Main > Gameplay
1.3.3 GUNS AND GUNNER SKILL BALANCE
Rutger Shaw:
This right here is why I dislike strong based online games. the moment that something goes awry, the way the devs never wanted it to go... they change it on a whim. it isn't just this game. Games like Natural Selection 2, Hawken(granted it was just fully released, but will see this 'balance' bs happen still), Mechwarrior online, or ANY OTHER game where the dev's change things as they see fit. whats the point of releasing a game that isn't "balanced" to begin with? it's a joke. see, if you had released the game that WAS balanced, and completed you wouldn't have players complain each time you did this. on top of that it would also limit your player base to that of which you want.
Just because to made a shinny little gun that does the same thing as the gat, but is an all around eye sore trying to find and shoot a target makes you upset, you turn around like a 5 year old whine that it isn't what you want. why even put out the Pyramidian (THE DAMNED THING HAS A SWORD ON A STICK IN THE FRONT! does that say "don't ram!"?) out in the first place if you didn't want to include up and close combat. its been pointed out that you have nerfed close range EVERY TIME you patch. I will not deny that you haven't done this to long range on occasion but you seriously think that you have played to both sides of the fence?
You say that a ship shouldn't go down so quickly. then what is the point of dropping the armor on the pyramidian? you know what you have done now to that ship right? exactly the opposite of what you want and what you did with the spire. you are constantly making it more weak and unusable to the play style of your players.
We spoke out a bit about the last patch, but we did our damnedest to work around the patch and we did, alright... but eventually it became something beatable. and have you even been watching comp matches lately? the double Pmid style fell flat on its face in a high comp setting. gat+mortar was insanely underwhelming in any match with double pmid. just because it worked doesn't mean its broken... it could mean that other things are broken. and I cant believe you are upping light flak AGAIN. you DO know that auto kills anything after armor is stripped right?
on a last note, I want you to know... you have basically taken 3 months of hard work that Wolfpack members had put into logos, lore, and developing a strong connection with the community. I and many other members are deeply saddened that this game has taken this grave turn... we wanted to much out of this game and worked hard to be there and have a good time. many have and are now looking into other options away from this game. I wont say we are gone for good, but until you can learn the value of your players and their opinions, we may not show much presence anymore.
and remember, when you release something like this to the world know that it is never going to be YOURS again. This is a lesson all artist must learn.
All the best to everyone out there,
Rutger Shaw of the Wolfpack Mercenary Squadron
NoWuffo:
--- Quote from: Sammy B. T. on October 30, 2013, 12:46:00 am ---Reducing the range of these guns has done a beauty to destroying their place as the go-to win any scenario scene. However, I worry the damage nerfs make the combo unworkable even in a niche way. The last patch's ROF nerf to the gatling was honestly a perfect balance on top of other balances throughout the months to the combo (heavy changes and lesmok changes come to mind). The damage changes made to these guns seemingly unworkable and so I urge you (Awkm) to keep a very close eye to this subject. Gat mortar need not die for other weapon combos to emerge.
--- End quote ---
I've always liked to mess with Sammy and the Ducks, but I'm completely with him on this point. This last paragraph sums up the situation pretty perfectly. awkm, Bubbles, Keyvias, MetaFive, I'm speaking to you directly, please watch for how the impact of this patch affects the gameplay. I don't think you nerfed the gat/mortar power combo, I believe you may have killed it in higher level play. I know you guys normally follow up any big patch with a hot fix, and I hope this issue is addressed in the coming weeks to see if there can be a re-work for this hot fix.
On a more personal note, In the past few months I've developed a growing respect and friendship for the Wolvies and many of their members. We only got to face off against them once (we thumped them btw...), but they were always good sports and I admire their tenacity and indomitable spirit. I hope things swing back into balance where their play style becomes viable again and they return. If not, well I know I'm going to be playing with them in other games but I feel like the competitive scene just lost the most aggressive clan in the skies. Take care, Wolvies! Blue Skies...
Asteria Bisset:
Surprisingly, I've been finding the changes to be pretty great, personally speaking. Though, I am concerned since I've lately been on Artemis ships for the majority of my time and it seems to be a stronger than I expected (?). In the hands of a good gunner and pilot, you can effectively shoot down a ship with Artemis/Merc and never have them shoot you back. This might be due to the fact that most of the ships I was up against were Brawler combinations of various kinds that needed to get up close to shoot at us and when they did they didn't do nearly enough damage to warrant me to jump off my gun and repair. I could have easily been a second Gunner instead of an Engineer since one Engineer was enough to maintain the ship.
The damage on the Gat/Mort combo might need to be looked at further if they're hardly scratching us when they actually get in range to shoot. And that's shocking to say that it wasn't actually fun or interesting to shoot them down because they did hardly anything. I'll try to keep playing though and form a more informed opinion on the changes though. I've been having lag issues so I haven't been jumping in as many games.
The for now, angle I really want to get at is that the guns have no bite from what I saw. They don't bring the same sense of danger they did before (and that was only because I understood how effective the combination was) and it's really making them fall flat. I actually want the Gatling and the Mortar to be dangerous. I don't want them close to me. I actually want the tingly sensation in my fingers that I get trying to play keep-away with the high-explosives.
The guns have to both be fun to play against and fun to use. Right now they definitely are very lackluster to play against.
B'Elanna:
Thomas:
I think awkm stated it amazingly, although I do miss his meat-based analogies.
( http://gunsoficarus.com/community/blog/balance-mode-how-we-i-respond/ )
We all know the gat/mortar was overused, especially on the pyra. Both of these guns have gone up and down over the course of GoIO, and this latest patch feels really good for me. It might just be because it's still fresh and people are experimenting, but I've been seeing a lot of underused ships and weapons being utilized more. Going into a match is a little more exciting.
If you're entire gameplay experience was ruined by changing how two guns in particular function... well, I'm not sure what to say. Although I would have to advise players against getting married to a particular set of game mechanics. Things will change. Sometimes you'll like it, sometimes you won't; usually it's a bit of both. We just have to put on our big kid pants and roll with it.
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