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Balance musings
ZnC:
Ever since the nerf of the Pyramidion (kill meta), competitive games have been revolving around the Mobula (control meta) and its counter, the Squid (and its counter, the Hwachafish) for a while.
It's never gonna happen, but here's my wishful idea of what a meta-changing balance patch would be like.
Mobula
-Armor: 600 > 450
-Acceleration: 4.25 > 3.0 m/s2
*Significantly reduced survivability and mobility. This puts the Mobula in a more defensive role, instead of allowing it to be aggressive or defensive whenever it wants.
The Mobula and Spire is similar in that they have a lot of forward firepower. This change defines the ships; Spire as the forward-moving glass cannon, and the Mobula as an evasive, fire support ship - making altitude maneuvers and wearing down the enemy as they approach.
Squid
-Hull: 950 > 800
*Reduced margin of error with 800 hull; with the speed buffs and pilot stamina, 950 gives a bit too much headroom.
Pyramidion
-Acceleration: 2.25 > 2.75 m/s2
*Returns the Pyramidion to its aggressive role while still having a lower headroom of 550 hull.
Galleon
-Max Speed: 30.02 > 28 m/s
*Slightly reduced mobility. The Galleon is very powerful with the best survivability in the game and a huge amount of firepower; only thing even scarier than that is a fast Galleon.
Hwacha
-Jitter: 4 > 6 degrees
-Yaw: 30 > 20
-Pitch: 20 > 15
*Reduced arcs so gunner stamina actually compensates for it; returned jitter to pre-buff value for lesser effective range.
Heavy Carronade
-Jitter: 6 > 4
-Pitch arcs: -30 to 15 (from -20 to 10)
-Reload time: 7.5 > 5.5
-Range: 400m > 350m
*Revert to pre-nerf values; reduced range to make initiating and balloon lock more challenging, also slightly easier to escape from.
Of course these are my opinions only, and being in the forums for a while, I realized opinions vary (A LOT). Just wanted to express my ideas somewhere.
ZnC:
For reading interest, here's also my own reference for what ships were designed to do - the whole train of thought inspired by my discussion with MightyKeb.
Goldfish - 'First in, last out'
Firepower: 2
Mobility: 3
Survivability: 2
Pyramidion - 'Vanguard'
Firepower: 2
Mobility: 2
Survivability: 3
Squid - 'Evasive Maneuvers'
Firepower: 1
Mobility: 4
Survivability: 2
Galleon - 'Tank'
Firepower: 3 (taking into consideration the difficulty of getting weapons in arc)
Mobility: 1
Survivability: 4
Junker - 'Versatile Brawler'
Firepower: 4
Mobility: 1
Survivability: 3
Spire - 'Glass Cannon'
Firepower: 4
Mobility: 2
Survivability: 1
Mobula - 'Forward Fire Support'
Firepower: 4
Mobility: 1
Survivability: 2
Ratings from 1 to 4.
Firepower: Amount of forward facing weapons, overlapping weapon arcs, turn speed and turn acceleration.
Mobility: Top speed and acceleration.
Survivability: Armor, hull, ship profiles, and evasive ability (i.e. acceleration and vertical acceleration).
Extirminator:
In my opinion mobula is not op as people make it out to be, it's like the former pre nerf pyramidion wasn't op if you knew how to deal with it. The only problem is novices who are still learning the game don't know how to deal with stuff - which frankly is good, because you want some sort of learning curve.
The change to mobula that you are suggesting, as someone that spent about 2000 matches main engineering on a mobula, I can tell you it's extremely drastic and quite game breaking. The gun used by the hull engineer is pretty far away from the hull. With the current HP of the armor there are times where I react accordingly but the armor still dies too fast or is just on the verge of dying. Nerfing it so much would mean you not only crippled the mobula's survivability, you practically broke it entirely.
As to the galleon change you are proposing I can agree with the fact that it needs a change, but not a nerf, in my opinion it needs a buff. I like the way it handles, it handles the way you'd expect a 320 tons piece of steel to fly. It's very clumsy and takes a while to get going, but it has a sleek design that makes it pretty aerodynamic so it makes sense to have it have high top speed. I rather think that the buff should come from a higher hull stat. Because I think that it doesn't make any sense that a ship classified and meant to be the tankiest in the game, would die for less than one clip of mortar once the armor is down.
Byron Cavendish:
I would have to agree with you. Just as you have extensive knowledge of engineering a mobula, I have been piloting galleons and junkers most of my three years with GOIO. I pride myself on running a tanky galleon, but it is something you have to work really hard at. I think it needs more HP to compete with the way all ships have evolved and the general direction of HP additions Muse has been going. If component breaking didn't go to the hull it would be a different story, but the ship is a big target with a lot of vulnerable parts.
But I also think spires need a lot of armour to be able to live up to its turret design. Its low armour completely contradicts its style, which works very well with mobile ships like the squid and goldfish.
Will we ever see these ideas supported by Muse though? Dream on.
Daft Loon:
A reasonable buff to the galleon and a start to balancing the spire might be to reduce the heavy gun rebuild a little. It would be effectively a buff to the ships durability too with the amount of damage heavy guns absorb when not broken.
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