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Sunday testing release notes.

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BlackenedPies:
The point is to show that 5 degrees isn't nothing. It may have little effect on experienced players so why do it? It increases the skill cap and doesn't address why the mob is OP

Dementio:
Who knows, why nerf the Spire that is not seen in competitive and buff the Squid that is already successful in competitive?

Solidusbucket:

--- Quote from: Dementio on February 27, 2016, 04:38:28 pm ---Who knows, why nerf the Spire that is not seen in competitive and buff the Squid that is already successful in competitive?

--- End quote ---

Letus:

--- Quote from: Ayetach on February 27, 2016, 02:02:50 pm ---Hi guys,

Sorry for the delay here's the release notes for our non-blind testing tomorrow at 12pm EST (5pm UTC).



Balance Changes:


-Squid side gun turned forward to 70 degrees (from 90)—to make it easier for less experienced players to use the Squid in normal play

-Squid increased forward/backward acceleration to 8m/s2 (from 6.66)—to make it easier for the Squid to change position and react effectively in close range combat



--- End quote ---

One of these is not needed.

Just, as a squid pilot, if we make it easier for the two guns to arc easier, the mobility isn't really a needed addition, let alone you then made it hard to do some real fun passes with a triple whammy....such as stripping with a gat, zooming by, and then using the rear gun as a third option to stay in position, instead of maneuvering around.

And even with how the squid is now, jostling with your throttle to keep the guns you have in arch is a learned skill, but if you turn the gun forward, well that need is reduced, which I'm not fully complaining about..if you make it easier for a ship to give guns arc, then increase their mobility...well...I guess we'll just have fun with merc + lightflak squids that won't ever get touched...once you master that, not even a minotaur can ruin your day (it's called Kerosine or Moonshine and a great crew.)

So if we are trying either of these, it's either one or the other, not both, is what I'm trying to say....

For argument of "helping newer players."
Yes, the gun change will help...but, the mobility change can help as well.  Learning to position is a key for every ship really, the Squid is no different.

As for Hwatcha...
Why?
I know it's over used...I know it's annoying...but why the entire clip...why not just...reduce the clip size? 
I might be one of the few people who scatter shots with burst rounds when close enough to disable then follow-up-kill when hull goes down, or into another disable, a reduced clip would easily nerf that strength as well...

Otherwise, I'd just run my Hwatcha Galleon with an engineer who repair everything and have my gunner jump back and fourth between the hwatchas...and nothing would change...

DrTentacles:

--- Quote from: Letus on February 27, 2016, 05:04:55 pm ---I might be one of the few people who scatter shots with burst rounds when close enough to disable then follow-up-kill when hull goes down, or into another disable, a reduced clip would easily nerf that strength as well...

--- End quote ---

Most people with any experience do not use the whole clip in one volley. This is why it's a very low-skill weapon to use effectively. The only difference is between a novice, and a vet, rather than between a vet, and a vet with more skill/experience. This adds a skill aspect to the Hwatcha, and makes it harder to use effectively. A newbie *can* use it well, but using it to full potential will require prediction, accuracy, and reflex, and timing now.

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