Development Cycle Archive
Thread: Test Center Update Notes Mar 01, 2004
Rogue_5 wrote:
Droids: Fixed the sound effect for the heavy melee attack using an r2 unit.
Lol ... you have dare to write this ? an HEAVY MELEE attack using a R2
Rogue_5 have you ever seen a droid attacking in your life ? even the new ones on the test center ? are you sure thatanattack that do 75 damage to its maximum can be called an heavy melee attack ?
LordMaxx wrote:
That sort of anger leads to the darkside
I think incapping could be enough...
Ok then we should get payed for incapping the Jedi.
"Made it so that players of opposite faction cannot enter a factional HQ if that base has turrets active. Players must destroy the turrets in order to enter the HQ."
I hope you also made it so they cannot drop new turrets while the base is hot/active.
"Bounty Hunter: Fix so that if a bounty hunter with a jedi bounty mission is incapacitated by the jedi, the jedi looses his bounty hunter enemy flag."
I sure hope this means that theJedi loses the TEF to ONLY the BH who was incapped. else I can see every Jedi running around with a BH friend, who will grab a mission and then incap the Jedi to drop the mission from every other BH out there.
Any other BH who has a mission on the Jedi should still be hunt them.
Rogue_5 wrote:
Made it so that players of opposite faction cannot enter a factional HQ if that base has turrets active. Players must destroy the turrets in order to enter the HQ.
Just so we've all thought this out. What happens if enemy has destroyed turrets, entered the base and then some rebs show up and plant a turret? Maybe this has been covered already?
ShingFlyingwave wrote:
Rogue_5 wrote:
Made it so that players of opposite faction cannot enter a factional HQ if that base has turrets active. Players must destroy the turrets in order to enter the HQ.
Just so we've all thought this out. What happens if enemy has destroyed turrets, entered the base and then some rebs show up and plant a turret? Maybe this has been covered already?
FIRST I want to say, I am SO looking forward to this. But I really think we need to take a TEAM to TC and test some things out. For example. Lets say one Faction is OUTSIDE fighting the turrets and the Other faction is inside(cuz they can be inside its there base) Yet they stay inside and SHOOT Through the Walls, cuz we all know you are able to shoot through the walls. I really think it is important to make sure that is fixed. Because then I see a pretty big problem here. If all these things is looked into and taken care of. I think this is one of the best things inplemented.
Carry on,
What is going to stop a covert faction member from simply dropping a new turret every time one goes down? Better yet, what happens when all turrets are down, you get some members in a base and someone drops a new turret? Do the people inside get tossed out? Does it keep any new members of the group from entering the base to help out their team that is already on the inside? Will shooting through walls also be fixed?
If not then PLEASE hold this fix back since it will make taking a base down impossible unless its at 4am when no one else is on.
Rogue_5 wrote:
Here are the update notes for this morning's patch.
Bounty Hunter: Fixed some typos in jedi bounty hunter descriptions.
Bounty Hunter: Fix so that if a bounty hunter with a jedi bounty mission is incapacitated by the jedi, the jedi looses his bounty hunter enemy flag.