Post-midweek update: Balance!

The weirdest image I found while Google searching 'balance'

So I haven’t been at a work computer for a week now.  We may move fast with all our updates and patches but we don’t move THAT fast.  Now I’m back in NYC (omg coffee, bagels, food with spices, and IPA beer) and I’m catching up.

Here are some initial changes that y’all should be aware of:

  • We’re moving away from standardized 1v1.  There, I said it.  The Duel at Dawn will be a 2v2 called Hunt at Dawn.  By having a supported 1v1 map means that we are balancing ships to fight 1v1 in a balanced situation.  This is far from the truth.  Think of ships being similar to classes in TF2.  How many guys does it take to kill a Heavy Weapons Guy?  A few at least.  Or… a Scout who knows what he/she is doing.  We’re moving towards the same kind of thinking.  This is in line with our initial goals for supporting teamwork.  Now you have it on your local ship as well as on a global team.
  • Junker and Squid armor/health values have been tweaked.  Squid has high health and low armor, this focuses play styles more towards hit-and-run type strategies.  Junker has low health and high armor, this means the Junker can tank a bit of damage and if your engineers are on top of everything you should be fine… if not, then you’ve got problems.
  • Rebuild rebalance: kind of complicated but in general the time it takes to repair balloons has been drastically decreased (30s to 19s for Rubber Mallet) while an additional 1-1.5s for other components across the board.

That’s all for now, I’ll be testing for the remainder of the week and early next.  Keep you posted.

Eric