FORUMS


A couple of things...



Posted: //
April 12, 2018, 1:46 p.m.


Updated //
April 12, 2018, 3 p.m.

First off posting based my views/opinions of the game so please reply in a positive, constructive manner I want to see a feedback disscusion based off what im about to go into detail about. Thank you

Second, I have a little over a year's worth of experience in the game, with that said I consider myself decently knowledgable ( All T1-T4s completely maxed out 4/15 T5s maxed out, and all T5s owned) So in a sense I have a good bit of time in each ship class

So starting with a couple of bugs some major, some minor

End of match screen bugging out when you are last kill (goes black and top 3 players names/scores are stacked) this requires a force close restart Dying in a match and upon respawn shows killers info in box on left side (doesnt disappear until death)

Disruptor Icon goes missing (if disrupted when DM goes off doesnt clear disruption just removes icon, also disappears if double disrupted)

Armorbooster Pulse doesnt get removed/turned off if disrupted

Pods are shootable with free aim, execept arty pods get a little tricky (shots converge overthem)

Aim bug (only noticed this on bombers so far on Dreads, after launching causes the guns to basically aim on yourself for a couple seconds) https://clips.twitch.tv/MiniatureGentleBunnySoBayed clip for proof

Debuff/Buff missiles/torps dont always connect sometimes they just hover off the bow/sides/stern of the ships either connecting late or not at all most other bugs have been noted and were said to being worked on **

Changes I would like to see or discussed upon

Medium Arty Hitbox/Health pool ( Am I the only one who cant understand why the medium has more health then the heavy? )

Medium Vette speed buff ( It feels slower than the heavy vette, I know it has higher mobility, but still )

Ram Change ( should factor in speed "also mass if possible" cause you shouldnt be able to miss a ram then just lightly brush the side of a ship for a kill )

Heal Ball discussion ( Loads of stuff really , but key notes better adjust healing/healing modules overall heal ball(s) are fine there are plenty of ways to take them done with ease )

Pre-Nerf Salvos ( I understand at the time they were overpowered, but now the counter for them has been fixed and is super effective against them so Id like to see them brought back )

In closing I would like for anyone & everyone to add what they can to this, but please keep it civil no "forum warrior battles" and please further discuss


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Posted: //
April 12, 2018, 1:48 p.m.



was meant to be in a list style but wont work xD


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Posted: //
April 12, 2018, 2:13 p.m.



  • Here is one line
  • Here is another
  • And another

Posted: //
April 12, 2018, 2:51 p.m.



  1. I
  2. Can
  3. do
  4. That
  5. With
  6. Numbers

Good points here Grimm, I did not notice the health difference between akula and JA, but the heavy one did always feel wrong. The vette speed is a point that concerns me a lot, you got my support. Good thread.


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Posted: //
April 12, 2018, 3:12 p.m.



Let's pretend you formatted it like this:

LYB-GrimmHammer#8972 posted (#post-217555) said:

  • Medium Arty Hitbox/Health pool ( Am I the only one who cant understand why the medium has more health then the heavy? )

I'm long past trying to understand the random balancing

  • Medium Vette speed buff ( It feels slower than the heavy vette, I know it has higher mobility, but still )

This one, on the other hand, makes perfect sense to me. The medium one is the slowest because it has an unlimited firing radius. Compared to that the heavy one has only forward firing guns with ballistic firing arcs (that fire either above or below the reticle on space maps due to lack of gravity but the automatic and not toggleable gun convergence code not knowing about that). So yeah, no, the speeds are fine.

  • Ram Change ( should factor in speed "also mass if possible" cause you shouldnt be able to miss a ram then just lightly brush the side of a ship for a kill )

I think it's fine. You already need speed to get in there alive. Once you did that and someone lets you stick your ship's bow into them all the power to you. If you make damage depending on speed you'll just nerf the non-light destroyers for no good reason.

  • Heal Ball discussion ( Loads of stuff really , but key notes better adjust healing/healing modules overall heal ball(s) are fine there are plenty of ways to take them done with ease )

Remove retaliator and nerf AS at least down to GomGS levels and it's probably ok on paper.

The bigger problem is that the plenty of ways to take them down with ease only exist on paper as well. The reality is that the game is a grinder, intentionally unbalanced to get players to pay, and with a progression and reward system that discourages you to invest into many of those counters on the one hand, whereas over-proportionally rewarding tanking and healing. So either remove the mixed tier match-making or throw out the completely backwards reward system and the problem dissolves itself at once. In a grinder players always go the most efficient route to grind.

  • Pre-Nerf Salvos ( I understand at the time they were overpowered, but now the counter for them has been fixed and is super effective against them so Id like to see them brought back

See above for counters. They work in theory, but the reality is that for the majority of the game when you press 1, someone dies.


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Posted: //
April 12, 2018, 3:36 p.m.



Regarding Artillery:

I totally understand where you're coming from on this one, but at the same time it's an awkward situation that would be a bit of an undertaking to find a new niche for the Akula Artillery. While Jupiter Artillery plays a lot like back-line 'siege weapons', the Akula Artillery have the potential agility and firepower to intercept and punish priority threats(closer to how you would attach RPGs/TOW Missiles to your forward battlegroups to 'punch' priority targets). The extra durability of the Akula Artillery plays towards that role, unlike the fragility of Oberon Artillery(which forces them into more of an ambush/flanking playstyle).

Thematically and visually, I get it - Akula Artillery are flying cannons with a few engines strapped to it, meanwhile Jupiter Artillery look more like heavily armored fixed-weapon space-tanks. Gameplay/mechanics wise, however, they behave the opposite.. and I don't really see how that could change without overhauling their primary weapons, agility, and power distribution ratios.

IF the Artillery Cruisers were to be overhauled, I'd probably want to see something somewhat similar to the current corvette trilogy(with Jupiter and Akula swapped): Akula Artillery would be the fragile, nimble Light Artillery that can punch like a truck; Oberon Artillery would be the Medium Artillery that would serve a similar function as Jupiter Destroyers(Long Range Zone-Control/Escort) - perhaps give them an INVERSE damage falloff to make them distinct(more damage at longer range, less damage at close range); Jupiter Artillery would be the slow, heavily armored 'turret emplacement' that can provide a constant stream of medium-ranged suppressive firepower in its limited, slow-turning firing arc.

Regarding Medium Corvettes:

Personally speaking, I'm perfectly fine with them being slower than the other two variants. Oberon Corvettes are excellent anti-corvette/'strike ship' interdictors, and the slower speed kind of re-inforces that they should defensively screen/ambush and assist allies instead of chasing off after targets like the Jupiter 'interceptors' and Akula 'bombers'.

Regarding Ram:

Oh boy, I'm reluctant to touch on this one due to fear of backlash, but I would like to see either one of two things done(potentially along with the removal of the shield-ignore component):

The damage caused by rams is determined by the maximum health of the ship doing the ram(Heavy Destroyers would ram for more damage than Light Destroyers using the same type of ram module - say.. 80% of health for Plasma, 60% for Blast, 40% for Purge). While the Rams in the game are technically energy weapons, the force/mass of the vessel doing the ram would presumeably matter/transfer into the actual impact of said energy weapon.

Alternatively: Ramming a ship would 'reflect' a portion of damage back upon the ship performing the ram based on the maximum health of the ship being rammed. (A Brutus ramming a Monarch would suffer substantial, perhaps even lethal, structural/frame warping because of the force of collision.)

Basing it on speed sounds like an engineering (software and network) nightmare and I cannot imagine it would go very smoothly. With some of the potential speed combinations in the game, I could also see the numbers getting absurdly out of hand very quickly.


Posted: //
April 12, 2018, 8:49 p.m.



See im fine with rams but its one of those topics that has a lot of hate towards it like people getting mad at vettes, just trying some discussion options on a "balance" for them

the arty thing is a weird one to me, the artys are the only class that change it up like heavy-light dreads,destroyers,vettes have more health to less based on size

and i kinda agree on why the medium vette is slower those are fair points

Snib the heal ball counters are more than effective off-paper as well, when playing with my squad we perform well against them with said counters, and i think fixing the armorbooster bug would help this as well, also on this note I would like to see something change with the OB system in general


twitch.tv/grimmhammer102608 :: @GrimmHammer (Twitter) :: https://discord.gg/QrG7QjM (my twitch discord, features guides,builds, and reviews) :: https://gaming.youtube.com/channel/UC5Xu027Jplatgg3Xv_S15JA :: Mentor Night Coordinator


Posted: //
April 12, 2018, 10:27 p.m.



Yeah, Ram is.. definitely a hot-topic. I like it in principle(along with the current counter-play for it), but.. I wish it functioned (in practice) slightly more as a nice 'coup de gras' module instead of a 'one-shot wonder'/'instant player-killer' module that the entire ship is built around.

There's a nice sense of tactical choice in using them on Jupiter/Medium Destroyers, but using them on Akula Destroyers feels like a handicap/hardmode and I don't think anyone would disagree that they're a little too prolific on Oberon Destroyers. I think scaling their damage based on the Destroyer's max health would be the best way to fine-tune the 'relative' risk versus reward of using them on all destroyer archtypes. (Oberon rammers would be surgeons that rip up softer targets while Akula rammers would become bulldozers that would threaten to even push dreadnoughts off contested points.)

As for a 'balance' solution that wouldn't involve changing any numbers: I think making Stasis Beam the default/starter module for all Oberon Tactical Cruisers would go a LONG way in teaching new players how to deal with both ram-destroyers and corvettes. It might be a bit presumptious, but I think this one small change might even alter the meta due to more players having awareness/access to this counter-play option. I do worry that 'career rammers' might complain about how much more difficult their 'job' would become when so many people are readily equipped to hard-counter them though(whether that's a good or bad thing is another debate entirely).


Posted: //
April 13, 2018, 2:33 a.m.


Updated //
April 13, 2018, 2:37 a.m.

LYB-GrimmHammer#8972 posted (#post-217592) said:

Snib the heal ball counters are more than effective off-paper as well, when playing with my squad we perform well against them with said counters,

Yes, I know that they are, but that wasn't the point I was trying to convey, or rather you are kinda doing it for me. Organized play with fully upgraded ships has got no problems to counter heal chains, but they are not the ones complaining or why changes will be made.

The majority of the player base is not organized and does not have the required tier and equipment to effectively counter a heal chain. Also due to the massive grind they cannot afford to just try out modules to see whether they are effective as counters. And much of the reward system is geared towards not using the counters (for example, I could use stasis beam or ANLs or what not on a tac, but I get no score for that, so I won't, in fact as a tac I want my team to take as much damage as possible so I can score more... it's absurd).

This game is absolutely beautiful when everybody has all the tools available. The tight interaction between abilities, everything having a counter, was what originally drew me into this game. But the game gets rather atrocious when you do not have them available, and the entire progression system these days is geared towards making the latter situation the norm for the majority of the players.


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Posted: //
April 13, 2018, 3:33 a.m.



Snib is not wrong, progression is tied to your score. You want to score big, then you need to do as much damage, and get as many kills as possible, unless your a tac. A dreadnought wants to take as much damage and do as much as it can, to score big.

I've played many a game when I've ran suppord builds on my dreadoughts, and regardless of how well I support my team, I don't get rewarded for it.


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