FORUMS


Game Balancing: Entrenching and Healing abilities



Posted: //
May 2, 2016, 7:56 a.m.



Just like corvettes people just haven't played the game long enough to learn how to counter the double heal cheese strategy.


Posted: //
May 2, 2016, 8:15 a.m.


Updated //
May 2, 2016, 8:16 a.m.

Nuclearmoose#1670 posted (#post-28225)

Take it with a grain of salt but i was talking with a level designer in twitch chat a couple days ago who said they were working on a objective game mode, didn't give much in the way of details so no idea what the objective is but (i think) he said it will not be a conquest game mode.
Has for the healing problem why don't we give it some time, the game has been in closed beta for less then a week. I say we just give players some time to come up with a counter, maybe there is some mid/high level upgrade or combination of upgrades that make it really easy to break a defensive team.

Yup, you were talking to me in Discord. And yes, an objective-driven game mode is in the works smile

The entrenched double healer tactic is something that's been around for a long time and something we're keeping an eye on. We've already made some healing changes over the course of the alpha and some more may come. We don't want to make a knee-jerk change that could harm the class at higher level play.


Nathan "nwood" Wood
Senior Level Designer, YAGER


Posted: //
May 2, 2016, 8:48 a.m.


Updated //
May 2, 2016, 8:58 a.m.

Interesting Topic.

One thing to add. You are talking about the "problems" of a healer keeping a turtle tactic going and looking at the ship in an ideal situation. I.E 5v5 at the start of match. If you implimented some of these suggestions, like diminishing returns from healing the same target. How do you then balance the late game? 2v2 say, You might have 2 offensive ships on one team and a healer on the other. How would that be balanced? You'd not be able to heal your one remaining team mate?
It's about expected outcome though I guess. I'd like to think that in that situation, played correctly the tac cruiser team would win more times then not

As for a new game modes, I was thinking the other day, that having an AI ship/s that needed escorting across a map would be pretty cool. Either, both teams have the AI ship/s to escort or just one team and the other must stop them.

Attacking team could have respawns while the escorting team would have cover from the AI ship. Thinking that the AI ship is still a military ship, so has guns to help out.

As a note:
If the healing was changed, I'll chuck a suggestion in. The debuffs could be applied to the ship being healed not the TC ship. You'd hit the target with an anti heal ability, then you don't have to be able to draw line of sight to the TC.
That way its still a tactical decision made by the player/team. Do I/we bring a nuke or anti heals. If this abilty alrealy exsists, I do apologise. I've only started, got to Rank 15 but stuck in the tutorial loop "Time to get my Tek" Lol So I havent been able to see any of the tech tree. Just using the 5 hero ships atm


Posted: //
May 2, 2016, 2:38 p.m.



Apex#7316 posted (#post-28432)

Use shift + Enter for Team chat and Aktivate Brain boost. smile

Oh thanks! I have been wondering if there was a team chat option.


Posted: //
May 2, 2016, 2:48 p.m.



I thought this is what Vettes and plasma rams are for...


Posted: //
May 2, 2016, 3:35 p.m.



DN_nwood#2177 posted (#post-28444)

Nuclearmoose#1670 posted (#post-28225)

Take it with a grain of salt but i was talking with a level designer in twitch chat a couple days ago who said they were working on a objective game mode, didn't give much in the way of details so no idea what the objective is but (i think) he said it will not be a conquest game mode.
Has for the healing problem why don't we give it some time, the game has been in closed beta for less then a week. I say we just give players some time to come up with a counter, maybe there is some mid/high level upgrade or combination of upgrades that make it really easy to break a defensive team.

Yup, you were talking to me in Discord. And yes, an objective-driven game mode is in the works smile

The entrenched double healer tactic is something that's been around for a long time and something we're keeping an eye on. We've already made some healing changes over the course of the alpha and some more may come. We don't want to make a knee-jerk change that could harm the class at higher level play.

ily smile


Posted: //
May 2, 2016, 5:31 p.m.



xjere#3536 posted (#post-28640)

I thought this is what Vettes and plasma rams are for...

In premades versus premades that might work. In pub matches it probably won't because you need everyone to not only be paying attention (which is hard in and of itself), but also to be ready to take advantage of it. smile

That said, i too agree that something needs to be done about this. I've only played a few games so far and one of them was a turtle vs turtle game and it was UNBEARABLY boring... And i'm not talking Swedish police dramas boring, i'm talking about EvE online blob vs blob levels of boring... The only positive thing about it in this game is that there's a time limit..


Posted: //
May 2, 2016, 6:29 p.m.



Drop a nuke down a bug hole, you got a lot of dead bugs.

Please Please group up and try to turtle for me.


Posted: //
May 2, 2016, 8:52 p.m.



This is a bit of an odd suggestion, but it's a game design idea I've had for a while and might better fit the theme of the game. Essentially, greatly increase time to kill as a whole but remove healing (or make what healing is left unable to recover what damage was sustained before the next volley comes) and make supports rely on damage mitigation and buff abilities. This way, camping would be much harder to sustain, damage becomes much more meaningful and supports stay vital.

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