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Release 1.4.0 notes

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Dementio:
Out of relevance, I emailed them this about the ship balance:


--- Quote ---Pyramidion
Please do not decrease the hull value, rather when you are about to decrease it's acceleration I want to see the hull value increase. The thing is, once its armor is down, it dies very easy already, with the current actual game values. Decreasing the hull value, for me means, having it die that 1 second sooner and erasing every chance of survival the Pyramidion had.
Yes, you hear people say Pyramidion "overpowered" and "easy to crew", but as an experienced pilot this is the only ship that cannot actually do anything once it is being shot at. Every other ship can dodge up/down or even by flying past and some others just have more fire power or can easily tank more than the Pyramidion can do damage. Once the Pyramidion is being shot at it has to shoot back, it is already too slow to dodge and it does not have the ability to block Gat/Mortar shots with its balloon, because that part is only hull too! One more problem the Pyramidion has when it is being shot at: The hull engineer is usually the one that repairs all three engines. So when it is being shot it it not only cannot dodge, it can barely make use of pilot tools because the engineer has to rebuild the armor and there is no time reparing the engines.

In conclusion I say, the Pyramidion does not actually need a nerf for it is pretty weak already. If you do reduce its speed however, do not decrease the hull value too, increase it if you want , but otherwise don't toucht the Pyramidion's hull value.

Sqiud
Starting of similar to the Pyramidion: Do not touch the hull. Increasing it to the levels you have done during the Dev App testing is just making it more and more like a Goldfish. Now, I don't know what you though the Squid should be when you put it into the game, but I don't think it was supposed to be a clone of some other ship. This is also what I believe the Squid's greatest problems, it is very similar to the Goldfish, but with heavy guns the Goldfish has more quick disable power and the Squid's ability to Gat/Mortar like some other ships is limited. Forget the hull, it is high enough already and if you increase the value, you have created a super annyoing ship that won't die for whoever is playing against it, and for everybody actually being on this ship it is going to very annoying rebuilding the armor as often as they have to in order to escape. I like the longitudinal accelartion buff, but in my opinion it is not only what it needs. With it's lightness and small form I would like it to be getting some sort of vertical acceleration buff, possibly to close the gap between the Mobula's vertical acceleration compared to any other ship. But what I would really like to see in combination to the longitudinal accelartion buff is an angular acceleration buff. When a ship is as fast as the Squid, one could very well expect it to be able to go around corners, but it doesn't do as well as it could do.

In conclusion, I say, do not increase the hull value when you increase the Squid's speed. It will just turn out to be a smaller Goldfish and it would take forever to kill and it already does take quite long to kill in the current game. I would like the Squid's speed to be buffed in all directions, not only the longitudinal one, but I do believe this one is what it needs the most.

--- End quote ---

GeoRmr:
heatsink seems to no longer extinguish 3 stacks when loaded into a burning gun

Kamoba:
I've not emailed Muse about ship balance yet, I want to get some testing done, but right now I agree with Keb and Daniel, the hulls should not be touched, the pyramidion is meant to be a vanguard, but as far as the numbers look, squids will be able to ram Pyra to death...

Make the pyra a slow tank, not a slow squishy ship which is now doomed to fail...
Make the squid speedy gonzalez on speed, not a fast tank...
Obviously after testing I'll email Muse with some more official feedback.

Capture points, this sounds like a good mechanic, but I do worry labyrinth will now be too fast, especially with the 25points per kill bonus, so later tonight I will be starting custom lobby for Labyrinth and testing it to death to see just how fast the rounds go and will get back to Howard on that with findings.

Drums, I agree entirely with Kat!
With complaints being made about match times taking too long in competitive and competitive, why change the mechanic which shortens engagements...
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...

Minotaur, support weapon which will be very fun on galleon, and I cant wait to see it in use on a goldfish in dual at dawn or paritan rumble!


However until the Pyra nerf is reverted may I be the first to say, Rest in peace Pyramidion, you had a legendary run, your deeds shall be remembered in the tales of story tellers.
Now weary traveller rest your head, for just like me you're utterly dead.

All hail the rise of the squid!

RearAdmiralZill:
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.

DJ Logicalia:
I like this update, but, uhh. Ship Geometry guys? I thought this was getting fixed? I seemed to be fixed in the dev app, and I know you were planning on having it in this update. What gives?

As far as the pyra changes, yeah maybe it's unfair/unneeded, but if it means I'll see less pyras in the skies, I don't really mind

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