#Half Combat Speed Experimental Preview

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pseudo epoch
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Both at full ramp sized to the amount of time it took to deliver full capacity of the front chaingun.
Left current client ran at 1x speed
Right preview client ran at 2x speed
Game speed changed such that the preview should have no impact on the time it takes to empty the guns, yet the preview took 20 seconds instead of 10.

The preview client would have needed 40 seconds at the same speed

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above

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suspect max ramp is firing at half the speed it should be

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result being 4x slower ammo use instead of 2x

hollow breach
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Right, so the damage per ammo is the same, but preview is taking four times as long to actually use the ammo?

tawny ledge
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walt's list of changes said fire rate had not been changed, hm

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however ammo consumption was halved

pseudo epoch
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no wonder I feel like these are so weak now

tawny ledge
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yea thats just ions that use bullets now

hollow breach
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(The dps)

pseudo epoch
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Not the dps

hollow breach
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Ahhhh, okay, gotcha

pseudo epoch
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I have roughly 1600 ammo that gives roughly 3.8m total damage

cloud plume
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Is this really necessary? Can’t people just play at half speed if combat is too fast for them?

pseudo epoch
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the time it takes to deliver that 3.8m damage is what is taking so long

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The fire rate at max ramp is the exact same at 30 shots per second.
The damage in preview gets cut in half and ammo consumption doubled.
The ammo capacity in preview is unchanged for the magazines but is changed for the chaingun. This results in needing to fire the gun 2x as much, while each bullet is doing half the damage of before

hollow breach
remote wind
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iT OVERHAULS THE GAME IN MANY WAYS

winter tree
remote wind
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Ahem, sorry, it overhauls the game in many ways

winter tree
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Fuck that shit

pseudo epoch
remote wind
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Just... go to 1x speed...

winter tree
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Logistics is already bad enough as-is, this is just making it worse

tawny ledge
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except TBs, which was unintended

rough flint
cloud plume
pseudo epoch
hollow breach
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There should be little to no change, except for a few things. The fact that there are is unintentional

sullen summit
tawny ledge
sullen summit
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wdym storage??

whole pumice
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There are actual ganeplay changes. Its not just that the default game speed is different.

pseudo epoch
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The reason my shields are slower is because I am using a barracks, so the slower speed magnified their impact slightly

winter tree
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And using resource factories

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Which cough cough need resources

tawny ledge
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resource factories will have halved consumption though

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so supplying them doesn't matter

cloud plume
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If this becomes standard, at least give us x16 speed.

sullen summit
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"you know" is a terrible argument if u are trying to convince someone who doesn't know

hollow breach
tawny ledge
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moving stuff around the ship will be a little slower, which seems if anything like it'd encourage building ships like actual freighter designs with corridors/moving walkways to access rows of storage instead of just 4x4s to infinity

winter tree
unreal mesa
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i still think this update is very poorly implemented, it will be hard to get genuine critique on this as a concept when there are like 6 parts that are just blatantly broken/unbalanced

cloud plume
winter tree
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I dont have power issues supplying, only issues with getting raw resources there

tawny ledge
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  • Halved munition factory production rates
winter tree
unreal mesa
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also this is ultimately a buff to speed meta XD

sullen summit
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hey @hollow breach do crew ticks still happen every 3 game ticks?

unreal mesa
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everything carcinizes into a speed meta buff

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speed meta buff and ion nerf

remote wind
winter tree
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I still need to produce a shitton of steel, now with half the crew speed

unreal mesa
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as im sure some know

sullen summit
unreal mesa
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plus the new driftiness and far higher practical top speed buffs monothrust ships greatly

tawny ledge
pseudo epoch
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I wonder if chainguns would be fine if the combat speed change was extending the ramp time from 10 to 20 seconds... This definitely impacts a lot of ship, but would accomplish part of the goal...

Still feel the answer is some strange mix and overall rebalance that feels as the same identify

hollow breach
tawny ledge
winter tree
tawny ledge
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get more factories

pseudo epoch
unreal mesa
cloud plume
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HOLD ON! IDEA!

Make this a difficulty setting. Easy goes at 50% speed (what we’re testing now), medium at 75% and hard at 100%. It can be set similarly to the damage and cost settings. Best of all worlds.

hollow breach
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To be clear, this is not my work. As a less capable, and more career oriented player, I have very much enjoyed our internal career testing, which we have played nearly exclusively at 1x speed.

tawny ledge
winter tree
unreal mesa
tawny ledge
unreal mesa
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this is what these changes miss

winter tree
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And if you want a decently organized storage system you are out of luck given the crew speed changes

unreal mesa
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nuke buff -> nukes harder to dodge? ul better because ul can still dodge them

tawny ledge
pseudo epoch
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I rarely ever use 1x speed. In career I pause, and choose speed based on my confidence in the fight. more confidence means sometimes 4x is fine. unknown fights get 1/4 or 1/8

unreal mesa
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please just for the love of god join excelsior, devs

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it would be a lot easier to see whats going on in terms of pvp balance

tawny ledge
remote wind
# unreal mesa please just for the love of god join excelsior, devs

Joining excelsior is an asinine concept that will assist in no way. Furthermore building the game around career mode is a much higher priority given that there is octuple the amount of players that will enjoy these changes, despite the fact that pvp players are octuply as loud

winter tree
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I generally sit at 8x when processing ores (due to hardware limits), and 16x when traveling
Combat is 1x or 1/4x if I want to be precise

hollow breach
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I usually just poll Saris / Redstone for pvp balance questions. Frankly, I don't have a strong enough knowledge to determine whether a balance comment has validity or not

remote wind
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That's not even to adress that pvp people have no clue how to balance things having been someone who took a stab at it for several years

tawny ledge
unreal mesa
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i personally dont care much about the nitty gritty, ill just play with it off, but i think ls, chaingun, and tbs balance states are absolutely an issue for career

pseudo epoch
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Combat balance is a hard one to get right without trustworthy knowledgeable input. Definitely happy to see devs use that knowledge well. It has shown, and I like the results

tawny ledge
hollow breach
winter tree
tawny ledge
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i don't remember how much career factories cost, but it might be good to incentivize building more factories instead of making one factory, setting the game to 8x, and checking your phone

winter tree
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And logistics/manufacturing just needs more love anyways tbh

unreal mesa
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i think cosmoteer is inherently a different game and that if the weapon is balanced in elim it will be balanced in career

cloud plume
hollow breach
rough flint
tawny ledge
remote wind
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Granted, but pvp players are good at pvp, not game balance. They have the ability to throw things at the wall more often but that isn't as relevent when most suggestions are also missing the target

winter tree
rough flint
unreal mesa
winter tree
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And a way to bulk move items

tawny ledge
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Perhaps a bit of a harsh way to put it, but it is the PVP meta that conforms to the game, the game does not conform to the PVP meta

winter tree
rough flint
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currently the game is conforming it in a way that is not very fun (like with explosion guns), so things should be changed

remote wind
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.
Its worth noting that this is a test patch, a veritable preview, and that things like chainguns, nukes and shields will all receive tinkering

tawny ledge
rough flint
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i would offer to fix nukes myself but alas i have no time to do so

tawny ledge
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mfw the devs test something out and it does not perfectly address all problems i have ever had with the game

hollow breach
rough flint
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true

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can you give an example?

tawny ledge
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more noncombat stuff in general is probably necessary for career, i feel that many people might see career as "pvp against shitty bot designs instead of humans" or just bounty hunter mode when it should have more than that

winter tree
hollow breach
# rough flint can you give an example?

My ideal state for non-combat gameplay is to allow for players to ignore it, dip their toes in with low complexity (basically like current factories), or go all in.
I think a lot of that just comes down to providing actual design challenges and decisions for non-combat ships and parts.

pseudo epoch
rough flint
tawny ledge
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bulk trading orders instead of emergency deliveries, escort missions, recover the wreck of this lost patrol ship, privateering, et cetera

pseudo epoch
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cookie clicker

tawny ledge
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Fun varies between people, but it is doable

rough flint
tawny ledge
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No Man's Sky is another example with a lot of different stuff to do, and industry is among those

winter tree
jolly flare
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^

tawny ledge
rough flint
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i can't think of any depth beyond what i just said, so i would like to know what is envisioned

winter tree
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Which are then shifted to another conveyor to storage

rough flint
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that is not really depth? and is already possible?

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and is what the "optimizing fir throughput of factory/storage" is in the first place

tawny ledge
# tawny ledge No Man's Sky is another example with a lot of different stuff to do, and industr...

there's not a whole lot to do with all that money, honestly, but there's more to it than plonk factory and wipe asteroid field off the map
you need to do things like scout out resource and electricity deposits, acquire the resources to set up manufacturing operations, hydroponic farms, acquiring item recipes and blueprints, and set up the entire chain to craft stuff like Fusion Igniters that cost so much you could practically buy a solar system with the money made from selling one
and then u need to find where you can sell it for the best return because 1% less demand means you get millions less

unreal mesa
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will top speeds be halved? its another quite large discrepancy that can impact the combat experience

tawny ledge
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perhaps some depth to manufacturing career gameplay would be to lock some factories behind renown or have some require crew, especially larger versions that manufacture ltos of stuff

winter tree
tawny ledge
rough flint
unreal mesa
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but having double the top speed in combat most definitely does not keep the combat slower

winter tree
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Later factories that have a 1.5 steel or 2 steel/iron

tawny ledge
rough flint
tawny ledge
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of course it'd be unlikely because past a certain size kamikaze pirate will attack you

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but it'd still work

tawny ledge
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as something like, again, NMS, or other base builders

winter tree
pseudo epoch
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@hollow breach suspect some of these ramping mechanics would do better with decreasing by square root of 2 instead of cut by 2.
Pulled this from comparing Vrms voltage and peak voltage formulas that made for a similar problem of timing stuff.

It might result in the same turn speed response while at 2x speed preview vs 1x speed current if the truster ramp is increased by x1.41 instead of 2x
As is, I turn slower by more than 2x, so this might be the formula you are looking for.
This might also be the way to help chainguns feel correct while still slowing the gameplay combat speed

rough flint
tawny ledge
winter tree
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Also random controversial opinion time

pseudo epoch
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I think this formula would be needed on ramping stats because they are effected both over time and by time, thus 1.4x ends up giving a similar result as the pure half speed fire rates as simple weapons

winter tree
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Sulphr --> Ammo ratio is too high

rough flint
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almost all of the combat stuff *is* logistics :despair: i think i've been playing for so long that i can't see it as anything else

rough flint
unreal mesa
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diamond fac

winter tree
tawny ledge
tawny ledge
median burrow
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bookmark

pseudo epoch
winter tree
tawny ledge
rough flint
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maybe everyone just needs to play for 10 years ;)

tawny ledge
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i do not wish to insult, but honestly Air you play the game very differently from basically anyone
your viewpoint is interesting but it is the viewpoint of one and one alone

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case in point: i spend like 5 minutes tops setting up my crew

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you spend hours

rough flint
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well yeah, there's no other way to make them the same quality

winter tree
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I spend like
1-2 hours for my bigger BBs
But thats cause cosmo crashes at least once during

tawny ledge
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and you know a lot of people spend 0 minutes setting up their crew because they just use redshirts

rough flint
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true

rough flint
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but that is a learning process imo

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learning to use crew well

pseudo epoch
# tawny ledge you spend *hours*

500 hours of design, and I have still not finished my dreadnought...

all I can do is try to contribute the most helpful information I learn from this gameplay extreme point so devs can select and make use of it. same as any of us

rough flint
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obviously it should be streamlined, but still a good part imo

hollow breach
# rough flint can you give an example of this "going all in"? i can't imagine anything beyond ...

I don't really want to say anything concrete, because only ideas have been thrown around and I don't want to even allude to anything that might create an expectation, but you can break down the problems that industry currently faces into relatively neat boxes:

The current state of industrial gameplay (in my view) is that non-combat ships basically have zero design thought or challenges. They don't face any constraints, because they have no need to be compact, durable, manoeuvrable, or pretty much anything else that combat necessitates. You can put down one of each factory - multiple if you want faster production, I guess - and some mining lasers / manipulator beams, but at that point you're done. Their layout doesn't matter, and they're all just single parts that each fulfil a different niche (and the only parts to fill that niche), so they become essentially required.
On top of all that, the entry cost to industry is enourmous, especially at the start of the game. There's no real 'progression' aside from the more expensive factories, either.

Sorry, this is a bit rambly (I am in a voice call, and talking+thinking+typing is a hard combo) and doesn't directly answer the question, but I hope it gives a bit of insight into how I reason about the industry-gameplay problem.

winter tree
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I do that with classic bc it crashes if I try and bring up the menu

tawny ledge
rough flint
winter tree
rough flint
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it just means less time at 5000x speed - and it's already at max speed anyways

winter tree
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With 2,000+ iron to process you absolutely need a semblance of efficiency

tawny ledge
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I attempt to build at a built-in level so i am also not the average cosmoteer player, but i am a bit closer to it, and one thing i very much want is diversity of action in Career to distinguish it more substantially from Battle Helper fights

rough flint
tawny ledge
jolly flare
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my only take on the iron thing is the iron to steel ratio feels a little low but that could just be me

winter tree
rough flint
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my biggest problem w/ non-combat is that it feels like a chore that should be done, and is almost always sped up beyond first impressions to make it waste less time because it is uninteresting

tawny ledge
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so let us find a way to make it interesting

unreal mesa
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the only reason to speed up noncombt is because its boring lol

winter tree
unreal mesa
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dynamic economy, more noncombat missions, etc would help with this probably

tawny ledge
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maybe u piss off a faction good enough and they try to sabotage u

rough flint
tawny ledge
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not attack but if u are close enough to a station a crew will start a fire or explode something or steal a valuable resource and then go to the station and leave your crew

rough flint
unreal mesa
rough flint
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true

unreal mesa
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thats not inherently a bad thing

rough flint
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imo combat should be less traversal as well but that is a different discussion

unreal mesa
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traversal will be fine when exploration is fleshed out in c2.0

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hopefully ig

tawny ledge
# tawny ledge not attack but if u are close enough to a station a crew will start a fire or ex...

would require paying attention instead of just 8x speed because you would need to order counterplay or stay far from stations (and thus vulnerable to attack) to prevent it from happening
and it could happen if ur just not friendly with a faction, since something like Mono (in fact especially monolith) would feel threatened by your rising industrial empire but would not directly attack a civilian business

rough flint
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that just turns it from "8x chore" to "8x chore but now i can't be afk" :agony:

unreal mesa
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i think sabotage is just a bit on the nose but things like trade missions, hauling ops, high risk mining, etc that could even interpose noncombat gameplay like traversal and hauling, mining with the risk (and gameplay) of combat

winter tree
# rough flint i don't think that fixes the max speed chore part

Yeah your still operating at max speed, but w/dynamic economy I would have an active role
Probably set up park in a system and mine while simultaneously moving your shipments of steel/coils/whatever to a profitable destination

And you would have to go into a lot of work to develop factory and mining setups, with factory upgrades requiring expansion, etc.

tawny ledge
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one thing i have noticed in career is that i am getting way more gaseous nebulae storms than anything else like seriously i've been through three systems, including one system listed as cloud heavy, and i have seen one lil electron cloud and no ion storms at all

tawny ledge
rough flint
tawny ledge
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ye sure

rough flint
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it's not making trading/processing itself more interesting, just adding things outside the basic system to make interedt

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i think that is good too

tawny ledge
winter tree
rough flint
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i was very confused on how you could make the trade/process method itself more interesting

tawny ledge
rough flint
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because there is no interesting way to mine a rock the way you can kill a ship

winter tree
tawny ledge
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superheated minerals too could also work as something obtained from asteroids only in ion storms or inside sun zone, and could start fires when brought aboard your ship, so you really need FEs and men to put out the fires

rough flint
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i think that runs into the problem of "why would i ever use this when i have some other thing" - currently small/large weapons already have this issue and should be fixed imo

tawny ledge
rough flint
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true

tawny ledge
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hey, what about comets, that would be fun

winter tree
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And space

rough flint
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space is not currently a concern in processing ships

tawny ledge
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asteroids that actively fly around the system quite quickly and quite fast, dealing damage if they crash into things (just give em a damage radius)
now go mine something thats moving around at 90m/s

winter tree
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Yeah, your bigger factories may be faster, more efficient, but they take more space and cost significantly more.

winter tree
tawny ledge
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this is kinda just turning into ideas lmao

rough flint
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that just slows gameplay (not good if it's still uninteresting)

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more time spent at 8x speed is not a respectful use of players' time

winter tree
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Which is what I would do

rough flint
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?? why not just move the central one but at 1/2 the speed (2x time wasted)

winter tree
rough flint
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i don't see it would be less efficient beyond wasting more player time

winter tree
hot nymph
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already takes enough time at 8x to fly around imo

rough flint
winter tree
rough flint
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"either waste more time or have objectively worse choice" to autostic playerbase? that is a nondecision

winter tree
rough flint
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literally a nondecision

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"either have bad choice or waste time"

winter tree
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There are advantages to both, esp with dynamic economy

rough flint
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mass is not a good way to balance objectively better factories because it just makes more time get wasted

winter tree
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Mobile base can easily swap systems and set up base elsewhere, and is more centralized

Perm bases are better long-term, especially if they are your main base of ops.

whole pumice
sullen summit
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usually if someone is going to make a post about pvp balance, it's going to be on behalf of the community which is hard bc that requires everyone agreeing on what needs to be brought up

unreal mesa
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i have been collecting data for a big feedback post but the balance state of mrt fluctuates as a whole so im hesitant. probably gonna wait till everything gets ironed out

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not much point making a balance post about a part that is not in its finalized state balance wise

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esp with this thing ill just wait until it all blows over

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when the dust settles type shii

polar halo
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#ask-walt message
#ask-walt message

i'll just link these 2 things from walt, on the subject of career vs pvp balance

whole pumice
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Im not talking balance suggestions. Just saying whats happening in the pvp world.

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Bruh

unreal mesa
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👍 gor it

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all my balance takes always involve the interplay between pvp and career balance for what its worth. i dont make or form a suggestion without considering how it will affect the discrepancy in its performance between pvp and career

blissful raven
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crew feels a bit slow, but overall i think this are nice balance changes, the battles are in deed longer and the fast path ways will now be needed for bigger ships.

winter canyon
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so is there news on whether it'll be toggled?

dry flower
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I am so glad, I was afraid it would break them!

granite bay
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Not sure if anyone has mentioned it but prisms seem broken?

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They dont be pointing where they’re supposed to

remote wind
tawny ledge
# granite bay

I am experiencing this issue too, jsut got back from testing and hadar's ions didn't seen very interested in aiming at their targets

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and on that note, the results of my testing:

  • nukes are WAY harder to dodge now, if you are still when they are launched they are actually effectively impossible to dodge, even with 0 ramp up
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  • some orbiters (Raijin, Slipstream, Canopus were the ones i noticed, and Axlerod seems to function fine still) have broken and orbit beyond the range of their own weapons
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  • Augustus' AI glitched and kept moving away from where it wanted to go
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  • Small numbers of shields are noticeably weaker now (tested against Sprocket - 2 SS next to an MR used to be able to hold its DC off forever, now they die), but
  • Mass LS seems noticeably stronger now, 4 DCs and 2 disruptors took an incredibly long time (over a minute on 8x speed) to get through hadar's 4 LS
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It seems that because crew response times are worse but relative shield HP is better, shields are not really "regenerating" any more and more "a barrier that will resurrect itself after about 10 seconds"

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I don't think this is good, honestly

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Chainguns also now just feel like ions with different SFX that take a break every 30 seconds

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the clearest example of LS being buffed: 4 LS can now hold 16 ions at bay forever at long range

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when it comes to the actual "feel" of the game, it was unsurprisingly a bit odd and sluggish to start but I don't mind it

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makes ships feel heavier and more powerful

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Missile swarms are less impressively thick but are more energetic, works just as well imo and is perhaps a tad more realistic (though who cares about realism)

hollow breach
tawny ledge
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I would recommend for nukes, to make dodging easier (and also i think it'll help with the "feel" of the game) that they spend more time aiming, and rotate a bit slower while doing so

late mantle
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I can't wait to get home now

tawny ledge
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While i wasnt listening to the game soundtrack during this testing, I do remember always thinking that the game's combat soundtrack felt a little chill for how energetic some engagements could be

hollow breach
tawny ledge
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perhaps also make their acceleration more noticeable

hollow breach
tawny ledge
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as in, once the nuke finishes aiming, it starts the fast phase as normal, but a bit slower than they used to in exchange for accelerating more

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that will accentuate the period where the nuke flies at you, make it a bit easier to dodge, and make it more terrifying

late mantle
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It could also be made to wait longer before screaming toward you at the higher speed

tawny ledge
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I have also noticed that the health of internals has effectively increased as well

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Deck cannons are actually kind of tanky components now - in aforementioned sprocket test the armour was destroyed but the deck cannon took a lot of damage without any issues

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sadly i forgot to get footage of it

tawny ledge
hollow breach
tawny ledge
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Here's footage of a ship of mine vs Hadar which shows how large shields and ions have changed

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notice in the 1st gif that i pause and select one of Hadar's prisms, you can see there that it's meant to point at another prism but is just ignoring that for no reason

hollow breach
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That's really odd, too. As far as I know, none of these changes should affect the prism aiming

polar halo
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btw imma just say that i personally prefer the animations and sfx on 1/2x speed, and i had this opinion even before i started seriously doing pvp. just a random opinion note from me

hollow breach
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Our internal testing has been on a somewhat different branch (but still with the speed changes), and I haven't experienced any issues with ions there.

Either the scenario in which they break doesn't come up during normal career play, or there is a change in specifically the release preview that is causing the prism issue

tawny ledge
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they could use a lil more weight but it is alright as is imo

tawny ledge
polar halo
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what, prisms?

hollow breach
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Is the prism issue consistently reproducible?

polar halo
tawny ledge
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even so, i don't see why that would change much, because to my knowledge the AI is the same in both career and battle helper

tawny ledge
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i can go get more footage/do more testing if needed

hollow breach
late mantle
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Does it refuse to turn even if you tell it to aim away, and then back?

hollow breach
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I can't take a look until at least tomorrow, but I'm interested in learning the cause

tawny ledge
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i'll take some more looks at things

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I did see the prism occassionally turning as if to turn back to its target, and then go back to shooting directly at the enemy

balmy hatch
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unrelated to the speed change, but while testing I noticed that the fog of war was changed to be grid like and doesn't blend with explored terrain, not a huge fan because it doesn't look good

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well it was grid like before but now it is obvious

pseudo epoch
balmy hatch
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also were war crimes reimplemented or was that enemy crew my laser just shot down even if there wasn't anything behind them really unlucky?

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from testing in the early game the fights are better and the rest of the game feels very chill, imo for career it's a great change

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I'm not using shields or even encountered them yet, but I assume they will get fixed along with the rest of the part specific issues

tawny ledge
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It seems the thing with Sprocket and small shields was reactor limitations

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I tested the same ship against it - with 2 HL and 2 disruptors firing, the shields would go down, without them, they wouldn't

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i also tested against Gaze, a ship by saris with 2 SRs and shields extremely close to them - its performance was actually worse, which i'd chalk up to the weapons

hard sierra
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Fascinating

tawny ledge
hard sierra
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MRTs will still be crazy good without reduced top speed

tawny ledge
# tawny ledge here's some gifs

in order:
showcase of how nuke dodges from a stand still are impossible even with no ramp-up
Auriga's prisms demonstrationg the prism bug - so yes it is reproducible
Gaze vs Sprocket - the fight has lasted for a long time, these were Sprocket's last few shots before running out of ammo
Sprocket v Noctis (my own ship), with weapons off and with weapons on - you can see that Noctis takes significantly more damage with its weapons online

hard sierra
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Can someone pin the original message please

tawny ledge
hard sierra
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Can't find it

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Unless mobile be bugging

tawny ledge
hard sierra
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Yup mobile be bugging

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That's annoying

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Can you link it pls

tawny ledge
tawny ledge
brittle rapids
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no more pesky railgun dodges yay

hard sierra
#

Literally irrelevant to UL MRT ships

#

If anything it buffs them

#

Makes it way easier to pressure lethal overturning

brittle rapids
tawny ledge
#

it is basically double projectile speeds also chainguns fucking died

#

this will make UL ships significantly harder to pilot

#

additionally, since everything fires half as often, each super-nuke salvo will be more costly

#

admittedly LS being super durable also does not help

hard sierra
#

We will have to see

#

I have a bad feeling about this tho

uneven citrus
#

Woahh that's such an interesting potential rework!

balmy hatch
#

I feel like everyone is complaining about unintended stuff (like the shields and nukes) that will be easily fixed

tawny ledge
#

yea

#

it defs feels a lil odd since i'm used to the game being twice as fast but its not that bad

#

it makes everything feel heavier, like every shot matters

balmy hatch
#

overall I think the flow of the game has been greatly improved

#

also a bug with crew I've noticed is that sometimes they do a little backstep

#

not too important but it does look odd and slows them down just a little

tawny ledge
#

i can't believe it they're Michael Jackson now

hard sierra
#

I'm just worried this is buffing MRT even more

uneven citrus
#

Wait a second, if combat speeds been effectively halved, would this make 1/8 speed effectively 1/16?

#

I think this craves a 16x speed booster.

tawny ledge
#

people generally don't use 8x speed for combat

uneven citrus
#

I guess so.

brittle rapids
#

wait was ls hp nerfed or is it the same? ik weapons got their firerate (cg and ions got a damage reduction instead) reduced so this would be a big buff to ls and i don't think that's great

#

well a buff against everything but rails and nukes atleast

tawny ledge
#

yea its a massive LS buff

#

u can block 16 ions with 4 LS

rotund helm
#

Crew speed and power generation were also halved (battery charge time still not), so it shouldn't be a issue after fixes I guess? At least LS buff is not intended.

sullen summit
#

LS have 2x the health pool

#

but if u halve their hp then rails hard counter shields

tawny ledge
#

so fixes that i think will happen:

  • LS health will be decreased
  • Nukes will be rebalanced to probably have a longer aiming phase and maybe other things
  • Chainguns will be unfucked
sullen summit
#

LS health should NOT be decreased unless you change rails to their normal fire rate and half damage..

#

and then u need to halve ammo and power consumption also..

tawny ledge
#

and this is why balancing is hard

brittle rapids
#

rails already punch through ls like it's nothing if you have enough of them and half ls hp would just make the 4ls bar even lower

tawny ledge
#

give railguns a hidden damage reduction against shields

pastel moon
#

reactor charge times

#

its that most likely

#

as seen by testing yesterday

sullen summit
#

it's not specifically the charge times

pastel moon
#

curious

brittle rapids
tawny ledge
#

testing today seemed to indicate that it wasn't reactor charge times

tawny ledge
brittle rapids
sullen summit
uneven citrus
#

Also did ions and ML get their damage halved to synergize with halved fire rates of everything?

#

How about TB, what happened to it? Halved ramp-up is a colossal TB buff.

brittle rapids
tawny ledge
brittle rapids
tawny ledge
#

by "much harder" i mean "almost entirely impossible from a standing start regardless of ramp-up time"

uneven citrus
#

Also damn, that's small thrusters right?

#

*medium

pastel moon
#

i made a mod that halves their responsiveness if you want to test it like that instead of hopping between preview and normal

tawny ledge
#

i have done other testing w/ pvp avoider and same thing applies there i got bodied and often got clipped even when i was moving before the nukes fired

tawny ledge
pastel moon
#

dang

uneven citrus
#

Even worse so.

tawny ledge
#

ST ramp-up didn't get affected (because it's 0) so that is entirely a result of the acceleration change

uneven citrus
#

Oh right, acceleration change.

tawny ledge
#

they're basically super nukes

uneven citrus
#

And with larger thrusters it'd be IMPOSSIBLE+

#

Unless you're already moving at a ludicrous speed.

tawny ledge
#

yea i tried dodging Alexander with a DNA from a standing start

uneven citrus
#

dna?

tawny ledge
#

the entire frontal armour plate was destroyed

tawny ledge
sullen summit
#

kinda like that abbreviation lol

#

someone should paint a DNA like dna

pastel moon
#

clearly the solution is 4x speed double drag :clueless:

tawny ledge
#

this thing is quite good when it comes to strafe and while it can still easily beat alexander it is extremely difficult to dodge its salvo head-on

pastel moon
#

i like the current drag being more spread out instead of quickly piling up at extremes

sullen summit
pastel moon
#

you arent always at 100m/s+

tawny ledge
#

it is literally impossible from a standing start and i got clipped even when dodging with momentum

pastel moon
#

but yeah everything else

#

boo womp

tawny ledge
#

which would be terrifying and give u lots of time to see a nuke going very fast towards your face while still being fair to dodge

balmy hatch
#

I think what needs to happen is nukes getting their speed halved

tawny ledge
#

as in they have a lower base speed but more acceleration so they'll move slower than normal while approaching and then faster after going past you

brittle rapids
balmy hatch
#

So I think what will happen is:

Nukes will have their speed halved

Missiles will have their speed reduced (not as much as nukes)

Reactor charge times will get fixed

Chainguns and TB will get fixed

pastel moon
#

the power numbers feel very disinflated now

#

saddening

#

large reactor with only 6 power per second

tawny ledge
#

i don't mind missile speed at the moment honestly

pastel moon
#

mod firing times changes gonna be a struggle

tawny ledge
#

combined with the firerate missileboats' clouds of missiles are much more sparse but also much faster-moving and aggressive

balmy hatch
#

The reason why nukes got op is that they require dodging, but only ships got slowed down

#

If both got slowed down the same amount nothing should change

pastel moon
#

keep current nukes and nerf damage could be cool i would want that
more facetanking and more careering

#

well tweak a bit so they are atleast actually dodgeable

#

but wish they hit more

tawny ledge
#

if nukes have more aiming but same max speed then they'll be better at long ranges

pastel moon
#

add random spread clearly

tawny ledge
#

do not

tame magnet
#

Considering that Chaingun is going to have its damage halved and its ammo consumpion halved but not its fire rate, I think that Ion Beam and Mining Lasers should have their damage halved but not their fire rate. It would feel quite weird a beam/lasers that only has 5 ticks per second...

tawny ledge
#

that... is what happened

#

also, the chaingun has been totally fucked by this lmao

jolly flare
timber folio
#

Idk about this change

lucid mist
#

it really seems like a career focused change that pvp players just have to kinda deal with

#

which sucks and makes me not want to play this game anymore

timber folio
#

Yeah I dont like the sound of this all thatuch

pastel moon
#

career related activities would be faster

#

aka "if its fixed it would be pretty much the same"

#

i hope we get more testing. i'd be down for something middle-ground like 1.5x instead of 2x changes

cloud plume
pastel moon
#

i still hope theres some way to implement these in a way that would not break existing things

#

resourecs can have different carryspeed did you know

#

bit messy

cloud plume
#

Oh god really?

pastel moon
#

it affects in-flight carry speed and i fear it may lead to crew suffocating so i never did it

tacit knot
#

Sniff the hyperium

pastel moon
#

yeah i did that for the mod

tacit knot
#

omg hypercrack reference??

winter tree
#

which are still uber-fucked

tawny ledge
#

people are conflating "this is what the preview looks like" with "this is what it will be"

#

Nukes, LS, CGs, and potentially also HE and EMP will be fixed

pastel moon
#

i hope this is not what it will be
maybe stuff could happen alongside already drastic balance changes

brittle rapids
#

not much changed piloting wise though

tawny ledge
#

honestly, i don't think Walt would ever actually not fix the issues with this

#

Walt is definitely concerned with making each weapon feel unique, and this preview has accidentally gutted chainguns and now they're not unique

hollow breach
#

If we were intending to leave everything as-is, it wouldn't be a preview 🙂

#

We did a fair amount of internal testing, and caught a lot of issues, but there's no finer a comb for issues than the community

thick anchor
#

Yeah the change is to better the experience of career players, while not touching competitive (other than having the default be 1x instead of 0.5x for effects). So competitive players having issues with it was exactly what the preview was for, finding ways that it accidentally affected competitive.

#

This change is not supposed to affect balance at all

hard sierra
hard sierra
pastel moon
#

should be half of that

hard sierra
#

6.725?

tender zinc
#

6.75

cloud plume
hard sierra
#

Buffing an already bad meta doesn't seem ideal

#

But then ig this game is career focused

thick anchor
cloud plume
#

That’s not really an answer. What was wrong with the game before that you had to do this?

thick anchor
#

We felt that new career players playing at 1x speed (the perceived default) was not ideal as it was too fast, and the fact that competitive play was also at 0.5x further emphasized the issue

#

So in that regard it felt "broken", but the goal is to fix that without causing any problems.

cloud plume
#

Ok. So… what exactly stops a player from just switching to 0.5 speed during combat?

thick anchor
#

among other things that are fixed by the change, like 1x in coop career

hard sierra
#

From what I've read, doubling rampup but not changing speed directly buffs MRT, as they ignore rampup in PvP anyway by just running until fully ramped up, and then fighting. And because rampup is halved, you would easily be able to get the enemy to overturn, with no way of getting their thrust ramped up leading to you being able to get behind them and win

#

Which leads to people having to counter pick to have a chance

balmy hatch
cloud plume
#

I mean, I disagree. It was made slower.

hard sierra
balmy hatch
#

It's genuinely better

cloud plume
balmy hatch
#

And imo it's better for experienced players to have to change speed instead of new players

hollow breach
#

I'm not saying you're wrong, but I do think that you don't have enough experience with it to be reasonably making such a strong statement

hollow breach
# cloud plume Ok. So… what exactly stops a player from just switching to 0.5 speed during comb...

To answer this, it's not about whether a player can slow the game down, it's about what a new player will do. It's more than just raw functionality - it's a matter of intention, design, and player psychology. New players don't know they should slow the game down, and newer players are typically psychologically averse to non-default options, because default options express the intended gameplay experience

cloud plume
#

Honestly I played for maybe 2 hours before reverting to the normal version. It just wasn’t as fun.

hollow breach
#

Also this maintains travel speed while still slowing the game down. It's not the same as playing on half speed.

cloud plume
#

Can we at least get 16x speed then?

hollow breach
balmy hatch
#

I enjoyed it a lot too

#

I'm a casual player and since most players are too I think the majority of people will enjoy it

#

Casual players don't talk a lot about balance and so the sweats' voices get a lot louder

hollow breach
cloud plume
#

If you’re slowing the game down, why not give us the option to speed it up again?

We don’t need anything, but I don’t think anyone would complain if they had the option.

balmy hatch
#

Isn't there a mod for that?

hollow breach
#

They would if it causes performance issues 😅

#

I can't personally answer the first part of your message, though

balmy hatch
#

Also the only part of the game that was slowed down was the fighting

cloud plume
#

Performance issues are always an issue. If someone is playing on a lower tier PC or a laptop no one’s forcing them to use it.

balmy hatch
#

If you were previously fighting on 8x I'm impressed

hollow breach
#

Travel time wasn't doubled, though

#

I believe the travel is actually faster than it was, relatively speaking

balmy hatch
#

I think acceleration being halved feels way better too

cloud plume
#

It’s not. Nothing has been made faster, combat has slowed down.

balmy hatch
#

Also it's gonna make races more interesting

dry flower
balmy hatch
cloud plume
# balmy hatch "relatively speaking"

Objectively speed hasn’t changed. Relatively speaking you could slow down weapons to 1% and claim the game is running on super speed, but in reality nothing has changed.

dry flower
cloud plume
hollow breach
balmy hatch
#

Except people will use it and then complain about performance

dry flower
cloud plume
#

It’s the same as x8 speed, but doubled. Wdym changing physics?

unreal mesa
dry flower
#

It was halved as far as I know

hollow breach
#

I mean all this said, you could just double the rules tick rate if you want it faster

cloud plume
hollow breach
#

I've personally not run into a scenario in career where I've thought "man, I really wish this could go 2x faster than the max speed"

#

Actually, I think we've rarely even gone up to 4x, let alone 8x

#

Mostly just for construction

balmy hatch
dry flower
hollow breach
#

Yeah, I think most of this patch could be reverted via rules changes if someone feels that strongly about it

balmy hatch
hollow breach
#

Crew actions are very slow, that's definitely fair haha

balmy hatch
#

I think this is something like minecraft's 1.9 pvp change

#

Tho I feel like this doesn't divide the pvp community as much

dry flower
#

It's too small for that

balmy hatch
#

Yeah

hollow breach
#

I'd expect that aside from the projectile speed changes (which sound broadly welcomed?), this shouldn't really affect PVP

#

(once the broken things are fixed)

brittle rapids
dry flower
#

I would love to use cannons kite again

#

yes

hollow breach
#

The funny thing about that is that two of us have been using chainguns in our career save and we haven't noticed the damage differences

balmy hatch
#

Might be the way you use them

hollow breach
#

I've been an ion gal ¯_(ツ)_/¯

#

Love me some beams

brittle rapids
balmy hatch
#

Since from what I've heard the burst damage is changed, so if they used it differently then they couldn't notice

balmy hatch
#

Since now they would be twice as fast relatively

#

Which is a lot

brittle rapids
#

yeah it did just that

#

more uniform patterns

#

only 4 major groups instead of like 8

#

peaks are 6 and 22 whereas before it was 2, 8, 17, 23-26

thick anchor
hollow breach
#

suspect max ramp is firing at half the speed it should be

thick anchor
#

hmmmm, maybe because of the halved physics step

hollow breach
#

I haven't had a look at it myself, but Rekyu's analysis of the issue seems promising

thick anchor
#

cuse max ramp is unchanged

near whale
#

Ok tried what sounded a good experiment but top speed unchanged and acceleration halved makes ships that are just about to accelerate feel like sitting ducks, ships already at speed have huge advantage.

#

Top speed unchanged also makes sips less maneuverable but zipping about at the same speed, crashing into things even more likely.

pastel moon
winter tree
#

its called construction and logistics

#

and logistics is the thing that is really screwed by this

whole pumice
#

Ive played a few games now and I honestly cant support this change. Playing at 1/2 speed is horrible because of the slow rampup which already was bad at regular speeds. So you are almost forced to play at 1x.
But this game honestly doesnt seem to be made for such high speeds. The input delay and frame drops I was getting were crazy and really unfun to deal with. This already was a big issue at 1/2x and this update would make those effects a lot worse.
This effectively nerfs fast ships a bit but in the worst way possible.
I think playing at 1x might be cool. It didnt feel horrible and requiring fast reactions for fast ship seems fair. But I think the technical limitations would make the change a really bad one for elimination.

vocal portal
pastel moon
#

hmmm interesting

whole pumice
pastel moon
#

true

whole pumice
#

I think mentioning that you cant just play at 1/2 to avoid all changes is useful

uneven citrus
whole pumice
#

The next person

uneven citrus
#

And if it made the experience on 1/2 hard for you, then it has succeeded in doing so.

uneven citrus
whole pumice
#

Yes I expected people to respond to my argument instead of restating things that have already been said.

unreal mesa
#

the issue with posting long, thought out feedback is that people will inevitably read the first sentence them get bored and stop and then disagree with what they assume the argument actually said

uneven citrus
#

Lmao

#

I find it annoying how you think I would do that.

I read the entire thing but didn't feel like bringing up the last sentence because it's obviously true 1x feels intutiive because the system is now adapted to 1x, need I add more to this?

unreal mesa
#

i think this update also does make fast ships better since the speed difference is doubled while ranges are left the same

#

and fast ships will generally be at their top speed more often too as prt of the gameplan so it being practically doubled makes them a lot better

vocal portal
#

speed difference between what?

unreal mesa
#

speed difference between ships

vocal portal
#

it hasn't been doubled though?

unreal mesa
#

pracitcally it has been since all other things like turning, accel, and ramp have been halved

#

bar proj speed

vocal portal
#

the difference between top speed and turning/accel/ramp has been doubled, yes, but all those values should stay relatively the same between different ships

unreal mesa
#

i suspect that if i run fast orbiters in career enemies will simply be unable to land hits on me whatsoever

#

even less than they used to be able to

pastel moon
#

hmmm

vocal portal
#

why? because they can't turn or accelerate fast enough?

unreal mesa
#

yes

remote wind
#

That's already been the case, I've orbited with avoiders, the difference is negligible

pastel moon
# vocal portal it hasn't been doubled though?

maybe what they're saying is, since the game changed "to be about one half speed" but the top velocity of ships are to be the same, compared to previous it would mean about twice speed relative to all actions you can do?

unreal mesa
#

true, but it will be far easier

woeful swift
#

What if we just remove everything that does damage

#

no more problem!

#

/j ofc

whole pumice
vocal portal
woeful swift
#

a potential solution for the crew being less efficient with non combat procedures could be being able to carry 2x the resources besides power and ammo

pastel moon
#

exept ammo

rough flint
pastel moon
#

ehhhh not sure

stoic mauve
#

Space cat hates anything over 40 M/s and he thinks the update makes fast ships better

#

Which is funny

vocal portal
rough flint
#

practically doubled, or at least 1.5x, everything

pastel moon
#

dang

unreal mesa
rough flint
#

so personally i think that this should be applied again in order to make pvp at 1x feel like old pvp at 1/2x

#

(but probably with damage halving instead of fire rate halving so it doesn't look visually strange)

vocal portal
#

so you want new 1x to feel like old 1/4?

remote wind
#

The rebalance mod was not so agressive as to completely revamp the game. It made higher speeds more accessible and projectile speeds higher, certainly, but did not across the board increase the speed of everything by 1.5x

vocal portal
#

also IIRC it didn't coincide with the Modern release, did it?

remote wind
#

I think it was implemented sometime during the beta, the most noteworthy artifact in my mind is Door's Alexander requiring a rebuild to deal with the current nuke behavior

vocal portal
#

ah

remote wind
#

Past that though it probably slowed down more ships than not due to drag changes anyway

rough flint
#

i have realized my mistake, not halve damage/fire rate, i would like projectile speed/ship speed halved again

remote wind
#

Walt made quite a few tinkerings and it was not a perfect copy of what the mod changed. The mod also had flaws that Walt also patched

rough flint
uneven citrus
pastel moon
#

so thats how it looked like

uneven citrus
#

mhm

rough flint
uneven citrus
#

I think it looks 10x better visually.

pastel moon
#

disagree tbh i like the maw

rough flint
#

nukes were supposed to turn until the target prediction thought i could hit and then instantly prime, not be time based

#

that was the original intention of the mod, but i couldn't get it to work

#

i liked that theoretical implementation because it would allow front torpedo style nukes to just shoot instantly, and also made standing right in front of the launcher harder to dodge (and this is a good tradeoff because now the launcher is more vulnerable)

pastel moon
#

i wonder what will happen moving foward

near whale
#

Overall i think 1/2 speed now is better then this experiments 1x speed
Fast ships top speed but many other things slowed down just does not blend well.

Ps.: wonder if the 3/4 speed option is easy to implement
many ppl think that there should be something between 1x and 1/2
Since votes for 1x and 1/2 are almost equal (at least last time i looked) maybe most ppl would choose 3/4 speed.

vocal portal
#

I just looked into this, and it's because you have an artificial resource limit of 120 set for steel. Clearing it solves the problem.

woeful swift
thick anchor
#

hmm, I'm not finding this in my testing. I time 0.5x on old system, and 1x on preview system, and the ships are hitting max speed at the exact same IRL time.

#

Good find, thank you

#

I suspect that's cuasing a lot of weird issues

median burrow
#

did fire get changed too

thick anchor
#

yeah

#

Fire tick rate halved

pastel moon
#

so sad that even/round/nice looking numbers are gone

#

no more 1.75

#

accidentally loading my mod playthrough on preview
oh no

pseudo epoch
# thick anchor hmm, I'm not finding this in my testing. I time 0.5x on old system, and 1x on p...

I am not seeing the thrusters issues anymore either, suspect my thruster observations yesterday had observation error. ran fresh tests just now from stop to full speed and full speed 180 spin to full speed at both 0.5x current 1x preview and 1xcurrent 2x preview. If there is a difference, it is small enough to not matter, exactly as this patch intends.
For max grid size ships, thruster acceleration looks good.

thick anchor
#

Nice! thanks a lot for double checking

pastel moon
#

now i want to see that

thick anchor
#

So far I've confirmed errors in and fixed chainguns, crew animations, crew grab battery rates, and tractor beam energy costs
Still unsure if there's an issue with shields
and I'm looking at what to do about the missiles, but they are harder to deal with because of the new discrepancy between maneuverability and max speed compared to what it was before

#

I think the shield issue was just the battery grab rates

pseudo epoch
# thick anchor Nice! thanks a lot for double checking

❤️ no worries. I am happy to see my 500+ hour designed ship doesnt need another overhaul from the changes.
can run a few other tests for chainguns to make sure those function correctly if you need. Those guns are the basis of my ship, and have a lot of previous tests ran similar to my current vs preview gif difference I posted yesterday

pastel moon
#

shield issue seems to have been related to battery rates yeah

pseudo epoch
#

oooooh chaingun fix already out? or need to wait to test?

thick anchor
#

not out, fixed locally lmao

pseudo epoch
#

let me know when, will be happy to run several tests. I love watching those 2 ships having a barrel shootout

pastel moon
#

what was fixed?

#

quick mod go immediatelly

pseudo epoch
#

The chaingun part was so huge I couldnt tell what impact happened to shields

#

oh I actually can test my shields...

thick anchor
# pastel moon what was fixed?

I think the issue was that it was shooting faster than the physics tick rate, so I just undid the damage/ammo stuff I did and made it shoot at half the rate

pseudo epoch
#

going to do that

thick anchor
pseudo epoch
thick anchor
#

yeah, I had also forgotten to upgrade the ramp up time. So as a result they had higher DPS than before until ramped up, and then lower because I think bullets were getting eaten by the tick rate

pseudo epoch
pastel moon
#

couldn't the task limit be increased since the other things would improve peformance

#

maybe

pseudo epoch
#

120 orders per tick

pastel moon
#

curious

#

reduced tick speed makes beams so much snappy now

thick anchor
pastel moon
#

beam mediaeffect interpolation.... hmmm

weary wren
#

I wouldn’t have guessed I set a resource limit at a glance

#

And I figure it’s good feedback! 🙂👍

vocal portal
pseudo epoch
#

Finally found a version of my ship that had a working shield design for testing shield recharge
Pure shield test
Current shields only 1x takes roughly 21 seconds to bisect ship on average with less than a second variance
Preview shields only 2x takes roughly 23 seconds to bisect ship on average with a second variance
Variance on higher times increase more due to how close this setup is to perma damage absorption rather than something caused by preview

#

Task limit version firing all weapons at the same time as shield recharging
Current 1x takes roughly 16 seconds to bisect ship on average with less than a second variance
Preview 2x takes roughly 17 seconds to bisect ship on average with less than a second variance

#

Shields are definitely being resupplied faster in all conditions on preview based on this

weary wren
pseudo epoch
thick anchor
#

well that's great news

pseudo epoch
#

indeed... Holy god task limit hit my shields harder than I thought lol....

#

There is a condition I question if would be impacted by the combat speed changes though

#

When you have priority differences and routing the lower priority through the shields

#

I am not 100% sure that would be uneffected. its something that would only impact high design skill ships though

#

I dont have a ship to test that sadly. Cant remember if Saris had a ship that did that

#

only other remaining shield test I can think of would be comparing recharge instead of refill from empty. I would expect it to work without issue, but there may be small impacts

#

was fun tests, should be all I can contribute for now.
Good luck devs ❤️

pastel moon
#

PickUpRate = 1000 / 1
PickUpRate = 1000 / 2

tawny ledge
thick anchor
#

ty

near herald
#

Played for a few hours and tested the new preview with a friend. Most of the changes are certainly not a problem. The (relatively) slower spool up time for thrusters, especially when paired with projectile speed remaining the same is a sticking point though. It makes even your fast ships feel very sluggish to maneuver (or even just brake when you're just stopping somewhere). Definitely feels unpleasant but not sure how it'd be addressed.

vocal portal
#

What if ships could increase their drag at-will, so that it's easier to stop than accelerate?

near herald
#

That would potentially solve one part of it yeah.

#

I suppose a lot of this is like, heavily dependent on whether you've played the game before. To someone starting right now it'd not make a difference. To someone with a lot of play time, it feels like, you know those dreams where you try to run from something but you move unnaturally slowly? It felt like that when a pirate ambushed us from a nebula and I just sat there turning while it fired off half a dozen volleys.

pastel moon
#

i'm worried of what this implies

#

new drag active part? cool
anti-thrust ramp up? mmaybe
magic drag? fear

#

thinking

near herald
#

I mean the game was never 100% realistic to start with, so a little magic to enhance the feel of gameplay is fine I think

sullen summit
#

magic thrust needs magic drag

#

then we need magic lift and magic weight

polar halo
#

thrust reversers could be a good idea

#

an attachment you can add to the rear of an engine, allowing it to operate in reverse at reduced power (like 80% of normal? dunno), without losing any rampup, but also shifting to reverse over time (shorter than ramping up by a decent amount, but still enough to be felt)

eager elbow
jaunty surge
jaunty surge
pseudo epoch
# pastel moon try going into your data/ships/reactors folder and changing this to double

While that would confirm for sure if the only difference is the shields, I shouldnt perform tests that involve directly changing the code.
I am an unpaid player aiding with testing preview client viability and currently have ongoing mental health issues. I wouldnt want all of the testing done by somebody else with that description.

I am happy to test parts of the game I care about to ensure they function correctly without harming my experience in the future. it just happens this can also help others

Thanks for pointing that out though 😄

hollow breach
tawny ledge
#

yea the lowered render rate or whatever is really noticeable in this preview

#

Ions are the most noticeable but practically any weapon stutters

#

i have also seen lights behaving oddly

timber folio
#

I'm liking this idea less and less ngl

#

If it is implemented as a career feature, I feel as if it should be a toggleable option set to off by default

balmy hatch
#

this is too major to be a setting imo

#

also I still don't see what the issue with it is

cloud plume
#

I don’t think having a variable movement and fire rate value is something that should be considered as „too major to be a setting“.

#

I mean, damage itself is changeable. Just give us a „combat speed“ setting that adds another multiplier to them.

echo escarp
#

yuck

#

that just ruins super precise physics interactions

glacial jetty
#

Ok, finally got to test the build.

I hate it. The fights drag on so much. For micro intensive ships, like avoiders, it's really tiring to fight blocks of armor with effectively halved dps. Include nuke into the mix and you can't even play in x2 to compensate.

#

(i'm talking from a career standpoint)

#

If you want to improve pvp, you sadly have to go the starcraft II route and have differences between career and pvp modes.

pastel moon
#

nah

#

(doesn't elaborate)

balmy hatch
#

I feel like fights are way easier to follow

#

if you want to pay attention at a slower setting you have to wait for the projectiles to slowly approach, but with this I can just stay at 1x, see exactly what's happening without pausing all while the projectiles travel at regular speeds

glacial jetty
#

Maybe speed settings ? Like current settings are Fast and new are Slow ?

rough flint
#

what makes it really tiring? it should be the same, just that you need to set the game speed to 2x the desired (old) speed

glacial jetty
rough flint
#

but 2x speed should be the same as old 1x speed

#

that is the intention

#

if something feels off/different then that's a different issue

rotund helm
rough flint
#

but acceleration is also halved

jaunty surge
#

projectile speed makes the issue here probably

near herald
#

potentially yeah

hard sierra
#

But then you just change nothing and the UL MRT meta will continue to reign supreme

stoic mauve
#

It still is very strong in this test patch

brittle rapids
#

since most things in the game like animations and sounds are intended for 1x

#

or atleast that's what i think, i could be wrong

rotund helm
near herald
#

I mean acceleration determines how quickly a ship can respond to any change in a battle

rotund helm
#

It doesn't matter for ships that constantly moving. Monothrust ships can use feathering to turn quickly without heavy acceleration losses.

hard sierra
#

Then why don't you just evenly half everything

#

Problem ||anything but|| solved

brittle rapids
hard sierra
#

I was being sarcastic but whatever

rough flint
#

except for shot speeds and idk why

polar halo
#

the issue with this update is that it's trying to both not effect pvp balance and effectively double top speed in pvp

#

speed is intrinsically tied to balance with how this game works

#

being faster means you can dodge easier, keep weapons on target for longer, fling nukes further, out-maneuver enemies so they struggle to even turn towards you

lucid mist
#

I hope that this can be refined to the point where its liked by everyone but I also encourage the devs to be ok with this not getting implemented if it doesnt work

sage leaf
#

I'm not sure how to feel about this. It makes ships and crew feel sluggish. Maybe slight increase in crew speed?

vocal portal
sullen summit
vocal portal
#

mmm, I'm not sure if collision avoidance was any more of an issue with that then it is now

sullen summit
#

ships having to alter their course would cancel the reduced drag

vocal portal
#

basically yeah

#

IIRC there was a threshold in which it could steer without losing speed

polar halo
hard sierra
polar halo
#

this change feels like it doesn't improve anything much but makes some things worse

vocal portal
polar halo
#

i just feel like slowing down the combat isn't really worth it with the host of other issues it causes, when pausing is available and so effective in career. plus the whole time control thing

and i don't really see how elim being in half speed is an issue, in fact i actually prefer the animations and sfx in 1/2x. feels beefier

tawny ledge
#

It did feel like some sfx was off in the slower mode

#

part of it is definitely just not being used to a larger gap between noises but the little "tzit" noises of disruptors feel really weird when it's spaced out so much

#

especially the sfx of smaller weapons (like aforementioned disruptors, but also lasers and front-mounted cannons) felt kinda odd since in small ship fights on this speed, every shot counts, but the sounds of the shots don't sound important enough

#

so i am inclined to agree with theta
while this could work, it'd take a lot of fixing that wouldn't be worth it imo

cloud plume
#

I still suggest to either

  1. Have it as an option similarly to resource scarcity and damage multipliers. Best option imo, as it has the best of both worlds. Just pick whichever you prefer.

or

  1. Change the default “set speed to x1” setting that activates whenever you spot an enemy to “x1/2” and not bother with having to change and rebalance everything. Nothing needlessly complex, does essentially the same.
tired minnow
rough flint
near herald
#

It would be more work and perhaps something to do only later on when the game is closer to completion, but, perhaps separate adjusted animations and sounds for other speed settings?

cloud plume
#

x1 is also a good speed. So is x8 or 1/8th speed.

rough flint
#

the sound/graphics are not made for 8x or 1/8x

cloud plume
#

They’re also not made for half speed.

rough flint
#

exactly

#

they are made for 1x

#

so combat should be shifted so the graphics/sounds are better

cloud plume
#

So keep the game at x1. Done. No change needed.

rough flint
#

but combat is better at 1/2x

near herald
#

not ideal or easy but would fix the problem

cloud plume
brittle rapids
jaunty surge
cloud plume
rough flint
rough flint
cloud plume
brittle rapids
uneven citrus
balmy hatch
#

In the case you don't like it you can always speed it up

#

But it's better when most of the playerbase doesn't have to change the speed

rough flint
pastel moon
#

theres probably a good compromise somewhere

balmy hatch
#

I think having it as an option would suck since you'd have to make sure stuff is balanced equally on both settings

#

Given how many problems appeared in the preview I think it would just be unnecessary work to balance twice as much

balmy hatch
#

Jokes aside, I think 3/4 would be alright but probably worse than 1/2 imo

cloud plume
balmy hatch
#

We don't need more speed settings

#

You could just play on 2x

cloud plume
#

And you could just play on 1/2

#

Or we could both be happy and get speed settings.

balmy hatch
#

As for the old version, there was still work being put into changing multiple values and testing them, it wasn't like both existed already

balmy hatch
cloud plume
cloud plume
balmy hatch
balmy hatch
cloud plume
balmy hatch
#

It's easy when it only affects resource drop rates or damage, but here multiple different settings are altered for multiple different parts and projectiles

rough flint
#

and also they are not altered in a way that would be compatible w/ mp

cloud plume
balmy hatch
#

I don't think it is everywhere

#

Also stuff like drag working differently probably requires more attention

cloud plume
#

But drag isn’t affected. Speed remains the same, only acceleration was reduced.

balmy hatch
#

Is it not? Must've confused it for acceleration then

cloud plume
#

Yeah, as far as I know only acceleration was halved. Thankfully, at first I thought they halved max speed too lmao

polar halo
#

drag is halved to allow for the same top speed with halved thrust

glacial jetty
#

Even with that the game feels too sluggish. I like 1/2 for pvp, but I usually fight AI with 1x speed (even in direct control and avoider) in career mode. I just hate how long fights take now, not being able to speed it up or I just die because x2 is too fast.

I genuinely believe this should be a setting if that's going to be implemented

vocal portal
#

There is absolutely no way this will be a setting. That's just not technically viable.

rough flint
cloud plume
# vocal portal Why is 2x too fast?

I guess because ships take ages to fire but still move at the same, relatively fast speed.

Seriously, why is this necessary? Just set the speed to 0.5 when an enemy approaches and be done with it…

rough flint
#

game is too easy? if that's the case, i think u r playing at the wrong difficulty setting

remote wind
# cloud plume I guess because ships take ages to fire but still move at the same, relatively f...

Seriously, why is this necessary?
This is necessary (very good, rather) because, for the vast majority of players;

  • It makes the game more fluid because there's significantly less speed switches necessary
  • It makes the game more optimized because it doesn't have to process as much at a given time
  • It makes the game more welcoming if the campaign and multiplayer lobbies are at the same speed

Set the speed to 0.5 when an enemy approaches
This isn't viable because it maintains the jarring standard of an enemy having control of time and can be very irritating if they bob in and out of range. For every time it happens it requires that your attention be brought away from the game and to the random numbers at the top of your screen. That isn't even to mention the friction caused by multiple players trying to all turn it back up at the same time as well

#

...Past all that, if you just redouble it by going to 1x speed, then very little changes. Current 1/2 and future 1x are practically the exact same...

polar halo
cloud plume
#

If it’s practically the same, why did so much have to change? From what I can tell they had to rebalance every single weapon and a bunch of other stuff just so the game runs slower.

And the max speed hasn’t changed, so going up to x2 means the ship moves at twice the speed it did before, making it as Markty said it, sluggish.

#

I wouldn’t mind the weapons slowing down a little, but a solid 50% reduction just feels too slow imo. It’s a waiting game for weapons to fire.

polar halo
remote wind
cloud plume
#

Ah yes. The optimization that makes the game slower…

polar halo
remote wind
#

I suppose the more important point is this change is very likely to happen so the best you can do is try to give feedback to make it as ideal and good a change impossible, rather than blindly oppose it kicking and screaming

#

Even if you don't believe me or disagree, it does help the experience, and too much to disregard

cloud plume
#

I have given my feedback already. Make it optional. If the devs don’t want to do that that’s fine, but I will continue to voice my opinion about this change which so far has been mostly negative.

rough flint
remote wind
cloud plume
polar halo
# remote wind I suppose the more important point is this change is very likely to happen so th...

i'm not blindly opposing it, i went into it with an open mind even expecting it to be better, i played it, and i came to conclusions based on my experience with both versions. i have given feedback that multiple people (only one of which is active in the pvp community, fyi) have agreed with via Upvote emojis, so my opinions obviously aren't just a me thing. i don't think this change is 'very likely to happen' if the community opinion on it continues to be that it's not necessary or is actively worse than without, and i will continue to provide my opinion on the change, which is that it does not need to happen and that the benefits of it do not outweight the negatives

remote wind
#

Pvp perspectives are never necessarily more relevant or helpful. Pvp conforms to the game, not vice versa, and something that inproves career mode will always take precedence due to the volume of players

But by this point we're largely rehashing our arguments so I digress

polar halo
#

as i said, the vast majority of people who reacted in agreeance to my point are not pvp players

#

only one of them is one i know to be active within the pvp community

winter tree
#

Since when.

remote wind
#

Its not, I never said as much, and apologize if I accidentally implied it was

pastel moon
#

my estimate is 60%+ of people here are pvp or atleast know pvp somewhat

#

over time my opinion over these changes have changed
the only thing i'm sad about is that round numbers have been cut in half and rounded up

#

i'm fine with them apart from that

pastel moon
winter tree
# remote wind Its not, I never said as much, and apologize if I accidentally implied it was

:moment:
Imma be real you saying this was kinda just
"shut up its happening whether you like it or not so go away"

Very little of the actual concerns raised about it have even been answered, and the impact on logistics and noncombat work like that is going to be horrendous. It does nothing to fix the supposed problem, makes controlling ships harder (Which is going to make the game worse to get into for newer players), and operates on the fundamentally flawed perspective that people slowing down in combat is "bad"

If that is so, then why include it as a game mechanic?

pastel moon
#

all i hear from your words are incomphrehensible

#

i'm sorry

remote wind
#

You're implying quite a bit 💀

rough flint
winter tree
# rough flint logistic work is also being worked on, separately

Then they must come as one or not at all, and everything must be fixed before it should be implemented.

That still doesnt answer my concerns with how ships now feel (Which again, will likely make them offputting to newer players since lack of control really isnt a good thing), and the numerous balance issues this will cause.

I quite literally see no reason why this is even needed- yes, people can slow down the game when in combat, but thats the entire point of the mechanic.

pastel moon
#

One word
Experimental preview

#

:wacky:

near herald
#

Not sure if I agree with everything Kelsia is saying but I do agree it's odd that this is based on the assumption slowing the game down is bad. Seems very common across multiple genres of game.

pastel moon
#

this would never be final

#

its jover

winter tree
median burrow
#

idk if I have say as someone who doesn't really control ships but it doesn't seem worth implementing this way, why not just make the current half speed the new 1x and add another layer of slowness like 1/8

pastel moon
#

they plan on the changes and are testing the waters and hopefully changing the experiment as it goes

#

chaotic landscape

winter tree
pastel moon
#

here's one of the issues potentially being adressed #1278833485884162108 message (although i disagree on this)

rough flint
pastel moon
#

beams being wacky #1278833485884162108 message

#

#1278833485884162108 message

#

as for non-combat logistics its not touched on yet

#

there has been 0 updates on the preview since its release

#

its likely they're working on something

#

through whatever means necessary

winter tree
rough flint
#

how

#

combat is supposed to feel the same at new 1x as old 1/2x

#

and new players barely have control of their vessels anyways?

winter tree
# rough flint how

Everything takes much longer to accelerate, so they have less control
its
pretty simple

pastel moon
#

indeed!

#

new players get 0 usefullness from that

#

new players dont build avoiders to avoid lasers

rough flint
#

new player just stands in front of the ai like the ai does

pastel moon
#

lasers are the same speed now so thats something

rough flint
#

which acceleration will not affect

winter tree
pastel moon
#

acceleration hurts nuke dodging and its been heavily complained so i think its gonna be changed (the nuke speed that is)

#

what if acceleration was 1.5x of now?

polar halo
winter tree
# pastel moon what if acceleration was 1.5x of now?

Then you have significantly more control, somewhat balancing out the reduced drag, but making it significantly easier in general to reach top speed
Unless you are meaning 1.5x of the changed speed, which would still have that issue, though not quite as bad.

polar halo
#

as i've said multiple times, speed is intrinsically tied to balance, so anything that alters speed or effective speed will have an alteration to how the game plays out in a substantial way

remote wind
#

If you have to specify something multiple times I wonder how actually relevant it is

#

Or if not that, how helpful it is to repeatedly point it out

polar halo
#

i have to specify it because people keep making statements as if it's false

winter tree
pulsar skiff
#

the most i can get from this whole discussion is that the topic of lowering speed is very controversial for some reason

pulsar skiff
#

personally, i wouldnt mind if it meant lower ship speeds and same speed projectiles. Just reduce damage dealt by a small amount and that should seal it

rough flint
pulsar skiff
# winter tree ?

everyone here seems conflicted, in favor of or against the speed change

polar halo
pulsar skiff
#

even after some have shared opinions with planned thoughts and evidence there is no definite conclusion

winter tree
winter tree
rough flint
#

did you read the post

#

the original post

#

because yes, it does exist, but if it can be reduced, that is good

winter tree
#

still use it

#

a lot

#

especially since projectile speeds havent been changed

#

This wont reduce usage of it (Nothing will, its there for a reason), it will simply make the game more annoying.

#

The best solution is quite literally to make animation syncing with speed an option
and there you got it
tada

near herald
#

I've found the lack of change to projectile speeds is actually kind of a pain. In the new 1x speed formerly 1/2x speed everything else moves how I'm used to but all projectiles are suddenly quite hard for my eyes to track comparatively

pastel moon
#

more visible actual projectile trails would be great

pastel moon
#

that would feel weird

#

you're more than manipulating time

#

also from what i know from .rules that seems a bit harder to implement

#

a lot

winter tree
#

Career co-op is an issue that imo wont ever be solved because cosmoteer has that speed changer, and quite literally the only way to fix it is to completely balance everything around 1x and completely remove it.

Another option, and the one I prefer, is to find some way to have "local" speed changes within a radius
But thats my own thoughts wandering so I digress

rough flint
#

yes, that is the point of the change

#

to make old 1/2x combat the same as new 1x combat

winter tree
pastel moon
#

in what ways

rough flint
#

so how should it be changed so it is?

pastel moon
#

for one lower nuke

rough flint
#

i don't think halving max speeds would work

polar halo
#

yeah, that's the issue

winter tree