Guns Of Icarus Online

Main => Gameplay => Topic started by: awkm on August 12, 2013, 02:17:24 pm

Title: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: awkm on August 12, 2013, 02:17:24 pm
Just FYI, Mobula was always at 700 armor.  There was an error on the spreadsheet.
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: N-Sunderland on August 12, 2013, 02:23:17 pm
Unless I'm mistaken, there were changes made to hydrogen (+350% rising force and -60% vertical drag from +300% and -200%) and to chute vent. Did the change log miss those, or was it like that before?
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: awkm on August 12, 2013, 02:26:27 pm
@Sunderland

I have not touched either of those skills.  I can only assume that they had those values since last patch.  If there is reason to believe that isn't the case, we can look through changelogs.  Like, a really good reason.
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: Crafeksterty on September 08, 2013, 03:54:25 pm
The drogue chute needs a 5 or 3 second charge, so many times it has been prooved useless. It further makes the pilot holding the helm for too much.

Not many people use it for that reason.


About hydrogin, it is actually balanced but the baloon degrades as the health rreaches 50%. The skills are very self defeating at that matter, as soon as a pilot uses Hydro, it must be repaired.

The spire needs  an acceleration boost. I mean it is the slowest ship, atleast make it versitile on its slim nature. Make it go quicker from different speeds. Basically, make it get quicker to its maximum speed.

Is my post correct? or?
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: N-Sunderland on September 08, 2013, 03:58:06 pm
I agree about drogue. Without a lasting effect it's a bit useless, particularly on the ships that would otherwise make best use of it (Galleon, Spire, and Junker, which have very large balloons but also have the component positioned near the pilot, meaning that there's no sense in using drogue when you could be helping on the rebuild).
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: Eukari on September 08, 2013, 04:27:53 pm
The Drogue Chute definitely needs a boost. I always run it when I see a Blenderfish on the other team, but, as N-Sunderland said, it's usually a far better idea to just get off the helm and help repair the balloon. Having it last for four or five seconds after popping off the helm would go a long way to making it achieve its intended purpose.

I also agree about the Spire- it either needs to get a defense buff or a speed buff. Right now, it's slow and fragile- a bad combination in a game that prizes good mobility above pure firepower. In a straight shoot-out, the weaker ship will almost always lose. Seeing a Spire on the enemy team is cause for relief...and seeing one on my team is cause for alarm. Making it faster would put its position relative to the battle more under the Spire's control, which is very important for a ship that blows up when you sneeze on it.
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: Echoez on September 08, 2013, 06:23:27 pm
I find that Drogue Chute is already pretty powerful and has its uses on ships that don't have the balloon near the pilot, like the Pyramidion and the Goldfish (it's a long run and I've trying it countless times, by the time I get there, my engineer has already rebuild 3/4 of it, it's not worth the time off-helm), also on a Squid the Pilot can't be realy repairing the balloon, so still has a use there (though I guess nobody will run it on a Squid for obvious reasons), it's also very valuable on the Mobula since the pilot can't afford to go repair anything, so he can keep it active and help the ship a lot.

Lasting effect on Drogue Chute would make it a bit too powerful on ships where the pilot can also repair the balloon and eliminate a very crusial weakness, especially on the Galleon and the Spire, where camping the balloon is actually viable and a legit downside for the firepower they bring to the field, giving these ships the option to keep Drogue active while also having the easiest balloon repairs due to the component being realy close to the pilot isn't something I'd like to see, items should aleviate some of the stress but not completely eliminate a weakness.
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: Captain Smollett on September 09, 2013, 02:06:14 am
What if the drogue chute was just flat out buffed, as in it did even better at slowing the decent. 

I haven't run drogue chute on any of my builds in months, partly I think since I'm a bit spoiled by how well it used to work prior to 1.2 when the ships were lighter. 

If it slowed the descent more than it did now, it would likely provide a much better counter against blenderfish and perhaps provide an alternative to a controversial topic in another thread that will go unmentioned.
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: awkm on September 11, 2013, 12:19:26 pm
Good idea.

Hahahahah
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: Calico Jack on September 12, 2013, 11:38:42 am
mispost (thanks to Capt Smollett for the headsup)
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: snor-laxatives on September 12, 2013, 03:17:28 pm
Regarding the spire, what if it had a quicker hull repair time, much like what the squids is now.  The Squid is able to stay alive as long as it is because of it mobility and hull repair time.  What if the spire had firepower and repair time?

However im not 100% sure what the Spire's repair time currently is, I tend to avoid them...
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: N-Sunderland on September 12, 2013, 03:20:13 pm
Regarding the spire, what if it had a quicker hull repair time, much like what the squids is now.  The Squid is able to stay alive as long as it is because of it mobility and hull repair time.  What if the spire had firepower and repair time?

However im not 100% sure what the Spire's repair time currently is, I tend to avoid them...

Rebuild time is directly tied to armour, so that would come at the cost of lowering the armour.
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: snor-laxatives on September 12, 2013, 03:32:44 pm
hmmm, so make it even more of a glass cannon.... still having a faster rebuild time could be advantageous.  Maybe lower armor but give it a faster turn speed?  Might give it a bit more survivability?
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: HamsterIV on September 12, 2013, 03:47:35 pm
Unless there is a massive armor plate on one side, which takes damage at a different rate than the hull takes damage, turning speed will not help a spire get out of trouble.
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: snor-laxatives on September 12, 2013, 04:05:36 pm
I was only considering increasing turning rate so that a spire could keep its guns on approaching targets.  Pyra (for example) charges in with gat mortar, doesnt get the kill on the spire on the first run (due to decreased repair time), Spire is able to turn, keep the Pyra in its sights, and (hopefully) even the odds.  But i do supposed that's what the phoenix claw is for lol. 
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: Captain Smollett on September 12, 2013, 04:13:26 pm
The Spire may be getting a lot of help indirectly in the next patch.

A large reason spires weren't viable was that even if you were winning a fight against a pyra if they made any direct contact with the spire it would usually result in a double ram breaking armor and hull almost instantaneously.

This should be fixed in the upcoming patch.

Personally I'd still really like to see the top right gun turn a bit farther forward to allow all guns other than the merc to easily trifecta.  It would add more cannon to the glass part of it.

Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: Echoez on September 12, 2013, 06:59:51 pm
Personally I'd still really like to see the top right gun turn a bit farther forward to allow all guns other than the merc to easily trifecta.  It would add more cannon to the glass part of it.

AMEN.
Title: Re: SHIPS & PILOT SKILLS Balance Discussion v1.3.1
Post by: Crafeksterty on September 15, 2013, 07:09:11 pm
Much like the spire, the pyra has 3 guns. 2 spots, and a ram. Ive started running  Flak/Gat/Hwacha spire and it works very well. But even with the fire power of the hwacha it still has trouble assisting the gat on taking down the hull armor, and based on some rumors, the hwacha does not disable guns as it used to.

But what Smollet said is something the spire needs... like alot! But i still think the spire needs an acceleration boost. Dont want to waste moonshine just for that. It takes its time to adjust to its position or get to a certain location just because of how floaty it can get.

I play spire like... Constantly and ive noticed that good mindgames with its vertical meneuvering, and back and forward approach gives it an advantage, but it is STILL very difficult, i will either end up dead killing them, or hurt killing them. It really needs its speed adjusted to get quicker faster.

The spire holds 3 guns, and think of this. 3 guns facing forward, you can Gat Mort, Merc Flak, Something else with something else. But what heavy weapon comodates with it? Lumberjack and carronade work very well. Maybe because carronade is a bit too good now but lets take this outside of the guns.


Every ship has the same ammount of health and rebuild time on the baloon. The baloons are universal.  I honestly think there needs a change here. Look at the mobula, it is incredibly difficult to get it up when the enemy team has flachette weapons, it is a MUST for a drougue chute.

It takes exactly the same ammount of damage on a squids baloon as it is for a Galleons baloon.

And ships with their special baloons are also the exact same. Adding, and decreasing health can be problematic because of how it takes alot to repair a baloon. There has to be some special effect for repairing the ballon like, it jumps up or not (Depends on if the captain holds up or down) just so it can get back on its feet.

2 carronade  goldfishes can individualy hold the opposing ships until their deaths.

TLDR;
-Pyra has 3 weapons like the spire
-Look up at what smollet said about what the spire may need
-Even with strong excessive gameplay with spire, it can be very difficult.
-I refuse to take out ships with carronade or Lumberjack...
-Baloons being universal is getting dodgy