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Posted
Increase WZL bullet speed to what it was before size change.

SLIGHTLY DECREASE max speed for TERRIER.

 

 

DONT nerf the shark. The only reason it is useful for basing is because of its SIZE and decent energy. It in no way is overpowered. Almost every other (offensive) ship can have the same offensive set up as a good shark set up, but its the SIZE that makes it a little more difficult to kill. With its higher price tag, I think you get your proper moneys worth.

 

IE - WB vs SHARK with the same amount of energy and recharge, the size of the shark prevails.

IE - WB vs SHARK with the same reactors + add on's, the speed of the WB prevails.

 

balance.

 

 

IMHO

 

I agree with these. Shark is fine the way it is, and only a couple tweaks should be done to terr and weas.

Posted
The penalty is that your bomb sucks... bad. It's a l1 bomb that eats a lot of energy.

1)might as well make it so bombs/mines take like 6000 nrg so u cant use either, its low item delay is enough of a plus.

 

find a way to nerf the safe-laming with levis, its not a balance ship prob, its a safe zone manipulation.

 

They can't maintain bounty by doing that.

yes, they can because the bullet protection extends beyond the safe area, so they dont loose bty.

 

Sharks are slow in the first place

the smallest ship should be the fastest... it should be like

 

shark>wb>jav>terr>wzl>spider>levi>lanc

 

for speed.

 

and make lanc have more nrg/levi have less, a fighter (levi) should not have more nrg than ZEE MOTHERSHIP.

 

pseudocloak?

^

Posted (edited)

Well, I guess it's time for me to post my thoughts on HS's balance. Not how newbies start off, I've already decided that's just how

it works. Instead, I'll review every ship from 1-8 (all of them).

 

WARBIRD

Init HP: 950

Max HP: 1390 (Technically 1500, but a 5 in energy is not currently possible)

Init Recharge: 900

Max Recharge:1500

Init Speed: 2500

Max Speed: 5000 (That's double speed!)

Init Thrust: 25

Max Thrust: 45

Init Rotation: 300

Max Rotation: 425

Bullet Speed: 3850

Bomb Speed: 3500

 

These guys are the newbie's first ship. Their power is proficient and steady, and their speed is excellent. They are difficult to lame with, takes more skill to do so, or at least other ships are more lame than it. This small ships may need a slight increase in power though, considering it tends to be the lowest on HP with facing other ships. Slight boost in recharge could make this ship perfect. Of course, it's so close to perfect anyway that it really isn't a big deal.

 

JAVELIN

Init HP: 1000

Max HP: 1480 (Technically 1600, but a 5 in energy is not currently possible)

Init Recharge: 1025

Max Recharge:1750

Init Speed: 2500

Max Speed: 5000 (That's double speed!)

Init Thrust: 25

Max Thrust: 40

Init Rotation: 200

Max Rotation: 350

Bullet Speed: 3400

Bomb Speed: 4300

 

I can almost think of nothing here. This looks pretty good, honestly. If I MUST change something though, even if it didn't need it, I would make bomb speed +100 higher or so. Other than that, I think it looks good.

 

SPIDER

Init HP: 1800

Max HP: 3000

Init Recharge: 1200

Max Recharge:1950

Init Speed: 1500

Max Speed: 2500 (This is a WB's slowest speed, lol)

Init Thrust: 10

Max Thrust: 25

Init Rotation: 200

Max Rotation: 325

Bullet Speed: 4000 (#1 in Bullet Speed)

Bomb Speed: 2100

 

This ship is made for basing and turrets. It's double barrels and fast gun speed make it the best for gun spamming in a base. It has access to every gun in existence, and good base HP to boot. It's not as great in center, though it is possible to am!@#$%^&* a bounty there. If this is how the spider is meant to be (or close to), I see no faults with it.

 

LEVIATHAN

Init HP: 2000

Max HP: 3500

Init Recharge: 1320

Max Recharge:2200 (That's good recharge, actually)

Init Speed: 1200

Max Speed: 1700

Init Thrust: 10

Max Thrust: 25

Init Rotation: 215

Max Rotation: 335

Bullet Speed: 1800

Bomb Speed: 6000 ( Beats the Jav by a margin of 1700)

 

Now the real rant begins. Firstly, it's HP is higher than a lanc. If a lanc really is ZEE MOTHERSHIP (>_>'''), the lanc should overwhelm this guy's HP. Secondly, it has access to bombs that can kill small ships rather quickly (like in one hit, for instance). This is called the TacNuke. It's 6000 Bomb Speed is enough, but prox and insane shrap too? The salvo can be killer too, with the ability to kill 1 small ship per sec (Remember the Levi's good bomb speed too, by the way.) Personally though, it's just that said items need balancing itself, rather than the ship's actual stats. Other than the issue with HP, it's innate stats are fine to me.

 

TERRIER

Init HP: 1500 (Equal to the Lanc's base HP)

Max HP: 2500 (Technically 2300, but a 5 in energy is not currently possible)

Init Recharge: 1200

Max Recharge: 2000 (Slightly better than the Spider, which has more HP)

Init Speed: 2250

Max Speed: 4000 (Only 1000 less than the Warbird and Javelin ...)

Init Thrust: 15

Max Thrust: 35

Init Rotation: 290

Max Rotation: 440

Bullet Speed: 3300

Bomb Speed: 2750

 

Those first 3 stats look pretty good. It ends up being awesome in power, and very good in defence (that speed is pretty shiny there... *_*) It ends up being a powerhorse in center, possibly better than anything else in that area (overall, anyway). In base it can hold it's own quite well, but in this case the spider spams bullets better, the levi spams bombs better, and the Shark rushes a whole lot better. Though while in center it the superior of all, it's not as killer as the old spider was. It could use a readjustment of stats though.

 

WEASEL

Init HP: 1300

Max HP: 2100 (Technically 1940, but a 5 in energy is not currently possible)

Init Recharge: 1600

Max Recharge: 2839 (2840 isn't perfect enough, lol?)

Init Speed: 1750

Max Speed: 3150

Init Thrust: 19

Max Thrust: 39

Init Rotation: 170

Max Rotation: 410

Bullet Speed: 3300 (Equal to the Terrier)

Bomb Speed: 6500 (No wonder their bombs seemed so fast... it's better than the Levi!)

 

The stats here don't make an obvious equation to how useful they end up in center and base. But here is what I found: In center they are mediocre, ending up inferior to the Spider's usefulness if it wasn't for their bombs. Those EMP strikes last quite a while, and the better your aim, the more you can own with this sole fact. In base they are even more inferior to the spider, if EMP bombs aren't used here. They are rather overwhelmed by other ships and are rather underpowered anywhere without good use of those EMP bombs and their annoying tendency to last a while. In base this means you get the weasel out after you got rushers and spiders gunning away, as only then will EMP bombs be the most effective. This isn't saying they are useless otherwise, but they won't be as effective without your main platforms of defense. Think of them as support, but not the requirement for a good base set-up.

 

LANCASTER

Init HP: 1500 (Equal to the Terr...)

Max HP: 3000 (Levi is better here...)

Init Recharge: 1500

Max Recharge: 2500

Init Speed: 2000

Max Speed: 3000

Init Thrust: 10

Max Thrust: 30

Init Rotation: 200

Max Rotation: 325

Bullet Speed: 2000

Bomb Speed: 2500

 

These guys are rather crappy without immediate upgrades to your ship. Considered the "rich man's ship", as they tend to require Antideath and Summon if you're really serious on making a good lanc. A perfect lanc is fairly straightforward too. ZPM, H2 Ramscoop, Falcon Missile without a doubt, ect ect. Lanc's simply give me the idea that they must be upgraded before they are useful, like in HP, for instance. I only really want the Init HP to be around 2000 and probably have the max higher than the Levi, as the rest of my comments are just pointing out how the ship ends up being.

 

SHARK

Init HP: 950

Max HP: 1600 (Technically 1470, but a 5 in energy is not currently possible)

Init Recharge: 1200

Max Recharge: 2000

Init Speed: 2250

Max Speed: 4250

Init Thrust: 20

Max Thrust: 40

Init Rotation: 200

Max Rotation: 375

Bullet Speed: 2000

Bomb Speed: 2500

 

This "Heavy Fighter's" Init HP is rather strange. In fact, calling it a "Heavy Fighter" at all is a bit strange, as it's quite small and isn't exactly a slow moving meatshield. It's made for rushing and taking out things that get close to it, aka a great rusher ship.

It's bursts are a bit powerful, but it sure lives up to it's true meaning as a rusher. They are great in their little center of kill and are small, but threats from beyond this range for force them to dodge/run. Therefore, hit them fast, like with the Spider's Disruptor, the TacNuke, or if needed, EMP them so you can get into their circle of death safely. Warbirds and Javs are more harshly affected though when hit these ways. The Shark is much more suited compared to others to counter tactics, in the end. They could be considered a different style of Jack of all Trades. In center they are more like that, though in base they become a rusher. Maybe reduce those bursts a bit, but otherwise they are quite balanced for that $25000 price tag rivaling the $30000 Lanc.

 

 

By the way, on an unrelated note, I spent a pathetically long time on this post TT__TT (/sob)

Edited by Relos
Posted

That's an excellent post, Relos.

 

The terrier is obviously overpowered, and I'll do something about that.

 

The weasel's settings are just left overs from before the other ships got their overhauls. I'm going to change pretty much everything on it at some point.

 

You're probably right about the upgrading issue with lancs. I'll have to think about that.

 

Looking at it in a flat format, yes, the shark's stats seem odd. Maybe it's time to do some tweaking on it.

 

And the final issue you raised, the one about levi and lanc energy... I really feel that it's correct the way it is. The difference between the two is that the levi really *needs* that energy. It uses it in battle. The lancaster generally doesn't use its energy, it just absorbs weapons fire. Any energy given to the lanc is used for shielding, where as energy given to the levi is used for bombing.

Posted (edited)
That's an excellent post, Relos.

 

The terrier is obviously overpowered, and I'll do something about that.

 

The weasel's settings are just left overs from before the other ships got their overhauls. I'm going to change pretty much everything on it at some point.

 

You're probably right about the upgrading issue with lancs. I'll have to think about that.

 

Looking at it in a flat format, yes, the shark's stats seem odd. Maybe it's time to do some tweaking on it.

 

And the final issue you raised, the one about levi and lanc energy... I really feel that it's correct the way it is. The difference between the two is that the levi really *needs* that energy. It uses it in battle. The lancaster generally doesn't use its energy, it just absorbs weapons fire. Any energy given to the lanc is used for shielding, where as energy given to the levi is used for bombing.

Thanks, it did take a while. @_@ I think you make sense with the levi and lanc, and since I already said what I wanted to in my previous post, I really have nothing else to say.

 

EDIT: In truth though, it is more of personal opinion when it comes to their HP levels. (The reasoning isn't really professional either, as it includes a lot of the phrase "ZEE MOTHERSHIP" should you look in my mind >_>) In this case, your point would make more sense, simply because you have a (non-biased) reason for it, lol >_>

Edited by Relos
Posted
I think hyperspace is balanced. When we see everyone in the same ship, then we have a problem. Notice the ships that are rarely used, and tweak them until they are used as much as the others.
Posted

agreed that private freq size needs to be lowered to 7.. maybe 6..

 

anothing thing, i havent played in a while but i know reps were overpowered and needed to be nerfed. people just keep rep, reship, rep, reship, ect

Posted
I think antideath is totally unbalanced. If you are gonna let a ship respawn, it should respawn without all the extra items like burst, repel, etc...

 

 

Try and think about it a little more deeply. Antideath in the first place costs a whopping 250000, and it only revives you once every minute, which means your antideath doesn't respawn you EVERY OTHER DEATH like the old antideath, which you must admit is better. If we have to nerf antideath anymore, it might as well cost less. Doc's still working on antideath anyways, I guess he's not done with it yet, which is why he said that the sell price is stuck at $1, so that people don't sell it before antideath is done with development.

  • 4 weeks later...
Posted

Hmmm I have noticed other mis balances over time

 

Lag attaching is getting majorly abused, and it seems that a lot of people support it, they might be the ones doing it. I was wondering if this should be made illegal, after looking at the rules: No exploitation of lag is one of them... Not to rant to anyone specifically, I just want things better.

 

Lancs are going back to lanc rushing, it seems. with 4 repels they can be mean about it. Why were they given 4 repels in the first place? I really liked it when anchor ships were just that: Anchor ships, not rushers.

 

A random suggestion: Warbird with phaser? Would it be too strong?

 

That's all I can think of now, although I was thinking of more things earlier...

Posted (edited)
Insanely hard for new people to start when everyone already has all these upgrades and just make a private frequency that pretty much owns everything in sight. At least that is my experience on trying to play HS. Edited by Russky
Posted
everyone goes through that stage(cept the people who play as soon as it resets), best thing to do is get on a large pub freq and feed off their kills and some people are nice enough to give cash away

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