This thread is for discussion of Update 64, which is scheduled to release on Thursday, November 06, 2008.
I'll reserve my judgement until I see how it all works. Main thing I'm interested in is how the new Cinematic will be.
In before a slew of people after the patch goes live going "LOL WHERE DO I GO I CAN'T FIND IT :("
I'm eager to see the new cinematic as well as how this new critical mission system will operate.
ArchDuke wrote:
Same as Arch.
A little confused by this "Family timer durations are now capped to the recast timer of the ability that was used to trigger the family timer. This will skip part of the recast sweep on the logic bomb and most of the code nuke abilities, as those are intended to only have 2 second recast times" and why it was added.
we open a new door in the hallways.
I looking forward
/cheers
ZaneZavin wrote:
Not being a hacker I don't really understand, does this mean that logic bombs and code nukes will be able to be cast in quicker succession? To be honest I'd rather see attention on the Spy/assassin/MKT abilities then on the Hackers.
Good to see that system continued. Still don't know why it was never added to the other quests though.
As silly as it is, this is one of the patches highlights for me. =P
Huh?
And here I was thinking players have been wanting more control over their factions, not less. ¬_¬
cloudwolf wrote:
Crew Captains other than the Faction creator no longer have the Faction Disband button activeAnd here I was thinking players have been wanting more control over their factions, not less. ¬_¬
I guess we had some instances of a rogue R1 captain disbanding a faction and they're fixing that so only the faction creator can disband.
/shrug
Family timer durations are now capped to the recast timer of the ability that was used to trigger the family timer. This will skip part of the recast sweep on the logic bomb and most of the code nuke abilities, as those are intended to only have 2 second recast times.
EDIT: oh wait... DO WANT! ... still it's too late to remove the picture
Yeah, what does that even mean?
monkeymanx8 wrote:
ZaneZavin wrote:A little confused by this "Family timer durations are now capped to the recast timer of the ability that was used to trigger the family timer. This will skip part of the recast sweep on the logic bomb and most of the code nuke abilities, as those are intended to only have 2 second recast times" and why it was added.Yeah, what does that even mean?
I think it means that you'd do a say, a code nuke 2.0, and the cooldown that's on all code nukes would be different than 2 seconds. This change would fix that.
Probably means like Code Nuke 1.0, 2.0 had a 2 second reuse timer and he's now making 3.0 have a 2 second reuse timer, rather than the 4 second timer it has now.
Edit: What eval said.
eval wrote:
monkeymanx8 wrote:ZaneZavin wrote:A little confused by this "Family timer durations are now capped to the recast timer of the ability that was used to trigger the family timer. This will skip part of the recast sweep on the logic bomb and most of the code nuke abilities, as those are intended to only have 2 second recast times" and why it was added.Yeah, what does that even mean?I think it means that you'd do a say, a code nuke 2.0, and the cooldown that's on all code nukes would be different than 2 seconds. This change would fix that.
What this means is your family timers are capped at the reuse timer for the ability you just used if it is longer that the individual's reuse timer.
Ah okay, I get it now. Thanks for clearing that up.