Admin > Dev App Testing
Tanky Spire Beings for Wild Week!
Ayetach:
Join us on Dev App to test out some wild designs! This week (13, Jan. 2017 - 15, Jan. 2017) featuring the Spire! Stat changes below:
New Spire:
- Armor: 900
- Hull: 700 (emphasis on keeping armor up, it is a lot of armor, more than Galleon)
- Turn: same
- Top speed: 24m/s
- Forward acceleration: same 4.5m/s2
- Vert accel: 6m/s2
- Top vert speed: same 17m/s
- Side guns fanned from 40 to 50, so more outwards
Old Spire:
- Armor: 400
- Hull: 950 (emphasis on keeping armor up, it is a lot of armor, more than Galleon)
- Turn: 12.08 deg/s
- Top speed: 28.01 m/s
- Forward acceleration: 4.50 m/s²
- Vert accel: 3.75 m/s²
- Top vert speed: 17.00 m/s
- Side guns fanned from 40 to 50, so more outwards
Atruejedi:
For clarity (and because I used symbols!):
#TANKSPIRE:
- Armor: 900 HP (was 400)
- Hull: 700 HP (was 950)
- Acceleration: 4.50 m/s² (same)
- Max Turn Speed: 12.08 deg/s (same)
- Top speed: 24 m/s (was 28 m/s)
- Forward acceleration: 4.5 m/s² (same)
- Vertical acceleration: 6 m/s² (was 3.75 m/s²)
- Top vertical speed: 17 m/s (same)
- Side guns fanned outward from 40° to 50°
Personally, I'd like to see the top speed reduced further (to become the slowest ship in the game) and turning speed increased. I want a spinning death dreidel. Can I hashtag that? #SpinningDeathDreidel?
Pre-testing session thoughts:
50° is too much. It disallows FlakSpire with Double Gat and Heavy Flak. I think 45° is acceptable because the closer the enemy gets, the harder it will be to "cross the streams" with Gatling fire and hit him. But, honestly, I don't think gun arcs need changed.
Byron Cavendish:
Holy shit! It took like 3 years, but you guys finally came around. I agree on the arcs though, what is even the point of that? What is with Eric and ridiculous gun arcs nowadays?
BlackenedPies:
Rule of thumb: don't touch arcs. It makes gat/flak no longer viable for pubs. It hurts new players and limits gun choices without affecting balance. More unique ships become nonviable while metas remain unchanged, or creates a new meta
A 60% buff to vert accel is excessive. For reference, squid vert accel is 4 m/s2, and this gives spire by far the best vertical in the game (all ships have the same top vert speed). I thought a buffed balloon and hydro made you shoot up like a rocket before, but now you don't even need a buff. Spire can already outmaneuver most ships in close range, less it's awkward profile, but now it's much easier to dodge and juke ships, if it wasn't already easy enough before. Top speed nerf is fine. 900 HP is huge, a 225% increase, and more than a galleon (800). Now you buff the hull and maybe even bring up another engi when necessary, whereas before you rarely buffed hull and almost never had another engi on hull
Previously, the spire was weak to kill and disable, now it's only weak to disable. In short, reduce the severity of the changes. If it needs more vert accel, buff it 10-20%. If it needs less hull and more armor, nerf 20% buff 30%, or anything but 50+%, which is overly excessive. Small but important changes have big effects. Top speed nerf is good but do not touch the arcs
Dementio:
I pretty much agree with BlackenedPies, like the direction of a tanky Spire, but want to add something that may turn out to be a big deal: If it really should be a tanky Spire, it needs more hull or keep its old value, otherwise it will always die during the first armor break, because it will take too long to rebuilt the armor. Don't forget, the more health a component has, the longer it takes to be rebuilt.
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