Main > Gameplay
1.3.5 Balance Changes
Squidslinger Gilder:
One thing that isn't noted on those changes is that the CP caps changed from 200 seconds to 100 seconds.
IMO, this is far too quick. Before it helped speed up CP and make matches a bit more intense but now it feels like fighting over scraps. With 100 seconds it isn't about getting to the next point first but getting 2 points ahead first and having a ship stall the other point long enough to prevent them from gaining much.
Art feels fine. It is proving to be a very challenging weapon for people to utilize and one which is heavily affected by ship lateral movement. I faced a few ships with full art builds and they could only manage to land a 1/4th of their shots against an evasive flier. The lesser aoe effect helped this more. If there is any tuning needed then I say bump up the speed a tad but keep the aoe reduced.
Think we're going to have some complaints about arts being nerfed but it doesn't feel faceroll good anymore. You have to put effort into it.
awkm:
@Gilder.
That's a bug. should be fixed momentarily.
Wundsalz:
--- Quote from: awkm on February 04, 2014, 12:18:25 pm ---@Gilder.
That's a bug. should be fixed momentarily.
--- End quote ---
momentarily as in within this week? This bug could very well ruin the long planned Aerodrome tournament which is supposed to start this saturday.
Edit:
--- Quote from: awkm on February 03, 2014, 03:20:08 pm ---
--- Quote from: Imagine on February 03, 2014, 03:16:42 pm ---artemis spam is still pretty much death in pug matches.
--- End quote ---
Grumble. Artemis should still be viable so I don't want to do too much DPS or muzzle nerfing. Yaw speed will make the gun feel crap to use but still maintain its destructive output given some additional preparation time. Other suggestions welcome.
--- End quote ---
What makes the artemis powerful are:
- the extremely wide field of operation (both with regards to the turning angles as well as the distance)
- very strong disabling power
- decent hull damage
nerfing the artemis on any of these layers alone should be sufficient to get the artemis back along the line with the other weapons.
I personally wouldn't mind the gun to be either less powerful when it comes to disabling equipment OR to completely get rid of the explosive damage. The insane field of operation alone would ensure that it stays a viable pick nevertheless.
I dislike the idea of reducing the turning speed of the artemis. It's quite low already and having to lift and move the mouse repetitively in order to point at the stuff one wants to hit isn't a fun mechanic.
awkm:
@wundsalz
As in, 2 minutes after I posted that it's been fixed.
You'll be fine int he aerodome.
Wundsalz:
Nice to hear that. Thank you! :)
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