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New Testing, Balance! (Saturday 22nd)

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Squidslinger Gilder:


Squid and Spire...

redria:
Pyramidion verticality felt very sluggish, more so than normal. Turning and lateral movement felt more important to keep my arcs aligned for when I had the right altitude for combat. Not sure if it was a nerf to pyra or the buff to spire, or both, but pyra was slower at top speed than spire. Overall I didn't have much harder of a time keeping a squid in arcs. Keeping a spire in arcs was a bit harder.

Overall it felt like a possible way to nerf the pyra without breaking it, along with a buff to spire that might make it more friendly to all players. The squid just looked like it needed people to practice with it more and get a feel for it. It wasn't bad, but it didn't look like people were used to the movement of it and ended up in bad spots more often than they otherwise would have.

Would be interested in knowing if it was vertical acceleration or vertical top speed in pyra that got nerfed, or if I'm just crazy. I don't think turning was touched and acceleration, if it was touched, could only have been barely changed. Top speed laterally may have been knocked down, but it was hard to judge with other changes. Hard to tell if the mass changed given I was only ramming squids, spires, and other pyras.

Fighting a spire, I still had a pretty easy time sitting just under their main gun, keeping my arcs and ramming open on the massive bottom tip while relatively safe. Similar to fighting a galleon, if I can stay out of gun arcs because of equivalent vertical movement, I am completely safe. Spire may still be lacking in vertical movement. Perhaps trade a smidge of the new speed for vertical acceleration.

/StreamOfConsciousness

Squidslinger Gilder:

--- Quote from: redria on November 23, 2014, 12:15:40 am ---Pyramidion verticality felt very sluggish, more so than normal. Turning and lateral movement felt more important to keep my arcs aligned for when I had the right altitude for combat. Not sure if it was a nerf to pyra or the buff to spire, or both, but pyra was slower at top speed than spire. Overall I didn't have much harder of a time keeping a squid in arcs. Keeping a spire in arcs was a bit harder.

 The squid just looked like it needed people to practice with it more and get a feel for it. It wasn't bad, but it didn't look like people were used to the movement of it and ended up in bad spots more often than they otherwise would have.


--- End quote ---

That does confirm what I felt with the Pyra. Was really curious if anyone could actually figure out what Muse did to it. It felt nerfed but wasn't sure how much.

Yeah I'm probably the only one left who actually remembers when the squid was like this. I absolutely hated the squid when I first flew it. Then after spending time with it, I'd never trade it for another ship. Granted when it was like this.

My one complaint however comes with gat combo on Squid. Just takes too long and I actually found it more optimal to gat ram to get armor down. Take the risk of losing arcs/etc to get the armor off. Gotta figure out how to resolve this. Feel the squid is a bit too durable as a rammer but at the same time the gat just wasn't cutting it. Think I may need to research more optimal squid ammo builds. With buff and correct ammo, maybe.

Crafeksterty:
I think with this new squid, you can combine all 3 weapons. Sping the squid around and etc. It takes 2 something seconds to do a complete 360 with buffed engines and pheonix claw.

So you may want to go full on double gat with a mortar on the back.
Dual carro with flamer on back.

Maybe even use Mercury, then dual artemis.

Omniraptor:
Can you circlestrafe while keeping front gun in arc?

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