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Joined: May 2013
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Last edited by Brommas; 04/29/15 03:22 PM.

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PTU 1.1.5

Gameplay

•Battle Royale and Squadron Battle have had their maximum player count increased to 16


•Respawn penalty has been applied for situations where a pilot would intentionally destroy the ship to either


•reload missiles or prevent another player from getting a kill


•Reworked the server, instance, and matchmaking service from the ground up


•Lobby system and game servers now talk to each other about the teams that a client is on in the lobby and in game


•Lobby system will now remove players from a lobby if the instance system crashes rather than letting a group remain in a broken lobby


•Game Instances are able to transition from completed matches to hosting a new match more quickly


Ships

•Vanduul Scythe is hangar and combat ready (shows as captured vanduul fighter in lobby)


•P52-Merlin is hangar and combat ready


•Due to being a snub fighter, the Merlin does not have intakes. As such, it does not replenish fuel while flying. In the PU, it would do this by docking with a Constellation


•Accounts that have constellation variants that come with a snub fighter will be given a Merlin loaner ship to use in Arena Commander


•Like other loaner ships, loaner Merlin’s cannot be placed in the hangar


•Placing a Constellation Andromeda in the hangar will also spawn a Merlin


Components

•Added support for spray patterns to weapons based on weapon mount type


•Added new attenuation for missiles explosions


•Added weapon names to Vanduul armaments


•Added blade extension for captured Vanduul Scythe. It is activated by turning the item on in the weapon UI


•Human engineers have increased the weapon lethality for the ship for the captured version of the scythe


User Interface

•Added a HUD effect to the Vanduul Scythe where the alien ship HUD will appear in some situations


•Electronic Access button has replaced the Arena Commander button in the main menu to help with indicating that Arena Commander and Star Marine and simulations within the game fiction


•Arena Commander and Star Marine icons have been added for each game module


•Game module icons will be grayed out for accounts that do not have access to them (Star Marine is grayed out for all accounts)


•Game modes and maps will have a red overlay for accounts that are invited to lobbies which contain game modes they can’t play


•Lobby host will receive an error if a player in a lobby doesn’t have access to the selected game mode


•Match ID’s have been put back into the game to make it easier for players to report issues with specific instances


•Match ID length and complexity has been increased to ensure that they’re always unique


Environment

•Transitioned the audio system for all game content over to new cross-platform sound engine


•Added additional ambiance to the VFG Industrial hangar


•Added new splash screens when initially logging into the game


Balance/Tweaks:

Gameplay

•Updated how ships calculate their mass when in the hangar


•Points that are earned for doing damage to ship hulls has been adjusted due to the changes in ship health


•Rebalanced Vanduul Swarm to be in line with desired difficulty due to the balance changes made to ships


Ships

•Boost consumption has been rebalanced so that it involves more decision making for when to use it and involves less attrition


•300-series hull health increased x2


•Aurora hull health increased x3


•Aurora top speed increased to 175


•Avenger hull health increased x2


•Avenger wings upsized from size 1 to size 2


•Gladiator hull health increased x2


•Gladiator adjusted to drift more when turning so that it handles appropriately for its size and role.


•Gladius hull health increased x2


•Hornet family hull health increased x2


•Hornet rotational velocity increased


•Hornet rotational acceleration decreased


•M50 hull health increased x3


•Restricted missile hardpoint sizes from size 1-3 to size 3 only to restrict possible missile racks on the Hornet


Series

•Cutlass hull health increased x3


•Decreased Cutlass boost angular velocity from 3x normal to 2x normal


Components

•Weapon damage increased by about 25%


•The weapon damage disparity between sizes increased to 75%. Helps to make fixed weapons vs gimbaled weapons a more valuable decision.


•Weapon accuracy for gatling weapons decreases/spread increases over longer sustained rate of fire


•Weapon mount and gimbal slew rates are now set based by size


•Adjusted weapon mounts so that their IM and EM signature generation scales with mount size


•Increasing cooling flow for weapons due to higher health and shield values


•Chaff counter measures will now fire in bursts of 4 across a 120 degree horizontal arc, chaff counter measure ammo box sizes have been quadrupled to match the burst


•Size and potency of chaff reduced


•Missile damage raised x1.5 for all missiles to help compensate the increased ship/shield health and the raised Shield absorb for splash damage


•Tempest II reduced explosion radius and overall damage


•Stalker V reduced explosion radius and overall damage


*Shield values have been doubled

•Shield splash damage absorb factor increased from 1 to 1.25 as a baseline. SECO-Splash shields raised to 1.5 and SECO-Drop shields raised from 0.8 to 1


•Shield recharge rates have been reduced


•Shield regen delay increased across the board for all sizes. Shortest delay is 9.5s for Size 1 and 19.5s at Size 4


Environment
•Rotated the holotables and moved most of them next to a wall

Fixes:

Gameplay

•Client and server performance for when ships are destroyed and respawn has been greatly improved


•Clients that enter a team game mode from the same ranked lobby will now be on the same team


•Characters rolling while prone is now seen by other clients


•Characters no longer spawn in as a pair of eyes


•Fixed a few issues that were causing characters to spawn in a pilot seat standing up (some still exist)


•Fixed an issue causing ships to sometimes sink into landing platforms in Multiplayer Free Flight when using automatic landing


•Fixed a crash that would occasionally occur when landing in Multiplayer Free Flight


Ships

•Fixed an issue where the ship name would appear as debug text for the tutorial Gladius’ ship AI


•Front panels on the Mustang now animate when used


•Mustangs no longer float in the air after landing with damaged or destroyed wings


•Fixed the mustang turret showing debug text in the holotable


•Fixed an issue where swapping turrets in a constellation would cause character animations to malfunction


•Killing a Cutlass now gives proper credit


Components
•Delta Rocket pods no longer display their name as debug text

User Interface

•Fixed an issue that caused cross-hairs and reticule to sometimes go missing upon respawn


•Thrusters can now be deactivated in power management


•Holding tab will no longer cause the score board to default to on


Environment

•Murray Cup poster now appears in the Asteroid Hangar


•Cloud in race maps are no longer popping in and out


Known Issues:

These are not representative of all known issues in the build. The following issues are bugs that were introduced with this version of the game that we feel are most impactful to play experience.

Gameplay

•Spawning will sometime cause blood splatter to appear on the helmet


•Pressing tab five times will open chat in Arena Commander


•There are a number of issues that prevent progression through the Arena Commander tutorial


•Connection error 8 will occasionally occur when connecting to a multiplayer match


•Spectator cameras cannot be controlled and will shake too much when observing another ship


•Comstab can no longer be disabled/enabled


•Matchmaking will load clients queued up for different race modes into the same server instance


•Client can get stuck on an infinite load screen if they are matched into a server instance that no longer exists due to the game ending


•Client will black screen when entering a lobby if it is unable to communicate with the Generic Instance Manager


•The ability to send invites does not recover if the Generic Instance Manager crashes (workaround, enter your own lobby as a host to update your clients online status and invites should work again)


•Leaderboard statistics are not being communicated to the website


Ships

•Ships will sometimes spawn without IR and EM signature


•Ships will sometimes not be able to respawn in Arena Commander


•Merlin jerks when boosting after lateral turn


•Merlin HUD cannot be interacted with


•Constellation Andromeda ship surfaces are missing textures and lighting, causing them to be black in some areas


•Freelancer variants are missing textures and lighting, causing them to be black in most areas


•Retaliator is missing collision in several locations


Components
•Motion blur settings for some ship components is set higher than it should be

User Interface

•There is no message or timer indicating the penalty for early ejection


•Error codes are not being displayed in hangar and are not visible until a client loads into another match, making it seem like they appear at the start of a match


•Game Mode selection resets when returning to the lobby (this in turn can cause the lobby host to see duplicates of other players in the lobby)


Environment
•Large blocks of invisible collision are present on the left and right sides of the Aeroview hangara

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CIG FIRST [surprise1]

They have hit a date even if it is PTU and limited numbers
the Social module is out!!
PTU - 1.2 Patch
https://forums.robertsspaceindustries.com/discussion/280997

check your emails its not in Citizen number order this time

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(F5) High Chancellor
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Originally Posted By: Instrument
CIG FIRST [surprise1]

They have hit a date even if it is PTU and limited numbers
the Social module is out!!
PTU - 1.2 Patch
https://forums.robertsspaceindustries.com/discussion/280997

check your emails its not in Citizen number order this time


Nice looking forward to trying this out when I get back in town.


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Can't find any videos of 1.2 yet! All I see is people on the forum saying that it is pretty awesome!

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CIG have requested that those that have access do not publish
screen shots or videos at this time

PS I am looking as well some one has to leak it

Last edited by Instrument; 08/26/15 11:10 AM.
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The community has actually been pretty good about the NDA when asked not to disclose a work in progress.


Don't make me have'ta Troll ya Bro!
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there are still sinners out there
34 seconds of the bar that looked more active/lived in than I thought it would
so I watched it then down voted it [nono]

Last edited by Instrument; 08/26/15 02:32 PM.
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The entire "BAR" implementation is pretty much a direct yank from Freelancer. FINALLY....someone uses a game mechanic or concept that worked well previously and pulled it forward and reused and iterated on WHAT WORKS!


Don't make me have'ta Troll ya Bro!
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Z
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I always thought it would be neat to have little mini-games and crap you could play in social/bar environments. It fits the theme of a lot of games and would be enjoyable for days when you are feeling lazy. Say you come home from work and you are tired. You want to socialize but not really play the game. Sit in a bar and play a game of poker. Fun!


-Hadrik Hardhammer, FFXIV | -Zsane, Archeage (Retired) | Steam: KGB Zane | E-mail: Zane@ecsinc.com | Currently on Tap: Empty Keg :(
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