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Defining Roles for Each Ship - A Return to Our Roots

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Kamoba:

--- Quote from: Richard LeMoon on March 14, 2016, 07:46:52 am ---Stamina broke everything, especially turning due to the faster turn speed AND the extra gunner arcs, so they are nerfing the gun platform ships to compensate.

I think the best 'return to roots' would be a complete revamping or removal of 'stamina' (it is only stamina on engineers). We all know they are having a terribly hard time balancing the base ships. Adding stamina just broke everything they were trying to do with ship, gun, and class balance.

--- End quote ---

Yes but... This would mean Muse would need to admit Stamina was wrong/a bad move in its state..

Stamina as a concept is fun and people in game mostly seem to like Stamina (though usually the ones why like it are the ones who don't know what it's doing... Aka newbie uses stamina while shooting claiming it buffs his gun..)

So the Stamina bad and press shift to initialize can stay... What Stamina does and how it affects those using it, that is what needs to be looked at..

Omniraptor:
If the problem is people using stamina to turn, why not give it more angular drag? It's already +15% simply increase that number.

BlackenedPies:
I don't see a problem with engi or pilot stamina. For pilot you only have 4 seconds and it takes 12.3 seconds to regenerate 1 second. It does widen the gap between skilled and less experienced players, but so would any kind of temporary bonus system

The Djinn:
I'd definitely agree that we need to further define the roles for ships -- specifically the Junker / Mobula / Spire / Galleon, all of which have some variation of "put multiple guns on a target."

Squid is easy: I don't think anyone argues it should be anything OTHER than a vulnerable but extremely mobile skirmishing ship.

The Pyramidion I'd like to see as a bulldog -- super fast to accelerate forward, slower to accelerate backwards, with low turning speed but a high maximum speed. Give it strong armor and a durable hull, and call it a day.

The Goldfish is probably in a good spot as being solid at all forms of movement but exceptional at none, and it's unique swimming pattern for bringing the side guns to bear is very good.

Here's where it gets tricky.

Personally, I'd like to see the Galleon accelerate slowly, but have a decent maximum speed and a moderately decent turning rate instead of the ponderous turning it has now. Make it into a ship that gets into position and dominates the battlefield, but can't reposition itself quickly if something goes wrong.

Contrast this with the Mobula, which I'd make very responsive to acceleration, but I'd give it a very poor turning rate as a penalty for high vertical movement, decent movement, and heavy forward firepower. Perhaps high turn acceleration paired with a low maximum speed, so you can slightly adjust angles quickly, but can't pivot the entire ship around. Maybe adjust it so the pilot can get to the top gun easier to really help sell the fantasy of a gun platform.

Then we have the Spire, which I'd like to see able to turn on a dime, but it should suffer from slow movement AND slow acceleration in all directions. Even more so than the Galleon I see the Spire as an air turret: a rotating gun emplacement that rises into the air and rains down death in an area around itself. I think this is backed up by the ease with which you can get 4 guns on a target -- if anything, I might pivot the lower engineer gun a bit to make 3+ guns on target easier to achieve, as a balancing point for the low mobility and huge vertical profile. The Spire would probably have high armor, but low hull health: it can tank for a while, but once it's hull is breached I think it's okay if it folds, especially as this makes it vulnerable to close-range ramming (which I think benefits a relatively stationary gun platform).

The Junker I'd not sure what to do with -- probably making it more of a middle ground between everything ala the Goldfish is appropriate, only with a higher armor and lower hull (in contrast with the Goldfish's lower armor and higher hull), and with more emphasis on vertical movement and acceleration than speed and turning.

PixelatedVolume:
For Galleon I don't mind giving it fairly high top speed as long as it accelerates poorly.

The Junker I think of as a Galleon-lite:  beefy, not too fast, with strong broadsides.  Just not to the extend of the full Galleon. 

I understand the importance of defining roles for future balance porpoises but IMO the junker is pretty good right now, at least for pubs.

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