Announcement of patch 0.9.0!

I wont accept credits for my experimental modifiers/old weapons

If you get that money back by mail, then you can delete it instead of accepting. If it is automatically added, then there is nothing you can do.

Ok that tells me maybe it’s a couple of weeks out. 

 

Whats obvious is we are in 0.8.5 right now not 0.8.9. Correct?

Versions don’t work that way. It could also be 0.8.13 - totaly legit.

Typically, versions are done in the a.b.c format.

“a” is a major change -like a WoW or StarCraft expansion. Effectively a total game overhaul.

“b” is a moderate change - like what is coming on thursday. Big shifts to core of the game, but not a total overhaul.

“c” is a minor shift - smaller the number, smaller the change. This is why games like WoW are on “version 4.2.8065300040102”. A bugfix to one dungeon out of eighty is a very small change indeed.

This is why we’ve skipped from 0.8.5 to 0.9.0

Versions don’t work that way. It could also be 0.8.13 - totaly legit.

 

I’ll wait to see. Seems like a big jump.

Turning weapon modifiers into booster modules will suck, especially PvE.

 

As for green, blue, and purple items, will the sell price be based on the purchased price or the “sell” price in warehouse?

Question: is it true that you will now need full synergy with previous ship to buy next one up the tree? I keep seeing this claim in this thread, but I can’t find the original reference in the OP.

 

 

Damned, where is Luckyo with his glorified trashcan jokes when he is needed??

Thing is, I don’t think I would be able to survive another nuclear winter either. I’m the type that doesn’t like to step on the same rake twice, and I’ve already stepped on it once with Strongs. I’m very much uncertain about the missile change, as on one hand I usually have to brutally ration rockets (I almost never use missiles other then ion ones) during the match or I run out in first couple of minutes. On the other hand, minefields and nukes being infinite is going to be god damn horrible if it actually happens. And if they really are going to bring out “spawn, fly in, nuke, suicide, spawn…” gameplay in, I just may be done with this game.

I think the weapon overhaul wasn’t called for. I love the T5 stuff and the upgraded hangars… but the weapon shifts are too radical.

The new weapons look badass IMO have you guys watched the youtube video’s on them?

 

Looks like fun!

@sabre I respectfully disagree. Their reasons for weapon changes are valid. We have a boatload of overlap in weapon roles, several weapons that are effectively duplicates of one another and very clear “imba” weapons that are used by top players while the rest lie in disuse.

Agreed Luckyo

 

Stabilized rails is a good example of the “imba” weapons.

^when you see whole corps *cough* decked out with one weapon load out, something’s a bit off.

I tend to agree. Frankly, you could remove every weapon bar RFR and stab rails and I’d barely notice the change. The only laser I’d consider worth having is heavy; plasma, heavy or hail.

Something had to change.

As long as there remains a RFR and Stab Rail weapon of some kind I’m happy. I’d not mourn the latter taking a bit of a nerf either tbh.

I cant wait myself, this looks awesome, and remember folks these are only  SOME  of the changes that will be taking place. There is I believe lots of little things being implemented as well. Stop the flaming, stop the complaining, this isnt even a complete list, its a teaser.

 

A note to the people who never do anything but complain… people tend to just skip those posts as the broken record sounds are getting old. Be constructive, be positive… and when something is really bad, then complain and you have a better chance of being heard, especially if your complaint is constructive.

The missile clip will probably help compensate for weapon shortcomings, too. ahhh…

 

yes and no. it’s a fix but it’s a lazy one. missiles brought more than just DPS, they added strategic decision making. now it’s getting removed.

For posterity’s sake- missiles are traditionally loaded on  hardpoints , and those can contain rails (for launching said missiles).  According to wikipedia, hardpoints are also offten called “weapon stations,” but I’ve never really heard that term used personally.

 

“Clips” work fine I’m sure for the sake of conveying the concept.  I think it’d make sense to purchase a missile “hardpoint” or “system” if y’all would consider calling it that.

 

EDIT: also stored on “racks” or “ejector racks” if they’re ejected away from the fuselage before firing, but that’s probably a little in the weeds regarding the current discussion.

The current weapon system basically gives you 4 different weapon archetypes.

 

Close - High DPS / Short Range 

Assault - Medium Damage / Medium Range

Sniper - Low DPS / Long Range

Heavy  - High DPS / Medium Range / Slow Tracking

 

Sure, each weapon has its twist. The current meta favors landing hits alpha strike over DPS - its much usually more effective to do 2000 Damage over 10s in the one hit that you land than trying to do 2500 Damage in 10s having to land all 10 shots on a moving target. That has lead to Rapid Rails and Stabilized Rails becoming the weapons of choice. Hail plasmas are also frequently used, as are heavy rails. The other weapon systems have their uses, but they tend to be most successfully employed on niche builds.

 

Fast forward to 0.9.0

 

Some of the weapons will maintain the former archetypes, however new mechanics such as increasing particle amount or increasing damage over time will allow for more role specific customization. For example, if you want to build a ship for assaulting beacons and frigate balls it seems weapons such as the singularity cannon or the ion emitter would be your choice. The same weapon however, is not going to be very useful for dog fighting with interceptors. Additionally, with the adjustments to weapon modifiers, team work and coordination may be more important than just using the FOTM guns, and any game state that emphasizes player skill and teamwork over dependence on initial conditions is going to get points in my book.

To harp on missile terminology some more, Magazine is probably the best term.

Particularly on the big ships I can see them being stored in armoured mags. One mag in turn is lowered out to the firing hatch, the payload armed and the ordnance engaged. Cooldown on individual missiles is likely due to the process of shifting the missile from the armoured mag (which would be designed to deflect a premature detonation away from key systems) to the launch port. Think the torpedo tubes on a sub.

When a mag is spent it has to be cycled out of the way or ejected before a new mag is brought up. Mags may well be spread quite far apart on larger ships, or else loaded in such a way as damage to one specific point won’t foul the whole system. To that end, one could imagine the ships to use some form of maintenance protocol - sweeping the launch chamber with nanodrones to smooth out and erase launch wear-and-tear, clear fouling and make good for the next salvo. Arming proceedures may require upload of FoF keys, which while delaying the process means a missile cannot ever cause a friendly fire incident - the ordnance recognises every ship in its own squadron and will not detonate in their close proximity.

This model doesn’t work so well for Fighters or Interceptors, but it does for Frigates.

Tl;dr: I’d like. See the missile sets referrred to as “magazines”, or possibly “racks”.

The current weapon system basically gives you 4 different weapon archetypes.

 

Close - High DPS / Short Range 

Assault - Medium Damage / Medium Range

Sniper - Low DPS / Long Range

Heavy  - High DPS / Medium Range / Slow Tracking

 

Sure, each weapon has its twist. The current meta favors landing hits alpha strike over DPS - its much usually more effective to do 2000 Damage over 10s in the one hit that you land than trying to do 2500 Damage in 10s having to land all 10 shots on a moving target. That has lead to Rapid Rails and Stabilized Rails becoming the weapons of choice. Hail plasmas are also frequently used, as are heavy rails. The other weapon systems have their uses, but they tend to be most successfully employed on niche builds.

 

Fast forward to 0.9.0

 

Some of the weapons will maintain the former archetypes, however new mechanics such as increasing particle amount or increasing damage over time will allow for more role specific customization. For example, if you want to build a ship for assaulting beacons and frigate balls it seems weapons such as the singularity cannon or the ion emitter would be your choice. The same weapon however, is not going to be very useful for dog fighting with interceptors. Additionally, with the adjustments to weapon modifiers, team work and coordination may be more important than just using the FOTM guns, and any game state that emphasizes player skill and teamwork over dependence on initial conditions is going to get points in my book.

 

You make a couple valid points.  However ultimately as players we will have fewer weapons to choose from in the coming patch.  Now granted, each weapon now has a bit more variation and flavour, but I would like to see 1-2 more options added for each class before release, or at least in the following patch.

You make a couple valid points.  However ultimately as players we will have fewer weapons to choose from in the coming patch.  Now granted, each weapon now has a bit more variation and flavour, but I would like to see 1-2 more options added for each class before release, or at least in the following patch.

 

I suspect that is an option later down the road, but why don’t you try them out some before deciding you want more options?

 

Keep in mind ships are already separated into rather well defined roles…The weapons change means that now those ships can specialize even further like what Madeix was saying, opening up new ways to utilize those ships all together.

 

So there is a huge opportunity to sort through before we make more demands on top of it!

i don’t like this missiles idea. currently, you have to use them tactically, in some cases saving some for later in the battle.

 

this will remove that mechanic, and games will instead be full of missile spam…

 

ridiculous… do you guys even test these changes before you implement them?

 

in fact, i would take it a step further and say that each ship should not get a separate loadout of missiles. 4 ships and you can have almost 30 missiles in T1 alone… 30 missiles can kill about 10-15 enemies assuming they all hit… thats is RIDICULOUS.

 

you need someone who knows a thing or two about game balance… like badly…

 

compare that to FPS for example where with a full loadout of rockets you can down 1 or maybe 2 tanks at most. (edit, well yea in fps its 1-2 tanks per life, which is equivalent to the current system of 4-7 rockets on T1s, which is acceptable. however in FPS you only have 1 or 2 anti-tank per team, not everyone has rockets). however, i still think it’s a bit too much when everyone has a constant supply of rockets. takes away from the strategy of it all… no consequences for spamming them at the wrong times…

 


 

flooding a game with an abundance of what are considered to be ‘no-skill weapons’ like nukes, rockets, cloaks, and LRFs are a great way to lose your core customers…

 

you might interest a few people at first. they’ll be like ‘oh cool, look at this’… but that doesn’t last… players get bored really fast if there is no skill involved, even though they might not admit it.

i don’t like this missiles idea. currently, you have to use them tactically, in some cases saving some for later in the battle.

 

this will remove that mechanic, and games will instead be full of missile spam…

 

ridiculous… do you guys even test these changes before you implement them?

 

in fact, i would take it a step further and say that each ship should not get a separate loadout of missiles. 4 ships and you can have almost 30 missiles in T1 alone… 30 missiles can kill about 10-15 enemies assuming they all hit… thats is RIDICULOUS.

 

you need someone who knows a thing or two about game balance… like badly…

 

compare that to FPS for example where with a full loadout of rockets you can down 1 or maybe 2 tanks at most.

 


 

flooding a game with an abundance of what are considered to be ‘no-skill weapons’ like nukes, rockets, cloaks, and LRFs are a great way to lose your core customers…

 

you might interest a few people at first. they’ll be like ‘oh cool, look at this’… but that doesn’t last… players get bored really fast if there is no skill involved, even though they might not admit it.

 

I guess we’ll have to see what kind of cooldown they’re going to be on.