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Messages - Zormac

Pages: 1 [2]
16
Gameplay / Re: Tar barrel
« on: July 24, 2013, 09:53:11 pm »
It wasn't an intentional change. I talked to Keyvias about it.

However, I was participating in the Dev App event and noticed tar was taking much longer to break my engines. So I went into sandbox mode and timed it.

This is what I got:

Kerosene - 31.08s (310 HP) / 54.60s (546 HP) - CHECK
Moonshine - 10.95s (328 HP) / 18.65s (559 HP) - CHECK
Tar Barrel - 49.51s (1237 HP) / 1:26.34 (2158 HP) - ERROR

That means that the tar wasn't doing the 25 damage per second as the description stated. Instead, it was doing around 6.5 damage per second (25%). Now, it is doing the damage it was supposed to do. What I care is that I wasn't crazy :p

I, for one, think that maybe that having the tar run for 50 seconds before repairing side engines or even almost a minute and a half for main engine isn't fir, but doing 25 dmg/sec and running for a little over 10 seconds turns the tar into a bad choice. Maybe it could do 60% of that damage to the engines (15dmg/sec). That way we could use it for about 20 seconds (steering engines) or 36 seconds (main engine), which is fair.

Anyway, I'm sending this data to Eric.

17
Gameplay / Re: Tar barrel
« on: July 24, 2013, 07:48:33 pm »
I just timed it. Steering engines are going down in 12-13 seconds and main engine in 20-21 seconds.

Ok, I wasn't happy with the data so I timed the damage taken by both types of engine several times, using kerosene, moonshine and tar, and averaged the results. The time it took for the steering/main engines to go down and calculated damage taken were, on average, as follow:

Kerosene - 31.44s (314.4 HP) / 54.41s (544.1 HP)
Moonshine - 11.04s (331.2 HP) / 18.75s (562.5 HP)
Tar Barrel - 12.96s (324 HP) / 22.15s (553.75 HP)

From this data it's possible to infer that the steering engines have around 325 HP and the main engines around 550 HP. Moonshine probably had higher results because the last hit to the engines does much more than necessary damage.

The results are so close together, with each tool working less than a second more or less than the other (which accounts for human error), that I can only accept that the damage is actually working correctly and I'm the one with incorrect feelings about them.

My second hypothesis is that maybe there was a bug before, causing it to deal less damage, which has now been incidentally repaired.

18
Gameplay / Re: Tar barrel
« on: July 24, 2013, 07:03:20 pm »
I just timed it. Steering engines are going down in 12-13 seconds and main engine in 20-21 seconds.

According to the description, tar does 25dmg/sec to engines, which means that steering engines have 300-325 HP and main engines 500-525 HP. I imagine MUSE would have preferred that component health were round numbers, so I'd say steering and main engines might have 300 and 500 HP respectively.

Upon testing with kerosene (10dmg/sec), steering engines went down in 30-31 seconds, for a total of 300-310 HP, which is within the aforementioned range, so supposedly the description is accurate. Now all I need is confirmation from devs that these are the actual values of engine health. If this is the case, then I just might have had the wrong impression all along.

19
Gameplay / Re: Tar barrel
« on: July 24, 2013, 04:06:11 pm »
Yes, I do that. I turn it on and back off, but the damage is just so great that even that has to be rationed. This broke some of my maneuvering strategies and if this is a new thing, I think there should at least be info about it somewhere. Otherwise, it's a bug.

20
International Community Boards / Re: Suggest a community board here!
« on: July 24, 2013, 03:54:47 pm »
How about a Portuguese language board?

I noticed we have quite a few Brazilian players and the number seems to be increasing. I'd be glad to help, if that's the case. It would also cover for potential Portuguese players, if any.

21
Gameplay / Re: SHIPS & PILOT Skills v1.3 Balance Issues
« 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 :)

22
Gameplay / Tar barrel
« on: July 24, 2013, 03:46:06 pm »
I posted this on the Steam forum but it hasn't seen as much player movement as here, so I'll try it again.

My engineer and I have noticed that now our engines seem to be destroyed much faster than before when I turn tar barrel on. However, I can't find anything about this in the patch notes. I have no actual data to compare it with, but it really feels that before I could use tar for much longer.

I used to be able to run away while leaving an extremely long tar trail, and now it will only run for about 5 seconds before completely destroying my engines.

Have there been any changes recently, since patch 1.3?

23
Gameplay / Re: The Mobula
« on: July 10, 2013, 08:16:38 am »
I used the Mobula extensively yesterday and had a LOT of fun, especially against other mobulas. The biggest threat so far are the squids, because they can run circles around mobulas, which just sit there taking a lot of carronade/flamethrower damage from below.

Basically, the gameplay with the mobula is: kill your enemy before it deals enough damage. And it _can_ do it. I had 2 gats and 2 flaks firing and enemies just died in seconds (yes, I was firing too). With less health than a spire, once the armor is down, it's game over. That means that you have to be able to do the same to your enemies, killing them as soon as their armor is down. This is the true glass cannon, much more so than the spire, in my opinion.

I, for one, am satisfied with the ship, and my crew said they had tons of fun. Nobody complained about "not being able to see the fight outside", because my engineers were shooting most of the time, running inside only occasionaly. With the proper loadout, the crew is going to have a great experience.

24
Gameplay / Re: The Mobula
« on: July 09, 2013, 08:02:30 am »
Also, each engineer MUST bring standard loadout with no buffs, because otherwise the other engineer must run from one side of the ship to the other and that is not feasible.

3 engineers, the 3rd one with a buffing hammer. Buff crisis averted.

25
Gameplay / Re: The Mobula
« on: July 09, 2013, 07:35:53 am »
To be honest, I'm happy with two separate hallways and no access from one steering engine to the other. That would break the "main deck engineer" role and now two engineers would be required to repair engines, which would cost firepower and balance the ship a little. Maybe captains will tax the engines a bit less.

The maneuverability is much better than I expected - it can turn faster than the Pyramidion when using Phoenix Claw, and the vertical speed is just awesome. It's rather easy to avoid lumberjack shots or rams when compared to other ships. It just moves forward rather slowly, but I think it's a good speed to balance the raw front gun power.

As for parkour, the captain can hop on nearby side guns and quickly hop back via railing. However, it's easy to fall. There's also the aforementioned jump from central gun to the side ones.

In conclusion, this ship might take more skill and planning than people wanted. I think many people are just too spoiled with cookie-cutter builds that take little to no skill to use (gat/flak Pyramidion, for instance) to try it. The possibilities are endless. I already have a build in mind and I think it might work.

I'm definitely taking the Mobula for a spin when 1.3 goes live.

26
Gameplay / Re: Spire Discussion.
« on: June 16, 2013, 05:36:43 pm »
Last I heard, there were no plans. Which is a shame, really, since the Spire could really use an upgrade. It seems to have been forsaken.

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