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Sunday testing release notes.
Atruejedi:
--- Quote from: Nietzsche's Mustache on March 01, 2016, 12:26:58 am ---[stuff about Spire]
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I'm fine with a slower turning speed IF THE ARMOR IS RAISED. As it is now, it's sooo weak. I agree with your latter points of treating it as a weapons platform. A tiny bit more tanky and less maneuverable would allow the guns to actually fire forward and a flank to result in death by superior maneuvers.
--- Quote ---[stuff about Squid]
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This is actually ... brilliant. The Squid is an engineering nightmare for newbs because of all those engines. Replacing four light engines with two large engines would really simplify the process and I love the idea of it being nimble and thin-skinned again.
--- Quote ---[stuff about Pyra]
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Pyra is already shit at turning... the hull buff is nice, but I still wish forward acceleration was adjusted a bit. You say lawn dart, I say rhinoceros. Same idea :)
--- Quote ---[stuff about Mob]
--- End quote ---
As you said about weapons platforms... I agree. The problem with the Mobula isn't firepower, it's maneuverability and survivability. Keep the firepower. Tweak the other options. If Muse ruins my triple gunner Mobula build (double mercs on the left, light flak up top) I'll cry for ever :(
--- Quote ---With all that said, I want to make a more general statement: Even looking at what muse is doing with "When Ambush Comes To Shove", I still think they're making bandaid changes to things that appear overpowered. What is actually the problem is that Muse hasn't the slightest idea what the purpose of each ship is supposed to be. Once they can establish the very purpose of each and every ship, then maybe we can make some meaningful changes to the balance of the game. Once we've decided that the pyra is "The Vanguard To Lead You Into Battle" (which kind of implies it's fast and tanky and little else, not even manoeuvrable), that the squids purpose as being fast and manoeuvrable, but NOT tanky, that the weapons platforms (mobula, spire, galleon) are treated as such and have their own uniqueness to them as well (for example, I like the notion that the trade-off for running spire vs mobula is I get better manoeuvrability where I lose in having a more vulnerable geometry, but in the current metagame I don't get enough to make it worthwhile).... ... and what about the junker? How's the junker supposed to fit into this? The Junkers kind of been lost in all of this because it doesn't really seem weak, but in the current metagame everything the junker does the Mobula does better. This is why I'm REALLY disappointed to not see junker changes addressed so far. Or perhaps a nerf to the mobula's mobility could act as a junker buff. You decide.
--- End quote ---
So, so true, so I figured I'd actually quote that.
Nietzsche's Mustache:
I'm still not sure how i feel about mobility nerfs for the spire. I still want to be able to run those wacky close range Spires, and a big part of that option is mobility. I suppose if it's a really small nerf to the turning while we get a big up to the armor, I'll still manage to moonshine backwards in order to deal with flanks. This is usually faster and more reliable than turning anyways. Plus, a mild drop in turning acceleration while maintaining turning top-speed could also serve to stabalize turning, thus making it easier to avoid that turning "twitch" that makes your hades/lumber/merc/art shots go wide.
BlackenedPies:
Don't forget to email feedback@musegames.com
For spire I often bring both hydro and drogue against balloon poppers. The nerf would make this much more difficult. -1/3 turning is harsh but the spire is powerful in pub matches with a high win rate
Richard LeMoon:
--- Quote from: Nietzsche's Mustache on March 01, 2016, 12:26:58 am ---
However, with that in mind, I don't want to see the Hades Funhouse go away.
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Hades Funhouse still works fine. A bit more of a challenge.
Keyvias:
Hey Guys,
Just wanted to thank everyone for the feedback. As always these tests are not the final version and all your feedback has been noted so we can talk about them internally and see if we can dial this patch better.
We are the first to admit this balance patch is huge compared to our normal style and we will be taking it slow and making sure we get it a close to perfect as possible which means more testing, more feedback, and more Muse time figuring out the parts we did well (like flak) and parts that are not feeling correct yet (like gravity.)
We're going to spend tomorrow talking about the feedback and figuring out what we need to do to shift everything in the correct direction.
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