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New Gun and Stamina System Testing

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Richard LeMoon:
And little tar clouds because... well, it has to do something, right?

In all seriousness, the big guns are there to mess you up.

Get hit by hwacha... messed up big time. No guns, no engines. Completely screwed in one clip.

Get hit by Carro... no balloon. Completely screwed in one clip.

Get hit by Lumberjack... no balloon. Completely screwed in one clip.

Get hit by Flak with armor down... completely screwed in one clip.

Get hit by Minotaur... that was a bit annoying. Carry on, chaps.

Since this gun is designed to force ships to move, perhaps the tar, or better yet, caustic (piercing damage cloud) is not a bad idea after all. If they don't move, all shots land in the same spot, making a personal caustic cloud, dissolving armor... completely screwed in one clip.

Squidslinger Gilder:
Confirmed it after I double checked. There is no squid buff in dev app. Those patch notes are false. Turn rate and accel is the same as in regular game. Only stamina buff puts the squid back to where Muse fixed it before stamina.

Officially POed once more. I will no test again till I see the squid put back. I thought it was strange I was constantly having to fly with stamina on to do anything.

Gambrill:

--- Quote from: ZanC on February 07, 2015, 04:37:13 pm ---
--- Quote from: Dementio on February 07, 2015, 03:01:21 pm ---
--- Quote from: Keyvias on February 07, 2015, 02:44:06 pm ---Pyramidion
- Reduced hull health

--- End quote ---


--- Quote from: Keyvias on February 07, 2015, 02:44:06 pm ---Squid
- Increased hull health

--- End quote ---

Still disagree about this, but if you, Muse, decide that this is the best idea...

--- End quote ---

While I was hoping for a buff to the Squid overall, I definitely didn't expect a buff to the already high hull. Squid is surprizingly tanky with the 4-hit spanner rebuild on armor.

--- End quote ---

but if they increase the hull they have to increase the repair times remember? and i reckon that if you have increased hull health you can't just top it up to full hp with a wrench, meaning you may need someone with a rubber mallet and spanner ;) 5 hits to repair would be a good ofset for it :)

Dementio:

--- Quote from: Gambrill on February 12, 2015, 04:11:36 am ---but if they increase the hull they have to increase the repair times remember?

--- End quote ---
Health of component increases rebuild value, yes, but I am sure it is value of armor that increases the amount of hits to rebuild and not the hull health value. According to this:

--- Quote from: Watchmaker on June 09, 2014, 05:05:25 pm ---HitsToRebuild = ( RebuildBaseHits + (MaxHealth * RebuildHealthMultiplier) ) * PartTypeMultiplier

--- End quote ---
It wouldn't make much sense to me otherwise, at least. Especially when you consider the Pyramidion having less hull than a Squid, which already sounds ridiculous, and a Galleon having more hull value than the Squid and both taking longer to rebuild the armor. They probably take longer to rebuild, because they have more armor value.


--- Quote from: Gambrill on February 12, 2015, 04:11:36 am ---and i reckon that if you have increased hull health you can't just top it up to full hp with a wrench

--- End quote ---
So you are used to using a pipe wrench on the Squid armor? I use Mallet and Spanner, because of my engineer routines, because I can't see any advantage of having a pipe wrench on the armor.


--- Quote from: Gambrill on February 12, 2015, 04:11:36 am ---you may need someone with a rubber mallet and spanner ;) 5 hits to repair would be a good ofset for it :)

--- End quote ---
With the low armor value of the Squid, taking one more hit to rebuild might just be the end of its already end-ish end, but if it gets a speed buff, it may be good?

Omniraptor:
A pipe wrench is indeed more efficient than a spanner for repairing the squid armor, but IMO it's still not worth taking because it's less useful than mallet on balloon.

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