Symthic Forum was shut down on January 11th, 2019. You're viewing an archive of this page from 2019-01-08 at 23:38. Thank you all for your support! Please get in touch via the Curse help desk if you need any support using this archive.
A lot more happened than just bug fixes, which they don't mention at all. The "trolling" part was asking if they are actually serious about calling those patch notes.People are claiming many star cards and some primaries are behaving slightly differently now, and some game modes definitely have two rounds instead of one.Patch 1.03 notes
- General bug fixes for vehicles and physics improvements
- Game modes balancing tweaks
- HUD UI adjustments
- Audio optimisations
- General crash and stability fixes
- Online traffic performance improvements
- Various text fixes for all languages
- General bug fixes for both Missions and Multiplayer
Are DICE Sweden fucking trolling?
I don't see a problem here.
Is there something falsely advertised in these patch notes?
I see a general bug-fix patch. What's so trolly about this?
Quoted
Confirmed
- They fixed the 99 unlimited charges for cards that you could do
by maxing out your card count. It now correctly goes down. I think it'll
still show 99 if you have charges above 99 though until you burn
through them.
- Barrage grenades take longer to explode.
- Bounty Hunter had it's in-game upgrade text updated to the
correct amount. Pretty sure it wasn't actually nerfed. Seems to trigger
the same amount as before something like 25%, 50%, 100% + refresh.
- Wait period/timer at the start of each round
- Walker on Endor has been buffed in health.
- You now play two rounds on each map before it switches in Supremacy, Walker Assault, and the new gamemode.
- You can now chat after the game ends
Unconfirmed
- DL-44 had some sort of damage nerf/other nerf. Not sure on this one 100% yet, needs more testing/confirmation
- Spawn points for Rebel Hoth on Supremacy seem to be further back at the start.
- Complex seems to also have slightly different spawn points.
- Tie Interceptors have replaced Tie Fighters during the first phase of Walker Assault on Sullust
- Cycler Rifle has had some sort of buff? Unconfirmed for now till I get to test/others do.
Quoted
I don't have exact figures, but bullet velocity increased by at least
3x (you used to be able to see the slug come out of the barrel,but its
now too fast), and the bullet drop either was reduced, or with the
velocity changes made it seem like it was.
I think they've changed recharge time on explosive shot, seems a
little bit longer but it could be all in my head. The bowcaster seems
better at ranged now but weaker at shooting at enemy feet but again
could be in my head.
I'd like to see if the A-Wing has been fixed/Tie buffed.
Date of registration
: Mar 21st 2013
Platform: PC
Location: __main__, Finland
Reputation modifier: 17
Date of registration
: Mar 21st 2013
Platform: PC
Location: __main__, Finland
Reputation modifier: 17
If it flies, it diesÂ.
I still think it's off though. It has a burst RPM of 800 correct?It's actually correct. SE-14C shoots five projectiles all of which do 20dmg, so unless there is constant damage multiplier for bodyhits (which could be possible but kinda odd) it should be OHK till 20m.
I still think it's off though. It has a burst RPM of 800 correct?It's actually correct. SE-14C shoots five projectiles all of which do 20dmg, so unless there is constant damage multiplier for bodyhits (which could be possible but kinda odd) it should be OHK till 20m.
We assume round 1 is at 0ms and each round after that (in the burst) is 75ms (at 800RPM). 75 x 4 = 300ms TTK point blank.
If we do the same for the DL-44 we get a TTK of 240ms point blank. (Which i think you have correct on your chart)
If it flies, it diesÂ.
Forum Software: Burning Board®, developed by WoltLab® GmbH
© Design by Symthic.com