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

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Dementio:
One of the Mobula's strengths is its ability to use multiple ranges with ease, because arcing guns is no problem. Making it harder for non-artemis guns to stay in arc might make it weaker to close range, if people go double artemis with a Gatling on the wing top deck. This may also be an indirect buff to the Minotaur, as it now needs less force to disrupt gun arcs completely. If we buff the Spire after nerfing its speed, I can see it  being a risky, but viable counter, if you put the Minotaur on it, but that may also be wishful thinking.

HelFyre:
This would make that spire stronger, for example, though this is a fringe case- given the difficulty of use (a mobula with first strike advantage would be a lot more deadly than a minospire with first strike, given the minotaur's slow turning speed when slightly damaged, and the nature of the spire. I don't see the need for detailed analysis of this one case..

I want to make a detailed post with regard to all of the changes, resources need to be gathered though, if anyone is interested in the problems with the mobula changes, though most of it boils down to the mobula being near useless at close range against close range ships, and the restriction to meta builds whilst we were beginning to see a plethora of new, interesting mobula builds in both public and competitive matches.
Just to clarify, at higher levels, close ranges ships like the fish (not the pyramidion) will be able to approach mobulas with fair ease without too much danger, at which point the mobulas will be too vulnerable with the modified gun arcs (they already lose 1v1 against a fish at the higher levels of play, it would just be more difficult). [Insert tedious explanation of last point with information about gatling and explosive weapon(flak, banshee) gun arcs here upon request]. The exact same argument applies for lower level play, with a different explanation for the points made.
At mid level play, I am not entirely sure, though I don't think we see enough mobulas to induce this change. Even if it in some way improved play at this level (which I don't think it would), it wouldn't be worth the trade-off for the current complexity of viable mobula builds currently available, and its effects on mobula numbers in both higher and lower levels of play. I think this is a very bad proposed change for the game in general.

I'll post later about the other things, though the other change that really bugs me is the lochnagar one, since it's not a viable ammo choice for anything but the minotaur, and it spoils current builds, in particular the carronade fish (which isn't really considered overpowered or such), and drastically weakens lochnagar mines.

I agree with most of the feedback here, other than that concerning the squid, and whatever Solidus said  :D

Richard LeMoon:
After everyone mulls their thoughts over, make sure to email them to Muse. They don't read the forum much.

Ayetach:
They do Richard, but they are also a small team so they won't always be able to get to every single post (especially the ones that count) so it is much better to email since me & Matt personally see to that those feedback emails make it into the discussions when reviews are made on these changes.

nanoduckling:
Does no one at Muse know how to characterise non-linear systems?

I'm not bothered by any of the changes in particular here, and some changes I get are being made the make qualitative changes in how the game is played (the loch change for instance). Those are going to be big and need constant balancing and there is nothing else for it. But once again we have nerfs and buffs which elevate some ships by absurd degrees and pound others into the dirt. If you want to characterise a non-linear system you need to make small changes. This is especially true when testing the system. You need to do this even if you think a component of the system is seriously out of whack because small changes in non-linear systems can have a big impact.

The pyra buff is a 150/550~=30% change in hull health before we ignore the effect of the other adjustment. It is also a de facto admission that the pyra was massively over-nerfed in the last meta-shifting patch, which is what every single tester said at the time. 30% is not small. 30% plus other changes is really not small. I have no idea how to interpret any of the feedback on this because it will take me 4-6 weeks of theorycraft and testing to work out what impact such a radical metashift will have. As an aside if this was pushed in its current form I'd be pretty darn annoyed that once again I'm having to learn the top tier play all over again for what should be small balance fixes.

Learning how to use stamina I'm fine with. Learning what might be an interesting new loch mechanic I'm fine with. Relearning the whole meta without substantial qualitatively new problems to solve just wont be interesting.

As a final note, a squid buff? And a double squid buff at that. The squid is a popular and effective competitive ship with several top tier pilots considering it their signature ship. Buffing it because novices don't spend enough time in the blastyard with it before taking it out is going to make competitive play less interesting. I'm not especially happy about that.
 

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