Author Topic: 2nd round of balance testing  (Read 21876 times)

Offline Keyvias

  • Member
  • Salutes: 83
    • [Muse]
    • 12 
    • 27
    • 45 
    • View Profile
2nd round of balance testing
« on: December 06, 2014, 05:58:23 pm »
Hey everyone,

Leave your thoughts here on the feelings from the latest changes.

Numbers will be incoming later.  For now let us know how the ships are feeling in game!

Offline Squidslinger Gilder

  • Member
  • Salutes: 287
    • [TBB]
    • 31 
    • 34
    • 45 
    • View Profile
Re: 2nd round of balance testing
« Reply #1 on: December 06, 2014, 09:33:48 pm »
Squid = bump on accel and it'll be perfect. Felt like hull was reduced. Better.
Pyra = Turned better, dunno on hp/etc but felt better than before. Still felt heavy on the accel but overall no problem. Go with it.
Spire = Not sure. Was okay to me. Waiting to see the numbers.

Offline Crafeksterty

  • Member
  • Salutes: 73
    • [GwTh]
    • 17 
    • 28
    • 45 
    • View Profile
Re: 2nd round of balance testing
« Reply #2 on: December 07, 2014, 10:52:29 am »
The lines on how they feel now and how they felt before is blurred.

Spire - I dont know what you changed. It maybe feels a tad bit slower than the previous test, or maybe its all the same. I really dont know.
Squid - Feels like that same squid from the test earlier...

Did you guys release new adjustments for the dev app or?

Offline Kamoba

  • Member
  • Salutes: 175
    • [♫]
    • 30 
    • 34
    • 45 
    • View Profile
    • Robin and Magpie Leather
Re: 2nd round of balance testing
« Reply #3 on: December 07, 2014, 12:18:03 pm »
Squid walked all over Pyramidion without us engineers being over-worked, so squids will defiantly see a comeback :)

Armou-hull health was good too! Didn't take too long to repair armour which meant we kept most our perma hull :)

Offline Keyvias

  • Member
  • Salutes: 83
    • [Muse]
    • 12 
    • 27
    • 45 
    • View Profile
Re: 2nd round of balance testing
« Reply #4 on: December 08, 2014, 01:24:03 pm »
And here are the Monday numbers.

Spire

Forward Acceleration: 4.5m/s2 from 3
Top Speed: 28m/s from 26
Hull: 950 HP from 750

Pyramidion

Forward Acceleration: 2.25m/s2 from 2.5
Hull: 600 HP from 700


Squid

Forward Acceleration: 6.65m/s2 from 5.5
Hull: 950 HP from 850
Weight: 95000 tonnes from 115000

Offline Nidh

  • Member
  • Salutes: 16
    • [GwTh]
    • 21
    • 45 
    • View Profile
Re: 2nd round of balance testing
« Reply #5 on: December 08, 2014, 03:49:22 pm »
I'm confused as to what the roles of the ships are. Going by the numbers it's looks like the pyra and the spire have swapped places n terms of role.
Isn't the pyra supposed to be an initiator and lead the charge, where the spire is a supporting gun-platform?

I thought the original problem with the pyra was that it turned too fast, and could outfight anything that tried to outmaneuver it, so why wasn't the turning speed reduced instead of forward acceleration?

I'm not angry, just confused. Can someone explain the intended role of the ships and how these changes will balance and solidify that role?

Offline Crafeksterty

  • Member
  • Salutes: 73
    • [GwTh]
    • 17 
    • 28
    • 45 
    • View Profile
Re: 2nd round of balance testing
« Reply #6 on: December 08, 2014, 04:53:51 pm »
Why base the ships in roles? Well i see what you mean, but there is no real defenitive role.

Spire support?

IT needs support.

The spire change makes the ship more equal versus another ship. Basicaly, any ship with 2 guns was as strong against the spire as the spire was with 4 guns versus him back. Now it makes it so that the spire can survive or atleast deliver the 4 guns before the spire dies by a greater ammount. Meaning, you cant exactly outgun a spire as easily. Because, it is allready and physicaly should be outgunning the other. The spire is allready a big ship too. But thats just health.

The spires Speed however, as much as i love it. Kinda feel like would be too strong. Maybe... The top speed is what im concerned for. The acceleration i always wanted to be very high, like 5-6. 4.5 is actualy pretty high if the top speed is also going up, but the top speed makes it get up close a bit too hasty. Still the spire is a very killable ship, you really dont have to anticipate for the armor to go down, it just does. Currently, its health forgives what the spire does and its size.


The pyra, yeah the accel nerf is a weird one. Its -0.25 doesnt exactly fit with the pyra. It is always better when a pyra ambushes. So really, it should keep its accell. But for being such an easy to manage, easy to take care of ship. I agree with its 600 health. Seriously that thing will still hold up because it is easy to manage.

Offline Nidh

  • Member
  • Salutes: 16
    • [GwTh]
    • 21
    • 45 
    • View Profile
Re: 2nd round of balance testing
« Reply #7 on: December 08, 2014, 05:41:41 pm »
Well, what are you supposed to do with a Spire? You can't rush in because your armor's too low. Ambushing is difficult because you move too slowly. Being a stationary firing platform doesn't work because if you stand still you get snapped like a twig.

I need to know what we're balancing towards. If it's a stationary ship that "watches mountain passes" then it needs a boatload of more armor/hp to afford being a sitting duck because it can't even strafe like a galleon. If it's a glass cannon ambush-er then it needs a lot more speed, but it can keep it's current hp. If it's supposed to be a killing front line ship then it needs more hp and speed.

The current changes suggest that it's moving toward a general purpose front line ship. It's becoming more of a slightly flimsier pyra with twice the firepower.
It just makes me a bit confused as to where it's intended place on the battlefield is supposed to be since I thought it was supposed to be a glass cannon... that can't move... which is problematic on it's own.
« Last Edit: December 08, 2014, 05:47:26 pm by Nidh »

Offline Squidslinger Gilder

  • Member
  • Salutes: 287
    • [TBB]
    • 31 
    • 34
    • 45 
    • View Profile
Re: 2nd round of balance testing
« Reply #8 on: December 08, 2014, 07:43:27 pm »
Wow that squid HP is still too high. Bump that accel, drop the HP. Squid = done.

Offline Dementio

  • Member
  • Salutes: 135
    • [Rydr]
    • 43 
    • 45
    • 45 
    • View Profile
Re: 2nd round of balance testing
« Reply #9 on: December 09, 2014, 09:56:31 am »
I cannot understand how the Squid has more perma hull than (or just as much atm as) the Spire and the Pyramidion. You have these two huge and massive ships, one of which is currently experiencing a health nerf and the Squids gets even more health even though it is barely half as big as either of them.
As long as the armor of the Squid stays the same, I too do believe it needs more acceleration than hull. Else, If it died before, it will die now too, it just takes a few seconds longer.

I would like to see the vertical acceleration of the Squid be upped too, just a little. There is such a huge gap in vertical acceleration between the Mobula and every other ship, I believe the Squid would fit in there just fine.

The Pyramidion I see as something like a tank. Charges in, has the enemy aggro on it and have it's ally do whatever is necessary for the Pyra to win. It already dies easily to almost any enemy explosive gun and with it's already low manouverbility..., why make it less forgiving than it already is in terms of taking damage? As it was asked before "Isn't the Pyramidion supposed to be an initiator and lead the charge?", because if it isn't the Pyramidion, what other ship will take that role? The Squid?

Offline Kamoba

  • Member
  • Salutes: 175
    • [♫]
    • 30 
    • 34
    • 45 
    • View Profile
    • Robin and Magpie Leather
Re: 2nd round of balance testing
« Reply #10 on: December 09, 2014, 10:41:05 am »
The age of the Squid is coming, RIP pyramidion, though shalt be a specialist use only but thy powers shall not be forgotten!

Looking forward to the next testing!

Offline Dutch Vanya

  • Member
  • Salutes: 107
    • [Clan]
    • 38 
    • 45
    • 45 
    • View Profile
Re: 2nd round of balance testing
« Reply #11 on: December 09, 2014, 10:57:40 am »
The age of the Squid is coming, RIP pyramidion, though shalt be a specialist use only but thy powers shall not be forgotten!

Looking forward to the next testing!
Flamethrower squids everywhere...

Offline Kamoba

  • Member
  • Salutes: 175
    • [♫]
    • 30 
    • 34
    • 45 
    • View Profile
    • Robin and Magpie Leather
Re: 2nd round of balance testing
« Reply #12 on: December 09, 2014, 11:16:02 am »
Chem cycles OP!
AI shall become te babe of any pilot during the time of the squid!
Now may be the time to request AI be programmed to do chem cycles...

Gatling Banshee squid is being armed and primed..

So is the double Artemis squid, but I can only use that with a very select group of three crew members...

Offline Crafeksterty

  • Member
  • Salutes: 73
    • [GwTh]
    • 17 
    • 28
    • 45 
    • View Profile
Re: 2nd round of balance testing
« Reply #13 on: December 09, 2014, 11:18:58 am »

The current changes suggest that it's moving toward a general purpose front line ship. It's becoming more of a slightly flimsier pyra with twice the firepower.

It cant be a front line ship... The spire is a Big, easy to spot, easy to hit, hard to manage ship. If it would try to frontline like a Goldfish then it would die before anyship because it is still weak to frontal fire, it wont react torwards damage as well a pyra or goldfish does. And from current spire, this is the best type of gameplay you can do but the balance is still very disadvantagous. With this, the balance is advantagous enough for being a glass cannon. Because now, it can navigate and it can survive a direct gunfight. Or atleast long enough.

Like i said, if the spire is equal to a 2 or 1 gun ship firing back at the spire which has 4 guns. And it still struggles? The reward for it is very minimal. It should be scary or disadvantagous for the enemy ship facing a spire that faces back. The spire will not likely be flying off arcs like the goldfish or tank the damage like a pyramideon. It is gonna stay there firing back. Because what else.

Offline Nidh

  • Member
  • Salutes: 16
    • [GwTh]
    • 21
    • 45 
    • View Profile
Re: 2nd round of balance testing
« Reply #14 on: December 09, 2014, 11:57:23 am »
It cant be a front line ship... The spire is a Big, easy to spot, easy to hit, hard to manage ship. If it would try to frontline like a Goldfish then it would die before anyship because it is still weak to frontal fire, it wont react torwards damage as well a pyra or goldfish does. And from current spire, this is the best type of gameplay you can do but the balance is still very disadvantagous. With this, the balance is advantagous enough for being a glass cannon. Because now, it can navigate and it can survive a direct gunfight. Or atleast long enough.

I don't understand.. a glass cannon is not supposed to survive a direct gunfight, which it's why it's supposed to have greater maneuverability to get the heck out of dodge.

Giving it more health and able to survive a direct firefight makes it a front line ship, doesn't it?

My point is, if it's supposed to be a front line fighting ship, it can have all this extra hp. If it's supposed to be a glass cannon, it needs more maneuverability. Just not both.

I'm just not sure why it's getting both, unless it's supposed to be a "jack of all trades" ship, and the pyramidion and junker kind of fill that role already. Do we want another general purpose ship that has more firepower than the pyra and junker?