Public Starhawk BETA

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Re: Starhawk Beta - News

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Level 3

Level 3
Liam511
Posts: 7,556
Registered: ‎20-05-2008
Message 72 of 102 (509 Views)

Re: Starhawk Beta - News

First I was all for pre built structures but now it seems to make issues worse...

 

Theyve put the garage directly infront of the flag building (On Acid Sea anyway) which instantly makes people think they should put wall round both that and the flag... so what was a *****e plan to begin with due to wasting so much structure allowance, is now made even *****tyer because they use more... half the ones I saw werent even made into ate walls infront of the garage making it useless...

 

Which brings me to my next point (may be more suited to another thread but its relevant to updates i guess) they need to sort out reclaiming gate walls... the unlevek terrain on Acid sea means that your player cant "reach" the console to reclaim it unless theyre on the ramp... which can dissapear under the map on hills.

 

So yeah Im not too keen on the placement of these structures, should have been placed towards the back of the base... kind of like an equipment zone which isnt in the way.

 

Spoiler
SH.jpg

Sorry for the poor quality photo but basically if you cant see... this is my first game on 1.2.6, theres a maze of walls (mix of gate and normal) surrounding the base, three energy fields within walking distance of each other... :facepalm: each with either a pod beacon, a sniper tower or both.

Youll notice nobody got the flag... I wonder why :Lol:

 

 

 

this is the last time I'll abandon you
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Beta Tester
TheTreeFrog
Posts: 3,448
Registered: ‎27-05-2007
Message 73 of 102 (472 Views)

Re: Starhawk Beta - News

Is it my imagination or have they reduced the blast radius of mines?

 

I set off 2 last night and didn't even get dizzy.

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Re: Starhawk Beta - News

I still think we needed pre-built structures NON RELATED to the build and battle system in other areas scattered on the map to act as cover for those walking around on the ground. It would also help offensive players build more easily away from the home base. The stations don't have to be advance; it just need a better cover system than that of you standing on top of a solid platform. Players need something to work off of even after their structures get destroyed or they don't have enough rift or team structure slots to build an entire base on their own.
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Re: Starhawk Beta - News

Yea.... Solid buildings could be a good idea, but if it's to stop a base rape, then I'm not sure they'll be of much use... The very entrances to these buildings will inevitably just turn into choke points in a base rape situation. Maybe just having a dedicated weapon spawn area.

On a slightly related note though, I think there could be a few neutral bunkers and Hawk pads and what not strewn across the map. They could appear grey until claimed by a member of your own team by means of the control panel. Once they become "claimed" they could only then have for example; working shields (bunkers), weapons spawning in, the ability to manufacture vehicles. Also once "claimed" they would come out of the build and battle allowance.

But not really a big deal, as it's not really broke as it is now.
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Re: Starhawk Beta - News

i still think the knife thing should be disabled instead of being decreased im still getting knifed from a too big distance even if i start sprinting away or am using the jetpack ,the pre set buildings isnt great either i see people creating the weirdest bases ever, the jet pack adjustment is nice though

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Re: Starhawk Beta - News

I think the pre-set buildings just need to be moved to better locations (ie - the "metal" platform at the rear of the base). They definiately speed up the game IMO but where they are now causes problems tactically.
Shika1983
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Re: Starhawk Beta - News

@ Hoezz......Only if the design of those structures, its placement, and pick-up weapons near them are flawed could it only be used as an exploit to the ravaging team or individual. But, by not having any diverse shelter to flee into at all is not making the game better; it's making it worse. For example, if such a structure was placed at the home base, it would become useful to troops there if their B&B structures were all destroyed. And the fact that rift is automatically supplied there, those trying to perform the ravaging would have to cope with the fact that they don't have such a reacter or that their supply is limited when away from their home base to those they are trying to destroy. If those structures were placed at and near the ravaged team's base, they can also spawn near or even at those locations, eliminating ravaging or ''choke points'' altogether. Place them anywhere else on the map and you have to build a spawn beacon near them, which can be destroyed, which again, will eliminate any real advantage -- esspecially when selective weapons can only spawn near or at those locations. As long as they system remain balanced, it should not be a problem.
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Level 3

Level 3
bitbydeath
Posts: 107
Registered: ‎29-11-2008
Message 79 of 102 (297 Views)

Re: Starhawk Beta - News

Starhawk Public BETA Update 1.2.7

Today's 1.2.7 update for the Starhawk Public BETA was deployed during the regularly scheduled server maintenance today, February 3 at 2pm Central time and included the following changes:

  • Added Build & Battle console to Shield Generator.
  • Added Build & Battle console to Outpost.
  • Fixed broken ladders on pre-placed Launch-Pad in Orbital Space.
  • Fixed "hole" in the Scourge (Acid Sea) map where players could get stuck.

Build & Battle Consoles:
As many of you know, each Build & Battle structure has a command console attached to it. Interacting with these consoles by pressing and holding  provide players with additional actions. Stuff like constructing new vehicles, upgrades, reclaiming, etc. Prior to the 1.2.7 Update, the Shield Generator and Outpost did *NOT*have consoles -- but now they do so you can reclaim them from the battlefield!

 

Getting Stuck on a Ladder:
In the 1.2.6 Update we added some pre-placed structures to help jump-start the action a bit sooner. We are still evaluating this change and discussing if any further action needs to take place. However, due to a bug that was causing players to get stuck on one of the pre-placed Launch-Pad ladders, we felt we needed to deploy a fix right away.

 

Hole in Scourge Map:
Thanks to Heavy7666 on Twitter, we were able to fix a layout "hole" on the planet of Scourge where players could get stuck. So it's fixed now and thanks again to Heavy7666 for bringing it to our attention!

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Beta Tester
TheTreeFrog
Posts: 3,448
Registered: ‎27-05-2007
Message 80 of 102 (222 Views)

Re: Starhawk Beta - News

Starhawk Public BETA Update 1.2.8

The 1.2.8 update for the Starhawk Public BETA was deployed during the regularly scheduled server maintenance today, February 7 at 2pm Central time and included the following changes:

  • Rocket Launcher projectile begins homing sooner.
  • Shorter Rocket Launcher lock-on time.
  • Longer Rocket Launcher lock-off time.
  • Balanced Arcade Flight missile scrub to match the other flight modes.

Rocket Launcher Adjustments:
We have decided to make some changes to the Troop Rocket Launcher for a couple of reasons.

First, we had received some feedback from the community that indicated the Rocket Launcher was just not as affective against the Hawk as it should be -- especially now with each team starting with some pre-built structures. Secondly, we have watched as the Rocket Launcher was simply not as effective against the nimble Vulture JetPack. This imbalance has continued to give a very sizable advantage to players with using the JetPack. That said, we are a bit uncomfortable "nerfing" the JetPack further.

These reasons have lead us to make the Rocket Launcher acquire a lock 33% faster (was 1.5 sec now it is 1.0 sec). We have also adjusted the lock-off time. This is the time it takes a partial lock to break if the target is obstructed. In today's 1.2.8 Update we have made the Rocket Launcher lock-off time 25% longer (was 1.5 sec now it is 2 sec). Lastly, we have greatly increased the speed at which rockets will begin tracking their targets. Previously it took a rocket 0.7 seconds to begin homing and now it engages far more quickly with a mere 0.2 second delay which is consistent now with all "lock-on" weapons in Starhawk.

Arcade Flight Missile Scrub:
Missile scrubbing while using the Classic Arcade flight mode has been very easy up untill this point and it put those players using that mode at a significant advantage over the other modes. Today's 1.2.8 Update attempts to bring Arcade mode's missile scrubbing more in-line with the other flight modes. There are a couple of other fixes we still need to do to missile scrubbing and we'll roll those out in a future BETA Update.

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Starhawk Update 1.3

-- 32-Player Map "Dust"
-- Added Explore mode
-- Added Ox Heavy Tank & Sidewinder JetBike
-- Added Hawk Torpedo & Flak Cannon
-- Added Map Load-outs System
-- Added Clan, Party & Calendar Systems

NOTE: We have performed a Stats, XP and Level Reset.

REMINDER: As with everything you see in the BETA, the Skills are a work-in-progress! Some skills will be cut, some skills will be changed and new skills will be added. For an overview of the Skills-System, for more info see the Beta Dev Blog:  http://www.lightboxinteractive.com/beta


Over and Out, Vissy
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