Author Topic: REPAIR and REPAIR SKILLS Balance v1.3.2  (Read 24709 times)

Offline awkm

  • Muse Games
  • Salutes: 77
    • [Muse]
    • 16 
    • 45
    • 28 
    • View Profile
    • Notes for Next Century—n4n100
REPAIR and REPAIR SKILLS Balance v1.3.2
« on: September 19, 2013, 02:49:16 pm »
BLAM!

Offline Alistair MacBain

  • Member
  • Salutes: 23
    • [GwTh]
    • 22 
    • 45
    • 19 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #1 on: September 19, 2013, 04:56:43 pm »
Are there any changes here? Just realised how hard it actually is to fight multiple stacks of fire.

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #2 on: September 19, 2013, 04:57:48 pm »
Are there any changes here? Just realised how hard it actually is to fight multiple stacks of fire.

Or you can go the easy way and not have to deal with them by taking chem spray.

Offline Alistair MacBain

  • Member
  • Salutes: 23
    • [GwTh]
    • 22 
    • 45
    • 19 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #3 on: September 19, 2013, 04:58:54 pm »
Hm good idea. Have to try that out on certain ships.

Offline Sprayer

  • Member
  • Salutes: 14
    • [SPQR]
    • 45 
    • 45
    • 27 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #4 on: September 20, 2013, 10:28:10 pm »
Was chemspray changed? I don't recall reading anything about it in the Patch notes, but did the fire prevention time go up from 15 to 20? Well even if it got increased by 5s, I still don't believe it would be a viable choice when the extinguisher is next to it.

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #5 on: September 20, 2013, 10:35:31 pm »
It was always 20, and it was always viable :P

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #6 on: September 21, 2013, 05:37:36 pm »
Because of the buff bug fix, buffing the hull now restores armour each time, even if it's already buffed. Putting multiple buff hammers on the hull can render a ship essentially invincible. I think it should be changed so that only a buff on an unbuffed hull add the extra armour, and any buffs made before it runs out only make it last longer.

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #7 on: September 22, 2013, 12:32:51 pm »
Because of the buff bug fix, buffing the hull now restores armour each time, even if it's already buffed. Putting multiple buff hammers on the hull can render a ship essentially invincible. I think it should be changed so that only a buff on an unbuffed hull add the extra armour, and any buffs made before it runs out only make it last longer.

This is actually something that I think should be addressed pretty soon. It could become very problematic.

Offline Alistair MacBain

  • Member
  • Salutes: 23
    • [GwTh]
    • 22 
    • 45
    • 19 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #8 on: September 22, 2013, 12:36:42 pm »
I can confirm that. Got that bug several times on a goldy today. Thats just hilarious and should happen.

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #9 on: September 22, 2013, 12:43:04 pm »
I can confirm that. Got that bug several times on a goldy today. Thats just hilarious and should happen.

Part of what worries me is actually the fact that it puts ships like the Goldie at a further disadvantage. The armour buff thing increases in utility the more armour the ship has, meaning that it works best on the already tanky Galleon (which can run a top deck buff perfectly well). It also works quite conveniently for the Junker, and I can't emphasize enough how much that ship didn't need any kind of boost.

Offline Crafeksterty

  • Member
  • Salutes: 73
    • [GwTh]
    • 17 
    • 28
    • 45 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #10 on: September 24, 2013, 07:23:37 pm »
Baloons need to change, i mean it takes forever to repair them.

Rebuilding a baloon takes less pain than repairing it from 1% health. I at some point, killed my baloon with hydrogin so that it could be rebuilded for a greater repair effect.

Speaking of engineering skills.

Engineers really need more skills to choose from. It would be awesome for an engineer tool or a pilot tool to have "Faster running" Running speed increases up 50% or more if thats not enough. It trades off one effective skill but makes an engineer able to multitask like a freak.

Making hull engineers more versitile, and the other engineer would then start choosing a completely different type of engineer, because right now we have a hull engineer and maybe a buff engineer, making a skill to saturate those two from eachother would be a cool think. And helpfull, especially on ships with big travel distance within them. A.I spire,galleon,mobula


There is going to have to be a tool that will make engineers more versitile.

Offline N-Sunderland

  • Member
  • Salutes: 281
    • [Duck]
    • 15 
    • 45
    • 23 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #11 on: September 24, 2013, 08:14:45 pm »
Making balloons take less time to repair means lowering their health. Doing that makes them more susceptible to being taken down, giving the engi more work to do, meaning that such a change would achieve the opposite of its intended purpose.

Offline RearAdmiralZill

  • CA Mod
  • Salutes: 144
    • [MM]
    • 31 
    • 44
    • 45 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #12 on: September 24, 2013, 11:05:15 pm »
Buffing a damaged balloon is a great way to offset the long repair time if it was dangerously low.

Killing it like you say is a strategic and situational choice (even one that I do). It just adds more dynamic.

Agree with Sunderland here.

Offline Sprayer

  • Member
  • Salutes: 14
    • [SPQR]
    • 45 
    • 45
    • 27 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #13 on: September 25, 2013, 06:33:05 pm »
Making balloons take less time to repair means lowering their health. Doing that makes them more susceptible to being taken down, giving the engi more work to do, meaning that such a change would achieve the opposite of its intended purpose.

Reduce health, reduce all damage the bloons take by the same relative ammount, solved.

Offline RearAdmiralZill

  • CA Mod
  • Salutes: 144
    • [MM]
    • 31 
    • 44
    • 45 
    • View Profile
Re: REPAIR and REPAIR SKILLS Balance v1.3.2
« Reply #14 on: September 25, 2013, 06:34:44 pm »
Then you just have the same issue? Plus you are forced to change pilot tools.