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Release 1.4.0 notes

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Kamoba:
B..b..but... Sky Slicer!... Nooooo!!!!!

(nerf the meta, not the pyra! Gat Art ftw!)

Guess its time to bring out Celum Lembus and The Rusty Razor..

KitKatKitty:

--- Quote from: RearAdmiralZill on February 24, 2015, 10:15:16 am ---I find the complaints about the drums funny, given that all of the "issues" it brings are player created. Stop making competitive matches so short in a game that ideally needs awhile to let fights flesh out. Positioning is a thing.
RIP SONAR.

--- End quote ---

I agree that competitive matches are too short, yet I feel that's more caster/host concerns that caused the matches to be shortened than the actual teams that play. (But frankly that topic is for another forum post under community events) 15 mins competitive match is close to being too short for the really even teams. Take the SCS this weekend where Starbards lost due to a coin flip after a 1/1 tie and the 15 min match time was up and they hadn't any overtime left, is a perfect example. Most time in competitive matches there is minimum to no over time left. Now that competitive teams can't use drums to find each other the matches will drag on and use up over time even faster. Not to mention...people keep saying it will help with ambushes...that's only if you SEE the enemy and DON'T ACTUALLY SPOT THEM and then you have to hope that your enemies aren't playing the same game of seeing but not spotting and that they don't dunk behind a mountain/building and switch directions. 

--- Quote from: Kamoba on February 24, 2015, 10:07:11 am ---Although beneficial for people attempting a sneaky ambush it also removes a huge boon for low-mid level players who may not be aware of the maps, no longer will they have a warning before their hull is stripped...

--- End quote ---
 
This also is a very valid point. Low-mid levels will never hear their enemies coming. So you will have more complaints about "pub stomping".

The only "ISSUE" I had with drums is that there was a BUG that after the first match of the day the drums would no longer play unless you restarted your game. Other than this bug I did not hear anyone complain about other "issues" the drums posed.

*lights candle* RIP SONAR  <----- This really needs to be reconsidered Muse. The whole point for the match making system, the capture point changes, the lobby timer are all based on you wanted to increase the speed people play matches and get into matches yet you just took away the one tool that helps players find each other on these maps.

Imagine:
We can debate about match lengths or whatever all we want, but frankly music in the game acting as a detection system for opponent ships was always a horrible idea. It had no place in the game, and extremely restricted a sneaky style of play; I daresay that the removal will actually speed up some matches because people know that if they go into the middle of the canyons (for example) they can set up ambushes since they won't be given away by music.

This is a good thing. The way it was was just straight up bad, I for one am thrilled that it's finally changed.

Kamoba:

--- Quote from: Imagine on February 24, 2015, 11:24:38 am ---We can debate about match lengths or whatever all we want, but frankly music in the game acting as a detection system for opponent ships was always a horrible idea. It had no place in the game, and extremely restricted a sneaky style of play; I daresay that the removal will actually speed up some matches because people know that if they go into the middle of the canyons (for example) they can set up ambushes since they won't be given away by music.

This is a good thing. The way it was was just straight up bad, I for one am thrilled that it's finally changed.

--- End quote ---

Imagine, defending ninja's everywhere! ;)

I've yet to play properly since patch but thinking about it some more, perhaps now the clouds can start to go away a bit again...

MightyKeb:

--- Quote from: MightyKeb on February 24, 2015, 09:11:26 am ---I havent logged on after the patch just yet, but just from looking at it it seems both good and bad.


 - I'm not sure how the cap mechanic will be balanced out, a team of goldfishes could simultaneously swarm all points and theres nothing you'd be able to do about it besides either run 4 goldfish aswell, or hole up in the next point and try to dispatch all 4. But it definitely seems better than the old.


- Pretty much all the music updates: Awesome. Earlier an experienced player could abuse the drums to nullify a flank, now it seems even more legitimate. I cant wait to hear the victory theme again, thanks muse! ^_^


- Friends search bar shouldve been added way earlier imho, but its still nice to have


- Balance changes: Spire buff seems nice, generous and simple but I'm not sure how it'll impact the comp scene at all. Hades flak still nullifies the good ol' spire from what  I can see.

Squid: The health buff is very redundant, It makes the ship more goldfish-esque and I personally wouldnt like to see that. The mass and speed changes are something I'm gonna have to get used to, but to be honest I imagine you wont even need the hull HP if your speed's that good.

Pyramidion: I dont mind the accel nerfs, it makes the pyra worse at something it's already bad at, which is also the case with squid's speed buffs. But I find the HP nerf a bit harsh. I understand that the team might want to change the current meta but in its nature the pyra is, like Junker and Goldfish, one of the most viable brawling ships and it's good at what it does. Current balance changes make a glass cannon less glassy (Though it is dispatched so easily that it needed one by now), a frail speedy annoyance less frail and more speedy, which both add up and give massive survivability, and it makes a brawling vanguard that can wade in-and-out of combat, less brawly. I mean, that is borderline junker hull HP there. And junker has twice the hull armor to compensate for that. Pyra can control ranges and play agressive like squid and goldfish perhaps, but its terrible at repositioning when things aren't going its way. Instead of this simple hp nerf, I'd be more in line with something that indirectly reduces it's survivability such as less engine hp (Which can limit pilot tool use AND make it easier to hit the back of a pyra with burst rounds, turning it into a literal sitting duck) Or less turning speed (Which gives some ships easier time positioning themselves towards a pyra's back ,thus also contributing to the triple engine destruction, and also encouraging pyra pilots to take tar, likely sacrificing a vertical tool such as hydrogen in order to maintain its survivability against them, which would thus make it's vertical weakness also more relevant)


That's all I have to say for now. Keep in mind this is entirely based off of this thread and I have not spent a single second in the game after this patch. I will shortly, and if I still can I'll edit this post/reply to it with updated feedback.

--- End quote ---

Alright, so I've played a couple of rounds.

- The new cap mechanic is pretty exciting on KOTH, so far I've only played labyrinth which is already super fast.

- Minatour. seriously. 45 degree arcs on all directions? I've both played and fought against a minatour galleon and whoaaa, it is both fun to shoot AND play against! (obv sarcasm, I havent actually manned the gun though) a galleon can get the tiniest window of opportunity to get arcs on you while blended that you can just get pushed away and hwacha's to oblivion.


My first problem with it is the arcs. Currently minatour has the widest arcs out of all heavy guns in the game, which creates the above problem and takes away the finesse in giving your gunners good shots on the heavies, which has always been one of their weaknesses, narrow arcs. Flak is just behind minatour with 30 degree arcs on all sides, but even then it is balanced because it requires  hull armor to be down. This thing is braindead. It is not necessarily overpowered, but is an extreme nuisance on ships like Goldfish, Pyra, junker and mobula and there's literally nothing the pilot can do about it.

Speaking of Pyra, just the fact that this gun exists pretty much nerfs the ship severely already. My suggestions: Narrower arcs. This gun has the best aim difficulty/range ratio among all heavy guns, AND the widest arcs. I understand the previous minatour didnt do much, but this one does too much. I'd suggest giving it smaller arcs and if possible, make it a fast-ish projectile or atleast something the enemy pilot can react to instead of getting instantly shoved around the map.




- Spire: I was a little wrong about the spire, there is a very noticable difference in speed and the hull health allowed me to survive some situations a tad more longer where I wouldve been toast otherwise.

- Squid: The handling is almost ridicilous, when using hydrogen I've overshot past a galleon by a great distance, pretty much causing all my guns to lose arcs on it, but I assume I'll just get used to it with time. The accel speed definitely feels like how a squid should be imho.

- Pyra: Havent used this one yet so I can't comment.



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