Admin > Dev App Testing
New Testing, Balance! (Saturday 22nd)
Squidslinger Gilder:
Might just be an idea there. At the very least you have dual gats to chop it up. Even with the turn rate increase, to swing it would take time. Unless you went with a claw. Its a tough build because it requires 2 to be on gats and the roamer to be close to the rear mort. That leaves the vessel exposed should the other boat fire back. Might also be very situational and not something that is doable with all ships. For that matter, the mortar takes too long to unload a clip so flak would be better.
This is one reason I was against arming timer and range play with the flak. When you have a vessel like a squid which needed a fast hard hitting weapon, there was no option but flak. Mortar couldn't get the angle or unload fast enough unless you had time to sit there. Muse did mention they could angle the side gun more forward but then you'd lose the option of utilizing the rear and side gun together. Beauty of the vessel is having a over a full 180 attack ability. Its right under the junker, just has less weapons.
Would be nice if we had another weapon to fit the bill between everything. Banshee would work but it doesn't hit fast enough or do enough damage. Also most of the time you use it, you want to use it as a ranged flamethrower so you empty it on armor before it drops. So, just simply, a small clip, quick hitting weapon with maybe a 500m range. Doesn't outclass the mortar completely but is just a solid damage dealer for situations like this. If mortar is pure CQC, then this would be the next level up between mortar and flak.
Can't circle strafe without losing arcs but you can get it back in arc faster.
Keyvias:
Hey Guys,
Just wanted to thank you for the awesome feedback. I've sent it over to Eric.
Since you've all been so patient and awesome.
Here's the numbers you guys were playing with on 11/22
These aren't the final numbers, but were simply the first test. It's great to hear they went over well!
Spire
Forward Acceleration: 4.5m/s2 from 3
Top Speed: 28m/s from 26
Hull: 950 HP from 750
Pyramidion
Forward Acceleration: 2.15m/s2 from 2.5
Hull: 550 HP from 700
Squid
Forward Acceleration: 6.65m/s2 from 5.5
Hull: 1050 HP from 850
Weight: 95000 tonnes from 115000
AbbyTheRat:
Wait, does Forward Acceleration have an affect toward turning speed by any chance? If no, how the hell does it feel like squid is flipping around faster.
Crafeksterty:
I think thats from the weight.
I didnt think that the squid got a HEALTH buff. Holy shit, that seems insane.
Also, for the spire. I didnt think it actualy got a top speed Buff. Just much higher acceleration should have done the trick.
And for the pyra. Those numbers seem like a huge hit on the pyra. Did anyone notice dying way too fast? Dont know what everyone wrote on the feedbacks but -250 health on pyra, Up to par with junker (whose armor makes up for his health, and hull size) may just be way too diminishing for the pyra on the long run. It just seems like just maybe ide give it back the weight it had to fully ram better again. Because with that health, he may just need it. I dont know.. im quite stunned :o
Did anyone notice health changes to the pyra and squid?
Edit: Extra stuff.
For the spire, you guys decreased the time it takes to accelerate to top speed or accelerate in general by 2.3 or so seconds.
26 top speed and 3 acceleration = 8.666 seconds that it takes to reach 26.
28 top speed and 4.5 acceleration = 6.222 seconds that it takes to reach 28.
Pyra now takes 14.8 seconds to reach top speed, as opposed to 12.8.
Squid takes 7 seconds to reach top speed (of 47) as opposed to 8.5 seconds
All of that not counting buffs
Spire took 8 shots of mortar to be taken down as opposed to 6 in the current.
just some things i saw. also, 4 seconds or so for the squid to spin 360 once with pheonix + buffs
redria:
Armor break on pyra means death 90% of the time anyways, so I didn't really notice anything there.
I'm kinda of surprised at some of those changes. Maybe I just haven't played in too long. ;)
I really didn't notice a huge change in pyra acceleration while my vertical movement felt particularly bad. But then, I think my main engineer for several matches was, in fact, a buffgineer instead and was keeping engines buffed, so maybe I wouldn't have noticed it as much.
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