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Post Info TOPIC: Tunso on Officer Changes


Sage

Status: Offline
Posts: 4047
Date: Sep 26, 2007
Tunso on Officer Changes


Chapter 7 will be hitting public test soon and with it, the officer changes that were mentioned. I'm pretty certain you'll be pleased. Also bare in mind that all suggestions being made on the boards here after the changes to officer were implemented at the beginning of this publish were made with the assumption that the officer was in the state it is in today currently in live. When from our own internal perspective the changes to Officer have already been in for quite a while and the suggestion for a particular change may have been moot already. As you know we generally avoid talking about things that are still in development. My responding to suggestions about specific changes would have fomented an ultimately unproductive discussion as in many cases, the issue or one like it was already addressed internally.

You need to realize that publishes do not happen in a vacuum. They take time. From your perspective it may seem that you were told about changes and then ignored because it's been a while since then but that's not the case. The changes went in first thing in this development cycle. So rather then being ignored you were actually the first thing I addressed before anything else I worked on.

I know you guys would have been happier if these changes could have been added to the game earlier. For various very good reasons, changes to the game are packaged up in publishes and shipped out at once though. So you guys have had to wait on the publish and I realize you're getting antzy. I'm sorry about that. If these changes are not enough, we'll make further adjustments.

Here's what will be showing up on test center soon:

- Officer AOEs now use same action/damage efficiency as commando grenades.
- Officer AOE attacks have seperate cooldowns rather then some being shared.
- Tactics now increases Dodge and Constitution.
- Advanced Tactics also reduces chance to be critically hit.
- Paint Target decreases Dodge, Parry chance and increases critical chance.
- Focus Fire increases Strikethrough chance, Strikethough value and chance to be critical hit.
- Superior Firepower Cooldown reduced to 13 minutes. Duration increased to 30 seconds.
- Scatter now cures / prevents slowing effects.
- Drillmaster now improves all damage and action costs, rather then just pistols.
- Supply drop health and tactical stims now come with 4 charges. These items will now last for five hours until poofing instead of only 1 hour.
- Tactical Stims now buff one or more or all of the following (depending on level of the officer): Constitution, Critical Chance, Dodge, Action Cost and Damage.
- Sure Shot can now be used with melee weapons.


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Guild support

Status: Offline
Posts: 1315
Date: Sep 26, 2007

and how does the only officer i know feel about these changes ? :P

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Smile... It Confuses People



Sage

Status: Offline
Posts: 4047
Date: Sep 26, 2007

sounds ok tbh, but I really dont utilise officer as much as I could :D
Too busy flirting my ass off with drop dead gorgeous Guild leaders :P

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Weird Blue

Status: Offline
Posts: 352
Date: Sep 26, 2007

pöh im officer too :P

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Sage

Status: Offline
Posts: 4047
Date: Sep 26, 2007

but you went missing for months.. I only do so for weeks :P

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Weird Blue

Status: Offline
Posts: 352
Date: Sep 26, 2007

so i was missed? cheers ;)

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Sage

Status: Offline
Posts: 4047
Date: Sep 26, 2007

of course, cant be without wierd blue :P

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