Admin > Dev App Testing

"When Ambush Comes to Shove" - Week 2 is being tested this weekend! (change log)

(1/5) > >>

Ayetach:
Hi guys,

For our unblind testing, here is the change log for this week's changes for balances on ships weapons, and ammo. Be sure to join us at 12pm Eastern time (5pm UTC) for testing and let us know what you think at feedback@musegames.com. Thanks!

Balance Changes:

* Mobula bottom guns fanned out 10 degrees, top guns fanned out 5 degrees—to increase the difficulty of full weapon’s platform functionality without disallowing common builds.
[*]Spire reduced turn acceleration to 10d/s2 (from 15), reduced top turn speed to 8d/s from 12—to make it easier for other ships to flank the Spire.
[*]Squid back gun turn inwards (towards right side of ship) 40 degrees from 0—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.
[*]Heavy Flak has more damage moved to direct hit for a 70/30% split between direct and AoE (from 45/55%). Higher clip capacity to 4 (from 2) means damage per shot is reduced (115/50 explosive, from 150/180 explosive), BUT damage per second is the SAME due to increased RoF of 2 shots/s (from 0.8), and reduced reload time of 4.5s (from 5), reduced camera shake—to increase ease of use in both range (more damage in direct for within arming distance shots) and aiming (more shots to judge arc before reload.)
[*]Lochnagar Shot reduced clip size reduction to -60% from reduction to 1 shot, reduced damage increase from 62.5% from 125%, reduced rotation speed reduction to -70% from -90%, changed damage to gun model so that is deals proportional damage per shot until gun is destroyed e.g. if gun has 2 shots then each shot deals 50% damage vs a gun that has 4 shots were each shot deals 25% damage—to ensure that Lochnagar has use cases after Heavy Flak changes.
[*]Harpoon has right click to reel in with increased harpoon force to 1500000 (from 230000)—major feature request.
[*]Hwacha reduced projectile speed to 250m/s from 400m/s, decreased camera shake—to give receiving players more time to react to Hwacha volley.
[*]Pyramidon hull health increased to 700 (from 550), mass increased to 300000 from 200000 while preserving all other steering characteristics—you said you missed ramming, right?  Also affected less by Minotaur and other physics related systems due to increased mass.

Letus:

--- Quote from: Ayetach on March 05, 2016, 03:20:56 pm ---
[*]Squid back gun turn inwards (towards right side of ship) 40 degrees from 0—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 ---
With gunner stamina, the turned gun can give squid a trifecta for a brief moment.  I'm not too sure if I'm for this or not, due to the fact that a gat + banshee + tar barrel is a rather hellish combo when pulled off in regular play.  The angle may make it harder to jockey in that tar...or might make it easier...I rarely use the rear gun in normal play as it is.

The speed might be good if the rear gun change happens, due to most squids flying straight at first.
Just wait for the generation of reverse flying Squids now...


--- Quote ---[*]Lochnagar Shot reduced clip size reduction to -60% from reduction to 1 shot, reduced damage increase from 62.5% from 125%, reduced rotation speed reduction to -70% from -90%, changed damage to gun model so that is deals proportional damage per shot until gun is destroyed e.g. if gun has 2 shots then each shot deals 50% damage vs a gun that has 4 shots were each shot deals 25% damage—to ensure that Lochnagar has use cases after Heavy Flak changes.
--- End quote ---

Charged rounds are better on heavy Flak due to the fact that they give half the damage, and don't break your gun and need a repair, so retaining their Rate of Fire.
The only two guns that seem to profit from new Loch, as stated in another thread, is Hades and, ironically, Flamethrower...overall, it can do more damage, but that's heavily negatable.

--- Quote ---[*]Hwacha reduced projectile speed to 250m/s from 400m/s, decreased camera shake—to give receiving players more time to react to Hwacha volley.
--- End quote ---

Well...now this gun is more close range...no point trying to Heavy Clip Disable from a distance when your rounds now travel 60% of the distance they used to, which means instead of blowing up at 1200m, they'll blow up at 750m.
And saying that Most Hwatcha engagements are already in-your-face.

This one is tough to call really.  I'm a fan, and a hater of the Hwatcha...but I really miss having a good heavy-clip-disable from a long distance...mostly due to engagements with this gun always winding up being very close...(seriously, I could try to disable a gun or two with the feeble heavy clip from a distance, but how fast we're going, and they're going...by the time I get my hwatcha reloaded, they already repaired and are shooting...)

BlackenedPies:
You need a balance moderator this is unacceptable


--- Quote from: Byron Cavendish ---I love you guys, I want to be positive about you guys, but you keep making the same irrational, irritating mistakes over and over and it pisses me off.

You've done well with the support of a community, but you're skating on thin ice. You guys can't keep leaving balance to the whims of this amateur, it's going to destroy your company.
--- End quote ---

Stop wasting our time

Dementio:
This calls for some "I need to post random stuff about the stuff that is being changed, without having the ability to test said stuff in an environment where it should be tested!"-post! Which just includes a bit of my impression regarding the changes:

So nobody wanted the Spire to be nerfed and the conclusion from the feedback was to nerf it, sounds great. An increase of armor, as has been suggested before me, to 500 or so would propably work well with this nerf, as the Spire would still be flankable, but not die instantly if the reactions and player skill on that Spire are on a decent level.

That poor Mercury/Hades bifecta on the Mobula, it is not getting easier, but I don't disagree with the changes made to the ship. I just don't like the idea that two or so of my 20+ Mobula builds cannot be executed anymore, or at least not so smoothly.

Glad the gun thing on the Squid was addressed properly and not ridiculously, but does it really need a speed buff? Can we give the increase of 1.34m/s^2 from the forward/backward acceleration to the Pyramidion instead? You know, a ship that actually needs it even with a hull buff?

The change to the Pyramidion doesn't make it more of a ram ship, it makes it more of a fat-butt with a pointy nose hopping over to the enemy ship, hoping to get a body slam going and not miss it, because the anatomy of a butt does not allow for easy repositioning and no matter how fat that butt gets, it will always die due to its inability to react in any way once the enemy decides to move an inch. That sounds way more angry than I meant it to be, but I believe it gets the message accross, somehow at least.

My beloved harpoon. The one thing that I want is for it to toggle "reel-in-mode" by clicking right click, so a crew member doesn't have to waste time sitting on a gun while holding down the right mouse button for 7 seconds, which doesn't even take skill, while he could be doing something more impactful, like shooting a gun that actually does damage or repair the ship. I mean, the harpoon does have impact, but more often than not it will move the own ship out of arcs, meaning there are likely two guys that can't shoot, but can't repair either because the guy that is supposed to repair is also the guy with the task to quickly get on the harpoon. Within those 7 seconds your can ship easily get destroyed. But maybe that is just me.

VomAct:

--- Quote ---Lochnagar Shot reduced clip size reduction to -60% from reduction to 1 shot, reduced damage increase from 62.5% from 125%, reduced rotation speed reduction to -70% from -90%, changed damage to gun model so that is deals proportional damage per shot until gun is destroyed e.g. if gun has 2 shots then each shot deals 50% damage vs a gun that has 4 shots were each shot deals 25% damage—to ensure that Lochnagar has use cases after Heavy Flak changes.
--- End quote ---

But muh Loch mines!   :'(


--- Quote ---Spire reduced turn acceleration to 10d/s2 (from 15), reduced top turn speed to 8d/s from 12—to make it easier for other ships to flank the Spire.
--- End quote ---

Not really sure this is necessary, Spires seem to be in a decent spot right now, and probably don't need to be nerfed.


--- Quote ---Squid back gun turn inwards (towards right side of ship) 40 degrees from 0—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 ---

Definitely not my favorite adjustment.  Squids are one of the few ships in the game that have a relatively high skill ceiling and these changes seemed entirely focused on lowering that, by making an already fast ship faster and much easier to get bifecta on.

Navigation

[0] Message Index

[#] Next page

Go to full version