• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Resistance: Fall of Man - The Official Thread

JB1981 said:
It's needed. The Bullseye overwhelms the carbine, especially with a tag.

I'd started using the carbine more even before the change, because I love the grenade launcher so much on some maps. But yeah, the Bullseye with tag was much better than the carbine in pretty much every other way as an assault weapon. Tags are killer, and the higher rate of fire is awesome when you just want to strafe and send a lot of steel downrange.
 

Big-E

Member
JB1981 said:
It's needed. The Bullseye overwhelms the carbine, especially with a tag.

When the game first came out, I used the carbine a lot more than the bullseye but once they nerfed it I would basically only use the bullseye. Now I can go back to using the carbine more.
 

B-Ri

Member
i prefer the bullseye when defending, i am always setting up bullseye traps cause usually it becomes 2 to 1, so i take out 1 with my trap and tag the other one

i blame you GAF for my test grades :p
 

davepoobond

you can't put a price on sparks
humans still had a way big advantage vs. the chimera though, since the humans have a grenade and are very fast, while the chimera are mostly slow and don't have the other grenade. :p

it almost makes me hate playing as chimera, there's no real advantage to them that i can really see. its just annoying to me now.
 

Big-E

Member
davepoobond said:
humans still had a way big advantage vs. the chimera though, since the humans have a grenade and are very fast, while the chimera are mostly slow and don't have the other grenade. :p

it almost makes me hate playing as chimera, there's no real advantage to them that i can really see. its just annoying to me now.

Rage mode with shotgun in hand = dead human.
 

Kittonwy

Banned
Big-E said:
According to the myresistance.net forums the patch with the new game types is out.

http://www.myresistance.net/smf/index.php?topic=19073.0

Looks like they have changed a lot. The LAARK has been nerfed while the carbine has had a damage increase for headshots. Looks like the shotguns range has been nerfed as well. Also they seem to have added balancing if a team loses people at the end of the round people will be readjusted but this will not effect parties like us.

Holy, no wonder I was a killing machine yesterday.
Indifferent2.gif


Oh and thanks to everybody for playing yesterday, we had a pretty great turnout last night especially later on, and it was really fun, this is really turning into a great community and I've never enjoyed a FPS this much.
gladtomeetya.gif
 

Big-E

Member
davepoobond said:
i loved the shotgun how it was, but now they decreased the damage of its range :(

They only nerfed the range which is a good thing. I hated getting shotgunned from 50 feet away. Only douches shotgun from that range.
 

jstevenson

Sailor Stevenson
Insomniac Games and Sony Computer Entertainment America have released the second content update for Resistance: Fall of Man. This update features two new modes of play amongst a host of other changes.

New Gametypes
- Added Team Conversion
In Team Conversion your goal is to kill everyone on the other team before they kill your team. Players are given a limited number of lives as a human and Chimera. If your team has at least one player with at least one life when the other team is completely dead, your team wins. You become a spectator when you have lost all your lives.

In Team Conversion mode, you are scored by how long you survived and how many other players you killed, like in free-for-all Conversion. However, the win goes to the last team with one or more players alive.

- Added Assault
Both teams start with a few nodes and all of the base defenses from Breach. To win, destroy the enemy reactor. When you deactivate an enemy node, it becomes permanently neutral, and your opponents lose some base defenses. At the start of the match, both reactors are shielded (invulnerable), so you must deactivate at least one of the enemy nodes. Nodes do not regenerate health in Assault, but they take substantially more damage than in other modes.

Individual players are scored based on damaging the enemy reactor and defending your reactor and nodes. Unlike other gametypes, players are also awarded points for damaging enemy nodes.

When you are killed, the map will appear. In an Assault match you can choose to respawn at nodes that have been deactivated as well as your team's reactor and active nodes, or with your squad if you are a member of one.


New Game Options
- Added "Round Balancing"
Round balancing can be set to either "on" or "off". It will default to "on". When round balancing is "on", if the number of players on each team is uneven at the end of the round, players will be moved from the team with too many players to the team with too few players to attempt to balance the teams. Parties will not be seperated, so it is not guaranteed to result in perfectly balanced teams. Round balancing is turned ON for ranked games.

- Added "enhanced" radar mode
"enhanced" radar is a new radar option. In custom games, the radar option can now be set to “on”, "off", and “enhanced”. In enhanced radar mode, human radar will show any enemies who are moving (not just sprinting/raging), jumping, or firing. Enemies who are crouching and moving will not show up on radar in "enhanced" mode.

Spectator mode
- Added "Spectator mode"
You may now join a game in "spectator mode", either by selecting "spectate" from the "Join Game" popup in the "Find Game" screen, or by bringing up your options menu from the "Staging" screen and changing your team until it says "Spectators". Games are limited to having 10 spectators, and there is a new game option "Allow Spectators" which defaults to "on" that may be turned off if the game creator does not want to allow spectators. Ranked matches do not allow spectators.

Spectator players will not be visible to anyone else in-game (although they will be visible in the staging screen), nor will they be able to talk to anyone except other spectators using the voice chat. Spectators can see all players on both teams on their radar. Spectators can toggle between two modes, "Observer" and "Free roam". In "Observer", spectator will see through the eyes of the player they are observing, including seeing the player's first person weapon and animations. Spectators can switch between observing different players with the "Melee/Action" key (default: Triangle), or switch to "Free roam" mode with the "Reload" key (default: Square). In "Free Roam" mode, spectators may wander freely about the map to view the action however they want. Spectators in "Free Roam" mode can switch back to "Observer" mode by pressing the "Reload" key (default: Square). If a spectator in "Free Roam" mode toggles to "Observer" mode while aiming at a player, he will observe the player he was aiming at instead of randomly selecting a player to observe. In both "Free Roam" and "Observer" mode, spectators can toggle their onscreen HUD on or off by pressing the "Zoom" key (default: R3).

In gametypes with limited lives (such as conversion, or if limited lives has been turned on by the game creator), players who lose all their lives and are eliminated will enter spectator mode, with a few small differences: Eliminated players cannot observe players on the opposite team, they can only see what their team sees on the radar, and they can only chat with other eliminated players (NOT with spectators).

UI Improvements
- Sorted buddy list by online status
- Made text on the map easier to read
- Players added to the ignore list will be removed from the buddy list
- Previously the health of a node was indicated by how fully shaded it was in the color of the team that controlled it or was capturing it. This was difficult to see, and it did not distinguish between nodes that were in the process of being captured from nodes that were in the process of being detroyed. Now nodes will have a health bar underneath the node (which will be team colored) to indicate its health, and the color of the node icon will indicate whether any team is in control of that node or not (it will be colored that team's color, or gray if no team controls it). Therefore if a node is in the process of being captured will have a team colored health bar and a gray icon, and a node in the process of being destroyed will have a team colored health bar and a team colored icon.

General
- Optimized net code
- Improved respawn algorithm to avoid selecting spawn points near enemies
- Optimized join game process for ranked game to be faster and more reliable, especially for large parties

Balancing
- Increased points for a "defense" kill from 1 to 4 in all modes
- Shotgun damage will decrease faster as range increases
- LAARK respawn time increased to 90 seconds, ammo respawn time increased to 60 seconds
- LAARK splash damage radius reduced
- Carbine headshot damage increased

Bug Fixes
- In FFA gametypes, you can no longer incorrectly see players on the radar who are within radar range of other players but not within radar range of you.
- Chimeran players no longer take extra melee damage from some weapons
- Enemies killed after you die but before you respawn will no longer count towards your killing spree for your next life
- Deaths will now tally correctly when a player dies by drowning
- Fixed a bug that sometimes caused the wrong map to load after a map vote
- Fixed problem where the quality of the microphone chat would degrade over time when in a party or long game
- Fixed bug that would cause you to reload after firing one shot if you had full ammo and hit reload and then fired in rapid succession
- Fixed several collision problems, including potential methods of escaping from the intended play area
- Fixed several potentially exploitable gameplay glitches
- Fixed several rare crash bugs
 

Kittonwy

Banned
davepoobond said:
humans still had a way big advantage vs. the chimera though, since the humans have a grenade and are very fast, while the chimera are mostly slow and don't have the other grenade. :p

it almost makes me hate playing as chimera, there's no real advantage to them that i can really see. its just annoying to me now.

The thing is if you're on a roll with your aiming, the bullseye is LETHAL coupled with the rage mode.
 

davepoobond

you can't put a price on sparks
Big-E said:
They only nerfed the range which is a good thing. I hated getting shotgunned from 50 feet away. Only douches shotgun from that range.

oh really? i never tried except a couple of "leap of faith" times when i was about to die :lol

one thing i hate about conversion, if there isn't another round, it sucks having to wait around in spectator mode without having a quit count against you if you don't want to stay and watch

or does it count as a quit? i don't know, i never tried


i'm just on a hate roll today :lol probably because i won't be able to play any of these cool new modes today cause of homework :(
 

Smokey

Member
Fixed problem where the quality of the microphone chat would degrade over time when in a party or long game

oh yes..

awesome news except that I won't be able to get this patch or play in my first GAF match until maybe the end of next week at the earliest.

just moved into a new apartment and don't have access to the internet for my consoles, i'm actually bumming off of a neighbors wireless connection for my laptop and until they are smart enough to secure it ill continue to do so:lol
 

Kittonwy

Banned
jstevenson how come we can't get into breach games anymore? Last night all we got to play was meltdown games. Is it harder to get into breach games now?
 

The Jer

Member
jstevenson said:
Alot of Stuff

Wow. Nice. I just created a new thread for this, since it seems like a hot topic and not everyone checks this ginormous thread. And it certainly is worthy of its own thread. :p

That post was beat the thread creation by a few seconds. If I had seen this I may not have posted it. :p
 

ghostmind

Member
The Jer said:
Yo ghostmind, do you have a mic?


Yep - I usually only talk when I there is something important to say, or I am being a wiseass...

EDIT: My mic died partway through last night tho...

EDIT2: I'm going to try to be on later tonight as well..
 
jstevenson said:
- Added Team Conversion
- Added Assault
- Sorted buddy list by online status
- Now nodes will have a health bar underneath the node (which will be team colored) to indicate its health, and the color of the node icon will indicate whether any team is in control of that node or not
- Optimized join game process for ranked game to be faster and more reliable, especially for large parties
- Increased points for a "defense" kill from 1 to 4 in all modes
- Shotgun damage will decrease faster as range increases
- LAARK respawn time increased to 90 seconds, ammo respawn time increased to 60 seconds
- LAARK splash damage radius reduced
- Carbine headshot damage increased
- Fixed problem where the quality of the microphone chat would degrade over time when in a party or long game
- Fixed several collision problems, including potential methods of escaping from the intended play area
- Fixed several potentially exploitable gameplay glitches
- Fixed several rare crash bugs

It's official. The NeoGAF clan wants to have all your babies.
 

M3Freak

Banned
I'll be on tonight around 5:00 p.m. screwing around for a little while. I'm going to try getting on again at 9:00 p.m.

I probably won't be able to play properly until the next official meet up though (Saturday).
 

Remy

Member
I am definitely going to be on tonight. We should rock some custom games to get accustomed (SEE WHAT I DID THERE?) to the new modes.

I'll be on as soon as I can tonight, post dinner and whatnot.
 

M3Freak

Banned
Remy said:
I am definitely going to be on tonight. We should rock some custom games to get accustomed (SEE WHAT I DID THERE?) to the new modes.

I'll be on as soon as I can tonight, post dinner and whatnot.

I was thinking the same thing. We need to practice and figure out some strategies for the new Assault mode. I've been going over it in my head, but I'm lost until I actually experience it.

Initial thoughts:

1. defence the most important thing in assault mode.
2. base node must be protected at all costs.
3. one node near base should be kept under control for as long as possible. the team protecting the base should probably be responsible for protecting the nearest node too..
4. node nearest enemy has to be taken down as soon as possible
5. offence team has to work together since the nodes themselves are much harder to take down in assualt mode - we can't split up because it will just mean death

I have a feeling the wedge will be most important in Assault.
 

SleazyC

Member
davepoobond said:
humans still had a way big advantage vs. the chimera though, since the humans have a grenade and are very fast, while the chimera are mostly slow and don't have the other grenade. :p

it almost makes me hate playing as chimera, there's no real advantage to them that i can really see. its just annoying to me now.
The grenade is really only an advantage is Breach in my eyes. It makes it very easy to rush the opposing teams base and get it down fast. In deathmatch or in defense situations Chimera are much more deadly as rage mode coupled with the fact that they start out with the Bullseye really gives them an advantage. Hopefully this Carbine upgrade will allow the Carbine to hang it tough with Chimera in a close range situation as its usually no competition.
 

careksims

Member
I hated playing the Chimera too because they don't start out with any grenades. It sucks to spawn in a place with a bunch of enemies and not take any of them with you with a grenade.

Oh yeah I was getting shotgunned from a far and I'm glad for the Shotty nerf. Kudos to the Laark nerf too.
 
M3Freak said:
5. offence team has to work together since the nodes themselves are much harder to take down in assualt mode - we can't split up because it will just mean death

One aspect we'll probably have to get better at is having one group focus on attacking the node while another plays back up taking out any enemies in the area. Maybe even two separate offensive squads? Points won't be distributed as evenly but it'll increase chances of a capture.
 

B-Ri

Member
i dont understand why the chimerans dont have grenades, they exist in the game as alien tech, why dont we have any?

Also i just got the splitter in sp, i'm underwhelmed.
 
B-Ri said:
i dont understand why the chimerans dont have grenades, they exist in the game as alien tech, why dont we have any?

Like SleazyC said, Chimera's rage mode is already a sizeable 1 v. 1 advantage, a bonus grenade would just put that over the top. If you have full power and lose an even circle strafe as a Chimera you're not aiming very well. :D

We'll see what the Carbine tweak does though.
 

Aeon712

Member
B-Ri said:
i dont understand why the chimerans dont have grenades, they exist in the game as alien tech, why dont we have any?

Also i just got the splitter in sp, i'm underwhelmed.
Yea the splitter didn't do anything for me either. And I'm now getting on to get the updates. Can't wait to try out Assault, not that thrilled about team conversion as I just see it as being a team camp mode. And also AC can wait a day, I'm putting off playing Oblivion.
 

sutdawg

Member
BAAALLLLINNN!!!!!
I've got to go clean off my Carbine right now! I'm going to try to be on around the usual time. Sometime after 9:00pm est tonight.
 

Kittonwy

Banned
Is it just me or does the game skip right to the option screen, bypassing the intro movie after the patch?
Indifferent2.gif


SOMEONE ANSWER MY QUESTION!!!
angry.gif
 
so any news on whether or not the online portion of this game will move beyond the tired CTF/KingoftheHill/Deathmatch variants that been in every FPS online shooter since Quake3? i mean cmon add some vehicles for chrisake! or secondary weapons like pistols knives or other melee weapons. maybe this is why Resistance sales have fallen outta the top10 npd charts since jan....since people see it as more of the same ol' same ol'.........
 

Remy

Member
frAntic_Frog said:
so any news on whether or not the online portion of this game will move beyond the tired CTF/KingoftheHill/Deathmatch variants that been in every FPS online shooter since Quake3? i mean cmon add some vehicles for chrisake! or secondary weapons like pistols knives or other melee weapons. maybe this is why Resistance sales have fallen outta the top10 npd charts since jan....since people see it as more of the same ol' same ol'.........

You bought the wrong version of Resistance. Return it to your store.
 

The Jer

Member
shagg_187 said:
Pinch me if im late but...

"Players Met" has been fixed for Resistance... :D

When was that fixed? I Just noticed it (Unless it was part of the current update)

yes. it's the same for me. Makes me a..... well..... happy.

Kittonwy said:
Is it just me or does the game skip right to the option screen, bypassing the intro movie after the patch?
Indifferent2.gif


SOMEONE ANSWER MY QUESTION!!!
angry.gif

yes. it's the same for me. I would have never noticed if you hadn't said anything.

$h@d0w said:
Are server lists worldwide now (for Japanese resistance players...)?

In May, they will be.
 

Beatbox

alien from planet Highscore
frAntic_Frog said:
so any news on whether or not the online portion of this game will move beyond the tired CTF/KingoftheHill/Deathmatch variants that been in every FPS online shooter since Quake3? i mean cmon add some vehicles for chrisake! or secondary weapons like pistols knives or other melee weapons. maybe this is why Resistance sales have fallen outta the top10 npd charts since jan....since people see it as more of the same ol' same ol'.........

Vehicles killed Socom. RIP.

I'll be on around 9 EST.
 

Agent X

Member
Big-E said:
Looks like they have changed a lot. The LAARK has been nerfed while the carbine has had a damage increase for headshots.

Great!

Interestingly enough, during one of last night's games, I commented on that during a round where we were the humans and the opposing team were the Chimera. The other team had node Papa, and when I was trying to rush past Papa in an effort to take Oscar, the enemies would quickly kill me. After getting dropped a few times, I made a remark about how much of an advantage the Bullseye has over the Carbine in a firefight.

Big-E said:
Looks like the shotguns range has been nerfed as well.

Aw, and I was getting rather proficient at racking up one-shot kills with the shotgun (something else I used to complain about frequently until I learned the technique myself). I guess it'll still be potent at close range, which is really what it's meant for anyway.

Big-E said:
Also they seem to have added balancing if a team loses people at the end of the round people will be readjusted but this will not effect parties like us.

That's actually a pretty cool idea...good for games where lots of individuals (not parties) join in some team games.
 
Man I really need to save up 600 bones for a PS3 Resistance looks awesome, and telling from this thread it has an awesome online community.

Can someone lend me 700 bucks ?
 

JB1981

Member
sonycowboy said:
I'm at 30% in 60 seconds. Normally, my downloads suck in terms of speed. (Not that I know the size of this update)


well, it wasn't terribly long. Took about 10 minutes. But updates like this on 360 take less than 30 seconds, usually.
 
Assault is some good shit, so far it seems at least.

Unfortunately, there are some SERIOUS issues with this patch. Namely, after a match, and maybe before, there is massive game wide lag... and by that I mean... in the menus and everywhere else and I've had four different games freeze on me since the patch. The matches actually stuck around, but I kept freezing... joining matches, the end of matches, you name it...

Pretty much every match I've been in so far has frozen my PS3 at some point.
 
Top Bottom