Thursday, March 08, 2012

MARCH 12TH TWEAK COMMENTS

Here is a place to comment on any numerical tweaks you feel we should make to TWISTED METAL for this coming Thursday Night's (March 15th) tweak server push.

Thanks!

David

65 comments:

AIDSinabox said...

Upping Crimson Fury's special damage for both of them would be pretty nice. Especially his alt, 20 damage? I understand that it knockback, but Kamikaze's shock freeze is so much better.

Also, perhaps lower Axel's SPINNING WHEEL OF RAPE AND DOOM ram damage a tad bit? But that just might be me.

Thanks for the amazing support and game Jaffe.

noah said...

NERF TALON. nuff said right there. make him easier to hit and make his special do WAY less damage and recharge faster. right now he unbalences the game and make nuke un fun

Unknown said...
This comment has been removed by the author.
Unknown said...

I agree that Axel's big wheel attack ought to be lowered a bit, but I also think that it's somewhat balanced in that if he's against a taller vehicle, such as Outlaw, he can't go head up with them or he'll bounce right off.

Also, Talon's chain gun definitely needs to do way less initial damage at least. I barely have any time to react to it before exploding into a fiery mess once it's on me--even as Darkside with heavy armor.

Although, if I'm not mistaken Jaffe did mention on Twitter that there's already plans to adjust Talon's special damage output. Haven't been online in awhile so not sure if it's already there or not.

Also, how's about some lovin' for Reaper? I understand that his special does a load of damage, but he also has to be lined up with the target in the first place and relatively steady, which can mean a quick death as his armor is pathetic. For certain modes like Last Man Standing it's just not a viable vehicle.

StlCards said...

Unlock Axel! I preordered from a place where the voucher was not available, so I cant play as him!

Laughing Ghost said...

Axle's war wheel needs too tone down. Talon alt sp needs a tweak.

Greedy said...

please make the gangs in team modes randomized. ie/holy men vs dolls, clowns vs grimms etc. this is hopefully an easy fix.

clowns vs. dolls everytime gets a little old.

Archgamer said...

CF flamethrower needs to do damage at a faster rate or home targets better.

Mega guns for Talon/Sweet bot should only track targets when flying closer to the ground.

Make Skull and Holy men faction playable in team/objective games for rank matches.

Unknown said...

Dave, Talon IS balanced in Team games.

But you really, really need to do something about FAA games (DM/LMS/Hunted)

It's getting to the point of insanity. Especially in LMS or Hunted.

People are hardly playing those modes anymore because of how tilted the match is to Talons.

And yes, you can pick Talon to combat another Talon, but if they're in the lead before you do they're going to win. If not, you're going to end up having your own mini-game of picking on each other, while the rest of the FFA goes on around you and lose. Or worse yet, you win and become a talon douche.

That's broken. Something needs to be done in regards to him in FFA games. What? I'm not sure.

Unknown said...

RE: AIDSinabox

CF's Shoickwave is 20 instant, 20 fire DMG over time for 40 DMG. Adding more is a bit too powerful...

Especially since you can do it to large groups for some huge Dmg.

Unknown said...

RE: Archgamer

No WAY!

CF's flamethrower is one of the most power weapons in the game. Learn to use it properly.

You only whip it out when you can keep on someone, IE best use is when they're attention is on something else, or when someone is fleeing.

It zaps life, especially from 1/2 in tier 2 and down cars. Upping it would make it way too powerful.

CF is a fast, hard to control car that can make it from one side of the level to the other in less than 45 seconds. You need to use that to your advantage and pick up all the powerful pickups and use those.

His special isn't meant to duke it out, say like Outlaws. The shockwave it to clear groups and the flamethrower to punish those running from you.

Dochuck said...

Maybe make it so axel's alt doesn't freeze you?

slow down talon's regen & special rate in non nuke modes.

Agree with cf and kamikaze dmg issue.

Lovin it otherwise man, thank you and the team Fuckin awesome game.

Jelley0 said...

Alright, I have an idea to balance Talon and the SweetBot without nerfing them at all, which is what you wanted if I recall from one of your Twitter posts.

Anyway, the problem with Talon/Sweetbot is that the only thing they have to shield is freeze missiles and maybe a few other attacks that you'd really have to look out for to shield. The problem with them is that they get their energy back too quickly via kill streaks because whenever they kill someone they regain their energy to shield everything. They get kills fast due to the megaguns ripping through everyone. And whenever they get low on health they fly away to get health from buildings that cars don't reach often or quickly. Sweetbot has a lot of health too.

Okay so we identified the problem--they live a while and deal a lot of damage. So how do we fix this without upsetting Sweetbot/Talon users? Well, it's simple. Make it so freeze missiles travel faster than normal when fired against Sweetbot/Talon. Sweetbot/Talon are usually pretty distanced from you and freezing won't happen because they can see a slow moving threatening projectile coming from a mile away due to distance. Why do cars get frozen quicker and often? Because they are much closer to each other.

I truly believe that faster freeze missiles against Talon and Sweetbot would emulate how it is for cars to deal with other car's freeze missiles. SweetBot/Talon can still do great if this change were to happen, it's just that they will have to actually be weary against faster freeze missiles, because let's be honest, freeze missiles are a joke to them because they always have a shield for it and it takes a while for it to reach to them.

Maybe you would have to make it so they aren't for as long if this change were to happen, but I'm sure people would rather see them get frozen for a few seconds rather than them never getting frozen. Should probably get rid of freeze missiles on their radar too.
If you believe that fast freeze missiles is too much then make it so they start off at regular speed and then quickly begin to pick up speed (get rid of them on the radar if you do this). And I'm not asking them to travel lightning fast, I'm saying that you should speed them up to a point where it emulates how cars have to deal with freeze missiles.

Thank you for reading suggestions and taking them into consideration. I apologize for making this comment very long, but I felt it was necessary to explain this in detail.

Climhazard said...

Agreed on Lowering Dmg from Axel warheel, its way too powerful, CF and KAM do need slight SP buffs, And talon does need a slight nerf

eforce12 said...

increase roadkill alternate special damage from 94 max to 120-125 max at least. roadkill has weak armor and his special takes forever to charge and sometimes hard to hit enemies with every missle as the special last a long time and may hit a building or countless other obstacle.

also remove mega gun tracking from talon/sweet bot mode and the game will be balanced. no other car has mega gun tracking, so a flying vehicles really dont need it. they already have an advantage, being able to fly.

Unknown said...

secondary AA abilities should be long presses on the D-Pad vs using triangle.

I'm also starting to think some of the glitching where you get locked out and can't fire your weapons is from trying to Alt AA. When your selection is over your special it bad. Only thing that is worse is when the only weapon you have is a special and you go to rear freeze / absorption shield. Guess what? you can't!


Unfortunatly this might make them a tad longer to pull off, but it be worth it to know they'll always work.

maxrenderer said...

A lot of times when I drop Junkyard's taxi bomb or the regular "cook" bomb behind my vehicle, the PIP shows it falling into the geometry and into blackness.

And, I know this isn't online, but Kamikaze's flame thrower sucks in single player. On anything above Normal mode, he sticks to you like glue and can unload 100% of it. As part of that, the bots hardly--if ever--rack up any kills at all; they never seem to fight each other enough to take each other out.

Anonymous said...

Megaguns from flying vehicles should have a lower auto-aim and should be homing only if flying closer to the ground.

Have a drop damage for flying vehicles.

Longer sniper rifle respawn.

Longer sniping time for Talon.

Reduce damage for Talon primary special.

maartyrr said...

Dave,

Can you please make it possible to jump over axel's death roll. I've cleared it easily on my end - but I still take damage for it.

Any chance you can make the freezes somewhat dodgeable? same with homing missiles?

I second (third) removing the tracking ability for mega guns during bot mode for tooth, or for talon.

Not sure if its a glitch or part of the game, but the radar pinging (and players disappearing on them for long extended time) is annoying

I am loving the game otherwise

Chris said...

I agree with some of the other posters about some tweaks. I feel being able to freeze talons in the air easier would make it more balanced. I don't know how possible certain tweaks are, but either increasing the speed of freezes toward talons, or talons shields regenerating slower is a good idea. Talon's chain gun should be lowered a bit as well. Also, drop damage for freezing a talon would be a good tweak.

Also, I agree with a poster about Axel's spinning wheel attack is too powerful and should be nerfed a bit.

Also, I personally would like to see a longer shield for everyone. In this game it lasts for only a second. The amount of time it lasted for Twisted Metal 2 was perfect imo. Although idk if anyone else feels that way.

Anyway, keep up the good work!

Miggy11 said...

Besides Talon being a little overpowered, I feel that this game is very balanced. Talon's energy needs to recharge slower or his shield needs to eat up more energy. You could also make it that when he is sniping it takes longer for it to charge up for a headshot.

DO NOT TOUCH AXEL, he is a big target with low armor. Yes, his special does good damage, but it puts him in spots to get hurt badly.

I have not played nuke in a while so I can't comment on the new XP numbers. I can however say that talon is a nuisance in Nuke and wish he did less damage to the missile.

so-Ez-kid said...

Dear Jaffe& ESP,
--------------------------------------------
As some who has primary used Kamikaze (main) and rarely CF for almost 2 days worth of play time. I think the main problem with these vehicles is not the damage output of the special. After all, it is a very powerful special when properly used. Kami and Cf can stay on enemies blind side with their slick handling. I think the core of the problem is the rate the special regenerates. They both have the slowest special regeneration in the the game for a huge risk (slight reward because of shield &rear fire, freeze). Unlike Reaper, there is little reward for the risk these cars face.
-------------------------------------------
Sure, the shockwaves are a great alt specials but I rarely use them as I have to wait for 40 secs for a new special. Include the lack of decent ram damage, it is very hard to put out decent damage in death matches (team dm also) without wasting valuable time stocking up on weapons (Whereas, reaper has an instant 150 damage spec and half the special regen time as CF with 20 less health). So why would I waste my damage special on a utility aoe special? I suggest lowering the special regen rate to 30 seconds (possibly 20 seconds).
--------------------------------------------
Secondly, I believe CF needs a huge buff. I believe crimson fury flamethower only does 11 more damage than kamikaze with slightly less range. For a price of 40 health, why would anyone use crimson fury over kamikaze. Besides acceleration, their top speeds (with turbo) are almost identical.
-------------------------------------------- Unlike other cars with clone specials (that act differently). I feel that besides a slight color change. I feel like I am playing the same car either way. Accept one is inferior to the other. This is probably more of a coding issues but I feel that the flamethrowers should both have different incentives to using one over the other. Besides slight damage increase... they act the same.(Maybe give Kamikaze fireballs flamethower exclusively and make CF shorter range but more damage over time [at higher rate] without fireballs).
--------------------------------------------
Finally, Fast cars are underwhelming in this game. Big cars are at a huge advantages because missles are almost unaviodable. Making speed useless. Reaper is the only viable small vehicle. The risk he takes is well rewarded. The same thing cannot be said about Kami&CF. This is properly the reason not many people use these cars outside of Nuke and LMS.

Unknown said...

there seems to be a bug with the "invert Y axis" for flight. like for missiles and projectiles. it doesn't seem to actually work. and also, i think for flight (Nukes, Rat Rocket, etc) it should be RIGHT STICK to guide and LEFT STICK for speed up/slow down. it just really doesn't feel right to have it the way it is. atleast give the option to flip them. i really wanted to use Vermin but can't cause i just CAN NOT control his alt special. thanks!

MarinoB said...

Make joining games in progress possible. Without this team gaming is pointless because of quitters or games starting with unbalanced numbers.

MeNotYou said...

Max ping in filters would make a nice add-on.
-
I seem to be firing specials with talon with just the stick.Not sure if thats the way it is.
-
junkyard dog alt special weapon can be used to suicide in Battle to damage others and take the kill from them.Up suicide on junk yard dog.
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DeathMatch mode does not need to sort skill/rank players.Cancel out rank sorting in DM mode to save processing power
-
Add player drop down/select in lobby for player add/mute.

Joel said...

Here's how I'd tweak Crimson:
Make it so primary special won't cancel a freeze on hit until the fireball hits. It's not that much damage, and at least you would be able to get some damage off with it.

I realize the long time to recover from a freeze with Crimson even with mashing is mostly a nuke balance, but it means you die if you actually do get frozen. Buffing his energy recovery slightly may work (not enough to shield three times in a row, but enough that you don't have to run away for 20 seconds before you can fight again).

Unknown said...

Guys, why aren't you using CF to run the level and pick up stalkers and power missiles and MG's?

His special is powerful enough and it's slow to regen for a reason. If you're relying on it, you're playing him wrong.

This is a issue with people USING him wrong, and not a BALANCE issue.

Shockwave groups (through walls/corners might I add) and use his flamethrower for runners. Otherwise you shouldn't be touching his specials and using pickups, which you can run for and collect in record time.

Buffing anything on CF is going to make him way, way overpowered. He can already collect 6 power missiles (750DMG) in Sunnysprings in less than 1min.

How is increasing his health or flamethrower going to not throw him even more into the canon dept?

noah said...

i agree with the guy who said up road kills secondary speacial a bit that would be nice. uhm in nuke games is there something u can do about talon taking out the nuke in practically one shot with his chaingun. also about the kill skill thing. you should put how much damage you do into some sorta leverage towards that. my kill skill is like 75% but i have over 10000 more damage done then i have had taken

so-Ez-kid said...

@unknown

I wouldn't say he can collect weapons at record time. Talon/Sweetbot are defiantly faster. Most of time when I do play kami&cf I spend most of my time doing laps around maps for weapons spawns. Keep in mind someone may pick them up before you. Sure when you have powerful weapons you are going to get kill with any car. But, you wasted so much time running the map there is no way your damage output is going to be high at end of game. While other vehicles in the death match are ramming each other for 70+ damage at will. I actually do very well on both vehicles. My account name is same as my psn if your curious. As I post I am 93.90 % skill percent using kamikaze exclusively. As it stands the only way to be successful with these vehicles is poaching kills from your team mate and avoiding combat. My damage output is always lower than my teammates because collecting weapons is the only way to do decent damage. I would not call that balance.
--------------------------------------------
Look at the leader board. How many Kami&CF players in the top 100? none. But im sure you will find one every other car(mostly
Talon/ST/Reaper/JYD/Outlaw/Warhog).

Anonymous said...

Darkside needs more speed for his Ram special.

so-Ez-kid said...
This comment has been removed by the author.
so-Ez-kid said...

Your net damage output normally determines a great portion of XP you receive each match even if your name isnt at the top of the result charts. Most kami&Cf players I encounter in team or ffa deatchmatches. Normallly do as you said collect as many weapons as possible and lap around the map for kill steals. It is effective yes but its hard to crack 1k+ net total damage finishing off weak individuals. I would not justify their balance solely on that. As all vehicles can and will collect powerful weapons and as I said before Talon/Sweetbot do it a lot faster.

eforce12 said...

one more thing, something this game needs. in last man standing(not team) there should be 3-5 lives PER vehicle, i guarantee more people would play this mode if it was like that. with one life per vehicle, this mode is a waste of time unfortunately.

eforce12 said...

one more thing, something this game needs. in last man standing(not team) there should be 3-5 lives PER vehicle, i guarantee more people would play this mode if it was like that. with one life per vehicle, this mode is a waste of time unfortunately.

so-Ez-kid said...

Furthermore, I hate to pick on Reaper as I feel he is only balanced fast vehicle. Talon being overpowered in team play and Cf&Kami underwhelming. I feel as though weapon collection is not a big part of gameplay as other TM tittles. Nothing is stopping Reaper or any other vehicle from laping around the map to collect powerful weapons. With the exception Reaper has 150 instant damage spec that regenerates at 20 sec. So why shouldnt Cf&kami have fast regen special to justify their poor armor?
--------------------------------------------
Think about the weapons you spawn with for a second. You start with enough weapons(if used properly) to kill any vehicle 1v1... even Darkside with the exception of Juggernaut.
-------------------------------------------- 2 homing missiles (12 damage ea), 2 fire missiles (16 damage ea) 1 shotgun (60 damage point blank)
1 special,1 full AA bar, 1 full turbo, ram abilities, and Sidearm. The difference however, is that fast vehicles have the inability to turbo ram for great damage. So to compensate they have powerful specials. Every other fast vehicle has a 20 second regen on their special (Talon+reaper). So i do not understand why CF&kami are different. Therefore, I feel using weapon collecting speed as argument in a balance discussion is irrelevant.

KoryisLeet said...

Make the factions in ranked team games random so we;re not always the Clowns and the Dolls.

Unknown said...

I think Axel's special is fine where it is. More on the crush specials though, I think they should increase Warthogs special to be at LEAST equal to Axel, since Warthog looks a lot heavier.

On multiplayer, for team games I agree to include all teams instead of just Dolls and Clowns all the time. Also, please make a setting for preferred team unless sides become uneven in matchmaking. I enjoy the Dolls best so it pains me a little to have to slaughter them from time to time.

Metallicats33 said...

I don't know if this is a "tweek" but is is numerical. Would it be possible to see how many wins/losses I have on each map? I can see how many wins/losses I have in just about every other category except for maps. Is it a possibility?

Unknown said...

Also I'm getting tired of people complaining about Talon being some sort of infair advantage. Special is fine as often times not every bullet from the turret hits and doesn't regen often enough to keep Talon from not being vulnerable and defenseless without weapons. A Talon has so little armor to be shot down and killed with appx 5 missile hits depending on which missile, and if the Talon tries flying away, freeze missile it out of the sky and ram it while its defenseless. I'm sick of hearing everyone complain about Talon. Reminds me of people who complained about Manslaughter in Black.

Alexdagrt said...

Can you put Battle Racing a mode in multiplayer and online and in challenge mode thanks for fixing the bugs in online

Alexdagrt said...

Can you put Battle Racing a mode in multiplayer and online and in challenge mode thanks for fixing the bugs in online

Alexdagrt said...

Can you put Battle Racing a mode in multiplayer and online and in challenge mode thanks for fixing the bugs in online

Alexdagrt said...

Can you put Battle Racing a mode in multiplayer and online and in challenge mode thanks for fixing the bugs in online

Anonymous said...

sweet tooth is overpowered aswell, in sweet bot with his megagun and with his megagun bonus, and all feature he can still have while in this form

atdsutm said...

some of my ideas or suggestions for car/weapon balance.

CARS:

Crimson Fury
-“Flamethrower” fireball damage increase to 22,
-“Shockwave” damage increase to 35

Kamikaze
-“Shock Freeze” damage increase to 30

Axel
-“Crowd Controller” damage increase to 30

Warthog
-“Super Crush” damage increase to 35

Darkside
-“Darkside Slam” Maximum Damage increase (From Rest) to 68
-“Darkside Slam” Maximum Damage increase (Max Speed) to 88
-“Semi Mines” damage increase to 20 per mine

Roadkill
-“Drop Mines” increase damage to 30 per mine

Sweet Tooth
-“Laughing Ghost” damage increase to 50
-decrease range of mega guns lock during “Sweet Bot”.
-“Head Throw” attack during “Sweet Bot" damage increase to 30

Junkyard Dog
-“Team Health Drop” stage 1 max heal decrease to 40
-“Team Health Drop” stage 2 max heal decrease to 80
-“Shockwave Taxi” should also be accessible during team based games.

Talon
-Energy recharge time decrease to 40 sec. (same rate as reaper)
-“Tri-Gunner” total damage decrease to 100 per special.
-max speed reduce to 80 (same as axel)
-max turbo speed reduce to 120 (same as roadboat)
-maximum turbo time decrease to 30 seconds (same as reaper)
-decrease range of mega guns lock
-Health decrease to 110

WEAPONS:

Homing missile
-damage decrease to 10

Sniper
-Time Until Body Shot adjusted to (Stationary ~ Moving): 2 ~ 2 seconds (2 seconds or earlier will be considered "miss")
-Time Until Blow Out adjusted to (Stationary ~ Moving): 5 ~ 6.5 seconds
-Time Until Gas Tank adjusted to (Stationary ~ Moving): 7 ~ 12.75 seconds
-Time Until Head Shot adjusted to (Stationary ~ Moving): 9 ~ 19 seconds
-Enemy player can see the status of the sniper aim by also being able to see same the aiming reticle indicator by the player using the sniper
-Tracking change to "narrow frontal cone" (to help players aim at the middle and keep constant lock at desired target similar to the narrow cone of the shotgun pickup, but obviously have better range)
-decrease snipe time to 30 seconds

ABILITIES

Absorption shield
-player who uses absorption shield versus juggernaut/roadkill/darkside mines, should not get a special in return.
-player who uses absoprtion shield versus freeze/rearfreeze/mines/supermines will now receive the equivalent energy when using them instead of receiving full energy.


SIDEARMS

Magnum Revolver
-Tracking change to "narrow frontal cone" (narrow cone similar to the shotgun pickup)

12-ga. Shotgun
-Tracking change to "narrow frontal cone"

Laser Pistol
-Tracking change to "narrow frontal cone"

OTHERS

Enable change of headlight colors on car custom menu.

JohnMcClane6194 said...

All I want is online Co-op Campaign, I know that other things are more important to fix and that adding that most likely takes more work but I still think online co-op story would be a nice addition to the game down the road.

Unknown said...

I further the thought of making death race online games. Please also make the cage matches seen in story mode online too. Maybe even a team Juggernaut LMS or DM modes too, similar to hunted but the hunted is always a Juggernaut. Just an idea =)

Yagya said...

In terms of suggesting ways of balance, I have a few thoughts that I'd just like to throw out. So, excuse me if I seem to ramble. I'm from NeoGAF (user Unicorn) and I've been putting as much time as I can into TM while working full time, so mostly it's just a few nights and weekends, when I don't have chores or errands.

First off, Talon.

Now that is out of the way (and you have heard every kind of complaint imaginable by now, I'll just leave it at that). Something's gotta be done.

The rest:
RoadBoat's Alt special seems more than a little wonky. Mostly it's a combination that victims can pound their way out as well as shield while being held. On top of that, I may be wrong, but it seems the victim will only take so much damage before the fall/fling off. I mean, I use the shotgun sidearm with RoadBoat and if I unload both barrels most of the time the victim pops off before I can ram them or toss them. Either they are pounding their way out, or there's a damage threshold I'm not calculating. Also, the throw seems odd, as sometimes I've gotten it about 1/3 full and let go, but they just pop off without launching far enough to go off a ledge. Again, they could be pounding out of it.

Perhaps, what could help me decipher this kind of stuff of how much time or threshold I have left is if there was some meter or countdown (like the sniper) where it fills up, rotates around as the victim pounds buttons so I can know if they are about to break free.

The most I've seen damage wise from grab and shake ram is 75 damage. Throw in shotgun blasts and that's about 16-18 extra damage. Factor in that most of the time the victim get's bounced around or turned upside down, leaving them vulnerable to more attacks and that could be an additional, decent amount of damage, so I can understand letting them shield while being turbo rammed into a wall, as that takes skill on their part to know when I'm going to try and crush them. Good on you, let them save themselves from 75 damage (if they are a medium or light car).

Shadow:
I love him, I think he's absolutely AMAZING in this game, but as much as I love him, I feel he made need some tweaks. He's a beast. Great armor/health, good speed, 45 ram damage, useable jump height, and a special that's one of the most versatile in the game. As good as he is, I am forced to use him as a comparison point when looking at other characters and how easy their specific roles/techniques are compared to damage, agility, health, etc. I'm not going to try and suggest anything, but for me, it's that Shadow is the renaissance man of the game, and it leaves me looking for similar abilities in other vehicles.

The turret trio:
Outlaw, Death Warrant, and RoadKill have been in constant comparison since release and there's little variance between them, especially DW and RK. I'm sure you've heard/read about those sort of damage detail breakdowns and everything else regarding that, but I just feel it should be mentioned again.

Which brings up another point, which perhaps is part of the game design to make a lot more characters viable, but there's a lot of "turret" style weapons, either chainguns, flamethrowers, etc. Plenty of homing shots/skill shots like Vermin, Meat Wagon, and, to a lesser extent, Reaper. There's a handful of AoE things, like Axel's classic explosion ring, Kamikaze freeze ring, Crimsons Ring blast, Warthog, etc.

There are a few great/creative specials, like Axel's Warwheel (the pausing it causes to the victim is damn annoying though [counts for Warthog too]) RoadBoat's Mr. Slam inspired grab, and Sweet Tooth's Bot form.

If there are to be DLC characters, I would love some more variance on specials. I understand the sort of grounded in reality aspect to most of the specials, yet in making so many turret specials, a lot of the cars juts feel muted and fade into the background if their other traits don't bring them forward.

Yagya said...

That's most of the stuff off the top of my head for now. Thanks for lending and ear and being so on-the-street with the player-base.

I really hope there is DLC as I would love a lot more maps, perhaps less sunset lighted ones, particularly.

This really is the best gameplay-wise TM. TM2 comes in a close second as it's a more comic/ over the top style, but sometimes the ramping/bouncing physics make it incredibly hard to keep control, but in this new TM, there's a great sense of control and handle on the physics. Great job ESP!

shadeypixel said...

I still cannot contact the server since launch. Jaffe whats going on? Is it on my side because I can connect online on anyother games no problem. In fact I played the TM demo online no problem either. Will this server push fix the problem? Thanks

eforce12 said...

the buff i ask for in roadkill is already in the game as a secret technique. alt pecial max charge when the bar is flashing does 122 damage. exactly in the range i ask for. thanks.

eforce12 said...

Roadkill and deathwarrant both need a audio and visual cue for their sky special maximum damage. Its hard to do roadkill 122 max damage alt special all the time due to the weak flash when the bar is fully charged. This special already takes long to charge so why make it even harder to use? Roadkill and death warrant are low tier cars far from overpowered. So why make it harder for players to enjoy playing with them instead of picking the usual sweeth tooth mr Grimm and so forth. Either add the visual cue and audio cues are just make roadkill alt special do 122maximum damage without the extra 6 second charge, where the bar flashes.

Soul533 said...

Only one thing, trophy fixes. PLEASE look into it, I have the exact number that the trophy description calls for on the a la mode and it still isn't popping. It popped for the Any car will do but not this one. This is also a fear I face when the users who started the game fairly early run into with the All sales are final Trophy. Now I'm not sure what has to be done about Trophy fixes, if they can be like you mentioned, "tweaked" or if they actually require a patch, I'm not sure. Just.. for Trophy hunters, like myself it would be greatly appreciated. Also really great job on the network improvements. Not dropping out every other game anymore, which saves a LOT of frustration. Thanks

Giruet said...
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atdsutm said...
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atdsutm said...
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Unknown said...

JUST BEEN ABLE TO PLAY IT THAT WOULD BE NICE. SO IF YOU CAN SORT ALL OF THE CRASHING PS3'S OUT THAT WOULD BE A GOOD PLACE TO START- IT'S BEEN OUT HOW LONG AND NOT EVEN A MENTION ON YOUR BLOGS DAVE, UNDERSTAND IF YOUVE NOT HEARD ANYTHING ABOUT IT BUT SHIT LOADS OF PEOPLE HAVE LEFT COMENTS ON YOUR BLOGS ABOUT IT CRASHING THERE PS3'S.

atdsutm said...
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atdsutm said...
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atdsutm said...
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Unknown said...

JUST BEEN ABLE TO PLAY IT THAT WOULD BE NICE. SO IF YOU CAN SORT ALL OF THE CRASHING PS3'S OUT THAT WOULD BE A GOOD PLACE TO START- IT'S BEEN OUT HOW LONG AND NOT EVEN A MENTION ON YOUR BLOGS DAVE, UNDERSTAND IF YOUVE NOT HEARD ANYTHING ABOUT IT BUT SHIT LOADS OF PEOPLE HAVE LEFT COMENTS ON YOUR BLOGS ABOUT IT CRASHING THERE PS3'S.

atdsutm said...
This comment has been removed by the author.
atdsutm said...

some of my ideas or suggestions for car/weapon balance. (updated 3/19/2012)

(this new list assumes the new patch implemented at march 17)

CARS:

Reaper
-Health increase to 100
-Normal chainsaw damage increase to 70
-“RPG” Stage 1 damage increase to 50
-“RPG” Stage 2 damage increase to 90

Crimson Fury
-Health increase to 120
-“Flamethrower” fireball damage increase to 24
-“Shockwave” damage increase to 35
-Special weapon duration lowered to 4 second and overall deal damage at a faster rate.

Kamikaze
-“Flame Thrower” fireball damage increase to 20
-“Shock Freeze” damage increase to 30
-Special weapon duration lowered to 4 second and overall deal damage faster rate.

Meatwagon
-“Piloted Gurney Bomber” damage decrease to 80

Axel
-“Crowd Controller” damage increase to 30

Warthog
-Initial crush damage increase to 70, while the next subsequent crush combos increase damage to 80, 90 and 100
-“Super Crush” damage increase to 40
-Smaller weakpoint size during warthog's Crush animation, so it will be much harder to hit and deal double damage vs warthog's weakpoint.

Darkside
-“Darkside Slam” Maximum Damage increase (From Rest) to 68
-“Darkside Slam” Maximum Damage increase (Max Speed) to 98
-“Semi Mines” damage increase to 25 per mine
-Turbo boost max duration time increase to 60 seconds.

Death Warrant
-“Chain Gun” max damage increase to 44
-Earlier and longer charge frame time window on the 2nd "max" charge on “Zoomy Rockets” special which deals the 70+ damage.
-provide a noticeable sound icon and visual indicator when achieving 2nd max blinking charge on “Zoomy Rockets” special. (similar sound to swarmer missiles at max charge)
-1st and 2nd Special weapon duration lowered to 4 second and overall deal damage at a faster rate.
-“Zoomy Rockets” lvl 2 MAX blinking charge damage increase to 84

Roadkill
-“Chain Gun” max damage increase to 66
-“Drop Mines” increase damage to 30 per mine
-Special regeneration rate improve to 30 seconds
-Earlier and longer charge frame time window on the 3rd "max" charge on “Chain Gun + Blood Missiles” special which deals the 120+ damage.
-provide a noticeable sound indicator and visual indicator when achieving 3rd max blinking charge on “Chain Gun + Blood Missiles” special. (similar sound to swarmer missiles)
-1st and 2nd Special weapon duration lowered to 4 second and overall deal damage at a faster rate.
-“Zoomy Rockets” lvl 2 MAX blinking charge damage increase to 134.


Sweet Tooth
-“Laughing Ghost” damage increase to 50
-“Head Throw” attack during “Sweet Bot" damage increase to 30
-Special regeneration rate slower to 35 seconds. (same as shadow)
-"sweet bot" turbo flight time decrease to 20 seconds, consuming turbo at a faster rate of 20 seconds.
-Megagun lock during "Sweetbot" only tracks vertically

-decrease range of mega guns lock during “Sweet Bot”. (optional, as change above assumes mega gun lock range still remains the same)

Junkyard Dog
-“Team Health Drop” stage 1 max heal adjusted to 40 points (not percentage)
-“Team Health Drop” stage 2 max heal adjusted to 80 points
-“Shockwave Taxi” should also be accessible during team based games.
-"Taxi Slam" damage increase to 40.
-Special regeneration rate slower to 35 seconds. (same as shadow)

atdsutm said...

Talon
-Energy recharge time decrease to 45 sec. (same rate as reaper)
-“Tri-Gunner” total damage decrease to 100 damage per special clip.
-max speed reduce to 80 (same as axel)
-max turbo speed reduce to 120 (same as roadboat)
-maximum turbo time decrease to 30 seconds (same as reaper)
-Health decrease to 110
-Megagun lock only tracks vertically

-decrease range of mega guns lock (optional, as change above assumes mega gun lock range still remains the same)

Juggernaut
-increase energy consumption to lessen use of energy abilities. (making it the same as reaper)

WEAPONS:

Homing missile
-damage decrease to 10

Sniper
-Time Until Body Shot adjusted to (Stationary ~ Moving): 2 ~ 2 seconds (2 seconds or earlier will be considered "miss")
-Time Until Blow Out adjusted to (Stationary ~ Moving): 5 ~ 6.5 seconds
-Time Until Gas Tank adjusted to (Stationary ~ Moving): 7 ~ 12.75 seconds
-Time Until Head Shot adjusted to (Stationary ~ Moving): 9 ~ 19 seconds
-Enemy player can see the status of the sniper aim by also being able to see same the aiming reticle indicator by the player using the sniper
-Tracking change to "narrow frontal cone" requiring players to aim at the middle. (to help players aim at the middle and keep constant lock at desired target similar to the narrow cone of the shotgun pickup, but obviously have better range)
-decrease snipe time to 30 seconds.

Swarmer missiles
-Sound indicator for the final max charge dealing 70 damage should be louder
-provide a noticeable visual indicator when achieving max charge which deals the 70 damage.


ABILITIES

Shield
-Red Shields should protect the car from being staggered by attacks and special that provides stagger/shock/stun when being hit. for example Attacks such as gurney bomb and rat rocket.

Absorption shield
-player who uses absorption shield versus juggernaut/roadkill/darkside mines, should not get a special in return.
-player who uses absoprtion shield versus freeze/rearfreeze/mines/supermines will now receive the equivalent energy when using them instead of receiving full energy.


SIDEARMS

Magnum Revolver
-Tracking improved to "narrow frontal cone" (narrow cone similar to the shotgun pickup)

12-ga. Shotgun
-Tracking improved to "narrow frontal cone"

Laser Pistol
-Tracking improved to "narrow frontal cone"

OTHERS

Killstreaks
-Killstreak levels that provide mega guns, energy and turbo should be lowered to only 50 mega gun bullets, 25% additional energy and 25% additional turbo per kill during the killstreak. (VERY IMPORTANT)

-Enable change of headlight colors on car custom menu


(will add some more soon)

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