Balance changes in the update
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Balance changes in the update
The following have been rebalanced:
- engines now have uniform cruise charge-up times: LFs have three seconds, HFs have four, and VHFs have five.
- all battleships now have a forward speed of 40. some other capital ship forward speeds were rebalanced too.
- NPCs now carry the same armor upgrades as players do, and there's a small chance they'll drop it upon destruction. This means that almost all NPCs are now easier to kill.
- speaking of loot, NPCs drop more weapons and equipment now.
- the following ships' forward speeds have been rebalanced:[spoil]
AroW Mk 2, 120 -> 130
Barat, 110 -> 120
Condor, 100 -> 120
Coyote, 140 -> 120
Deimos, 120 -> 140
Dragonhound, 140 -> 120
Eagle, 90 -> 100
Ferret, 130 -> 120
Gladius, 120 -> 130
Jaguar Mk 1, 130 -> 120
Jaguar Mk 2, 130 -> 140
Ranger, 130 -> 120
Sabre, 90 -> 100
Scimitar, 130 -> 140
Shilone, 100 -> 120
Skirmisher, 120 -> 140
Syntax, 90 -> 100
Titan, 90 -> 100
Titanium Crusher, 110 -> 120
TR-13, 90 -> 100
Typhoon Mk 3, 140 -> 120
Vagabond, 90 -> 100
Viper, 120 -> 130
WA-1, 120 -> 130
X-304, 130 -> 120
YtBat, 140 -> 120[/spoil]
- to compensate for the above, the following ships have had other stats rebalanced:[spoil]
Coyote: armor increased to 10200
Deimos: armor decreased to 8800
Dragonhound: armor increased to 10900
Ranger: armor increased to 10700, turning slightly improved
Shilone: armor decreased to 8250, turning slightly decreased
Skirmisher: armor decreased to 8000, turning slightly decreased
Syntax: armor decreased to 11700
Titanium Crusher: turning slightly decreased
Typhoon Mk 3: armor increased to 10500, power plant upgraded to class 5
Viper: armor decreased to 8200
WA1: armor decreased to 8350
YtBat: armor increased to 10400, turning slightly increased, hold size increased to 80[/spoil]
- some other balance changes:[spoil]
Apophis: armor decreased to 11900
Hammerhead: armor increased to 10400, bots/bats to 65/65, weapons upgraded to class 10, power plant upgraded to class 5, shield upgraded to class 10, turning decreased[/spoil]
- engines now have uniform cruise charge-up times: LFs have three seconds, HFs have four, and VHFs have five.
- all battleships now have a forward speed of 40. some other capital ship forward speeds were rebalanced too.
- NPCs now carry the same armor upgrades as players do, and there's a small chance they'll drop it upon destruction. This means that almost all NPCs are now easier to kill.
- speaking of loot, NPCs drop more weapons and equipment now.
- the following ships' forward speeds have been rebalanced:[spoil]
AroW Mk 2, 120 -> 130
Barat, 110 -> 120
Condor, 100 -> 120
Coyote, 140 -> 120
Deimos, 120 -> 140
Dragonhound, 140 -> 120
Eagle, 90 -> 100
Ferret, 130 -> 120
Gladius, 120 -> 130
Jaguar Mk 1, 130 -> 120
Jaguar Mk 2, 130 -> 140
Ranger, 130 -> 120
Sabre, 90 -> 100
Scimitar, 130 -> 140
Shilone, 100 -> 120
Skirmisher, 120 -> 140
Syntax, 90 -> 100
Titan, 90 -> 100
Titanium Crusher, 110 -> 120
TR-13, 90 -> 100
Typhoon Mk 3, 140 -> 120
Vagabond, 90 -> 100
Viper, 120 -> 130
WA-1, 120 -> 130
X-304, 130 -> 120
YtBat, 140 -> 120[/spoil]
- to compensate for the above, the following ships have had other stats rebalanced:[spoil]
Coyote: armor increased to 10200
Deimos: armor decreased to 8800
Dragonhound: armor increased to 10900
Ranger: armor increased to 10700, turning slightly improved
Shilone: armor decreased to 8250, turning slightly decreased
Skirmisher: armor decreased to 8000, turning slightly decreased
Syntax: armor decreased to 11700
Titanium Crusher: turning slightly decreased
Typhoon Mk 3: armor increased to 10500, power plant upgraded to class 5
Viper: armor decreased to 8200
WA1: armor decreased to 8350
YtBat: armor increased to 10400, turning slightly increased, hold size increased to 80[/spoil]
- some other balance changes:[spoil]
Apophis: armor decreased to 11900
Hammerhead: armor increased to 10400, bots/bats to 65/65, weapons upgraded to class 10, power plant upgraded to class 5, shield upgraded to class 10, turning decreased[/spoil]
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Re: Balance changes in the update
Base turrets drop a 500k shield, 1.5mil hull BS in ~3-4 seconds. That's without more than 2 of them firing at a time. I think the only possible reaction to this is...
...lolwut?
...lolwut?
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Re: Balance changes in the update
Yep, base turrets have been upgraded and instead of the base being basically defenseless against capital ships, they now tear them to shreds in seconds. Now destroying a base (it's not like it's impossible) will actually be something to brag about, instead of simply bringing a few battleships and/or cruisers there and hammering away for a dozen minutes. Good luck!
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Re: Balance changes in the update
@cmdrsaman:
Speaking of that, lets say that npc's and missions are way to much easier than previous v9 release and even final v8 mod. IMO
Speaking of that, lets say that npc's and missions are way to much easier than previous v9 release and even final v8 mod. IMO
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Re: Balance changes in the update
[quote="cmdrsaman";p="230312"]Yep, base turrets have been upgraded and instead of the base being basically defenseless against capital ships, they now tear them to shreds in seconds. Now destroying a base (it's not like it's impossible) will actually be something to brag about, instead of simply bringing a few battleships and/or cruisers there and hammering away for a dozen minutes. Good luck![/quote]
They needed a SLIGHT boost to make them a danger to a single BS, not to be hopped onto the OP rocket to the "moon of the most ridiculous weapons I have ever seen in any game ever". You think it is possible for a base to be taken out now? Give it a shot. I dare any clan on the server to take a base out with battleships the way it is. You would literally need every person on the server to get in a BS fully loaded with LREs to attack one base. THEY KILL A BS IN LESS THAN 5 SECONDS FOR PETE'S SAKE. And their range is HIGHER than the LREs. The BS has to be able to weather the damage for at least a few minutes. As expensive as BSs are two or three with good fighter coverage SHOULD be able to take out a base, otherwise what the heck are they for? :-??
They needed a SLIGHT boost to make them a danger to a single BS, not to be hopped onto the OP rocket to the "moon of the most ridiculous weapons I have ever seen in any game ever". You think it is possible for a base to be taken out now? Give it a shot. I dare any clan on the server to take a base out with battleships the way it is. You would literally need every person on the server to get in a BS fully loaded with LREs to attack one base. THEY KILL A BS IN LESS THAN 5 SECONDS FOR PETE'S SAKE. And their range is HIGHER than the LREs. The BS has to be able to weather the damage for at least a few minutes. As expensive as BSs are two or three with good fighter coverage SHOULD be able to take out a base, otherwise what the heck are they for? :-??
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Re: Balance changes in the update
Why use one, then? In my experience, base turrets are practically incapable of hitting a moving fighter. I don't know how many fighters armed with penetrators it would take to topple a clan base within a reasonable time, but surely it can't be so many that capital ships are the only reasonable option, can it?Ryus wrote:I dare any clan on the server to take a base out with battleships the way it is. You would literally need every person on the server to get in a BS fully loaded with LREs to attack one base. THEY KILL A BS IN LESS THAN 5 SECONDS FOR PETE'S SAKE.
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Re: Balance changes in the update
I haven't tried to destroy a base, but I found that npcs are too easy to kill now (like fugitives were when they were 'round Merodach flying Warans).
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Re: Balance changes in the update
Im happy with how hard and almost impossible is for bases to get destroyed. Otherwise there would be BasePwning every day, making it just a common and pointless thing. I would try Koumori's suggestion as well.
Hash as also a good point, some NPCs are like butter now.. at least The Hel are. I'm making huge profit with their loot. Not that i'm unhappy with that, i'm just saying :D
Hash as also a good point, some NPCs are like butter now.. at least The Hel are. I'm making huge profit with their loot. Not that i'm unhappy with that, i'm just saying :D
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Re: Balance changes in the update
@kumori
believe me my friend i have experience how to deal with predictable maneuvers. i mean how to avoid them. in fact base turrets killed my fihgter without any problem. so they are more than ridiculous now
ofc bsae power supply must be huge but seriously... destructable clanbases? is it? no i think not... they "playing" in GOD mode now^^
;p
believe me my friend i have experience how to deal with predictable maneuvers. i mean how to avoid them. in fact base turrets killed my fihgter without any problem. so they are more than ridiculous now
ofc bsae power supply must be huge but seriously... destructable clanbases? is it? no i think not... they "playing" in GOD mode now^^
;p
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Re: Balance changes in the update
Just a little note, Serpent engine is currently with a cruise charge-up time of 6 seconds instead of 5.
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Re: Balance changes in the update
To everyone who mentioned NPCs being easier to kill:
[quote="cmdrsaman";p="230237"]- NPCs now carry the same armor upgrades as players do, and there's a small chance they'll drop it upon destruction. This means that almost all NPCs are now easier to kill.[/quote]
Previously, they had invisible armor upgrades that boosted their hull to several times the original value. Of course, the Hel (who had the biggest armor upgrade) might need more hull on their ships now, which wouldn't be a problem since players can't buy said ships.
About base destructions... Forget about bringing capital ships. They weren't intended to be usable there in the first place, it's just that with everything going on, clan bases didn't get their anti-capship turrets. Now, since the anti-fighter turrets proved to be mostly useless against fighters, they're all anti-capship turrets now. Maybe the projectile speed will be decreased, but to be honest, if there are 4-5 organised fighters with Penetrators (the way it was originally intended to be, not bringing 3-4 capital ships and going for coffee while they hammer away), then you can figure out ways of not getting hit.
As far as I know, nobody so far went up against clan bases when there were members of said clan online (in which case a victory would make for good bragging rights :P), so the defences had to go from being support weapons to being the primary defence against attackers. You could say that the defenses adopted to the tactics being used by attackers: now it's your turn to adopt. I believe that if you organise raids and come up with new tactics, bases aren't impossible to kill. If it turns out that a large number of attackers with good tactics still can't take a base down in the space of an hour or two, then it'll be time to nerf them.
[quote="cmdrsaman";p="230237"]- NPCs now carry the same armor upgrades as players do, and there's a small chance they'll drop it upon destruction. This means that almost all NPCs are now easier to kill.[/quote]
Previously, they had invisible armor upgrades that boosted their hull to several times the original value. Of course, the Hel (who had the biggest armor upgrade) might need more hull on their ships now, which wouldn't be a problem since players can't buy said ships.
About base destructions... Forget about bringing capital ships. They weren't intended to be usable there in the first place, it's just that with everything going on, clan bases didn't get their anti-capship turrets. Now, since the anti-fighter turrets proved to be mostly useless against fighters, they're all anti-capship turrets now. Maybe the projectile speed will be decreased, but to be honest, if there are 4-5 organised fighters with Penetrators (the way it was originally intended to be, not bringing 3-4 capital ships and going for coffee while they hammer away), then you can figure out ways of not getting hit.
As far as I know, nobody so far went up against clan bases when there were members of said clan online (in which case a victory would make for good bragging rights :P), so the defences had to go from being support weapons to being the primary defence against attackers. You could say that the defenses adopted to the tactics being used by attackers: now it's your turn to adopt. I believe that if you organise raids and come up with new tactics, bases aren't impossible to kill. If it turns out that a large number of attackers with good tactics still can't take a base down in the space of an hour or two, then it'll be time to nerf them.
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Re: Balance changes in the update
[quote="Koumori";p="230317"]
At one time that was true, but i know for a fact that the turrets are essentially unavoidable due to the projectile speed being ridiculously fast, I managed to get one torp off before I was popped instantly. Simply put the bases are overpowered now, to everything.
.[quote="cmdrsaman";p="230343"]
About base destructions... Forget about bringing capital ships. They weren't intended to be usable there in the first place, it's just that with everything going on, clan bases didn't get their anti-capship turrets. Now, since the anti-fighter turrets proved to be mostly useless against fighters, they're all anti-capship turrets now. Maybe the projectile speed will be decreased, but to be honest, if there are 4-5 organised fighters with Penetrators (the way it was originally intended to be, not bringing 3-4 capital ships and going for coffee while they hammer away), then you can figure out ways of not getting hit.
As far as I know, nobody so far went up against clan bases when there were members of said clan online (in which case a victory would make for good bragging rights
), so the defences had to go from being support weapons to being the primary defence against attackers. You could say that the defenses adopted to the tactics being used by attackers: now it's your turn to adopt. I believe that if you organise raids and come up with new tactics, bases aren't impossible to kill. If it turns out that a large number of attackers with good tactics still can't take a base down in the space of an hour or two, then it'll be time to nerf them.
[/quote]
And what do you mean Cap ships were never meant for base assaults? That is the exact purpose of battleships in ANY space game i've ever played. Have a heavy target? Assault with a heavy ship. I think you have it completely backwards, fighters shouldn't be able to touch a base IMHO, or be of very little help, except for fighter cover, and that includes defending clan members. Not that neither caps nor fighters can do a thing the way it is now.
Why use one, then? In my experience, base turrets are practically incapable of hitting a moving fighter. I don't know how many fighters armed with penetrators it would take to topple a clan base within a reasonable time, but surely it can't be so many that capital ships are the only reasonable option, can it?[/quote]Ryus wrote:I dare any clan on the server to take a base out with battleships the way it is. You would literally need every person on the server to get in a BS fully loaded with LREs to attack one base. THEY KILL A BS IN LESS THAN 5 SECONDS FOR PETE'S SAKE.
At one time that was true, but i know for a fact that the turrets are essentially unavoidable due to the projectile speed being ridiculously fast, I managed to get one torp off before I was popped instantly. Simply put the bases are overpowered now, to everything.
.[quote="cmdrsaman";p="230343"]
About base destructions... Forget about bringing capital ships. They weren't intended to be usable there in the first place, it's just that with everything going on, clan bases didn't get their anti-capship turrets. Now, since the anti-fighter turrets proved to be mostly useless against fighters, they're all anti-capship turrets now. Maybe the projectile speed will be decreased, but to be honest, if there are 4-5 organised fighters with Penetrators (the way it was originally intended to be, not bringing 3-4 capital ships and going for coffee while they hammer away), then you can figure out ways of not getting hit.
As far as I know, nobody so far went up against clan bases when there were members of said clan online (in which case a victory would make for good bragging rights
[/quote]
And what do you mean Cap ships were never meant for base assaults? That is the exact purpose of battleships in ANY space game i've ever played. Have a heavy target? Assault with a heavy ship. I think you have it completely backwards, fighters shouldn't be able to touch a base IMHO, or be of very little help, except for fighter cover, and that includes defending clan members. Not that neither caps nor fighters can do a thing the way it is now.
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Re: Balance changes in the update
@Ryus +1
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Re: Balance changes in the update
Ah, I see. As you were, then.Ryus wrote:At one time that was true, but i know for a fact that the turrets are essentially unavoidable due to the projectile speed being ridiculously fast, I managed to get one torp off before I was popped instantly. Simply put the bases are overpowered now, to everything.
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Re: Balance changes in the update
They're faster than they were? That's a typo then, they weren't meant to be. Okay, that will be fixed.
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