tibermoon

tibermoon



13 Feb

Comment

Originally posted by Daemunx1

That “data” might be a month old. Every day I play I see more competant defender pilots and with all the youtube videos on how to take advantage of them the use of the ship is only going to increase.

Fear not, our telemetry is always available up through the previous day, and we check it regularly. :)

Don’t get me wrong, the defender is gradually gaining more of an edge in survivability (a bit at mid tiers, more so at high tiers) as more pilots figure out how to squeeze max performance out of it, and I’m not saying we’re going to ignore that. It’s just not priority one.

Top priority for us is faction-to-faction balance and any skill-agnostic balance issues. At the moment we’re seeing a New Republic edge in both modes (only a tiny one at high skill tiers, largely thanks to the defender, but a bit bigger at low tiers).

Once we’re confident things are back to ~50/50 across all skill levels then I’d like to look at tweaks to more skill-level-specific problems, like making the B-wing more viable at higher skill levels (currently telemetry shows it being quite good at low tiers, but losing value at mid and mostly gone by high) and/or making t...

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12 Feb

Comment

Originally posted by -endjamin-

Hm, wonder if this will include nerfing things like boost skipping, boost gasping, boost grasping, goose blasting, dead drifting, undead drifting, oculus rifting, boost shunting, shunt charging, shield skipping, sloop licking, etc etc

Goose blasting will be buffed by 20%


07 Feb

Comment

Originally posted by ExtraplanarBeing

Any update?

No dice, sadly. The video incorporated a clip and music from another movie, so we couldn't get clearance to show it. (as anyone who's posted to YouTube can attest, copyright law is a pain in the butt)

Sorry!


19 Jan

Comment

Originally posted by MakeURage1

We absolutely need to see this video, if you're able to share it!

Not sure if we can share it or not, will check. :)


18 Jan

Comment

This is a thing of beauty.


15 Jan

Comment

This reminds me of our first prototype of the multi-lock missile. The programmer set it up so that it was effectively unlimited for sheer awesomeness, then recorded a video of himself taking down a star destroyer with one multi-shot--it would send a missile toward every turret, system, and hull section of the ISD all at once.

We presented the video to the team, accompanied by the 1812 Overture. ;)

Comment

Originally posted by TheTurnsHaveTabled

Hey there fellow pilot! I was the support player in that game (TonicSpirits).

I had a mini freakout when my teammates (we were in a Discord call) told me who the enemy team was IRL and that game was a blast! Probably my favorite part was when Sam (RonRamron) made three passes to shoot torpedoes at our frigate and I shot down every one.

It was so fun to alternate between quoting the ZanMan with "Holy shit it's Darth Maul sir I am such a big fan" and shit-talking (even though they couldn't hear me lol) like "Think just because one of you is an awesome VA and others were on the dev team that you're hot shit? Hoho Imma make your lives difficult". We might've lost, but we went down swinging!

That was a fun game! I was the one flying support on the Empire and tried to keep an eye on you. You had some really great positioning, pretty much always where you needed to be, making our lives difficult. ;)


03 Jan

Comment

We actually had the front/rear radar in our early prototypes, just like the old games, but ended up changing it for 2 main reasons: 1) That’s a LOT of screen real estate to burn on radar. 2) It consistently tested poorly in every non-dev playtest. We tried a few different ways of presenting it and tutorializing it, but the majority of players were always mystified by it. After a lot of testing, we simply found that the singular radar (/w outer ring) tested better with the majority of users in terms of them being able to understand it and use it effectively.


26 Dec

Comment

Well done!


22 Dec

Comment

Originally posted by aptyler308

A few additional comments: - I used the MC75 (~1,204m) as the baseline to size the background grid. - Each little square is ~5m, which makes each big square ~50m. - I have not applied any scale factors to any of these vehicle models. They are exactly as extracted from the game. - Most of them seem pretty close to their canon accepted size, with the exception of the CR90 which is a little short. - Unfortunately this is not conclusive, as it is very much possible for the game to apply a scaling factor to any of these models to suit its needs despite their original sizes.

Between the initial model and any scalars on the in-game starship entity, the ships are indeed all LFL-approved lore-accurate scale. :)

The main thing that I think keeps throwing everybody off is the FoV on our (pancake) c*ckpit cameras. For the sake of gameplay they are tuned to give players better peripheral awareness, but the down side of that is that things outside your c*ckpit are somewhat compressed. This is particularly noticeable with the width of the flagships and the hangar bays.

Cameras aside, unless we made an export error somewhere that I’m unaware of, everything is exactly as big as it’s supposed to be. Just bear in mind that the movies cheat scale when needed to get the best shots possible, whereas in gameplay our scale is 100% static.


19 Dec

Comment

Originally posted by Easy_Humor_7949

They're almost certainly not, it's done by whichever kill is registered first (I've won 30 - 30 games as Empire). I don't know how they handle two players ramming into each other for the final kill though, it could be random, it could be the person with the higher health dies 2nd, or it could be something horrible like network latency.

Whichever death happened first would trigger the end, which in the case of a MAD joust will generally be the one that was at lower hull health at the time of collision, though there are enough variables in the collision dmg calculation that that’s not guaranteed.

In the exceedingly unlikely event that both deaths were confirmed on the exact same frame then the game would actually wait for another kill before deciding the winning team, just like we do if the teams are tied when the timer runs out.


18 Dec


16 Dec

Comment

PSA: You DO accrue leaver penalty points if you bail on a lobby. We don’t directly dock your SR like we do if you leave mid-game, but you’ll get leaver penalty points for dodging a lobby. If you do it repeatedly, you’ll end up in the low priority queue.

Comment

Originally posted by NavyFSUDude

Any assistance removing a dropout penalty incurred during these issues? Yesterday, mid game I everything froze and the match dropped. I was unable to join again, with sudden penalty, without receiving the admin error referenced elsewhere here.

Unfortunately no, with a few specific exceptions there’s no way for the game to recognize the difference between a connectivity problem and someone who willfilly disconnected. The penalty system has some leeway in it precisely for this reason, but if you lose your connection over and over then you’ll burn through that leeway. Thus all we can do is do our best to seek out causes of disconnects and squash them (when it’s possible to do so from our side).

On that note: We made a change about 3 hours ago that should dramatically reduce lobby disconnects specifically. So far telemetry indicates that it’s working, but we’ll continue to monitor it.

Comment

Originally posted by [deleted]

Some explanation as to why "match administrator" is removing us from public lobbies and/or in-progress games (and earning us Low Priority Queue as a result) would be wonderful.

There appears to be a bug involving server timeouts, which is under investigation, and the nature of that bug is such that it uses the wrong error code.

So if you get a message about "match administrator" and you aren't in a custom game, then what actually happened is a timeout with the server.

Comment

An update to MM went live a couple of hours ago that should help with this considerably. Please let us know if you continue to have trouble.

Comment

An update to MM went live a couple of hours ago that should help with this considerably. Please let us know if you continue to have trouble.

Comment

An update went live a couple of hours ago that should help with this considerably. Please let us know if you continue to have trouble.

Comment

Update went live an hour or two ago that will hopefully resolve these issues. Please let us know if you continue to have problems. :)

Comment

Originally posted by tibermoon

Oof, sorry about this, folks. We’re working on it as fast as we can.

In the mean time, just so you know: I’ve noticed a lot of people commenting that they’re restarting their search after a few minutes. You definitely don’t want to do that—the way MM works, it gets more forgiving the longer it runs (until it times out), so if you restart it every few minutes you’re shooting yourself in the foot.

Next revision is now live, attempting to better balance the MM rules so that we’re still trying to balance the teams as best we can, but we don’t want top-tier players left out in the cold. Give it a whirl, feedback welcome.