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STARHAWK Fragfests


TheDribbler

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hmmmm looks like they delivered what BF3 failed to do... real aerial fight dynamics.

WTF does that even mean :doh: ... what kinda aerial combat u were expecting in BF3... ppl flying with bunsen burners on their back :lol: ...

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Best part of 2days games was Dan searching for the flag in TDM :rofl:

Almost fell down laughing :P

Fk got heavily trolled :( I fkin didn't realize till the time u all strtd laughing hysterically :rant: and then intimating dat its Tdm :ack:

 

And,I was,on mic continuously for few seconds "bc yeh flag kidhar gaya??" :doh: roaming hunting for it..

 

So much effort to insta build razorback, hit on the gas, eject and mount base only to fkin see a bald plate sans the flag atop :cry:

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LBI + Dylan Jobe :majesty::majesty::majesty:

 

First Game Developers I have seen being so regular with frequent daily updates to the beta to make it a good experience till the final game hits stores.. :majesty::majesty:

 

 

Today's 1.2.6 update for the Starhawk Public BETA was deployed during the regularly scheduled server maintenance today, January 31 at 2pm Central time and included the following changes:

 

  • Slightly increased JetPack fuel capacity.
  • Greatly reduced JetPack recharge delay.
  • Removed Hawk MG targeting assist vs. turrets.
  • Reduced range for melee attack.
  • Adjusted client/server settings to reduce connection errors.
  • Added pre-built Bunker, Garage and Launch-Pad in starting bases.

JetPack Adjustments:

The 1.2.3 Update we released included a number of changes to the Vulture JetPack that was intended to 'nerf' it against ground troops. While these changes were largely a stop-gap measure until we can roll-up some updated aiming/targeting changes in a future update, we have been following the data and player community and we felt we went a bit too far. So today's 1.2.6 Update includes an increased max fuel capacity. Previously it was 5 seconds of sustained thrust and now it's 6 seconds. We also greatly reduced the fuel recharge time. Previously it was 6 seconds and now it is 3 seconds.

 

We're hopeful these changes will help to further bring the Vulture JetPack unit into balance with the rest of the game but rest assure we will continue to make changes if we need to!

 

Hawk MG Targeting:

In the recent update we enabled targeting assist on the Hawk MG vs. ground turrets and air-mines however that change made strafing ground troops and precise ground targeting more difficult. Today's 1.2.6 Update removes the Hawk MG assist vs ground turrets but *KEEPS* the assist on Air-Mines.

 

Shorter Melee Range:

The melee attack we currently have in the Starhawk BETA is something that we're not happy with and we have a new melee that we are going to be releasing for the BETA in a future update. Until we do so, we felt that we still needed to make a change in the short-term to stem the currently very, very OP (over-powered) melee implementation. Today's update greatly reduces the "snap" range on the melee attack. This is the distance at which a player can press R3 and dash towards the target player to strike a killing blow. Previously it was 12' and now it is 6'.

 

This change should make a significant impact on the kill-graphs that our team here at LightBox Interactive review on a daily basis. As a fun bit of trivia, our Starhawk BETA players scored over 115K melee kills last weekend -- that number is just out of whack when compared to the other weapons. We'll continue to make short-term changes to help balance the current implementation until we release the re-vamped melee attack

 

Adjusted Client/Server Settings:

We've been in contact with some of our players that were experiencing a number of "[*] Connection Error" pop-ups when they were playing Starhawk. We've made a change that should reduce this and we're interested in hearing from our BETA players if the game connection is more stable.

 

Pre-Built Structures:

We have placed small pre-built bases on the planet of Scourge (acid sea) and the Orbital Space Platform. The starting bases for both the Rifter and Outcast include a Supply Bunker, Launch Pad and Garage. This change was made to help jump-start the combat in the early-phase of the game and allows players to get good weapons and vehicles sooner while still providing the players with some interesting tactical decisions: "Should you rush the enemy with the units you have in an initial blitz?" or "Should you save your Rift Energy afford the more expensive/advanced units?"

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LBI + Dylan Jobe :majesty::majesty::majesty:

 

First Game Developers I have seen being so regular with frequent daily updates to the beta to make it a good experience till the final game hits stores.. :majesty::majesty:

 

 

Today's 1.2.6 update for the Starhawk Public BETA was deployed during the regularly scheduled server maintenance today, January 31 at 2pm Central time and included the following changes:

 

  • Slightly increased JetPack fuel capacity.
  • Greatly reduced JetPack recharge delay.
  • Removed Hawk MG targeting assist vs. turrets.
  • Reduced range for melee attack.
  • Adjusted client/server settings to reduce connection errors.
  • Added pre-built Bunker, Garage and Launch-Pad in starting bases.

JetPack Adjustments:

The 1.2.3 Update we released included a number of changes to the Vulture JetPack that was intended to 'nerf' it against ground troops. While these changes were largely a stop-gap measure until we can roll-up some updated aiming/targeting changes in a future update, we have been following the data and player community and we felt we went a bit too far. So today's 1.2.6 Update includes an increased max fuel capacity. Previously it was 5 seconds of sustained thrust and now it's 6 seconds. We also greatly reduced the fuel recharge time. Previously it was 6 seconds and now it is 3 seconds.

 

We're hopeful these changes will help to further bring the Vulture JetPack unit into balance with the rest of the game but rest assure we will continue to make changes if we need to!

 

Hawk MG Targeting:

In the recent update we enabled targeting assist on the Hawk MG vs. ground turrets and air-mines however that change made strafing ground troops and precise ground targeting more difficult. Today's 1.2.6 Update removes the Hawk MG assist vs ground turrets but *KEEPS* the assist on Air-Mines.

 

Shorter Melee Range:

The melee attack we currently have in the Starhawk BETA is something that we're not happy with and we have a new melee that we are going to be releasing for the BETA in a future update. Until we do so, we felt that we still needed to make a change in the short-term to stem the currently very, very OP (over-powered) melee implementation. Today's update greatly reduces the "snap" range on the melee attack. This is the distance at which a player can press R3 and dash towards the target player to strike a killing blow. Previously it was 12' and now it is 6'.

 

This change should make a significant impact on the kill-graphs that our team here at LightBox Interactive review on a daily basis. As a fun bit of trivia, our Starhawk BETA players scored over 115K melee kills last weekend -- that number is just out of whack when compared to the other weapons. We'll continue to make short-term changes to help balance the current implementation until we release the re-vamped melee attack

 

Adjusted Client/Server Settings:

We've been in contact with some of our players that were experiencing a number of "[*] Connection Error" pop-ups when they were playing Starhawk. We've made a change that should reduce this and we're interested in hearing from our BETA players if the game connection is more stable.

 

Pre-Built Structures:

We have placed small pre-built bases on the planet of Scourge (acid sea) and the Orbital Space Platform. The starting bases for both the Rifter and Outcast include a Supply Bunker, Launch Pad and Garage. This change was made to help jump-start the combat in the early-phase of the game and allows players to get good weapons and vehicles sooner while still providing the players with some interesting tactical decisions: "Should you rush the enemy with the units you have in an initial blitz?" or "Should you save your Rift Energy afford the more expensive/advanced units?"

The game seemed way more balanced n fun with these changes...gr8 games today!!

 

If the developers can add a warzone mode frm kz series where u have 7 modes to compete in.....this game can beat any shooter in d wrld!!

 

ps: how do u guys gt those ray guns n c4 frm???

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Awesome session... Our Tadka room of 5v5 was a hit...it continued with 10 plyrs throughout in all ctf/tdm mtchs..

 

Tdm mtchs were brilliant today with equal competition..

 

Also the 3 prebuilt structures doesnt hamper/ruin the gp...

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I do not understand why everyone was camping. even for the flag round, everyone was waiting for the opposition to come for the flag... didn't quite like it.. deleted it after playing some rounds..

 

You didn't Like the game?

 

Now gimme ur plus account so I can play :devil:

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