Guns Of Icarus Online

Main => Gameplay => Topic started by: awkm on July 09, 2013, 04:58:00 pm

Title: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: awkm on July 09, 2013, 04:58:00 pm
For all your Ship and Pilot Skills balance concerns.

Please create new topics for theory crafting and very specific discussions.  Let's keep this as issues tracking.  But more likely than not, this will be come a Mobula discussion... I guess I'd be okay with that.

Mobula... away!
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Echoez on July 09, 2013, 05:05:25 pm
I like the fact that now Kerozene stops you from turning just like the Moonshine, just to a lesser extend.

Chute Vent and Hydro seem to be on drugs though, last time I used Chute Vent the effects were a lot greater than I was used to in 1.2.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: awkm on July 09, 2013, 05:09:57 pm
I like the fact that now Kerozene stops you from turning just like the Moonshine, just to a lesser extend.

Chute Vent and Hydro seem to be on drugs though, last time I used Chute Vent the effects were a lot greater than I was used to in 1.2.

Hmm, I'll take a look at it.  I don't think any changes were made to those.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: shadowsteel on July 09, 2013, 05:11:16 pm
I like the fact that now Kerozene stops you from turning just like the Moonshine, just to a lesser extend.

Chute Vent and Hydro seem to be on drugs though, last time I used Chute Vent the effects were a lot greater than I was used to in 1.2.

EDIT:
It could be because balloon lift and drop now takes ship mass into effect. Which ship were you using?
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: N-Sunderland on July 09, 2013, 05:12:58 pm
Right, that reminds me.

How heavy is the Mobula in relation to the other ships?
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: awkm on July 09, 2013, 05:23:57 pm
Order of Weight from lightest to heaviest:

Squid, Mobula, Junker, Spire, Goldfish, Pyramidion, Galleon
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Echoez on July 09, 2013, 07:21:34 pm
I was using the Goldfish and since it's the 3rd heaviest ship I guess that makes sense, hmm.. should be more careful now.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Lord Dick Tim on July 13, 2013, 01:50:00 am
I've been having a bang up time in the newbie area in a Spire, teaching how to use the guns to achieve synergy and keep a target down, along with explaining positioning and terrain control.
Same can be said with the Squid, it's my "test" ship to see if my trainees have been paying attention, as I tend to get very stupid with balloon ramming and deliberately destroying our own balloon to act like a chute vent to get out of bad spots while tarring and spinning before blasting kerosene to get the hell out of dodge (my poor engineers hate me after these matches, learning to jump from the top engines to the bottom isn't easy when everything is on fire).

The Mobula "problem" is in keeping two people on the left and right flanks at all freaking times.  A gunner with a wrench was able to keep the balloon up in pugs while an Engineer manages the Hull side and their own gun, top deck was another gunner/engineer who shot from either side or jumped below decks to help with repairs when it was needed.  With that setup I've been able to keep more guns firing on target, keeping in mind that this ship is the essence of a weapons platform and does best when just sending salvo after salvo down range.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Squidslinger Gilder on July 13, 2013, 02:54:23 am
Go with buffed balloon + chute/hydro and you get...the way chute and hydro behaved in 1.1. Pure heaven. Don't let it ever go back to 1.2 again...EVER!!
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Spud Nick on July 16, 2013, 12:10:48 am
I would like to see another hallway in the mobula that would link to the other two.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: N-Sunderland on July 16, 2013, 12:25:35 am
I thought that initially, but I've changed my mind. It needs the components to be spread out in order to balance it.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Spud Nick on July 16, 2013, 12:42:26 am
It seems like it was designed to be hard to repiar.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Surette on July 16, 2013, 06:20:14 pm
It was. If it was easy to repair and had five forward facing guns, it'd be a bit overpowered. Initially I agreed with having a connecting hallway, but now I see why they're separated.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Plasmarobo on July 17, 2013, 10:46:47 am
I'm pretty sure you just have a runner-gunner paradigm.
Gotta think about it like each engie has a dedicated gun to fire. The gunner runs around and complements the engineers, not the other way around.

To be fair, I suck with a Mobula.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Imagine on July 17, 2013, 10:58:18 am
I would like to see another hallway in the mobula that would link to the other two.
I think just another set of ladders in the back near the engines would work, honestly.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: HamsterIV on July 17, 2013, 11:14:26 am
I would like to see another hallway in the mobula that would link to the other two.
Same here, or at least a catwalk between the two engines. There needs to be some sort of engineering circuit so that you don't need two coordinated
engineers to keep that thing in the sky.

Order of Weight from lightest to heaviest:
Squid, Mobula, Junker, Spire, Goldfish, Pyramidion, Galleon

Also the Mobula looks almost as massive as a Galleon, especially with those decorative Eagle heads and wide deck.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: RearAdmiralZill on July 17, 2013, 11:27:11 am
I just don't like how "new" the mobula looks. Other ships look used, while the mobula looks as if each one was just build before the battle.

Also, the lack of visible hull damage is meh.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: RomanKar on July 17, 2013, 11:43:20 am
I would like to see another hallway in the mobula that would link to the other two.
I think just another set of ladders in the back near the engines would work, honestly.

Agreed.  Ladders in the back would be great
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Queso on July 17, 2013, 11:49:38 am
I just don't like how "new" the mobula looks. Other ships look used, while the mobula looks as if each one was just build before the battle.

Also, the lack of visible hull damage is meh.

Well I agree on how damage is hard to see, I like how new it looks. It's an entirely ridiculous engineering feat. It's more advanced than most of the other ships and is probably a newer design. I still like the made up backstory that some spoiled prince wanted a ship with the balloon on the bottom so he could see the sky, and as a result a crapton of engineers had to figure out how to build such a ship. That would also explain the nice trim all the windows and stuff have. It would also explain why most of the components are tucked away and not out in the open disrupting the view.

Edit: I realize this is entirely off topic.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Zormac on July 24, 2013, 03:48:57 pm
I just don't like how "new" the mobula looks. Other ships look used, while the mobula looks as if each one was just build before the battle.

Also, the lack of visible hull damage is meh.

Isn't it for lore purposes? I read that the Mobula was a custom design by a prince or something like that. Maybe it was supposed to look expensive :)
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: N-Sunderland on July 24, 2013, 03:55:32 pm
You read that in a post made by somebody with no affiliation with Muse:

It looks so fancy... Almost like a place I would hold a cocktail party in, not use as a battle station.

I'm loving to imagine backstories... It looks to me like a ship designed by demand of a spoiled child princess. I can almost picture the engineers working their asses off to produce a ship without visible balloon so said princess could have a perfect panoramic view, and lay on her back and look at the stars... Then the kingdom falls in disgrace and the design survives in the form of a battleship, like a reminder of lost innocence.

So no, that's not the official backstory.

Anyways, let's keep this on the subject of balance, guys.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Zormac on July 25, 2013, 01:56:30 pm
You read that in a post made by somebody with no affiliation with Muse:

It looks so fancy... Almost like a place I would hold a cocktail party in, not use as a battle station.

I'm loving to imagine backstories... It looks to me like a ship designed by demand of a spoiled child princess. I can almost picture the engineers working their asses off to produce a ship without visible balloon so said princess could have a perfect panoramic view, and lay on her back and look at the stars... Then the kingdom falls in disgrace and the design survives in the form of a battleship, like a reminder of lost innocence.

So no, that's not the official backstory.

Anyways, let's keep this on the subject of balance, guys.

Oh, I'm sorry! I got it all wrong. I must have been sleepy when I read it :p

As for balance, I really think it's pretty much balanced. It's too powerful with the correct loadout and its purpose is to kill ships before they can fight back. With a good crew and ally it's nearly invincible. In my opinion, any attempts to make it easier to repair (such as a link between corridors / engines or read ladders) would make it imbalanced. It's just like what would happen with a Spire with more health. Whoever was present at the 3x hull dev app event saw how it went.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Spud Nick on August 05, 2013, 10:49:33 pm
Because of it's low mass, quick acceleration and forward facing weapons I think that the Mobula should be much faster than it is.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Captain Smollett on August 06, 2013, 02:14:32 am
Noooooooooooooooooooo
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Captain Smollett on August 06, 2013, 02:15:10 am
What I meant to say is I think that might unbalance it a bit.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Zenark on August 06, 2013, 10:01:08 am
I've yet to find a Mobula that is truly over powered. Sure I've fought some that are agonizingly annoying to deal with, but then I go rage and focus on that Mobula. In a one on one, I can either outmaneuver or outgun them, depending on the ship. I only ever really have trouble fighting one when I'm fighting his ally and he pops in as support, or is camping a spot with his ally.

As a brawler, the ship is underpowered, but as support, it's overpowered. I think this balances it nicely.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Captain Smollett on August 06, 2013, 11:11:32 am
Sure, what I'm saying is, that if you made the mobula faster, all I can imagine is a Mobula speeding to just outside of mid range and then hitting full throttle reverse going so quickly backwards that half the ships couldn't even catch up to it going forwards, especially when they'd be missing engines invariably shot out by the Mobula's mercury cannons.

It already has the fastest vertical movement, it doesn't need to be an uber kite ship.  The Mobula might need a small boost, perhaps those ladders in the back will be enough.  I think the jury though is still out and people have yet to realize the Mobula's potential.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: RearAdmiralZill on August 06, 2013, 11:22:59 am
Quote
The Mobula might need a small boost, perhaps those ladders in the back will be enough.  I think the jury though is still out and people have yet to realize the Mobula's potential.

This.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Spud Nick on August 07, 2013, 02:31:00 am
I think it should at least be faster than a galleon.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: naufrago on August 07, 2013, 10:48:48 am
Trust me when I say the Mobula is a lot faster than you think it is.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Spud Nick on August 08, 2013, 09:52:58 am
It's really not tho.
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: Zenark on August 08, 2013, 11:02:01 am
It's really not tho.

Or is it?
Title: Re: SHIPS & PILOT Skills v1.3 Balance Issues
Post by: RomanKar on August 08, 2013, 11:19:52 am
I posted something similar in another thread.  Over the weekend, I made a Mobula build that I really like -- love in fact.  There isn't a lot I can see that needs changing.  At the moment I think the Mobula is pretty balanced.  I have no problem dealing with Junkers or Galleons.  Pyris and Goldfish can be a problem unless I can work on em from long enough out or get the right things knocked out.

I'm not saying I have unlocked the mysteries of the Mobula, but I can say for certain that most builds I see are a confusing mess.  The layout I have has a whole lot of pain to deal out and isn't hard to engineer at all.

My biggest tip is to not repair until what is attacking you is dead.  The only real advantage the Mobula has is the 3 guns it can easily get on any target at just about any range.  Don't give that up to die on the way to the hull or balloon.