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1.5 Beta 3 Release Notes

Posted: Tue Nov 17, 2015 12:49 pm
by Flip
From: https://forums.frontier.co.uk/showthread.php?t=201170

Zac Antonaci wrote:Hey guys,

Quick update to let you know a new beta build is incoming. It should be here at 11am and the beta servers downtime will be roughly 30 minutes.

Here are the patch notes. :)

- Various server reliability fixes
- Fix Cutter not passing through docking port with landing gear up
- Made Cutter's cargo bay move down when deployed to allow for easier cargo pickup and fixed orientation of tiny hardpoints
- Left and right panels are smaller in 1.5 than 1.4
- Some Piracy missions now have their mission cargo overridden properly.
- Make missions unavailable to players in ships that cannot land at all stations during a mission
- Changes to when reward is displayed on panels and BB
- Assassination crash fix where system was trying to use the wrong ship
- Decrease mission respawn time and number of missions
- Don’t Die text fixes
- Fix for times in the past being mistaken for times in the future
- Make some assassination targets more likely to spawn
- Make some missions clearer to understand via timer’s etc.
- Fixed some ship names in the local traffic reports
- Fixed refuelling reserve tanks
- Update Viper MkIII descriptions to reflect the addition of the MkIV
- (all languages) Powerplay statistics tab missing translations
- Re exported Type 6 debris with charred materials
- Fixed Galaxy Map FOV cutting off the side panel
- Some missing Spanish and tweaks added
- Various text fixes
- Temporarily remove the new damage decals until a proper fix can be implemented
- Doubled the time a shield cell is actively providing a benefit
- Increased the amount of heat a heat sink can drain and doubling the time over which it drains it
- We are adding a small amount of thermal and kinetic resistance to hull reinforcement packages, again, increasing their effectiveness, including versus module damage
- Increased the maximum speed of recovery for collapsed shields (especially larger shields)
- Increased the manoeuvrability of the FDL, increasing its power plant capacity and increasing its heat dissipation
- Fixed Corvette hangar cameras
- Fixed orientation of Corvette's tiny hardpoints
- Fixed Corvette's collision so point defences work properly
- Make sure mission targets have the correct cargo
- Added missing discovery scanners to the Asp Scout, Imperial Clipper and Federal Assault Ship
- Bobbleheads should only render when inside the cockpit

Re: 1.5 Beta 3 Release Notes

Posted: Tue Nov 17, 2015 1:46 pm
by TomoRosso
Oooooo some FDL love .... :)

Re: 1.5 Beta 3 Release Notes

Posted: Wed Nov 18, 2015 6:33 am
by Falcon_D
I really don't get this nerf SCB, improve hull re-inforcement thing. I was just thinking, "why not make the hull armour and shields work as they should against thermic and kinetic weapons?"
Thermic weapons should have very little if any damage on hulls and kinetic weapons should have very little if any, damage on shields. Right now my Burst lasers are more effective on hulls then my multis. Granted I'm using 3 c3g bursts and 2 c2g multis. And I've had NPC cannons and flak rip my shields. Also, I believe I've used my multis to take a ring of some NPC's shield before.

Have fun, fly safe.

Re: 1.5 Beta 3 Release Notes

Posted: Wed Nov 18, 2015 7:32 am
by Loriath
Falcon_D wrote:I really don't get this nerf SCB, improve hull re-inforcement thing. I was just thinking, "why not make the hull armour and shields work as they should against thermic and kinetic weapons?"


The nerf of SCB is because its not about skill in PvP anymore, its about who has the most SCB's The longer you can keep the shields up, the better your chance at wearing the other guy down. And Hull reinforcement is a joke when you can pull all the armour and all the reinforcemnt you want on a Anaconda, but an eagle can take your power plant and other modules out with ease with a few rail gun shots after your shields are gone. We have recently come across NPC wings as large as 8 ships. Small ones mind you, but still. 8 Sidewinders with pulses will overwhelm the shields of ANY ship fairly quick if they ALL started firing at you at once. That's 16 guns and regardless of size, that is a lot of fire power.

It's my opinion that ships should only be able to carry one SCB. You can put any size you want as long as the compartment size matches, but only One. I also believe that armour and Hull reinforcement should protect modules more. (Remember, NPC's cannot target your Power Plant. That has been said repeatedly by FD, but they can take out your shield generator, thrusters, life support or any other module.

The concept of Themic and Kinectic weapons are a valid one. However, size matters. Your C2 multis will do less damage that my C3 pulses. Plain and simple. That being said, My C3 Pulses will not do as much as a C2 Railgun or PA on a DPS basis. A lot of different weapons means there is a lot of ways to deal damage. That's the reason they work so hard on balancing things.

Its not perfect, and won't be, but SCB's have become the weapon of choice. Attrition is the game of the day. Outlast your enemy. 2 ships, both exactly the same with pilots of equal skill, now come down to the split second differences of when you fired off your SCB's and can you keep your shields up for a few seconds more than your opponent. In this situation, if there were no SCB's it would be the pilots skill at NOT being hit that means the difference.

Even today in the time of Fire and Forget missiles on Fighters, its often the pilot that can get the first shot off that wins. In WW2 and WW1, Pilots didn't fire unless they were sure of hits. They would jockey for position for long periods of time, cat and mouse to get the shot off. And if you made mistakes, you paid for it with your life. Some planes had bigger guns, some smaller, but in the end, if you gave them the position to make the shot, it was your fault and you would lose.

Re: 1.5 Beta 3 Release Notes

Posted: Wed Nov 18, 2015 8:26 am
by pargyrak
This SCB nerf is not to my liking. In the conda I can fire safely without damage (and without HeatSinks) Class 4 SCBs. This will not give much juice and I am not willing to take out Shield Boosters fir HSLs.

yesterday I got jumped by 3 Anacondas on 1.4 and Although I was firing 6A and 5B cells at the same time I could not keep shields up and had to run. Luckily my military armor kept me alive. If this happened to 1.5....brrrr

Re: 1.5 Beta 3 Release Notes

Posted: Wed Nov 18, 2015 9:12 am
by Falcon_D
Hello,
The thing is, I've noticed that most of the requests for nerfing SCBs are coming from the PvP crowd. It's more about "SCBs are making PvP not fun" than anything else.
I've come across the 8 sidewinder wings before. Tangled with them once. No SCBs and lowest grade armour. Took out 1, then ran like hell. The others had my shield down, but Sidey's have a problem mass locking a Python :) Barely got out of there alive.
I use SCBs mainly in REZs and CZs. Most other times even when doing bounty hunter missions I don't use them. The only time I really wished I had one was when I was interdicted by a vulture carrying to PACs and kept landing multiple hits on me as it he didn't have any problems with heat.

Re: 1.5 Beta 3 Release Notes

Posted: Wed Nov 18, 2015 4:50 pm
by Cmdr Kharma
Never used em myself......

Re: 1.5 Beta 3 Release Notes

Posted: Wed Nov 18, 2015 5:35 pm
by CMDR Abil Midena
I think with beta 3 they have it right. I'm speaking as a Conda/Python/FDL/Vette pilot though. I think guys that fly the wee ships may have a different opinion.

Re: 1.5 Beta 3 Release Notes

Posted: Thu Nov 19, 2015 6:59 am
by Jeffers2112
I've never used them but in the current Beta it looks like the NPCs are.
I was fighting an NPC and got his shields down to zero and then they suddenly popped back up to full strength! This happened three times with the same ship before I was able to destroy it.

Re: 1.5 Beta 3 Release Notes

Posted: Thu Nov 19, 2015 7:11 am
by Loriath
Jeffers2112 wrote:I've never used them but in the current Beta it looks like the NPCs are.


Yep. They use them. They can use boosters as well. They can use all we can. 2 limitations that I know of, they DO NOT target your power plant, and they DO NOT stack SCBs.