Hi guys,
Sorry for the delay here's the release notes for our non-blind testing tomorrow at 12pm EST (5pm UTC).
Balance Changes:-Mobula side guns fanned outwards 5 additional degrees—to increase the difficulty of full weapon’s platform functionality without disallowing common builds
-Spire reduced turn acceleration to 10d/s2 (from 15)—to make it easier for other ships to flank the Spire
-Squid side gun turned forward to 70 degrees (from 90)—to make it easier for less experienced players to use the Squid in normal play
-Squid increased forward/backward acceleration to 8m/s2 (from 6.66)—to make it easier for the Squid to change position and react effectively in close range combat
-Heavy Flak has more damage moved to direct hit for a 70/30% split between direct and AoE (from 45/55%). Higher clip capacity to 4 (from 2) means damage per shot is reduced (115/50 explosive, from 150/180 explosive), BUT damage per second is the SAME due to increased RoF of 2 shots/s (from 0.
, and reduced reload time of 4.5s (from 5)—to increase ease of use in both range (more damage in direct for within arming distance shots) and aiming (more shots to judge arc before reload)
-Harpoon has right click to reel in with increased harpoon force to 1500000 (from 230000)—major feature request
-Hwacha now fires its entire clip with one click—to increase risk reward of the weapon and to reduce its overall reliance in matches
-Pyramidon hull health increased to 700 (from 550)
-Falling airships now respect each airship’s unique vertical drag profiles. Previously, ships all had a ‘controlled’ fall rather than accelerating due to gravity. The result is realistic falling acceleration that takes into airship vertical drag. In other words, you were closer to playing Guns of Icarus in Space than you realized.—fixed glitch that possibly introduces more interesting ways to play and shift meta
Be sure to let us know what you think after tomorrow's testing at
feedback@musegames.comThanks again for your help and support!