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BlackenedPies:
For the testers: is disabling balanced? From the footage I've seen it seems exclusively centered around killing quickly and flechette especially doesn't appear very useful. What are your thoughts on disable and non brawl tactics/strategy?

DJ Logicalia:

--- Quote from: BlackenedPies on August 29, 2015, 07:00:37 pm ---For the testers: is disabling balanced? From the footage I've seen it seems exclusively centered around killing quickly and flechette especially doesn't appear very useful. What are your thoughts on disable and non brawl tactics/strategy?

--- End quote ---
I was discussing this exact thing with some of the other testers. In PvP, most of the ships are difficult to kill quickly, so you need to try and wear the crew down in some way. Straight up kill ships work too, you all obviously know how this game works. The thing with Co-op is, most of the AI ships don't have very prominent balloons or components and they die very quickly. On top of that, they die so fast anyway, it's safer just to bring something that can kill as fast as possible or it just feels like you're shooting carronades at a brick wall. On top of both of those things, there are a LOT of ships that spawn. To say the least, it's impractical to keep many of them disabled for long periods of time. The best strategy is to engage one, kill it, and move on.

I flew a blenderfish to test this exact thing, and by the end I found myself using the side gat and side banshee more than the carronade. 

Daft Loon:
Can lumberjacks on the crusader use stamina to tip over backwards?

2 vs AI = goodbye wait times.

BlackenedPies:

--- Quote from: DJ Logicalia on August 29, 2015, 08:02:45 pm ---I was discussing this exact thing with some of the other testers. In PvP, most of the ships are difficult to kill quickly, so you need to try and wear the crew down in some way. Straight up kill ships work too, you all obviously know how this game works. The thing with Co-op is, most of the AI ships don't have very prominent balloons or components and they die very quickly. On top of that, they die so fast anyway, it's safer just to bring something that can kill as fast as possible or it just feels like you're shooting carronades at a brick wall. On top of both of those things, there are a LOT of ships that spawn. To say the least, it's impractical to keep many of them disabled for long periods of time. The best strategy is to engage one, kill it, and move on.

--- End quote ---

This sounds like my biggest fear for balance. One option is to simply buff the damage/modifiers for shatter and flechette in Co-op for the players. A carronade may be useful to shotgun blast a group of enemy fighters, or an artemis to target AI artillery. Due to the covered balloons heavy carronade may need to one shot balloons with extended range, and due to many enemy guns artemis may need a high burst radius similar to old heavy clip hwatcha. To balance between the two damage types shatter might have a higher modifier against hull and flechette higher against armor. The goal would be guns that are highly effective at disabling and competent at killing.

Affecting damage+modifiers and tweaking gun stats seems the only simple solution to me. The game can't be released with guns that are mostly useless. I hope you guys have ideas and will share them with Muse.

Richard LeMoon:
I would replace the red break with fire, smoke, and falling bits, halfway between current armor break animation and death animation.

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