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Posted

Yeah somethings I'm sure are being worked out as I'm typing this but these are just a few things that need to be looked at.

 

Jav, spid and weasel seem to be the lamers ship of choice now.

 

Jav for the obvious no-aim prox bombing and such

Spid for its endless bullet streams

And Weasel for its emp+prox+l3bomb+lots of high dmg shraps+no closebomb dmg combo.

 

My suggestions is to increase the damage of a direct bomb hit on the Jav but reduce the damage on a proxed hit.

Spid's ROF should actually go up more, but have more of an energy drain attached to it, this might make it more lame if it sneaks up on you but if the attack fails its easy to pick off.

Weasel needs to be damaged when closebombed and increase the time of the EMP.

 

But in general for all ships Shrapnel dmg needs to drop a notch

Maybe an average dmg of 300 instead of 500 considering 3 lancs sitting in base 2 can hold off a LOT of people by just shrap bombing them.

 

Also with these changes to balance things out shield life might need to decrease if possible, and the Super time needs to get a better average, no more 8 second supers, but none that last 200 seconds+. Something around 100-150 should be fine.

 

Anymore suggestions post away

Posted
My suggestions is to increase the damage of a direct bomb hit on the Jav but reduce the damage on a proxed hit.
it's easy to increase direct bomb damage' date=' but impossible to reduce damage just from a proxed hit. Originally, the shrapnel was reduced (though the direct bomb damage increased) to reduce the m!@#$%^&*-killing power of the javelin. I am thinking about making the energy cost increments higher, so lower level bombs cost very little energy, while higher level bombs cost much more.

 

Spid's ROF should actually go up more' date=' but have more of an energy drain attached to it, this might make it more lame[/quote']that is an interesting change, and I suppose experimenting wouldn't hurt blum.gif

 

Weasel needs to be damaged when closebombed and increase the time of the EMP.
Continuum physics makes both of those changes impossible without making weasel bombs also deal extreme damage and have a very long EMP freeze time in general. I think the main reason the weasel is cheap is because shrapnel itself has been strengthened. And the only reason weasel bombs deal so little closebomb damage is because they deal 1/10 of normal bomb damage. I intentionally decreased direct weasel bomb damage for the sake of basing (when enemies repel weasel mines' date=' they won't tk half your freq anymore).

 

But in general for all ships Shrapnel dmg needs to drop a notch

Maybe an average dmg of 300 instead of 500 considering 3 lancs sitting in base 2 can hold off a LOT of people by just shrap bombing them.

yeah, this can be done, and I think it will solve the weasel problem as well.

 

Also with these changes to balance things out shield life might need to decrease if possible' date=' and the Super time needs to get a better average, no more 8 second supers, but none that last 200 seconds+. Something around 100-150 should be fine.[/quote']unfortunately, this also is impossible to implement with settings.
Posted

well, the shrap dmg DEFENITLY NEEDS TO BE LOWERED massIVELY!

 

a shielded terr lasts no more than 5 secs in a base that has shraps flying in it

Posted
That would probably make problems worse. Only rich veterans would be able to afford the shrapnel, and they'd just slaughter the people who can't afford it that way. blum.gif
Posted
Ed would be cheating to get that

Mook would be abusing to get that

See there is a difference

both still lame.

 

It may be good if the shark could be upgrded to a max ship, or 10 choice upgrades added to help the newvbies get a start.

Posted

A few notes.. if Spider's RoF was increased but energy cost was increased with it, it would just mean super (which vets can easily afford) would just be even more cheap.

 

I'm not sure what the setting is for inactive shrap damage, but it seems to be really high. If you get a direct hit (or very close hit) with a shrap-filled bomb, and the inactive shrap damage setting is too high, then it can deal enormous amounts of damage.

 

In my opinion, something to try would just be to decrease the amount of shrapnel all of the ships have by about 50%, and possible lower the shrap life time (I think this is the same as bullet's life time, not sure) so that bases can't be overwhelmed with shrap without an effort from several people. Right now, one lancaster or weasel can do more than enough damage to enough team in certain bases.

Posted

Having done some work with ship settings before, I can tell you that bullet time and shrap time are independent of each other. Thus, lower shrap life would be a pretty good thing. I still think the damage should be lowered, though.

Keep the spider the way it is! It works perfectly for me now, and it'll STAY that way, dammit! Don't be messin' with my ship!

Posted
Well, i know shrapnel damage is a percentage of the equivalent level bullet damage. So, they're essentially bullets that spawn from bombs. So that's why I made that !@#$%^&*umption. However, if shrapnel life time can be decreased without bullet's life time being decreased, that would significantly and fairly nerf shrapnel.
Posted
I didn't complain, if you read my posts. We only made suggestions to make it more cheaper to byp!@#$%^&*, because not everyone has tons of money to waste, scar. Cripes, all these posts of yours that I read just scream "I'm a moron, listen to me!" You're the one complaining about Doc's changes, we're just helping suggest more balancing methods.
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