Author Topic: SHIPS & PILOT Skills v1.3 Balance Issues  (Read 28214 times)

Offline awkm

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SHIPS & PILOT Skills v1.3 Balance Issues
« 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!

Offline Echoez

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #1 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.

Offline awkm

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #2 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.

Offline shadowsteel

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #3 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?
« Last Edit: July 09, 2013, 05:15:37 pm by shadowsteel »

Offline N-Sunderland

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #4 on: July 09, 2013, 05:12:58 pm »
Right, that reminds me.

How heavy is the Mobula in relation to the other ships?

Offline awkm

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #5 on: July 09, 2013, 05:23:57 pm »
Order of Weight from lightest to heaviest:

Squid, Mobula, Junker, Spire, Goldfish, Pyramidion, Galleon

Offline Echoez

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #6 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.

Offline Lord Dick Tim

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #7 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.

Offline Squidslinger Gilder

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #8 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!!

Offline Spud Nick

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #9 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.

Offline N-Sunderland

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #10 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.

Offline Spud Nick

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #11 on: July 16, 2013, 12:42:26 am »
It seems like it was designed to be hard to repiar.

Offline Surette

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #12 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.

Offline Plasmarobo

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #13 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.

Offline Imagine

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Re: SHIPS & PILOT Skills v1.3 Balance Issues
« Reply #14 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.