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Messages - ZnC

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46
The Lounge / Re: Prove you're oldfag
« on: March 19, 2016, 04:31:16 pm »
Blocked Ceresbane when he was still Ceresbane.

47
@Bubbles:
Thanks for giving us your perspective. While far from perfect, I think the balance changes are much better than the previous year and there is definitely improvement. Having put a lot of time and effort into writing feedback, I can understand why some of us feel that our feedback isn't changing anything. This might mostly be due to individual suggestions not being tested as they are, or even seriously considered. We state the problems, highlight core issues, and propose viable solutions which are tailored for them (which, at least for me, were never tested). It can be frustrating when players see changes that are completely different (like out-of-the-world different) than what we propose.

A lot of us are also puzzled by the frequency and magnitude of balance patches. Balance is done by making small tweaks to numbers over short periods of time. From what we see, GOI "balance" patches are big annual gameplay changes that completely shifts the meta like an expansion would. I believe these two are the main reason why people are upset. Thanks for the work however, I know the team has put in quite some effort for this one. I can only hope you guys consider the Rate of Fire reduction idea that I sent in for Lochnagar, just before the patch went live.

48
LION GUN OP is dead. LONG LIVE LION GUN OP!

Now that this isn't the Gravity Patch, I dub this the Loch Patch. It really needs -50% Rate of Fire.


49
Richard gave me an idea for a simple and standard format - Rounds.

No respawns for entire round. When an entire team is wiped, surviving team wins the round. All surviving ships self-destruct, next round begins. Spawns can be picked. Rinse and repeat.

50
General Discussion / Re: How would YOU nerf the Mobula?
« on: March 17, 2016, 04:35:34 pm »
Mobulas also drop like a stone due to their vertical acceleration without drogue chute. This also doesn't take into account that a mobula virtually requires an on-point, buffless, engineering team in order to stay repaired due to its structure. (Or a three-engineer setup to get engine buffs). Let's not mention that Mobula armor is often slow to be repaired due to the layout of the ship (Especially with newer players crewing).

I generally dislike going into a chain of arguments but I had to correct some things. The Mobula's vertical acceleration has nothing to do with how fast it drops. Many pilots have beaten attempts at blending the Mobula with Blenderfish or Blendersquid. I have intentionally paid attention to and analyzed this situation many times. Even Dementio the Ryder Mobula man himself will tell you blending is not the way to go.

The Lumberjack can reasonably bombard the Mobula's Balloon and does pose a threat with its sheer DPS. However, the Mobula can also reasonably disable it, especially a control Mob running Merc instead of Hades. Basically all I'm saying is this: for a ship that can easily hydro its way out of many bad situations, it's just bit too tanky IMO.

51
General Discussion / Re: How would YOU nerf the Mobula?
« on: March 17, 2016, 03:54:34 pm »
This thread is got heated up as much as LION GUN OP.

But yea. Mobility, Survivability, Firepower - all ships should have two of those and lack one.

Mobula is designed to have its signature vertical Mobility and large Firepower, so let's keep it that way. But IMHO, it really should be easier to kill at close range if you get the drop on it. Turns out it's harder than expected in practice. This is because, as Pies and I have mentioned, Hull is hard to hit and 600 Armor is quite a lot (in the range of vanguard ships - Pyra, Junker, Galleon). If it becomes more susceptible to damage, then I'd agree that the Mobula actually has a striking weakness to be a balanced ship.

@Jamini: The problem with balloon-popping is that the Mobula, unlike a Galleon or Spire, can maneuver its way out of the blend. A well timed hydro will save it from grounding out, even though Balloon might be lost in the process. Whenever it manages to get arcs, it will disable your guns and start gaining the upper hand. This is the experience I've had while developing a blendersquid build with Kamoba for months.

52
"You almost never need two firefighting tools."

There we go. :D

53
General Discussion / Re: How would you balance/change the game?
« on: March 16, 2016, 11:42:33 am »
Hwacha has 50 clip, shoots twice as fast, does only minor pierce damage, and every rocket applies the same force as a Minotaur shot. I can't wait for the "fuck off over there" meta.

I like how you think. LONG LIVE LION GUN OP!

54
The Lounge / Re: Prove you're oldfag
« on: March 16, 2016, 02:21:10 am »
Not that old either, but:

Metamidion
Gents
Mad Hatters

55
General Discussion / Re: How would YOU nerf the Mobula?
« on: March 15, 2016, 11:48:07 pm »
Being too hard to kill is the most fundamental issue with a ship that is supposed to be an evasive sniper or "paper cannon".

I'm surprized no one has talked about how small the Hull profile of the Mobula is unless you are directly above or beside it. Combined with 600 Armor, it usually takes 2 Gatling clips to strip it. For a ship that is difficult to disable, has good maneuverability and tons of firepower, this is nonsense. Mobula Armor should really be in the 400-500 range.

56
I enjoy the gun-ammo mechanics and logic behind it. If they go, I go. Period. Might as well remove the gunner class and just have engineer and pilot only.

Here's my problem with changes:
Balance changes = Small tweaks to numbers
Gameplay changes = Significant changes in how things work

So far I've seen a lot of gameplay changes. Reducing Hwacha jitter by 33% just to compensate for Heavy Clip. Single click fires whole volley. Stamina. Squid gun arc change. Nerfing H.Carro arcs and reload speed at the same time. Flamer loses penetration completely. Nerfing pyra acceleration and hull at the same time. Buffing spire accel and hull at the same time. Fanning out Mobula guns. H.Flak rework. Loch rework for H.Flak. And more.

In the end, I find there's not much to talk about. Play and enjoy the game however you want, or don't.

57
Gameplay / Re: Competitive Ship Tier List 2016 (1.4.5)
« on: March 10, 2016, 03:11:38 am »
Very accurate list. I mean... look at how shiny and golden brown the Mobula is. The other ships really pale in comparison.

58
Dev App Testing / Re: Request: Consolidate patch feedback threads
« on: March 09, 2016, 04:44:00 am »
I was tinkering too with the heavy flak. I found that I don't know how much armour does a dummy have.
Would anyone care to tell me?

From my old tests about a year ago:
1000 Balloon
700 Armor
500 Hull

Might be outdated.

59
Feedback and Suggestions / Re: burst rounds change suggestion.
« on: March 07, 2016, 07:38:25 am »
I've spent quite some time in the past to check out ammo alternatives for several guns, including the Light Flak. Besides Greased, Charged and Burst Rounds seemed viable when I looked at it on paper. However in practice, it does not work as well. On many occasions, the Armor was rebuilt too quickly, especially when two players tanked it. Fast rebuilds are common on the Pyra, Squid, Goldfish, and even Spire. Mobula is one of the few cases in which rebuild is much longer. It is much more important to prioritize high DPS for Armor breaks:

DPS while firing
Greased DPS - 479 (598)
Burst DPS - 317 (381)

*Brackets indicate buffs

The most used ammo on the Light Flak is and will be Greased Rounds, for good reason.

Also, D was just joking.

60
Novice pilots can also still crew form and search normal matches as a pilot, or swap to the pilot slot in lobby.

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