Post by JRandall0308 on Jun 8, 2017 18:48:55 GMT
Reddit text for weirdo non-reddit-accessing-people.
Multiplayer Livestream Summary - 8 June 2017 (self.MECoOp)
submitted 43 minutes ago * by The_hezyPC/hezekiah957/MDT - announcement
Thanks to /u/jrandall0308 for filling in for me last week!
Patch 1.08 dropped today. Hard to believe it was almost a month ago that Salsadips got dropped. What's new in multiplayer? Let's find out!
Fernando and Bastiaan running things today, with Billy having the day off
Started with an overview of what's new. There's a patch to talk about, a new mission to run through, and EA Play coming up this weekend
First topic, sync-kills. Specifically the Fiend. Talked about their philosophy for including them, to try and balance gameplay without needing to just massively up the DPS by enemies. In the new patch, they've slowed down some of the animations and incorporated delays when jumping up to a new level. Several other smaller changes too, apparently
Another balance pass, looking at damage values and shield gates for enemies. They noticed the game was starting to be easier, so they tried to bump it up slightly
Addressed the fresh nerf to the Juggernaut Shield (down to 15% bonus from 75%). They were then able to bump up base melee damage values to compensate. Melee "should be more viable without having to acquire the equipment"
Jump-melee was deliberately left untouched. This one was answered mere seconds after jrandall asked it in chat
Drastic changes to accuracy and bloom across the board for ARs.
Also bumped up the damage for the S versions of the basic weapons. Part of the goal was to have weapons they spent a lot of time on be viable on Gold. Did a Quality of Life pass on the Avenger, Viper and Charger
"Adding more rares to the pool does not, in any way, affect the ultra-rare drop rate"
Bunch of number changes missed from the patch notes. they will be added to the patch notes later today.
Zalkan redesigned. Now it's the uncommon burst rifle, not fire-and-hold. It's not as unique, but should be more viable
Sandstorm damage from 140-168 to 166-199. Clip size from 12 to 14. Total ammo from 72-90 to 126-158
Thokin clip from 20-24. Total ammo from 160-200 to 240-300
Carnifex damage from 255-321 to 305-384. Clip from 6-8. Total from 36-45 to 66-70
Fortify Rank 6 Damage and Defense does 8 per second (max 40)
Barrier rank 6 from 10% to 15%
Now onto powers. Biggest change to charged Overload, as well as grenades bypassing shieldgate
Throw combos bumped up to match other powers, but Shockwave kept "weaker" since it can do multiple detonations
Tech combo damage bumped up too
They're looking into Annihilation
Rage now counts any kill within 10m radius, but duration decreased to compensate. Also now offers health regen
Changed Rage rank 5 to "Unstoppable", which grants short-term damage reduction after a kill
Next topic, Quality of Life improvements. A lot that "came in at the last minute" apparently
Incisor's muzzle flash doesn't persist any more. Boo, no more drawing penises with it
Shows you how many respec cards you have saved up
Ping indicator next to the host!
Made the match modifiers section more prominent, to help avoid people not noticing
The Ready-Up Bar got reworked. It'll flash every time something changes in the lobby, and turn orange if you're the only one not yet readied up.
Iterated on how match rewards are given, and boosters consumed. People who leave early or join late now only get partial credit, based on how much of the match they were around for. Boosters won't be consumed until wave 4 or 5
Several new types of content in the store, leading with Arsenal and Reserve packs like how they were in ME3. That is, leaning more towards their specific type of rare (weapon and character, respectively), but by no means guaranteed. They do still have the same UR chance as the base Premium Pack
Weapon mods are now available through a lottery system using Mission Funds. You can't buy specifically an AR Barrel, but you can buy some rare weapon mod, for instance
New Jumbo Supply Pack. It's literally just a supply pack 5 times. 5 each of 5 consumables.
The store page now remembers what type of pack you were just on, so you don't have to scroll down again every time you visit
New daily challenges, meant to be somewhere between 1 and 3 matches worth of work to earn 30 mission funds. Looking to make some UI improvements to highlight them, but they wanted to get 'em rolled out sooner rather than later
Made it sound like they're trying to convince us to spend more mission funds. Probably a lot of people like me out there that have just been saving up thousands
Now we move on to Firebase Aqua, the new map. "Watch out for certain objectives on here"
The new Apex mission has a tweaked Outlaw faction with the Roekaar included. Has 2 mods on; both Tech Skirmish and Hyper Shields
Angaran Exemplar now available in the store as an Ultra-Rare character, as well as the Reegar Shotgun. And the Assault Rifle Amp to be bought with mission funds
EA Play is taking place this weekend. There'll be a special mission this weekend to go along with that, and will "come with a very special reward" that they wouldn't say much about. It is "so nice", though
Before moving on to gameplay, played the preview vid for the new Apex mission introducing the Roekaar
Another customization option for characters, in lights
Apparently there's an improved version of the Engineering Kit coming at some point
No preselected play partners for this week, just a public game. Robtachi from twitch chat joined in the lobby, 2 more dudes (sampsonantfarm and ShaolinStyle94) showed up towards the start of the match
Overload can now prime for combos, as shown off by Bastiaan's first kill of the match
The modification to Outlaws for this mission removed Berserkers, so probably more Hydras wandering around on those waves
"We made a lot of improvements" to sync-kills such as from the Fiend
They do plan to release Aqua into the normal map pool somewhere down the line, they just wanted to let it make a splash as an Apex mission first and make sure everything went swimmingly before letting players dive into it on their own.
Matobar asked about a review of stagger mechanics. Doesn't sound like they have any specific plans in that area, but of course are open to changes if necessary.
Acted pretty coy in response to a question about adding the Behemoth as an assassination target outside of that one Apex mission
Match was largely uneventful, a fairly easy full extraction. Bastiaan got downed a few times, to be expected with him also trying to interact with the stream.
Stream closed with a reminder to watch EA Play and do the special missions, and a replay of the intro cinematic for this new Apex mission
Multiplayer Livestream Summary - 8 June 2017 (self.MECoOp)
submitted 43 minutes ago * by The_hezyPC/hezekiah957/MDT - announcement
Thanks to /u/jrandall0308 for filling in for me last week!
Patch 1.08 dropped today. Hard to believe it was almost a month ago that Salsadips got dropped. What's new in multiplayer? Let's find out!
Fernando and Bastiaan running things today, with Billy having the day off
Started with an overview of what's new. There's a patch to talk about, a new mission to run through, and EA Play coming up this weekend
First topic, sync-kills. Specifically the Fiend. Talked about their philosophy for including them, to try and balance gameplay without needing to just massively up the DPS by enemies. In the new patch, they've slowed down some of the animations and incorporated delays when jumping up to a new level. Several other smaller changes too, apparently
Another balance pass, looking at damage values and shield gates for enemies. They noticed the game was starting to be easier, so they tried to bump it up slightly
Addressed the fresh nerf to the Juggernaut Shield (down to 15% bonus from 75%). They were then able to bump up base melee damage values to compensate. Melee "should be more viable without having to acquire the equipment"
Jump-melee was deliberately left untouched. This one was answered mere seconds after jrandall asked it in chat
Drastic changes to accuracy and bloom across the board for ARs.
Also bumped up the damage for the S versions of the basic weapons. Part of the goal was to have weapons they spent a lot of time on be viable on Gold. Did a Quality of Life pass on the Avenger, Viper and Charger
"Adding more rares to the pool does not, in any way, affect the ultra-rare drop rate"
Bunch of number changes missed from the patch notes. they will be added to the patch notes later today.
Zalkan redesigned. Now it's the uncommon burst rifle, not fire-and-hold. It's not as unique, but should be more viable
Sandstorm damage from 140-168 to 166-199. Clip size from 12 to 14. Total ammo from 72-90 to 126-158
Thokin clip from 20-24. Total ammo from 160-200 to 240-300
Carnifex damage from 255-321 to 305-384. Clip from 6-8. Total from 36-45 to 66-70
Fortify Rank 6 Damage and Defense does 8 per second (max 40)
Barrier rank 6 from 10% to 15%
Now onto powers. Biggest change to charged Overload, as well as grenades bypassing shieldgate
Throw combos bumped up to match other powers, but Shockwave kept "weaker" since it can do multiple detonations
Tech combo damage bumped up too
They're looking into Annihilation
Rage now counts any kill within 10m radius, but duration decreased to compensate. Also now offers health regen
Changed Rage rank 5 to "Unstoppable", which grants short-term damage reduction after a kill
Next topic, Quality of Life improvements. A lot that "came in at the last minute" apparently
Incisor's muzzle flash doesn't persist any more. Boo, no more drawing penises with it
Shows you how many respec cards you have saved up
Ping indicator next to the host!
Made the match modifiers section more prominent, to help avoid people not noticing
The Ready-Up Bar got reworked. It'll flash every time something changes in the lobby, and turn orange if you're the only one not yet readied up.
Iterated on how match rewards are given, and boosters consumed. People who leave early or join late now only get partial credit, based on how much of the match they were around for. Boosters won't be consumed until wave 4 or 5
Several new types of content in the store, leading with Arsenal and Reserve packs like how they were in ME3. That is, leaning more towards their specific type of rare (weapon and character, respectively), but by no means guaranteed. They do still have the same UR chance as the base Premium Pack
Weapon mods are now available through a lottery system using Mission Funds. You can't buy specifically an AR Barrel, but you can buy some rare weapon mod, for instance
New Jumbo Supply Pack. It's literally just a supply pack 5 times. 5 each of 5 consumables.
The store page now remembers what type of pack you were just on, so you don't have to scroll down again every time you visit
New daily challenges, meant to be somewhere between 1 and 3 matches worth of work to earn 30 mission funds. Looking to make some UI improvements to highlight them, but they wanted to get 'em rolled out sooner rather than later
Made it sound like they're trying to convince us to spend more mission funds. Probably a lot of people like me out there that have just been saving up thousands
Now we move on to Firebase Aqua, the new map. "Watch out for certain objectives on here"
The new Apex mission has a tweaked Outlaw faction with the Roekaar included. Has 2 mods on; both Tech Skirmish and Hyper Shields
Angaran Exemplar now available in the store as an Ultra-Rare character, as well as the Reegar Shotgun. And the Assault Rifle Amp to be bought with mission funds
EA Play is taking place this weekend. There'll be a special mission this weekend to go along with that, and will "come with a very special reward" that they wouldn't say much about. It is "so nice", though
Before moving on to gameplay, played the preview vid for the new Apex mission introducing the Roekaar
Another customization option for characters, in lights
Apparently there's an improved version of the Engineering Kit coming at some point
No preselected play partners for this week, just a public game. Robtachi from twitch chat joined in the lobby, 2 more dudes (sampsonantfarm and ShaolinStyle94) showed up towards the start of the match
Overload can now prime for combos, as shown off by Bastiaan's first kill of the match
The modification to Outlaws for this mission removed Berserkers, so probably more Hydras wandering around on those waves
"We made a lot of improvements" to sync-kills such as from the Fiend
They do plan to release Aqua into the normal map pool somewhere down the line, they just wanted to let it make a splash as an Apex mission first and make sure everything went swimmingly before letting players dive into it on their own.
Matobar asked about a review of stagger mechanics. Doesn't sound like they have any specific plans in that area, but of course are open to changes if necessary.
Acted pretty coy in response to a question about adding the Behemoth as an assassination target outside of that one Apex mission
Match was largely uneventful, a fairly easy full extraction. Bastiaan got downed a few times, to be expected with him also trying to interact with the stream.
Stream closed with a reminder to watch EA Play and do the special missions, and a replay of the intro cinematic for this new Apex mission