Main > Gameplay
#restorethesquid
BlackenedPies:
The biggest nerf was removing the ability to walk through the struts at the back near rear gun, a fool proof way of getting to the bottom engine without jumping or fear of screw ups
Fynx:
--- Quote from: Dementio on December 18, 2016, 08:29:20 am ---it could do with a 100hp more, the armor change does make a difference.
--- End quote ---
I'd say 200hp, instakills by environment are no joke.
--- Quote from: BlackenedPies on December 18, 2016, 03:12:44 pm ---The biggest nerf was removing the ability to walk through the struts at the back near rear gun, a fool proof way of getting to the bottom engine without jumping or fear of screw ups
--- End quote ---
I'm still curious as to what was the idea behind this change. The only thing that comes to my mind is to increase the level ceiling of squid engineer so good engineering / control over fluent movement is something to work on for players.
MightyKeb:
--- Quote from: Fynx on December 18, 2016, 04:17:25 pm ---
I'm still curious as to what was the idea behind this change. The only thing that comes to my mind is to increase the level ceiling of squid engineer so good engineering / control over fluent movement is something to work on for players.
--- End quote ---
--- Quote from: Keyvias on November 09, 2016, 01:54:02 pm ---Balance:
Squid
* Increased hull armor to 335 (from 230) so that it requires an additional rebuild hit with the Spanner
* Decreased hull health to 450 (from 950) to address complaints about tankiness and maintain the design goal of “nimble but weak”
--- End quote ---
And despite that, it's tanky as hell right up the moment where the armor breaks. Then it's tinfoil paper time.
Richard LeMoon:
Restore it only if a bit of hull is added to the front of the balloon. No more balloon ramming torpedo Squids.
Daft Loon:
Which ships were people successfully targeting with squid rams? (outside of the perfect opportunities where anything vs anything ramming works)
I've never noticed it being a problem.
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