm, edited 1 time in total.
There's a new sheriff in town.
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