Info > Release Notes

1.4.5 New Balance Changes "When Ambush Comes To Shove"

<< < (9/28) > >>

SiepeAssassina:

--- Quote from: Keyvias on March 19, 2016, 01:13:40 am ---If a novice gunner has a 25% hit rate
Old Flak: There's a good chance he hits nothing.
New Flak: Statistically, he hits once.

If an expert gunner has a 75% hit rate
Old Flak: A good chance he hits both.
New Flak: Statistically, he misses one.

--- End quote ---

WHAT DID I JUST READ?
Can someone please explain me?
No?
I'll do it myself then: what you're saying is that since the old flak had just 2 ammo in one round we had a lower chance to hit due to some magical ideas.
Last time I checked the flak isn't a disposable guns SO WHY ON EARTH YOU MAKE THOSE ASSUMPTIONS ON JUST ONE FLAK MAGAZINE?
For example in a whole match I may shoot 30-40 h.flak rounds (making up numbers for the sake of proof), it doesn't make a friggin diffrence if the flak shoots 4 or 2 ammo each magazine.
I'll still hit with the (again making up numbers) 65% of them, no matther how many shots each magazin the flak has.
You may argue that 4 shots are more encouraging but still the gun has lost his charm and you gained nothing.

Keep on making this game more and more flat, no risk, no skills needed, just throw a bunch of guns and full steam ahead.

KeijoPertti:

--- Quote from: SiepeAssassina on March 19, 2016, 06:47:17 am ---
--- Quote from: Keyvias on March 19, 2016, 01:13:40 am ---If a novice gunner has a 25% hit rate
Old Flak: There's a good chance he hits nothing.
New Flak: Statistically, he hits once.

If an expert gunner has a 75% hit rate
Old Flak: A good chance he hits both.
New Flak: Statistically, he misses one.

--- End quote ---

WHAT DID I JUST READ?
Can someone please explain me?
No?
I'll do it myself then: what you're saying is that since the old flak had just 2 ammo in one round we had a lower chance to hit due to some magical ideas.
Last time I checked the flak isn't a disposable guns SO WHY ON EARTH YOU MAKE THOSE ASSUMPTIONS ON JUST ONE FLAK MAGAZINE?
For example in a whole match I may shoot 30-40 h.flak rounds (making up numbers for the sake of proof), it doesn't make a friggin diffrence if the flak shoots 4 or 2 ammo each magazine.
I'll still hit with the (again making up numbers) 65% of them, no matther how many shots each magazin the flak has.
You may argue that 4 shots are more encouraging but still the gun has lost his charm and you gained nothing.

Keep on making this game more and more flat, no risk, no skills needed, just throw a bunch of guns and full steam ahead.

--- End quote ---

Also worth pointing out, that one hit of novice with 4 ammo clip will likely do nothing if the enemy knows how to fix hull.

KeijoPertti:
Quick test in practise lobby, loch on carro seems useless, but not to worry, loch LJ is much better popper than carro ever was.

Also, buffed loch gats gonna be a thing.


Honestly, I'd rather have loch removed from the game rather than have this new version of it.

Or if you want this super ammo on light guns, remove the rest of the ammos, they aren't needed.

Kendra Finegrinder:
Damn. Can't sleep. Guns drama too mesmerising. I feel like it probably wouldn't be if I came here more than twice a year, though. =P

Well, anyway. Here's some silly thoughts on the silly squid stuff.

Squid
-Back gun turned inwards (towards right side of ship) 40 degrees (from 0)
-Increased forward/backward acceleration to 8m/s2 (from 6.66)

I am happy for any squid boost, and anyone who doesn't think this was needed should probably get their head examined. That's probably not a bad thing for people masochistic enough simultaneously play competitive games and care, even a little. But the actual change seems to only address the issue of the squid sucking kind of indirectly. It's like.

"Psst. Hey, yeah, you. Yeah, you, Get over here. No one's gonna notice us now because they should all be rioting about the hwachas or the War On Fun. That's a real thing you know. Also no one cares about squids but you, like literally, you're the only person. Our bad I guess. Anyway, to put it in a way that is both unnecessarily and intriguingly roundabout, I'm not sayin' we're going to make you OP or anything, but we feel a certain KIND of pilot could in theory find a way to use this well enough to make people stop insisting, for a while, that squid is the worst ship of all time in all situations forever."

I can tell you I am not aboard a squid in any capacity often enough to have an opinion of how to "fix" it. Or even tell if it's really broken at all. It is a weird relative I have to live with but will admit to kind of not hating at this point. Even still, I've always wondered if maybe most of the squid's problem was pilot failure to work with ally enough to make it the effective support / opportunistic kill ship it was designed to be rather than using it as the actual answer to all questions. If that is the case it probably is weak, but not by as much as people moan about. Weak enough that people interested in being an effective support ship satisfy that urge with other ships is probably the relevant thing. And if that's true almost any small boost could make it a more popular choice.

That's what the strategy here is with this change, though, right? Giving a captain a new way to maneuver an old favorite different enough to suggest new ways of flying it that may actually turn out to be very powerful. Squid is #1 choice of captains who personify their ship as a misunderstood but despite obvious flaws nigh perfect sort of Mary Sue who needs her honor defended in lobbies. This is a sufficient amount of people to test this theory. And it occurs to me I should insist I'm not referring to anyone in particular. The captains I've met who can make the squid work consistently have at this point been stereotyped as having these traits:

- impressive flying ability (at least better than average)
- impressive ability to delude oneself that It Was Because Of The Ally every single time
- actually a pleasure to work with, but gets feisty as opposition

With a weird cult following the Squid seems to find a way to satisfy this sort of competitive idealist. I assume this is good for Muse because they get to direct the bulk of their career induced sadism at whatever cruel but fair challenge they seem like they're dangling in front of squid lovers, or those other people who don't like the squid well enough to actually fly it but Want To Believe.

I also want to believe but would also gladly settle for teaming with / blowing up zany ships manned with enthusiastic but ill-fated crews insisting stuff like "flying backward - that's the ticket!" and "squid is the new galleon." But the rest of it's like, we'll see what they do with it. Seems reasonable.

MightyKeb:

--- Quote from: Kendra Finegrinder on March 19, 2016, 08:34:54 am --- but we feel a certain KIND of pilot could in theory find a way to use this well enough to make people stop insisting, for a while, that squid is the worst ship of all time in all situations forever."

--- End quote ---

This is false. The addition of pilot stamina has benefitted squid the most along with 950 hull and 6.66 acceleration a year ago. There has been evidence of successful squid usage in competitive games as of late and at one point the current competitive meta was widely considered to be a circle between Mobula > Fish > Squid > Mobula.

For the actual evidence of squid being used well competitively and squid being used in general, refer to Blood and Brass tournament VODs on Muse Games' channel, as well as Cronus Leauge clips. (Prime examples from both: Team Predators in BB and Team Bumble in CL.)

The fact is, squid's effectiveness is tied to the pilot itself making minimum amount of mistakes. Those who can are feared, those who can't are shown as "proof" that squid's a bad ship. Simply pay no attention to the naysayers and realize they're stuck in a baser mode of thought.

In my opinion, flying backwards 24/7 is still as ridicilous as it was before, but it's very much possible to have an easy back-side bifecta whilst being able to rotate to the front more quickly now because you can slide by them with your side.

HOWEVER. I doubt that the average squid pilot (the one who consistently proves it's "weaknesses") will be able to abuse that as much as the vet squid pilot does. So this change didn't actually lower squid's skill floor as far as back gun usage goes.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version