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AC 1.1 leaks auf SC Base


Rakhir

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Star Citizen Base hat ein paar angebliche leaks zu AC 1.1 veröffentlicht, ob es stimmt bleibt abzuwarten:

 

Link:

 

http://forums.starcitizenbase.com/topic/14798-upcoming-ac-11-what-to-look-forward-to-spoilers-cig-leaks/

 

Inhalt in Kürze:

 

  • Long term we might be able to swap various hardpoint sizes (i.e. downgrade Class 5 to Class 3 if you want) - ((note Ben mentioned in an RTV the class / size system for hardpoints will change anyway))
  • M50 health getting boost but size of weapons that will fit on mounts will be fixed
  • Boosts and Counter Boots (out of a roll) will be used more effectively (than currently)... to "dodge" missiles (in addition to Counter Measures)
  • Cutlass will have fastest Boost Maneuvering (among AC1.1 ships)
  • Current Weapon mounts allow for too large of weapons to be mounted to them and will be nerfed on all ships.
  • Super Hornet will be affected by nerf.  It still has 6 guns but not 6xS3 guns (nerfed to size 1&2)... but all ships affected in re-balance.
  • Even though the weapon size .... that can be mounted is being nerfed the damage won't change (we will see longer fights and harder to kill people as fast as a result - most likely)
  • Sledge weapon will get a rework (as will other rail guns)
  • SH probably biggest nerf with weapon sizes being reduced (I personally hope the compensate though with bringing back more missiles though like it used to have = I think the wing and canard turrets  will be nerfed but you can still probably mount a bigger gun to the turret... even though Dev seems to indicate or "hint" that all its mounts are being reduced)
  • Avenger to have more "kill force" and more missile stock
  • 350R to have more speed
  • 350R (or really all 300 series) will end up with bigger weapons mounts than an M50 (to balance out the M50's maneuverability probably).
  • Cutlass Turret at S2 weapons even though it is spec'd at S1
  • Matt (Dev) confirms hornet will have S1 on Canard, S2 on Turret, S3 on Wings (with all ships being nerfed Hornet will likely  maintain its "lore title" as the superior dog-fighting ship).
  • No S4 gun currently  - Reason why all the nerfs is to set up Multi-Crew ships later on (foreshadowing the power of maneuverability of the smaller ships vs superior firepower of the larger ships)
  • Expect mount / load-out restrictions to match ship spec page (apparently currently they don't match) 
  • Cutlass Turret was suppose to be S2 not S4
  • "Bigger mounts won't be available until we have bigger guns and ships set up to run them."
  • M50 is currently overpowered due to weapon mount issues (not suppose to have S3) - but its health will be improved.
  • "Super Hornet shield can match a Cutlass Black or Red, Cutlass Blue has more powerful max. shield."
  • Physical weapon sizes are being redone
  • "There's going to be optimization at some point, but the game is still going to be very resource intensive.
  • "Cutlass will also likely be a lot more nimble/maneuverable than the Lancer (Freelancer) in the grand-scheme."
  • "Not sure on the powerplant output overall but the Blue (Cutlass) would have more hull armor/health than a SH (Super Hornet)."
  • "REC is happening in 1.1, but we haven't confirmed a set release for when melting VD items could be possible since that system is still in the works."
Bearbeitet von Rakhir
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naja leaks sind das keine... diese Screenshots vom RSI-Chat gibt es schon seit letzter Woche.  Bis das ganze aber im HQ ankommt dauert es immer ein wenig :-D  

Dass es aber ganze 5 Tage dauert, bis das hier jemand postet, überrascht mich dann aber doch :-D  

https://www.reddit.com/r/starcitizen/comments/2xfi07/i_screenshotted_some_stuff_a_dev_said_in_chat/cozotve

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naja leaks sind das keine... diese Screenshots vom RSI-Chat gibt es schon seit letzter Woche.  Bis das ganze aber im HQ ankommt dauert es immer ein wenig :-D

Dass es aber ganze 5 Tage dauert, bis das hier jemand postet, überrascht mich dann aber doch :-D

https://www.reddit.com/r/starcitizen/comments/2xfi07/i_screenshotted_some_stuff_a_dev_said_in_chat/cozotve

 

sind halt nicht alle so Recherche aktive zumal nicht jeder hier auf Reddit oder im RSI Forum liest meine Wenigkeit momentan eingeschlossen  :whistling:

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Hier die offizielen PTU 1.1 Patch-Notes von trance104-CIG:

 

Hello everyone! The PTU patch download is ~31 gigs!

Arena Commander Module

Additions:

Gameplay
**Added Free Flight Multiplayer
**Added Assisted Approach landing mode to Free Flight (engaged using N)
**Added Automatic Approach landing mode to Free Flight (engaged using middle mouse button while Assisted Approach is active)
**Added groundwork tech for new ship damage state system
**Added the Rental Equipment Credits system
Ships
**Gladius is now combat ready
**Added new ship damage state system to the Gladius
Components
**Redesigned ballistic weapons so they have their own loadouts which will allow them to automatically be attached with ammunition
User Interface
**Added identifier numbers to the end of non-unique Vanduul in Vanduul swarm
**Added an altimeter for Assisted Approach mode to show ships how far away from the platform the ship is
**Added Rental Equipment Credits to scoreboard (the total value of credits earned is not calculated until the match is over)
**Added custom sensitivity curves to control options
**Added backend support to allow the creation of subgroups within subgroups in control options
**Added new error messages for when a client fails to connect to a match (these are currently not working and will show a blank error box)
Environment
**Added Simpod to hangar (replaces ship cockpit arena commander menu)
**Added Xian ship miniature
**Added Khartu-Al ship miniature

Balance/Tweaks:
Gameplay
**Increased number of landing platforms in Free Flight to 8
**Changed friendly fire system - Pilots now receive "Infractions" for doing an amount of friendly fire damage in a short space of time. Too many of these causes them to be kicked from the game
**Comstab is less aggressive in how quickly it decelerates the ship which will lead to some drift
**Scoreboard is now bound to the tab key
**Freelook is now bound right ctrl+tab
**Crouch is now bound to ctrl
**G-safe now limits based on ship velocities rather than set points
Ships
**Updated lighting system for 300 series
**Aurora headlights system updated to use multiple light sources
Components
**Replaced Mass Driver Cannon fire sound with something more appropriate for a 60mm Ballistic (was laser)
**Weapon mounts have been adjusted so that gimbaled mounts now hold weapons that are one size smaller than the mount. Fixed mounts still hold weapon sizes equal to the mount
User Interface
**Removed Arena Commander UI from all ship cockpits (available through Simpod and escape menu)
**G-safe light deactivates when boost is held down
**Self-destruct is now a customizable binding
**Holotable now sorts items based on type, subtype (where applicable) and name
**Holotable can now be interacted with after pressing F (no longer need to press tab)
**Changed importing custom control setups so that it allows the entire default profile to be overridden based on forum feedback

Fixes:
Gameplay
**Fixed an issue that was causing AI pilots to misjudge the position of a ship they were trying to avoid
**Fixed final kill alert sound playing any time a ships is destroyed after a pilot reaches 13000 points in battle royale
**Fixed a bug where calculated torque was occasionally incorrect causing instability in the ship
**Fixed issue that was causing thrusters to twitch back and forth
**Fixed Vanduul missiles skipping their flight phase in Coop Vanduul Swarm
Ships
**300 series have their starboard cooling components
**350r will sometimes spawn with damaged components
**Mustang Beta will no longer have one of the doors in the cabin float above it if it’s used
Components
**Fixed several shield generators having visible one sided geometry in the holotable
User Interface
**Fixed an issue that was causing the game client to steal mouse focus when loading into the hangar
Other issues:
**Fixed issue where character will sometimes spawn with the helmet on backwards

Known Issues: 
Gameplay
**Missiles do not despawn after they explode which causes the missile evaded message to be displayed even if the missile hits
**Ships are not able to take off if a pilot reenters a seat after they land using automatic approach
**Landing ships in Multiplayer Free Flight can cause network divergence issues
**Some ships are not able to be exited or entered after landing them in Free Flight
**Using HOMAS or TrackIR whilst using Target Focus causes the players head to shake and move uncontrollably
**Opening the holotable multiple times can cause the game to crash
**ESP is being overly aggressive
Ships
**All ships aside from the Hornet are missing ship trails when carrying a Core
**350r mass is off center and causes the ship to be difficult to control
**Aurora intakes aren't displaying paint
**Aurora are not showing lateral G-force animations for the character
**Some parts of the nose section for the Avenger are not taking damage
**Entering the back seat of the Gladiator plays the animation for entering the front seat.
**Gladius damage system isn't working correctly for parts of the ship that fall off
**Gladius loses its armor textures when hit with a few missiles
**Mustang mass is off center and causes the ship to be difficult to control
**Mustangs are using the wrong maneuvering thrusters
**M50 g-force animations are negatively affecting control of the ship
**Elevator animation for the Constellation Taurus and Andromeda does not play correctly
**Cutlass isn't attaching its Trireme thrusters for its default loadout
**Cutlass Trireme thrusters are not able to be attached in the holotable (this will be left this way until they are ready for use)
**Character is sunk into the seat when sitting in the Cutlass Blue and Red
**Freelancer loading ramp has no collision
**Freelancer Main Thrusters are missing
**Retaliator is not loading in the hangar
Components
**User folder issues can cause weapon ammunition to go missing as well as other ship component malfunctions
**Some ballistic weapons are missing ammunition from their default loadouts
**MaxOx NN-13 Neutron Cannon - Misnamed as MaxOx NP-14 Neutron Cannon
**Adjusted weapon tech setup that was preventing the 9-Series Longsword from animating when fired
**Rattler Cluster missile second stage rockets will all use the same trajectory
**Missiles aren't inheriting velocity from the ship that launches them
**Seal Corporation damage effect displays incorrectly when equipped on an Aurora
**Seal Corporation shield generators will not be visible when equipped to Hornets
User Interface
**Lag pips will drop out with increased distance depending on how quickly a ship is approaching their target (only happens within a few hundred meters)
**Shield hardpoint in the holotable is too small for Mustangs and 300 series
**Shield component on the Aurora ship status HUD is too large
**Ship status HUD for Gladius will display damage incorrectly
**Missiles have a small portion of the ship targeting UI on them after being launched
**Multiple in game items and ships are missing text and are displaying their internal names
**Paint objects in the holotable are placeholders
**Loading back into a lobby will reset the ship selection to its default (sometimes this doesn’t happen visually but still happens on the backend)
**Power throttle doesn't work
Environment
**There are several locations in the hangars where the character can fall out of the world

 

Quelle: https://forums.robertsspaceindustries.com/discussion/237881

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Hier die offizielen PTU 1.1 Patch-Notes von trance104-CIG:

**Weapon mounts have been adjusted so that gimbaled mounts now hold weapons that are one size smaller than the mount. Fixed mounts still hold weapon sizes equal to the mount

 

Quelle: https://forums.robertsspaceindustries.com/discussion/237881

 

Jawohle, endlich Mal ein Schritt in Richtung Controller-Balancing...

Bearbeitet von Fender_AUT
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@Fender, die einzigen die dadurch einen wirklichen Nachteil haben sind die Controller Piloten.

 

Wenn ich den gimbaled lock einschalte, treffe ich mit der Maus fast genau so gut wie mit den gimbaled Waffen, das genauere Zielen mit der Maus bleibt ja erhalten!

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Wenn ich den gimbaled lock einschalte, treffe ich mit der Maus fast genau so gut wie mit den gimbaled Waffen, das genauere Zielen mit der Maus bleibt ja erhalten!

 

Ja, das ist mir schon klar, dass das aiming mit der Maus besser geht, aber jetzt treffen die Mausplayer genau so wie die Joystickplayer erst wenn das Schiff (also "Kimmel & Korn") ausgerichtet sind mit den "stärkeren fixed" Weapon. ;-)

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Beim "Strafe-Rund Tanz" treffen auch die gimbaled nix Hutos, da hilft es nur den richtigen, nicht angezeigten Vorhaltepunkt zu finden.

 

Hat schon jemand fertig heruntergeladen? Lassen sich die Mass Driver wieder tauschen? Wurden sie abgeschwächt? Ist die Cutlass nun wirklich so viel besser geworden?

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Ja, ist ein etwas anderes fliegen, schon klar. Dennoch ist es genauer beim zielen, hab das ja schon einige male getestet :-)

man muss den Joystick nur richtig einstellen. Hab eine schön langsam ansteigende Kurve eingestellt, damit kann man dann beim Zielen mehr rudern und man trifft sehr genau. Dazu dann das Strafen am Coolie, so haben mich die Mausspieler so schon kaum getroffen.

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Das Carnard und Ball Turret kann nun generell nur noch 2er Waffen tragen, das Nasen Turret nur noch 1er ;-)

 

@Marcel, ich freue mich sogar sehr wenn es jetzt ausgeglichen ist zwischen Maus und Stick! Dann darf ich endlich mit der Maus fliegen ohne das jemand herumsudert "och nööö, die maus is ja sooo unfair" ...

Bearbeitet von Maxxx
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Das Carnard und Ball Turret kann nun generell nur noch 2er Waffen tragen, das Nasen Turret nur noch 1er ;-)

 

@Marcel, ich freue mich sogar sehr wenn es jetzt ausgeglichen ist zwischen Maus und Stick! Dann darf ich endlich mit der Maus fliegen ohne das jemand herumsudert "och nööö, die maus is ja sooo unfair" ...

ich beschwere mich da schon lange nicht mehr ;-)

 

Das Einzige was im Moment noch nervt, dass man an einem Match teilnimmt, das nur noch ein paar min. läuft und man zwangsläufig Dieses dann verliert. Ebenso nervend das hinterhältige Abschießen, wenn man sich grad im Kampf mit einem Anderen befindet. So multitaskfähig bin weder ich noch mein Schiff.

Bearbeitet von MarcelSchoenfeldt
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Die Änderung mit den Gimballed Weapons klingt gut. Wäre dann in dem neuen Hardpoint-System super, wenn man sich aussuchen könnte, ob man eine Waffe Fixed oder Gimballed montiert. Als Joystick-Spieler wären mir in dem Fall größere, starre Waffen lieber. ;)

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