> @Mediv88 wrote: » > > @Murbay > > Don't underestimate the effort it needs to implement those changes. "The code is already there", is not entirely true. Only because its implemented for newly respawned bases, doesn't mean you can just copy paste it to the sector jump. I'm sure the devs can implement such a change, but it won't go fast, since I'm sure the code is old and in a forgotten language.
I know, I'm a Data Engineer / Data Scientist by trade, was trying to keep it as plain as possible :smile:
What I meant to say is the "logic" is already there for newly spawned bases. So in terms of applying a solution, it is perhaps one of the easier solutions to implement. I know there will be a slight difference between manually respawning a base and a Sector relocate so the code wouldn't be identical anyway, but the logic behind it stays very much the same.
Eleptherion could you please explain me the logic the "fixes" about the relocation bubble exploit?
I really cant understand how you are fixing it and I would like to know what your logic cause I might be wrong
Thanks in advance
Eleptherion could you please explain me the logic the "fixes" about the relocation bubble exploit?
I really cant understand how you are fixing it and I would like to know what your logic cause I might be wrong
Thanks in advance
We now have the desired cooldown durations that we wanted. We did not touch the bubble durations on purpose and instead focused on restricting movement after a respawn. You will find that for most bases towards the endgame, the move cooldowns will now exceed the bubble duration quite a bit.
The main claim to the bubbles was that you can calibrate the support weapons in advance, and all the money bases are under the bubble, and in fact you just increased the time after which the player can move, which in fact did not change just anything.
We now have the desired cooldown durations that we wanted. We did not touch the bubble durations on purpose and instead focused on restricting movement after a respawn. You will find that for most bases towards the endgame, the move cooldowns will now exceed the bubble duration quite a bit.
And that change does not fix any of the existing problems, and on the contrary creates new problems. For example, this change makes it easier for the alliance that has center advantage to catch up with the weaker alliance and stomp it into the ground, while that alliance loses the bubble but cannot move. Move cooldown should NEVER exceed bubble duration.
[quote="LegionF9;c-2074456"][quote="EE_Elephterion;c-2074366"] We now have the desired cooldown durations that we wanted. We did not touch the bubble durations on purpose and instead focused on restricting movement after a respawn. You will find that for most bases towards the endgame, the move cooldowns will now exceed the bubble duration quite a bit.[/quote]
And that change does not fix any of the existing problems, and on the contrary creates new problems. For example, this change makes it easier for the alliance that has center advantage to catch up with the weaker alliance and stomp it into the ground, while that alliance loses the bubble but cannot move. Move cooldown should NEVER exceed bubble duration. [/quote]
What are you talking about? If we make a jump to the middle and then Relocate then we're back at the same position but can't move. Who does that is stupid. With a growing mainbase you won't use Relocate offensively anymore. That was why you cried around 24/7
Replies
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> @Murbay
>
> Don't underestimate the effort it needs to implement those changes. "The code is already there", is not entirely true. Only because its implemented for newly respawned bases, doesn't mean you can just copy paste it to the sector jump. I'm sure the devs can implement such a change, but it won't go fast, since I'm sure the code is old and in a forgotten language.
I know, I'm a Data Engineer / Data Scientist by trade, was trying to keep it as plain as possible :smile:
What I meant to say is the "logic" is already there for newly spawned bases. So in terms of applying a solution, it is perhaps one of the easier solutions to implement. I know there will be a slight difference between manually respawning a base and a Sector relocate so the code wouldn't be identical anyway, but the logic behind it stays very much the same.
I really cant understand how you are fixing it and I would like to know what your logic cause I might be wrong
Thanks in advance
Elsewhere it was stated that the extended cooldown periods were not intended.
We now have the desired cooldown durations that we wanted. We did not touch the bubble durations on purpose and instead focused on restricting movement after a respawn. You will find that for most bases towards the endgame, the move cooldowns will now exceed the bubble duration quite a bit.
And that change does not fix any of the existing problems, and on the contrary creates new problems. For example, this change makes it easier for the alliance that has center advantage to catch up with the weaker alliance and stomp it into the ground, while that alliance loses the bubble but cannot move. Move cooldown should NEVER exceed bubble duration.
We now have the desired cooldown durations that we wanted. We did not touch the bubble durations on purpose and instead focused on restricting movement after a respawn. You will find that for most bases towards the endgame, the move cooldowns will now exceed the bubble duration quite a bit.[/quote]
And that change does not fix any of the existing problems, and on the contrary creates new problems. For example, this change makes it easier for the alliance that has center advantage to catch up with the weaker alliance and stomp it into the ground, while that alliance loses the bubble but cannot move. Move cooldown should NEVER exceed bubble duration.
[/quote]
What are you talking about? If we make a jump to the middle and then Relocate then we're back at the same position but can't move. Who does that is stupid. With a growing mainbase you won't use Relocate offensively anymore. That was why you cried around 24/7