Info > Release Notes

Release 1.4.1 Notes

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Richard LeMoon:

--- Quote from: BlackenedPies on April 30, 2015, 04:12:21 pm ---Stamina isn't very complex. Yes it does need to be clearly explained in game but it's not complicated: press shift to run faster, make your gun better, or boost your flying.

--- End quote ---

Chess is not complicated either in mechanics, yet people take lifetimes to learn it. Now add an extra piece or another row to the game. Still not complex rules, but will take much much longer to teach.

BlackenedPies:
Hwatcha got a big buff and now burst is for all ranges. There's never a reason to use heavy anymore. If jitter is increased then heavy needs another buff to compensate.

The biggest problem with the UI is that the dots for the ship icons on compass don't indicate relative distance away.  The red and blue ship icons could be improved and I miss hull health being separated into sections to show % health. The score needs to be shown on the respawn map.

It's time to remove locking class in match. Leaving and rejoining as a different class doesn't work if your press the resume button, you have to join on someone. There's no reason to limit changing classes in match and add a not intuitive way to bypass it.

LogHalley:
I liked this update >.< i've played a bit and as engineer, with stamina i almost never rebuild something by myself, as a pilot it's so much fun, i haven't tried as a gunner yet but being able to move around and still have your ammo loaded is nice.
My only, real, big issue is that the new compass doesn't tell me heights anymore. I used to spend more time watching that and the map than the actual game, but the new one in deathmatch is kind of pointless to me. I don't want the old one back, i just want it to work like it did, i could always perfectly put myself as high as the ship i was aiming for, or i could guess where the ships were just by looking at the compass and the map. I know not many people use it but i did :/

IvKir:
I don't... feel sure about stamina. Sure, it's fun against, say, bots and etc. But in PVP? When junker became a kinda nullifier for squid (with stamina and claw you can keep enemy squid on needed side long enough to kill it's engines)
Speed boost for engineer is kinda... idea. But only if you non lagging.

And yeah, they.. fixed the Heavy Carronade. And then give gunner Stamina, which nullifies all nerf from patch. Brilliant.

But i like changes for new flamer mechanics and extinguisher. But UI is really very big. Why do i ever need a class sign in my left lover corner?

Fynx:
After some playing and experimenting:

Stamina

Engineer stamina
Not a big change, it's nice to speed up the race to the hull sometimes, I like it.

Gunner stamina
Not a big change either - it's useful on some guns to speed up the reload a little bit or move lochnagar h. flak, but it doesn't unbalance anything. On the other side full buff engineer is still very useful in many many situations. Gatlings and carronades. Mercury. Hades. Even hwacha. And surprisingly heavy carro as well.

Pilot stamina
Now that's a big change - did some experimenting with that. Ramming is much more effective now, decreasing / increasing altitude with ships that have good vertical mobility (spire, mobula, squid) is insane. Dodging can be used much more often and is much more efficient (especially spires and squids). I like it.

Stamina in general
It's an additional factor that doesn't break the game but makes pilots have to think twice as fast. It makes dodging extremely easy in some situations and possible in others. It allows for unexpected faster reloads, arcs. Experienced engineers can now utilise their super hardcore tricks and not lock in the environment (yay!).
Inexperienced players who strive to understand the game mechanics cannot use this new feature to full extend. Because lots of stuff.
It's an additional layer of what can happen for the experienced players, too.


UI

Like in posts above this one, new UI is too obtrusive and it's more difficult to extract information from it.
I'm particularly unhappy about guns reloading - little ammo icon being greyed out and slowly filling up with white... previously it was a big circle with turning marker - I liked the previous version much more, much more visible.
Additional info like active pilot tool - that's awesome.


Carronades and carrorelated

As a dedicated blenderfish pilot I can put here quite a lot of thoughts (oh no you broke my toy).

What was h. carro before:
Overpowered fast balloon popping and additionally nicely armour stripping weapon capable of disabling any component with one shot at medium range. Capable of killing enemy on it's own.
What is h. carro now:
Average decently fast balloon popping gun with terrible arcs. Cannot be used without other weapons.

Nerfs:
- arcs
- power
- focus (heavy clip)

Arcs
Well this couldn't have been avoided. Though with other nerfs it's completely unnecessary.

Power
Now this is an issue for anyone thinking 'I can use h. carro only and ram them'. It's very difficult to keep enemies on the ground once you put them there.
It's very difficult to kill enemy ships that are already on the ground. You can ram them, but if they're using impact bumpers (or drogue chute?) it's not going to help much. I repeat: put an enemy ship on the ground, shoot it with heavy carro and ram it - the effect is going to be this ship flying away.

Heavy clip
Disables on weapons not possible anymore (except for extremely close range). It's still helpful against pyramidions, but trying to kill a pyra with a blenderfish now is a pain. I know, I've tried. The heavy clip general effect not good in my opinion. Especially that heavy clip hwacha is practically useless. Because burst.

What is now and what I think it should be
Blenderfish was destroying everything too fast. Balloons, armour, components. Now it's not very helpful in disabling components, has troubles with keeping the enemy balloon down and forget about additional armour stripping. It's still effective against big balloon enemies (junker, galleon, spire and nothing more) but then you just put a full buff engineer (no, not a gunner. why? because damage) on the front with charged / heatsink so the general damage is maximised. Ramming is much more needed now, in every encounter you'd think you need to avoid rams. So are side guns.
In my humble opinion what is now
- Balloon destruction speed is just fine. Still effective in many situations, but quite often not effective anymore.
- General damage is too low. I have an idea how to solve it...
- Heavy clip change is a bad thing. One thing is that it shouldn't be used against big balloon ships at all, second thing is it unbalanced burst hwacha.
And what to change
- Revert heavy clip changes, so the carro nerf doesn't make other guns stronger.
- Change carro (heavy and light) shatter damage to piercing and decrease it. This way carronades can't get instant disables and with flechette damage nerf it's still not so easy to grind enemies into the ground all the time. Even with stamina!


General thoughts

So many things that needed fixing were fixed. So many improvements. Nice work :)

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