Global Agenda isn't necessarily for everyone, but there's no shortage of people it is for, and their reception to the game thus far has been positive. Still, like any new game there are kinks to work out and things not quite ready for launch time. Both are making a showing in the game's 1.1 patch, which has just hit the test servers in anticipation of hitting live servers next week. Among the larger changes are the implementation of a Friend/Ignore list, further queueing improvements, and a widespread overhaul to crafting and blueprints to make upgrades easier to work with.
The crafting overhaul is probably the biggest single gameplay-related change, with the randomness of crafting replaced with a more specific set of craftable items. Upgrades have also been streamlined and clarified to make it easier for players to identify what they want rather than manually searching through each item on a list. With a number of bugs also having been squashed, the patch is no doubt going to improve the lives of Global Agenda players significantly, so take a look at the full notes and expect for it to hit the live servers very soon.
Reader Comments (8)
Posted: Feb 24th 2010 10:04AM Psychotic Storm said
Looks good and all that but, nothing serious yet on the aimboters front.
Posted: Feb 24th 2010 12:37PM Psychotic Storm said
speaking of balanced matches that would be something I would also like to see, so far all the matches I have played are a steamroller victory or defeat.
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Posted: Feb 24th 2010 10:08AM Chriskovo said
Ummm there are no class rebalances in this patch that is just failure in my book. The robotics class is so over powered with their instant build medic stations and turrents that no other class has a chance. Basically in public pvp the side that has the most Robotics class players wins the match end of story. They either need to remove the number of turrents they can build or they need to increase the time it takes to build stuff in the matches. They can put down a med kit and build it up faster then you can take down the robotics guy, esp when the medic station comes online it freaking heals better then the medic class for gods sake!!!!
Posted: Feb 24th 2010 11:04AM (Unverified) said
It's pretty apparent that you're either extremely terrible, or haven't played in high level matches. Balancing the game off of public pvp where there is no organization and very low overall skill level would be the worst thing hi-rez could do.
Robos are powerful, but can be easily pacified if you have an form of organization. Maybe you should stop tring to be a solo melee recon and play with some friends.
And the robo med station definitely does not heal more than a medic. That is the most ridiculous thing I have ever seen someone say about the game ever.
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Robos are powerful, but can be easily pacified if you have an form of organization. Maybe you should stop tring to be a solo melee recon and play with some friends.
And the robo med station definitely does not heal more than a medic. That is the most ridiculous thing I have ever seen someone say about the game ever.
Posted: Feb 24th 2010 11:12AM Damn Dirty Ape said
I think the only thing that should be adjusted for Robos is that EMP bombs/grenades should not only disable TURRETS (sorry, 'turrents' is a pet peeve) but should also disable sensors, medical crates, power plants, etc for the duration.
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Posted: Feb 24th 2010 11:48AM Chriskovo said
Actually i am a lvl 22 ranged assault, so im invested well into the skill pool and am fairly good at my job. I also do play with friends mainly ones that played quake 3 profesonally, so they are failry skilled as well.
And thats an interesting comment about high lvl matches since they squash lvl 30 and lower lvls into the same pool for pvp scenarios and expect it to work out. And i paid 50 bucks like everyone else and why shouldnt i expect balanced game play no matter if im playing pvp scenarios or agency combat? If they can do it in tf2 they should be able to do it here.
The robo med station is definalty overpowered as well it heals for 200+ each tick while the med gun only goes for around 90+ a tick, add that to the fact that having multiple medstations in a location doubles or triples that and its compleatly imbalanced.
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And thats an interesting comment about high lvl matches since they squash lvl 30 and lower lvls into the same pool for pvp scenarios and expect it to work out. And i paid 50 bucks like everyone else and why shouldnt i expect balanced game play no matter if im playing pvp scenarios or agency combat? If they can do it in tf2 they should be able to do it here.
The robo med station is definalty overpowered as well it heals for 200+ each tick while the med gun only goes for around 90+ a tick, add that to the fact that having multiple medstations in a location doubles or triples that and its compleatly imbalanced.
Posted: Feb 24th 2010 12:38PM Psychotic Storm said
speaking of balanced matches that would be something I would also like to see, so far all the matches I have played are a steamroller victory or defeat.
sorry for the double post.
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sorry for the double post.
Posted: Feb 24th 2010 12:48PM (Unverified) said
Turrets cant shoot behind them and get double damage when hit from behind with melee. Med stations have short range and are easy to destroy by generally any class.
Most classes have aoe weapons and have other ways such as cloaking and jetpack in general to avoid deployables, as a assault you should know how easy it is to destroy deployables, especially when deployed close together. Especially med stations as they have barely any health.
In random pvp btw I barely ever see unbalanced groups, they match classes against each other so if you have 5 robotics then normally so does the other side.
After 3 level 30 characters and now working on my medic I really dont see the big problem with robotics. The only thing I do find a bit annoying is that their drones can tank to much damage which often makes fleeing the best choice.
Most classes have aoe weapons and have other ways such as cloaking and jetpack in general to avoid deployables, as a assault you should know how easy it is to destroy deployables, especially when deployed close together. Especially med stations as they have barely any health.
In random pvp btw I barely ever see unbalanced groups, they match classes against each other so if you have 5 robotics then normally so does the other side.
After 3 level 30 characters and now working on my medic I really dont see the big problem with robotics. The only thing I do find a bit annoying is that their drones can tank to much damage which often makes fleeing the best choice.







