Deelena

Testing balance changes

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Pilots! The UMC launches a special test version of the game with balance tweaks proposed by the players. This version of the game will be available to everyone on a separate test server.

 

Public test server
Testing will be held on the Star Conflict public test server.
The public test server is a game space independent of the live server where updates are uploaded for mass testing.
Instructions on how to connect to the public test server can be found here.

 

Mass test schedule:
The public test server will run for a limited time. The server is intended only to test an update that is being prepared for release.

  • Friday: 18:00 MSK - 22:00 MSK. Tested on ranks 7-10
  • Saturday: 18:00 MSK - 22:00 MSK. Tested on ranks 10-13
  • Sunday: 18:00 MSK - 22:00 MSK. Tested on ranks 13-18

Long Range Frigates
Disintegrator (does not apply to Synergetic disintegrator)

  • Projectile speed increased by 20%

Rationale: According to the testing results, the special long-range frigate module was declared ineffective against players.

 

Guided torpedo (does not apply to cluster missiles)

  • Torpedo flight speed increased by 20%
  • Torpedo manoeuvrability increased by 10%
  • Module cooldown time reduced by 20%

Rationale: According to the testing results, the special long-range frigate module was declared ineffective against players.

 

Weapon Overcharge and Tachyon Charge

  • Module cooldown time reduced by 31%

Rationale: The change is designed to increase the effectiveness of firing at enemies with long-range frigates.

 

Energy sharing

  • Ship acceleration while the module is active is additionally increased by 100%

Rationale: during the tests, the acceleration of the ship affected by this module was recognized as very weak and made it possible only to accelerate to maximum speed for the entire duration of the module operation.


Recoil-compensated cannon

  • Shooter recoil speed reduced by 50%

Rationale: According to the testing results, the recoil of the weapon was considered too significant, which made the gun ineffective.

 

EM Scattering Field

  • Module duration increased by 20%

Rationale: During the tests, the ship's visibility time was considered too long, which made the long-range ship virtually defenceless for a very significant time.

 

Sniper drone “Partner”

  • Module operation range increased by 66.6%
  • Drone durability increased to 6 thousand.

Rationale: According to the testing results, the drone was found unsuitable for use in both PvP and PvE.

 

Guard Frigates
Plasma Devastator

  • Projectile speed increased by 30%

Rationale: According to testing, the weapon was considered suitable only against guard frigates, which made it very situational and practically unsuitable for use against fighters and fast frigates.

 

Missile Shield

  • The frequency of destruction of missiles is increased by 30%

Rationale: According to the testing results, the effectiveness of the missile defence system was recognized as weak and did not fulfil its intended function

 

‘Dag'tnith’ Launcher

  • Negative effect time reduced by 50%

Rationale: According to the testing results, due to homing and special mechanics, the weapon, as a means of slowing down, was considered too strong.

 

Energy systems destabilizer Object NY'18

  • Debuff time reduced by 50%.
  • Module cooldown time reduced by 20%.
  • Energy consumption increased by 100%

Rationale: According to the testing results, the module was found to be too strong. The change is designed to make the module more active and used only when it is really necessary, and not permanent.

 

Engineering frigates
Autonomous Charging Station

  • Module power increased by 45%

Rationale: according to the testing results, the module does not stand up to any competition, compared to any other repair modules.

 

Autonomous Repair Station

  • Module power increased by 45%

Rationale: according to the testing results, the module does not stand up to any competition, compared to any other repair modules.

 

Nano-devourers

  • Module damage increased by 300%
  • Recovery radius increased by 100%

Rationale: according to the testing results, the module was found to be completely ineffective.

 

Amplifying Shields

  • Shield strength increased by 49.8%

Rationale: according to the testing results, the module does not stand up to any competition, compared to any other repair modules.

 

Gunships
‘Ignis’ blaster

  • Time of fire effects from projectiles is reduced by 57.1% (new value — 3 sec)
  • Damage duration when staying close to the fire is reduced by 75%.
  • Damage while staying close to the fire is reduced by 50%.

Rationale: According to the testing results, the duration of the negative effect of this weapon was considered too long, allowing to deal 4235 damage pts. of EM damage in just one hit. With a rate of fire of 400 rounds per minute, the refresh of the negative effect should not be difficult, on the other hand, the enemy can at least retreat.

 

Magnetic disruptor

  • The time of negative impact application is reduced by 71% (new value — 3 sec)
  • The negative effect's damage is increased by 15%

Rationale: According to the testing results, the duration of the negative effect of this module was considered too long, allowing 4690 pts. of thermal damage to be dealt in just one hit. In the current crafts with weapons for instantly dealing damage, refreshing the negative effect should not be difficult, on the other hand, the enemy will be able to retreat.


Command Fighters
Quantum Railgun

  • Projectile speed increased by 30%

Rationale: According to the testing results, the effectiveness of the weapon was found to be too low in combination with its other parameters, such as the spread and the ratio of overheating time to cooling time, making the weapon uncompetitive to other kinetic counterparts.

 

Diffusion Shield

  • The amount of damage taken per unit of energy increased by 15.38%

Rationale: This change will increase the effectiveness of silver command fighters.

 

Energy Cube

  • Module operation range increased by 46.66%

Rationale: this revision is intended to increase the popularity of this module.

 

Tackler Fighters
Beam disintegrator

  • Module cooldown increased by 30%
  • Module range reduced by 11.11%
  • Module preparation time reduced by 33.33% (new value — 1sec)
  • The module's power consumption is increased by 30%

Trap mine

  • Cooldown reduced by 28.6%
  • You can install more than one

Rationale: this revision is intended to increase the popularity of this module.

 

CovOps Interceptors

Quantum defence

  • Module operation time reduced to 5sec

Thermoprojector

  • Damage frequency increased by 100%

Rationale: this revision is intended to increase the popularity of this module.

 

Plasma Arc

  • Cooldown time reduced by 34% (new value — 35sec)
  • Active time increased by 33.3% (new value — 4sec)
  • Arc length increased by 10%

Rationale: this revision is intended to increase the popularity of this module.

 

Reactor overload

  • Module cooldown time reduced by 58.3%

Rationale: this revision is intended to increase the popularity of this module.

 

Recon Interceptors
Crystal mine

  • Negative effect time reduced by 50%
  • Explosion radius (not detonation!) reduced by 40% (new value — 300m)

Rationale: Since the mine is extremely effective in modes with beacons, the change was designed to slightly reduce its effectiveness.

 

Proximity Mine

  • Activation time since launch is reduced to 1 second

Rationale: According to the testing results, sensor mines were found to be ineffective.

 

Inhibitor crystal

  • Escort radius reduced from 750 to 500m (-33.3%)
  • The upper limit of the blast radius is reduced by 10%
  • Cooldown increased by 36.36%
  • Crystal projectile velocity reduced by 13.63% (475 m/s)

Rationale: the module shows extremely high efficiency on recon ships, with the majority of kills being made by pilots with this module. The change was designed to reduce the effectiveness of this module.

 

Tai'Kin Satellite crystal

  • Flight speed reduced by 30.7%
  • Maximum range from carrier reduced by 40%

Rationale: this module shows high efficiency, so the change is intended to reduce the effectiveness of use, giving the opportunity to retreat.

 

Covert Ops drone

  • Shield transfer power increased by 10% (528 pts/sec)
  • Active time reduced by 16.66% (10s)
  • Cooldown increased by 33.3% (20s)
  • Drone no longer fills the carrier's shields

Rationale: according to the testing results, the module was found to be too effective, due to the power of depleting the shield and the ability to use it almost infinitely.

 

Side booster

  • Cooldown increased by 100%

ECM Interceptors
Karud Weapon systems sabotage

  • The module now prohibits the use of weapons for the selected target (instead of dealing damage)

Protocol regulation

  • Using a module drops a bomb

Rationale: there are similar mechanics in the game that drop bombs, the change is designed to make this module the same. It will also eliminate the invulnerability of ECM when installing bombs.

 

Suppressor Destroyers
Coilgun

  • Projectile speed increased by 17%

Rationale: The purpose of this change is to increase the comfort of the game with this weapon without a ship bonus for kinetic weapons.

 

Ze'Ta Landing platform

  • Drone flight speed reduced by 33%
  • Maximum drone distance reduced by 36.36%

Wormhole projector

  • Module cooldown reduced by 33.3% (to 60sec)
  • Wormhole flight speed increased to 800 m/s

Augmented Cooler

  • Module power increased by 20%

Rationale: this change is intended to emphasize the uniqueness of the modifier compared to the “Shared Cooler” modifier.

 

Blaster Turret

  • Reduced manoeuvrability time shortened by 30%

Rationale: this module shows fairly high efficiency.

 

Universal modules
Energy converter

  • Return damage reduced by 33%
  • Module cooldown increased by 30%

Repair Kit Small / Medium / Large

  • Module cooldown time reduced by 20%

Rationale: The change is designed to increase comfort when playing on a ship with one universal module. Currently, the old value of reloading speed was considered not relevant.

 

Implants
Alpha-inhibitor “SP-25” (5-3)

  • Implant power increased by 233% (new value — 10%)

Neuroaccelerator “Oculus II” (11-1)

  • Resistance reduction increased by 25% (new value — 10 pts.)

Neuroconnector “WPN-F70” (13-3)

  • Maximum implant effect enhanced by 50% (new value — 15%)
  • Effect step is enhanced by 50% (new value is 1.5%)

 

Weapons and modules
Vulcan

  • Spread reduced by 12.5%

Rationale: According to the testing results, the weapon was considered not competitive enough

 

Heavy Blaster

  • Spread reduced by 25%

Rationale: According to the testing results, the weapon was considered not competitive enough

 

RF Blaster

  • Rate of fire increased by 60%
  • Damage reduced by 33%
  • Weapon heating reduced by 50%
  • Spread reduced by 10%
  • Spread increase rate reduced by 50%

Rationale: The change is intended to return the weapon's unique feature — the rate of fire. It aims to significantly improve the comfort of the game with this weapon. Mathematically, the damage of the weapon remains unchanged.

 

Shrapnel Cannon

  • Fire rate reduced by 25%
  • Spread reduced by 35%

Rationale: at the moment the weapon without equipment bonuses has a spread of 3.5 degrees, which is ineffective if you do not use modifiers to reduce the spread. With the proposed change, it will be possible to use not only modifiers to reduce the spread, but also others, which will increase the variability and provide an opportunity to customize the weapon for each pilot to his taste.

 

“Horizon” Module

  • No damage reduction
  • Only one modifier is allowed

Rationale: This modifier is present in almost all ship assemblies. This edit should increase the dynamics in battles. Also, this change will increase the variability of using other modifiers in the slots of the ships' CPU.

 

Archangel

  • Missile turn speed is reduced by 35%
  • The power is increased to 30% (x1.2)

Rationale: the module is too strong and deals too much damage with the push of a single button, so it was decided to increase the chance of missile evasion. The boost to overcharge was given as compensation.

 

‘Twins’ barrier

  • Active time increased by 66.6% (new value - 5s)
  • The module can be used without obstacles

Rationale: According to the testing results, the module was considered too difficult to use.

 

Meson Cannon

  • The maximum spread is reduced by 12.5% (x0.875)

Rationale: the weapon is ineffective without two assistance modules and an implant.

 

“Kai” fission launcher

  • Swarm recovery 1500 for 1 hit

Rationale: The change is necessary because now the swarm is restored in one hit of a weapon, which makes it virtually immortal.

 

Balanced Swarm. Attack mode

  • Attack distance reduced to 4 km

Rationale: This is too great a distance for an aim assisted and dangerous module.

 

Pirate Mass Shield Generator

  • Passive Shield Charging 90 pts.

Rationale: The module has many drawbacks, and at the same time, it does not have any significant bonuses compared to the standard equivalent.

 

“Meteor” accelerator module

  • Energy threshold reduced to 50%

Rationale: at the current energy threshold value (90%), the module is very poorly applicable.

 

Waz'Dum

  • Durability restoration — 15% of the damage
  • projectile flight speed —4500 m/s

Rationale: The weapon is now very weak: it is very difficult to aim, and the regeneration effect does not give any significant benefit.

 

Special module boost

  • Damage increased by 14.29%

Rationale: The current damage increase is too weak and does not have a significant effect on installation.

 

“Echidna” processor

  • Speed threshold increased to 15% (x3)

Rationale: The change is designed to increase the comfort of playing with this module, excluding accidental disconnection of the module with the slightest movement.

 

Emergency regeneration

  • Hull recovery takes 10 seconds instead of 25

Rationale: the recovery time is too long, which is why the effect itself is very weak, which does not correspond to the calling of the module.


Destabilizing Field

  • Energy consumption 2000 power.

Rationale: The current power consumption is too large, and absolutely uncompetitive compared with any other destroyer module.

 

Kinematic shield adapter

  • Regeneration effect reduced by 30%

Rationale: The change is designed to reduce the excessive survival of fighters, thus, forcing them to go into recovery, and not to recover directly in battle.

 

Vacuum resonance laser

  • Firing range increased by 15%

Rationale: The change is designed to equalize the performance characteristics of the weapon for the “Horizon” system change

 

Thermoactive weapon

  • Firing range increased by 8%
  • Projectile speed increased by 10%

Rationale: The change is designed to equalize the performance characteristics of the weapon for the “Horizon” system tweak, as well as to improve the possibilities of hitting enemies this gun since they were considered too weak.

 

“Kai” fission launcher

  • Firing range reduced to 4500 m

Rationale: A gun with one horizon and an implant is capable of developing a range of exactly 9 km, and using 3 horizons it can develop a range of 11,448 m, opening the possibility to destroy even long-range frigates.

 

Pulse Laser

  • Rate of fire increased by 30%
  • Damage reduced by 23%

Rationale: The change is designed to increase the comfort of playing with this weapon.

 

Energy sharing

  • Now available to the entire class of long-range frigates at all ranks

Rationale: The change is designed to increase the comfort of the game, as well as to diversify the tactics of combat on this type of ships.

 

Suppressor Destroyers

  • Passive regeneration of the hull — 150 units.

Rationale: The change is designed to give at least some minimal regeneration to the Destroyers as a small bonus to the comfort of playing with them.

 

Nano-devourers

  • Recovery power increased by 6.84% (x0.0683761)
  • Hull recovery time reduced to 5 seconds

Rationale: in tests, the use of the module was considered too low, and the recovery rate was recognized as ineffective.

 

Side boosters

  • Drop a bomb.
  • Do not work when affected by tackler modules: inhibitor beam, heavy drone.

Rationale: although technically, the module does not use the mechanics of ultrafast movements, in fact it is, providing an incredible advantage in combat.

  • Movement distance reduced by 50%

Rationale: the module is too good since allows you to move 2 km every 14 seconds, while its effect cannot be disabled.


Reactor overload

  • Damage from residual cloud reduced by 20%

Rationale: The change is associated with a decrease in the recharge time of this module.

 

Karud Weapon systems sabotage

  • Add the effect of the “Proton wall” and crew 2-3 as anti-control effects that reduce the active time of the module

Rationale: The change is associated with possible teams of three Karud and allowing you to disable the guns of the selected enemy almost indefinitely.

 

Overclocked Blaster

  • Energy consumption 25 u/s

Rationale: The current value of energy consumption is too high, while the effectiveness of this weapon compared to the plasma gun was considered doubtful, especially given the fact that Karud has problems with the ratio of energy recovery to energy afterburner.

 

Relocation mechanism

  • The range of the module increased to 5 km

Rationale: The change is intended to increase the use of this module.

 

Crystal drone

  • Projectile flight speed increased to 4.5 km/s

Rationale: during the tests, the use of this module was found to be extremely low due to the very low chance of hitting the drone projectiles.

 

Infobarrier

  • The linear dimensions of the barrier are doubled (x2)

Rationale: during the tests, the use of the module was found to be very low.

 

Engine Suppressor

  • Module recharge time reduced by 16.66% (х0.8333)

Rationale: during the tests, the use of the module was found to be very low due to a large number of anti-retarding effects, as well as a very long recharge time.

 

Phase demodulator

  • For each time the host is locked as a target, the shield charge additionally increases by 996 units in 6 seconds

Rationale: the efficiency of the module in tests was considered weak since the resulting shields do not give any significant survival effect when used.

 

Coating Polarizer, Aegis System

  • The power of the module when activated increased by 50% (x1.5)

Rationale: the modules have an active mode that is too weak, a relatively passive increase in resistance, moreover, at present, the values of the active mode were considered insufficient.

 

Resonating shield

  • Damage increased by 35.13% (x1.3513514)
  • Recharge reduced by 50%

Rationale: the efficiency of the module during testing was found to be almost zero.

 

Legion Microwarp Engine

  • During a warp jump, a radioactive cloud with a radius of 1200 m remains in the launch area, inflicting up to 11220 units of damage

Rationale: The change is designed to increase the relatively poor effectiveness of the unique special module.

 

Matter Absorber

  • Range increased to 1250m

Rationale: The change is intended to improve the efficiency of the use of the Thar'Ga ship, since, when tested, its overall effectiveness was considered weak.

 

Tai'Kin Return Crystal

  • Returns allies only
  • Manoeuvrability reduction lowered by 100%
  • Jump preparation time reduced by 33%

Rationale: with the current restrictions on the jump, the module can not be used either as a means of moving other ships, because the delayed response and the limitation on manoeuvrability do not allow to approach the target at a working distance, nor as a means of self-preservation in combat, because with very high probability the ship during the response time is destroyed by the enemy.

 

Wolfhound

  • Shield reserve reduced by 15%

Rationale: The change is necessary since the volume of the shield of this ship is equal to the value of the Jericho fighter.

 

‘Conformist’ booster

  • Maximum resistance reduced by 21.05%

Rationale: in close combat, this modifier completely replaces modifiers with thermal, kinetic, and EM damage, which makes them less in demand.

 

Defence program ‘Wave’

  • When using, it is additionally forbidden to use modules for 7 seconds

Rationale: now, after use, only shooting is blocked for 7 seconds, but during this time the ship manages to take a lot of damage and recover easily, which makes it almost unkillable.

 

Sawtooth

  • Reduce the bonus to damage of main guns from 20% to 10%
  • Reduce the bonus to the range of the barrier modules from 50% to 35%.

Rationale: the minelayer must first slow down the enemy, and not kill it without giving a chance.

 

‘Wounded Beast’ protocol

  • The threshold of increase in parameters is reduced from 50% to 35%

Rationale: this modifier is intended primarily to retreat with a small amount of durability, and not to continue to kill with even greater force.

 

Micro-locator

  • Module recharge accelerated by 15%

Rationale: now even on T5 in the purple version, the micro-locator recharges for 41 seconds. At the same time, it does not work through obstacles, but in the open space, it is quickly knocked down.

 

5-9 Magnetic disruptor

  • Module ranks changed to 5-8

Rationale: the number of ships that can use the module is reduced. These are mainly low-ranking ships, where rookies need help in dealing with interceptors, with which they still do not know how to hit normally.

 

Repair projector 4-8

  • Module ranks changed to 4-7

Rationale: the need to remove the projector from the modules available to the ship Phoenix. The Phoenix already stands out with its enormous vitality and firepower for an engineering frigate. Bottom line: Phoenix still has a huge selection of various modules — including its unique ones. At the same time, without repair projector, it will not be able to restore 1700 hull per second to itself all the time the module is in operation, which, combined with its hull strength, as well as three modifiers for it, made Phoenix unreasonably tenacious for an 8th rank ship.

 

Engine Deimos 9-13

  • Module ranks changed from 11-13

Kinetic wave

  • Module ranks changed to 7-9

Rationale: the need to remove the module from the ship Stingray. Stingray is not designed to use these modules, warp makes it many times more efficient, breaking any balance.
Bottom line: at 9 ranks, premium fighters still have a unique warp module, the balance at these ranks will not change much. In this case, Stingray returns to balance, still remaining an effective fighter

 

Commitment 9-13

  • Module ranks changed to 9-12

Rationale: the need to remove the module from those available to the engineering ship Brock. Bottom line: Brock still remains one of the best heals in the game thanks to its unique laser. It also remains extremely tenacious, due to the repair projector, a projectile with compensation of energy fields, as well as many other engineering modules and a bonus to their reloading. The ability to deal with a large amount of damage and heal the same amount of shield is superfluous for this ship.

 

Teleportation sphere

  • Preparation before the jump takes 1 sec

Rationale: The sphere of teleportation is put in 90% of cases on all Ellydium ship. Mobility with this change is not lost, but it will become more difficult to escape incoming ships.

 

Repair system sabotage

  • Speed bonus reduced to 17% (now 35%).
  • Repair system sabotage reduced to 70% (now 80%)
  • Removes the effects of control from the player, but does not interfere with the imposition of new ones.

Rationale: the module shows a rather high efficiency compared with other control modules, besides it has an anti-control, which, according to the name, should not be there. It could also be used after stopping the special module, which led to even greater invulnerability to any control.


Game Modes

Sector Conquest

  • The range of all modules and missiles reduced by 25%

Rationale: The change is critically necessary for balancing such modules as the Archangel, Disintegrator, Guided torpedo, Photon emitter, Beam disintegrator, Dawn locator and other high-range active modules that are very unadapted for this combat mode.

 

Automatic Tournaments

  • Battle time increased to 12 minutes

Rationale: The change is designed to adapt the time of the battle in tournaments since the current amount of time makes tactics using 8 recon interceptors unalternative and does not give any opportunity for the defending team to change the outcome of the battle due to insufficient time.
 

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2 minutes ago, Deelena said:

Repair system sabotage

  • Speed bonus reduced to 17% (now 35%).
  • Repair system sabotage reduced to 70% (now 80%)
  • Removes the effects of control from the player, but does not interfere with the imposition of new ones.

Finally

3 minutes ago, Deelena said:

5-9 Magnetic disruptor

  • Module ranks changed to 5-8

Rationale: the number of ships that can use the module is reduced. These are mainly low-ranking ships, where rookies need help in dealing with interceptors, with which they still do not know how to hit normally.

The rationale is sh***, why does it exist for high rank ships than?

 

6 minutes ago, Deelena said:

anti-retarding effects,

^ nice translation :D

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ECM nerfs, wolfhound reigned in, NY18 finally got whacked with a nerf dart, DESTROYER BUFFS WITHOUT A MASSIVE NERF? Somebody pinch me because I must be dreaming.

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3 hours ago, Deelena said:


Game Modes

Sector Conquest

  • The range of all modules and missiles reduced by 25%

Rationale: The change is critically necessary for balancing such modules as the Archangel, Disintegrator, Guided torpedo, Photon emitter, Beam disintegrator, Dawn locator and other high-range active modules that are very unadapted for this combat mode.

i have few questions about this:

1) Does that apply to Repair stations and drones? Because i often try to hide the repair stations somewhere in or behind the dreadnought so the LR frigates can't hit it, and for the drones, i think that i don't need to explain :)

2) Why are you reducing the range of disintegrator? I use Imperial LR 95% of the time, and i think that it is completly balanced at the moment. It should be used to instantly snipe torpedoes, destroy modules and players from safe distance. By reducing the range by 3km, the player has to move To upper part of the map, where he is completly unprotected from any gunship that goes by, or risk being hit by an asteroid in the middle part of the map. Or just sit and don't do anything for 70% of the battle...

3) Does that apply to plasma arc? Because that might be the only reduction of range that I agree with :D

 

3 hours ago, Deelena said:

Automatic Tournaments

  • Battle time increased to 12 minutes

Rationale: The change is designed to adapt the time of the battle in tournaments since the current amount of time makes tactics using 8 recon interceptors unalternative and does not give any opportunity for the defending team to change the outcome of the battle due to insufficient time.

Will it extend the wait time to 15 minutes? because then the tournaments are completly useless...

 

Otherwise i think that most of the balancing is OK with some exceptions (like making some modules for lower tier ships) but i don't want it to be ultra long :D 

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I'm not supposed to have an opinion but this all is just great :D

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"Testing balance changes"..........you mean shuffle and serve right ?

Is this game *cough* *cough* still in beta test ?

It'll take far more than the typical shuffle and serve to prevent it from falling apart, and no am not being sarcasttic, hopefully some will take what I said SERIOUSLY and actually work in such direction to REVIVE the game, since its trully great !

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3 hours ago, ComWittman said:

"Testing balance changes"..........you mean shuffle and serve right ?

Is this game *cough* *cough* still in beta test ?

It'll take far more than the typical shuffle and serve to prevent it from falling apart, and no am not being sarcasttic, hopefully some will take what I said SERIOUSLY and actually work in such direction to REVIVE the game, since its trully great !

Be all sarcastic all you want. Those proposed changes are changes proposed by players. I would say very good players that spent their own time in testing those modules, discussed how to make them better and sending the list to the developers. Developers were kind to implement them on the test server for other players to see if those changes make sense. As balancing in every single multiplayer game is a process and it doesn't end at the release of the game, I cannot understand why are you complaining? You didn't put any work in this (you still can, though, by testing those changes) Deploying it on the test server doesn't require much manpower as those are just the values in database and actually they can have some impact on the gameplay. 

 

If you have any constructive ideas, please make a thread in the Suggestions, devs will sure be interested. If not - just please don't derail this thread. It represents a lot of hours of discussion and brainstorming of players that are pretty dedicated to this game. 

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Hello Guys! I'm CerberusS - the balancing team's representative, supervisor and also an author (or co-author) of half of balance improvements you had seen here. I'm here to clarify all of your doubts about the changes, i hope.

 

13 hours ago, John161 said:

The rationale is sh***, why does it exist for high rank ships than?

Because of tai'kins, wolfhounds and any other superfast ships flying at Tier 5. And it was removed from the Nukem I because of too high effectiveness at this ship.

 

@Jkavalir9 the distance of all existing modules should be affected, except modules that don't have such a parameter as a "distance".

Imo, if we will not be able to test the distance change, it will be cancelled, i hope.

 

13 hours ago, TheDerpNukem said:

DESTROYER BUFFS WITHOUT A MASSIVE NERF?

Destroyer weapons distance improvements were made to make them suitable to the horizon improvements. The passive regeneration is rather a pleasant bonus (in open space, for example), than a tangible advantage which also finally makes sense to use the regeneration coating on a destro.

 

9 hours ago, Jkavalir9 said:

Will it extend the wait time to 15 minutes? because then the tournaments are completly useless...

The waiting time shouldn't be affected.

 

@ComWittman we're making our best to finally bring this game to LIFE, so we kindly ask you to also understand this motive. If you'll find something controversial to the balance, please report this to us so we can rewiew and cancel or edit the change. 

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8 hours ago, CerberusS said:

 

 

Very nice job mate, the only thing left imo is how to deal with the taikin drone and zhens engine hack and you revised the balance entirely in competitive players favor.

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16 minutes ago, ORCA1911 said:

how to deal with the taikin drone

We already nerf'd the satellite crystal.

 

18 minutes ago, ORCA1911 said:

zhens engine hack

I don't think that it's necessary because the EH is affected to 8-2 implant and the proton walls, if I'm not wrong.

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Yep, to be fair I haven't even ran into any Zhens today, and by the way, are there any changes planned for things like the Asynchronous Shield Projector, Galvanized Armor and Capacitor Power Relay? They are quite obsolete.

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30 minutes ago, xXThunderFlameXx said:

Yep, to be fair I haven't even ran into any Zhens today, and by the way, are there any changes planned for things like the Asynchronous Shield Projector, Galvanized Armor and Capacitor Power Relay? They are quite obsolete.

The changes wasn't planned but we'll review them in the future (hope it will be the near one).

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For whom are you making these changes? Where are the players? Much of good players left. T3 PvP is nearly dead...full of bots. Remove them first. The progression is unbalanced und unpredictive. When i see the ship that is OP i want to get it and then(after much grinding) when i finally get it you nerf it!? Some of those balance changes mentioned here are good( for LRFs i.e),but wont improve the enjoyment of the game much. The best part of this game was the teamplay and player interaction,even in random PvP. You can not regain balance that was lost after introducing destroyers, alien ships and bunch of new modules and weapons, just by simple changing parameters of modules and weapons.

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2 hours ago, BruTosGali said:

For whom are you making these changes? Where are the players? Much of good players left. T3 PvP is nearly dead...full of bots. Remove them first. The progression is unbalanced und unpredictive. When i see the ship that is OP i want to get it and then(after much grinding) when i finally get it you nerf it!? Some of those balance changes mentioned here are good( for LRFs i.e),but wont improve the enjoyment of the game much. The best part of this game was the teamplay and player interaction,even in random PvP. You can not regain balance that was lost after introducing destroyers, alien ships and bunch of new modules and weapons, just by simple changing parameters of modules and weapons.

Then maybe start playing team based modes? Also I see a lot of vets playing, just not in the random PvP as there are other modes now. Random PvP? It's just random. It always was. If you want to be less random - then take a squad to skirmish. You are allowed to do this. Regarding the grinding thing - there was only one ship in SC history that required a grind after it was released - Thar'ga. So one ship.  OP for three weeks. Boo-hoo. Taikin was easy to get and still is. Regarding the destroyer and alien ship balancing  - even in seccon there is a variety of ships. There is not a single ship that screams OP there. I don't care about random PvP in this case as that's as random as it can get - one side will take a heavy setup, the other light setup without engie for team battle, because "they have to level up those ships" is just a human factor. Do you want team play? Coordination? Play team PvP modes. And regarding the balance of the modules and weapons - it will never be perfect. That's the whole thing. But this project is about getting balance as close to perfection as possible. 

PS. I went to T3 PvP with my friend - maybe it's a weekend thing but didn't see a single bot today.

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18 hours ago, OwnageMaster said:

Be all sarcastic all you want. Those proposed changes are changes proposed by players. I would say very good players that spent their own time in testing those modules, discussed how to make them better and sending the list to the developers. Developers were kind to implement them on the test server for other players to see if those changes make sense. As balancing in every single multiplayer game is a process and it doesn't end at the release of the game, I cannot understand why are you complaining? You didn't put any work in this (you still can, though, by testing those changes) Deploying it on the test server doesn't require much manpower as those are just the values in database and actually they can have some impact on the gameplay. 

 

If you have any constructive ideas, please make a thread in the Suggestions, devs will sure be interested. If not - just please don't derail this thread. It represents a lot of hours of discussion and brainstorming of players that are pretty dedicated to this game. 

 

OW/niripas etc [God knows with how many alts you're posting] I may not be as old as  you are here but I assure you am quite active daily. That and only means one thing: I like the game hence support it. Its up to you to draw your own conclusions and in all honesty I couldnt care less what they are ! I wonder if there will be another drama thread/post, similat to the one a few months back. I wont be in your way if you wont be in mine, its quite clear how you feel about me and like I said, couldnt care less. From your post, its obvious you're quite mad "Be all sarcastic all you want. Those proposed changes are changes proposed by players" . Its not just the grammar errors that point out that, fury is clear here..... And why are you posting under your alt, we all know who you are so the alt doesnt count as a neutral player, its the words of a GM.......



@CerberusS, if that is the case, well done in taking the time to test weapons/mods, however we both know [at least up to these tests] that occasional ninja buffs/ners are just suffle and serve. I'm here 2 years and experienced that, my 1st post was related to my previous experiences.

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8 hours ago, CerberusS said:

We already nerf'd the satellite crystal.

 

I don't think that it's necessary because the EH is affected to 8-2 implant and the proton walls, if I'm not wrong.

 

The overall function of the drone was okay-ish anyway but what bothered me is that i couldnt counter it in any way, i proposed several times to introduce the flares as a way to get rid of the drone's speed debuff but i guess we wont be seeing much of it now as before.

 

As for the zhens engine hack, i tested the proton wall/anti-cc combos a month ago i think and from 10sec active time i only got it down to 7sec or so which seemed to me like an indicator for some possible issues with the crowd control mechanics and their counters. Could you please look into it the next time you guys test things?

 

19 minutes ago, ComWittman said:

 

 

Thats not niripas, I'm niripas. xD

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There are a few changes I would like to see with Suppressor Destroyers:

 

1. Speed increase of at least 50-75% on all Suppressor Destroyers. These are large ships with large engines, their speed should reflect this. Maneuverability should be the limiting factor here, not speed.

2. Shield and hull regen times are far too slow making these ships weak in most game modes. Part of this was addressed, we will see if it helps.

3. Shield volume is extremely low for this size of ship. 1-2 hits from even a fighter and the shields are down. This is ridiculous for a tanking ship, they should be very tough (isn't that the point?).

4. The minimum firing range (at least for the Halo Launcher) allows fighters to get up against the hull so they can't be hit. Something should be done to address this issue.

5. Halo Launchers should have their range increased to no less than 5 km. to bring it in line with other destroyer weapons. It almost seems silly that the Plasma Turret has better range than the Halo.

6. Please consider allowing players to use 2 Plasma Turrets on Suppressor Destroyers. This would help make the ships more symmetrical and provide more player customization and diversity.

7. It would be interesting to have a 5th module slot for defensive-only modules. Since this is supposed to be a larger class ship, it would make sense to have a bonus slot to give it extended functionality options and make it more fun in group play (missions).

 

 

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13 minutes ago, ORCA1911 said:

Thats not niripas, I'm niripas. xD

How can you prove that? What if I'm niripas?

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5 minutes ago, xXThunderFlameXx said:

How can you prove that? What if I'm niripas?

Why can't we all be niripas? What an unjust world we live in...

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What if Wittman is niripas?

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11 minutes ago, xXThunderFlameXx said:

What if Wittman is niripas?

giphy.gif

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9 hours ago, OwnageMaster said:

team based modes

Tourneys are only on weekends,SCL available for limited time. Conquest is often filled with bots. 

 

10 hours ago, OwnageMaster said:

there was only one ship in SC history that required a grind

How about getting parts for alien ships(Waz got and Taikin)? You still need monos for them,right? Also for r16-17 ships. You don need to grind for them parts?

10 hours ago, OwnageMaster said:

I see a lot  vets playing

Adam West,StarDollar,SpongeJohn,G4borg,Koromac....? Do you see them?

10 hours ago, OwnageMaster said:

I went to T3 PvP with my friend - maybe it's a weekend thing but didn't see a single bot today.

Its a weekend thing. Try playing on workdays. You will not see one without bots,and very often you will play PvP 1 on 1+ bots

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On 6/7/2019 at 2:28 PM, Deelena said:

Inhibitor crystal

  • Escort radius reduced from 750 to 500m (-33.3%)
  • The upper limit of the blast radius is reduced by 10%
  • Cooldown increased by 36.36%
  • Crystal projectile velocity reduced by 13.63% (475 m/s)

Rationale: the module shows extremely high efficiency on recon ships, with the majority of kills being made by pilots with this module. The change was designed to reduce the effectiveness of this module.

That rationale is clearly wrong due to being single damage module recon have. Slowing down the projectile to that speed makes it unusable on Fed recons that usually zaps around with 600-700 speeds. I would leave speed as is, but reduce current maximum blast and slow radius by 40-50% instead. Missile shields should be able to neutralise that thing if it not doing that already.

 

 

On 6/7/2019 at 2:28 PM, Deelena said:

Archangel

  • Missile turn speed is reduced by 35%
  • The power is increased to 30% (x1.2)

Rationale: the module is too strong and deals too much damage with the push of a single button, so it was decided to increase the chance of missile evasion. The boost to overcharge was given as compensation.

Dunno, IMO the damage is the problem, not rockets themselves. But if they turn like Octopus now, it's fine.

 

 

On 6/7/2019 at 2:28 PM, Deelena said:

Kinematic shield adapter

  • Regeneration effect reduced by 30%

Rationale: The change is designed to reduce the excessive survival of fighters, thus, forcing them to go into recovery, and not to recover directly in battle.

I thought this thing was meant as alternative for not equipping shield booster. Now its quite useless. I would leave the stats as they are, but increase speed threshold to 110-120% speeds, so any module that shuts down afterburner would turn it off. Also, Auto Repair?

 

 

On 6/7/2019 at 2:28 PM, Deelena said:

Pulse Laser

  • Rate of fire increased by 30%
  • Damage reduced by 23%

Rationale: The change is designed to increase the comfort of playing with this weapon.

Honestly the discomfort using this weapon is the freaking overheat time.

 

 

On 6/7/2019 at 2:28 PM, Deelena said:

Relocation mechanism

  • The range of the module increased to 5 km

Rationale: The change is intended to increase the use of this module.

This is not enough. Allow relocate with ally and add visual indicator the the target that its about to be snatched.

 

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On 6/7/2019 at 2:28 PM, Deelena said:

Energy converter

  • Return damage reduced by 33%
  • Module cooldown increased by 30%

 

I'm gonna repeat myself once more. As long as it's a beam, you're not gonna balance this. This is the most anti-teamwork module in the game. If ally get ambushed by enemy with this module, there is no way to save him because ally can't defend himself and other allies cannot also shoot the attacker that should be primarly doing. Also it's disrupting the main teamwork activity that is focusing fire on single target. IT MUST be turned into projectile otherwise it will still remain I-got-close-so-I-win button.

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