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1.4.0 Pyra. Too much stick?
Crafeksterty:
Atleast you are gonna try.
These pyra nerfs are great but god damn it should make you play more into what it has.
Maybe now you would want to ram, and use impact bumpers if you are still afraid.
Maybe now you would want to have the side guns as close, and the front guns as disable for the approach.
And most definetly not loose momentum, but it still is a fast ship. Just doesnt react as quick as it did.
Its got the health of a junker now, and with less armor and easier to hit hull. But it is faster + can ram and has its baloon most protected, unlike the junker where baloon popping that can be a devestation for it.
Kamoba:
That's the issue with health on the pyra, it is a huge hunk of hull which is easy to hit, although an effective anti balloon defence, it has the weakness of a junker without the benefits of the junker...
The junker has weak perma hull, harder to hit hull, and a huge volume of armour...
The pyra was over-nerfed.. Even if only marginally it was nerfed enough to be too painful, especially considering the buffs spire and squid received...
As you said though, I'm still willing to try it, once I rally my crew. 8)
BlackenedPies:
I agree the double nerf was too much. I would've preferred a bigger maneuverability nerf to force reliance on momentum. Is the new acceleration noticeable?
Dementio:
--- Quote from: Byron Cavendish on February 26, 2015, 12:06:42 am ---My theory is that because Eric always struggled in the past with balancing gat/mortar, getting 'flak' for it, and then eventually just thinking it was so perfect, that he is way too scared to ever change it. He knows that it is the meta with a pyra, so he probably just thought it would be easier for him to change the pyra, then to mess with a meta he's 'tried' to balance.
He's been digging this weird trench for awhile. Why he doesn't realize the simple solution is turn the pyra back to being a tanky, slow to accelerate and turn ship to make it balanced (it should be like a charging bull, hard to stop once it's built up speed, hard to turn, but hits like a truck), I will never know. Or that a squid should rely on the old RPG thief concept of dodging and speed for the squid to survive. Or that a junker should never have been that tanky, but should also have a lot of speed to flirt in and out of arcs and combat (seriously, it's some wood, a tarp and scrap metal, it should be lighter and faster). And that a spire needs to be tankier in armor, not health, to be a gun platform. Just so much wrong with the current ships compared to their description and concept because he's been allowed free reign. Every ship is quickly becoming more like the other in stats, when they should be becoming more and more different for variety and meta variety.
Alas he has stubborn and confident as they come, and he will will never stop tweaking this game into weird and unnecessary directions.
--- End quote ---
I cannot agree more than I do. Since I joined the game, which was around the time of the Mobula and Mine patch, every try to "balance" has gone into completely silly directions. I don't know how it was before, but as it is now, it really shouldn't be.
I almost feel inclined to write an email to Muse everday why a number of tries to "balance" ships are not as good as some more design fitting ones could have been and why they should change the stats or change the design to fit the stats, everyday with a different argument which could easily be a task for a month or two.
I mean, yeah, it is Muse's game, but who the hell wants a ship which design's just scream of inducing fear in whoever it is pointed at and than have it be as soft as a teddy bear? And why the hell is the Squid so healthy on health? When a Squid is battling something, it's like someone is trying to squash some kind of annoying fly, but the fly will tank so hard, they will need to squash it ten thousand more times in order to get rid of it.
Fun!
Inkjet:
--- Quote from: Crafeksterty on February 26, 2015, 02:16:15 am ---Its time to be sneaky and use all 4 guns. By that, perhaps for large maps youl want long range front. Or disabling front for short range and then side weapons gat mortar when you get close?
--- End quote ---
I don't want to long range in a ship that is all hull and dies to a single buffed Lesmok Typhon round.
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