#Experimental Thruster "Ramp Down" Preview

1 messages · Page 2 of 1

shrewd gust
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yeah

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not ideal

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the lasers are there to show the cursor

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no inputs pressed btw

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another oddity, hard to replicate (I dunno how but pulled it off twice), I have my cursor on the left side but the ship keeps spinning right

faint slate
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Face ship to cursor being broken for 2 hours straight

shrewd gust
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I think fixing it could make DC way better

wispy bane
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sure
But it still literally contradicts your point :)

runic hill
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true

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not every new player

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however from the incredible sample size of 3, 2 support unless i misread and one partially supports

wispy bane
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geniunely where

runic hill
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i interpreted it as the change for mrt is ok but everything else no

wispy bane
runic hill
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mrt is issue

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ht is also issue

wispy bane
runic hill
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large thrust is also issue but to much much smaller extent

wispy bane
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also no

runic hill
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"everything is ok because i said so"

wispy bane
runic hill
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@spark grove i do not think there should be irrelevant gifs allowed here because they just take up space and make it hard to read

runic hill
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therefore, there is an issue

spark grove
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Lets take it a step further.
How about we abolish all gifs that have nothing to do with Cosmoteer in threads pertaining to Cosmoteer.

runic hill
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half the screen is taken up by a message with practically no content

spark grove
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This isn't #off-topic, this is a thread looked over devs for insight, take your silly gifs where they fit.

wispy bane
# runic hill the intended balance feature is not balancing

Except it is...?
Of course for large ships you aint using tiny thrusters, thats stupid. It genuinely makes sense that if your ship is big that you will use bigger and bigger thrusters for maneuvering, thats simple logic. Gutting ships ability to turn and forcing an even bigger cliff for new pilots is not balance.

runic hill
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no? small thrusts are meant to be for maneuvering

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larger thrusts should never feel agile

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there is not a bigger cliff for new players

wispy bane
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They dont have nearly enough thrust for that

runic hill
wispy bane
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As your ship scales up your manuvering thrusters must scale up

runic hill
ripe rapids
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Air and Kelsia you've both been arguing since yesterday in dragged out discussions. Please do so in DM or in another channel and share concise and pertinent info of your experience of this preview for the devs here.

ripe rapids
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Parts yes, others not so much

wispy bane
# runic hill no because every thrust is currently a maneuvering thrust

Depends on the ship...?

On a smaller ship you'll use standards or tinies, but if you've got a damn dreadnought or battleship then you simply need the thrust of bigger ones. Even if you slapped on banks of tiny thrusters then you would still be turning abysmally, and your space allotocation would be horrendous. In order to have decent direct control maneuverability you need a lack of rampdown, because otherwise any oversteer turns into mroe oversteer when you correct it.

Massively increasing tiny thruster power reqs is only going to mess up logistics for built-ins, make sustaining them a bitch, and still not fix the fact that big ships quite literally cannot rely on small thrusters for manuvering.

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It should not be a challenge to keep a straight course.

runic hill
runic hill
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everything you complain of is also a new player complaint of direct control with only ramp up

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and logistics for built ins should not change - the vast majority of tjem should still work the same

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anyways, if you are using only larger thrusts, agility should suffer

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so i think what u described is the balancr working as intended

wispy bane
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literally just a big ship

runic hill
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big is so vague

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are you allergic to concrete numbers

wispy bane
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And even for smaller ships using only tinies for manuvering is completely impractical

runic hill
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i tried maneuvering this and it still works fine

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in fact, due to other thrust's rampdown being longer, it does better in its role

wispy bane
runic hill
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that thing is not very agile even without rampdown so idk why that is your metric

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this thing?

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o wait this thing

wispy bane
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Yes.

runic hill
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ofc that is not going to feel agile agony it never has

wispy bane
runic hill
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if you are oversteering then that is generally known as "skill issue" and has existed ever since people were not born with the innate ability to predict ramp up

wispy bane
runic hill
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do not see how this would be different than a completely new player also oversteering with rampup only

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i think that is more due to the total time being increased 50% than the fact that rampdown exists at all

wispy bane
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Literally this.

runic hill
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why don't you just mod it and see

wispy bane
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Because when you fire your thrusters to correct your turn... then they have to ramp down.
And the cycle repeats.

runic hill
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???? without rampdown, when you fire your thrust, the other thrust deramps, and now that needs to ramp back up after you over steer and now you are in a loop of losing ramp up and turning too far

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that is how new players pilot

wispy bane
runic hill
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why not

woeful lodge
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rock vs rock

runic hill
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if a new player was showed ramp up they would think the same thing

wispy bane
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Because if you attempt to correct it you then have to wait for rampdown and the cycle repeats

runic hill
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wow if you try to correct with only ramp up, the other thrust is completely off and needs time to get on

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now you overturn and the cycle repeats

wispy bane
woeful lodge
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guys did you read what blaze said

wispy bane
runic hill
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also, with ramp down, the shift key still works as usual

woeful lodge
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@ripe rapids cmon this is getting ridiculous, the exact same discussion has been going on between these two people for like 2 days now and they wont stop when asked

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i think something has to actually be done bc the thread is alr mega flooded

hollow totem
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This is why Walt should make a post on the steam forums to see how the casual players feel

wispy bane
runic hill
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????

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have you seen the steam forums

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barely better than reddit

wispy bane
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no, but opening it up to the more casual playerbase would be good

woeful lodge
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meh

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the feedback should be regarded with a grain of salt either way

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the steam forums are very silly

runic hill
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oh no ramp up makes it so when i stop thrusting, my correction thruster doesn't work and i keep overturning

woeful lodge
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wobble wobble wobble

runic hill
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and at the end i just held shift

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i assume this behavior is what is being complained about

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but you can just stop/start thrust preemptively, the same way you do to adapt to rmap up only

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or use the shift key

upbeat mesa
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yeah braking is interesting..

runic hill
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i think it is bugged rn :(

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o wait nvm i was just not symmetrical

upbeat mesa
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i dont think that small assymetry is making a huge difference.. and the you are working with an ideaized ship anyways

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no one is actually going to be using a ship that has 4 way symmetry

runic hill
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true

runic hill
torpid rain
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holding ctrl in dc mode and moving the mouse to the edge does this for me:

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but @cunning briar didnt have that issue idk

pastel marsh
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it actually is intended, though feedback is of course always welcome

sudden acorn
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hm, interesting

limpid umbra
sudden acorn
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it doesn't really

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it makes it a bit more sluggish, but it's still far beyond other thrusters for quick maneuvers

limpid umbra
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idk from my testing it was really awkward, i felt like i was better off putting more of the smaller thrusters

sudden acorn
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eh, anti was in favour of keeping rampdown for boosts

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i'm personally neutral towards it

pastel marsh
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Can you please upload or send me your settings.rules file?

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Same, please post or send me your settings.rules file, as well as a saved game if it seems related to a specific save file.

silent fjord
hollow totem
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Same location logs and such are

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?logs

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?log

signal palmBOT
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Please upload your latest Cosmoteer log file, which will help us solve your problem. Log files can be found in C:\Users\[username]\Saved Games\Cosmoteer\[Steam User ID #]\Logs with the extension .txt. (You may also see files with the extension .rec, which are not log files and we do not need unless we specifically ask for them.) Simply drag-and-drop the latest log file into this Discord channel to upload it.

sudden acorn
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@ripe rapids @wooden wave these are my overall feelings/changes i would make for the preview

fast birch
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Please make this mrt specific at the very least

wooden wave
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I join Fish on that point, apply ramp down to MRT only.

sudden acorn
silent fjord
sudden acorn
wooden wave
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I want to add that the behavior of boost is a bit strange because they have 0 rampup, but they do have ramp down

fast birch
fast birch
fast birch
silent fjord
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I want to return the official version but it saids file permissions lost.....how to solve it?

torpid rain
stray lion
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makes sense to me to have it tbh

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I can see either way tho

limpid umbra
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what if the rampdown was dependent on how much ramp up you lost when you turned off your thruster so like
you turn on your thruster and reach max ramp up
you cut thrust for 2 seconds then turn it back on until you reach max ramp up
then when you turn off the thruster you'll take 2 seconds of rampdown

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so if you're constantly turning thrust on and off you have to deal with lots of ramp down but if you aren't you'll deal with almost none after the initial first wave

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this is just an idea though, it might have some massive weakness that makes it completely obsolete that i haven't thought about

shy egret
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I do think rampdown makes some sense for MRT, but I agree with those that have said that it make ships feel more sluggish and less responsive. I found this to be especially noticeable on my diagonal ships.

gusty panther
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This system is so painful to deal with on large ships i outright stop thinking about how to counter it and instead just want new thruster types that can turn ships rather than push them.
I shouldnt be losing all ramp up of thrusters in addition to countering the built up momentum just because I needed to turn 90 degrees left, and then 90 degrees right...

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I wouldnt mind the delay so much if it didnt kill all of my thrust power

shy egret
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Maybe I am too attached to MRTs as is, but I do feel that I would prefer sliightly less ramp down even on them

gusty panther
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I use a massive ship. I am SUPPOSED to use MRT...

shy egret
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Yeah it has definitely hurt a lot with this ship:

gusty panther
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omg that ship looks so cool. but yeah.... extremely painful change for it

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and uncalled for

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I dont know any examples of ships that are overperforming that this preview is supposed to bring in line

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all I see is my entire size archtype getting an omega nerf in its already weakest point

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many of the other preview changes i could see positives to them but this.... I dont see the benefit to the game

sudden acorn
gusty panther
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I would sooner try to find a way to discourage MRT use on smaller ships so they are more effective on larger ships

sudden acorn
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moving to rampdown being 1/4 of rampup, or halving rampup and keeping rampdown at 1/2, is the general consensus

tidal cedar
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the general feeling is to make the rampdown less then it is for all regular thrusters i believe, and keeping the rampdown as it is for MRT

gusty panther
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something like required attatched minimum mass for the MRTs to function at full power

shy egret
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I didnt realize MRTs were being used on smaller ships

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how is that even doable with the requirements

gusty panther
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extreme case but could be interesting. What if the MRT when connected to too small of a mass would explode from within. This would give a massive disadvantage to the engine type because it risks an explosion from other damage

tidal cedar
sudden acorn
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cutting rampdown from all non-MRT thrusters or reducing it to very low levels is the general feeling

stark hornet
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or it makes it posible to also use small ships because they are faster

sudden acorn
shy egret
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MRT naturally require so much crew and power that I am honestly surprised small ships are using it.

stark hornet
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if a big ship is slow, a small ship can get to the weak point.

tidal cedar
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no rampdown for everything but mrt is weird, however having rampdown be not near instant, but not like 2 seconds, would be a good compromise

gusty panther
# sudden acorn eh, that kinda feels arbitrary

it kind of does, but I still find it a better answer to discouraging small ships from using oversized engines without completely gutting massive ships that are using the correct engine types

stark hornet
gusty panther
shy egret
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Does make small ships feel less agile to me

stark hornet
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they can be fast, but it takes more time

gusty panther
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my ship is the most mobile dreadnaught that has ever existed, and this change completely deletes its ability to use its mobility

tidal cedar
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i mean they could, just is a fair bit more sluggish at changing direction, and for diags its even worse

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as diags straight thrust is its turning thrust

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and in general it has overall less thrust force because its on a diag to begin with

sudden acorn
gusty panther
fast birch
tidal cedar
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which is why having the rampdown be a bit less would be a good thing for diags, and less lagging feeling

sudden acorn
gusty panther
tidal cedar
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not instant, but not too long either, its one of them things that needs some feeling over time

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and i support the idea of rampdown in general because for rocket engines it makes some sense

stark hornet
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i hope one day many small ships that are the same prize as one big ship can destroy the big ship.

sudden acorn
tidal cedar
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ah yes

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nuke UL

fast birch
sudden acorn
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and MRT making monothrust ships in general far too good compared to any other thrust layout

fast birch
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Not if they are targeted correctly

gusty panther
tidal cedar
fast birch
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When added for no reason

tidal cedar
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for me it wouldnt, then again i dont pilot all that precise

fast birch
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Career players don’t push the limits of this game enough to feel it

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While also being less experienced

tidal cedar
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which is why this should be a thing, because all of the 80% of people dont mind it, or are for it

sudden acorn
fast birch
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Not the masses

gusty panther
tidal cedar
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however the masses are the ones that are should be more catered to

sudden acorn
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it should be based on both

fast birch
sudden acorn
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i'm feeling maybe a second before my inputs start turning, and that's with majority huge thrust (4 seconds of rampdown in 1/2 speed)

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i don't think 0.125 seconds of 'lag' will be too big of an issue

fast birch
fast birch
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It’s only a negative

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Mrt is out of line yes

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But other thrust is balanced

sudden acorn
shy egret
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I do believe adding it to MRT makes sense, big ships should realistically feel a bit less responsive, so maybe at like 1.5 sec for MRT

tidal cedar
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and thats the main reason why the other thrusters need atleast a bit of it

sudden acorn
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i think MRT should have rampdown be at 1/4 of their rampup, huge thrusters have 1/8th of rampup, and all other thrusters have no rampdown

fast birch
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Huge thrust doesn’t need a nerf at all

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Several Omni / multi directional ships do very well in its meta

sudden acorn
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it doesn't necessarily need a nerf, but a nerf would be interesting to test

sudden acorn
shy egret
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Also, what is monothrust

fast birch
fast birch
tidal cedar
sudden acorn
sudden acorn
shy egret
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why would one do such a thing, this career player cannot fathom

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lmfao

sudden acorn
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this is a more reasonable monothrust ship

tidal cedar
sudden acorn
fast birch
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Bc they have no clue how the mechanics work

sudden acorn
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bit rude that, fish

tidal cedar
fast birch
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I share the inverse sentiment

fast birch
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I’ve been told that several times here

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I don’t wanna go through this buried convo to find them

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I can if you rlly want me to tho

tidal cedar
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any compitent builder knows what most of the mechanics in this game are lmao, you literally cant make effective warships without that

shy egret
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Its interesting because career players and PvP push different areas of mechanics. For example, in career, a monothrust ship would be risky and likely result in credits wasted.

Obviously both parts of the game need to be considered when balancing, but I do think it is shortsighted to assume career players dont have an understanding of mechanics.

fast birch
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I doubt career players even understand nuke flinging

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Which is a major push behind these nerfs

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Or pre-tasking for example

tidal cedar
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nuke flinging is not a game mechanic it is a flight technique

fast birch
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Which is what I’m talking abt

tidal cedar
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and its pretty well a conservation of momentum, its not rocket science

gusty panther
# fast birch Yes that’s why when mechanics that are pushed to the limit are being adjusted th...

PVP community most commonly contains a game's most knowledgeable playerbase that are also consistantly present. There are other expert fields that exist outside of pvp that have less natural reason to be in a communication discord.
I try to provide input from a less vocal side of playerbase that enjoys larger ships even though my own ship size is larger than some players will ever make. It doesnt mean my info is more or less weighted than a PVP player. Its all info the devs can use to find the best balance that doesnt cause extreme harm to any gameplay type while fixing an issue that came up with another group

fast birch
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But saying that the PvP community’s input is somthing to be brushed aside is foolish

tidal cedar
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the pvp players are the ones that will get used to the changes much more quickly and even find ways around it

sudden acorn
fast birch
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At least to the non mrt changes

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For sure

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Even more so if you count dom

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Which has players with over 20k hours in it

gusty panther
# fast birch Bc they have no clue how the mechanics work

This is just not a wise thing to say. because you imply that ALL PVP players have more mechanical knowledge than ALL other types. You can think of several pvp players right now that you know dont understand the mechanics but can still fly a ship in combat.

input has value regardless of the source, but understanding how much credibility is behind it can add weight to knowing if a skill issue or a game issue was the cause

shy egret
fast birch
shy egret
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Hours matter above all else in the end

tidal cedar
fast birch
sudden acorn
fast birch
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When they are the most informed and should be the most important

fast birch
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The majority want nothing but mrt changed

sudden acorn
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i don't think enough of the pvp community's played and given feedback enough for that to be a certainty

gusty panther
fast birch
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Is my point

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Game design and direction the PvP community has very little voice in

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But mechanics and balance is life or death (we are getting off topic I won’t respond to anything further on this sry dm me or somthing)

sudden acorn
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pvp is more sensitive to a meta being broken and has less ways to get around a bad meta when compared to career, so that is a reason that pvp players should generally have a bit more say than career players in terms of balance. however, career players are still players and should still have substantial input

limpid canyon
shy egret
gusty panther
# fast birch The PvP community is the most informed so on a change that is purely mechanic ga...

I am not a PVP player, yet my gameplay is severally negatively impacted by this preview's change. To a point that I would feel naturally discouraged from playing.
Its so bad that I have found it near impossible to provide any useful advice to implement it in a way that doesnt completely cripple my gameplay.
I play with massive ships that pvp players have told me for over a year than this size is useless and not worth even thinking about.
Career ships often end up this massive size but few players of that group communicate in this discord, making me feel obligated to voice for myself and those players.

This is what I mean when saying that PVP community is not the only valuable source of mechanics and balance

fast birch
sudden acorn
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not entirely

gusty panther
fast birch
gusty panther
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"who"

fast birch
sudden acorn
fast birch
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That mrt nerf could be fine but messing with all other thrust was far to far

sudden acorn
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yeah, pretty much everyone agrees with that

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even me, i definitely wouldn't be against HT being unaffected, though i do sorta want it to have slight rampdown

fast birch
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I just want Walt to put the gun down so we can talk

sudden acorn
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since when was walt holding the metaphorical gun

gusty panther
# fast birch That mrt nerf could be fine but messing with all other thrust was far to far

The problem is that this is not supposed to be a nerf, and is supposed to change balance similar to a nerf.
I dont know of any massive ship that are not impacted by this change harder than smaller ships. This change, to my understanding, was supposed to decrease the power of ultralight ships full of thrusters, not specifically just MRT but those have the biggest impact on that archtype.
My problem with how this change plays out is that those same UL ships using too much engine when combatting my massive ship actually gain an advantage from this change due to how badly it impacts all of my answers

sudden acorn
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also, blaze has been typing for a concerningly long time

fast birch
fast birch
limpid canyon
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bible typa stuff

fast birch
gusty panther
fast birch
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Wish you had made it clear you were a career player pro no mrt nerf

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Bc this is definitely structured as a nerf bc mrt is “too strong” I don’t think it’s as bad but certainly overtuned

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Id personally rather different paths of nerfs stated previously but I’m just trying to walk back what I can and just deal with it

naive walrus
shy egret
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so anyway, if the devs get anything from our talk, it is that they should increase rampdown even more to scare us away so that we stfu 😂

gusty panther
# fast birch Wish you had made it clear you were a career player pro no mrt nerf

I am a career and creative player that made this ship in creative then learned its almost impossible to crew in career but had spent over 500 hours having fun building a mobile dreadnaught that can be used to fight other massive dreadnaughts or fleets and watch the explosions. Turning/strafing WAS my advantage, and why I am so worried about this change as i lose all ramp up forward thrust when turning while before i didnt have that problem to such an extreme and could maintain speed while turning

fast birch
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In PvP ppl what mrt ships to just have turning thrust but that is going to limit the amount of viable ship types so much to where it’s out of the meta

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But this is currently not an opinion shared by the majority so I have little support sorry

naive walrus
gusty panther
# naive walrus Thanks! I can reproduce the crash with this.

Just wondering. how viable would it be to have minimum mass limits connected to an MRT before it would explode if used at full power. I am still trying to figure out why this change is in a preview so I can try to come up with any alternatives that dont hurt my experience so hard

limpid canyon
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btw chat this is what i envisioned when mrt was being conceptalized

sudden acorn
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MRT should be a main drive, and other thrusters for maneuvering

fast birch
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This is not currently how it operates if this is what the devs intended btw^

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Although I like the way it is currently and would rather more traditional nerfs

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I’m honestly very very surprised this was the first balance change taken as it was relatively not as supported

naive walrus
# gusty panther Just wondering. how viable would it be to have minimum mass limits connected to ...

I mean it's probably possible to do that, but having a part self destruct due to some arbitrary threshold doesn't seem like a great gameplay mechanic. Shutting off maybe, but that'd be hard to lore-justify when equal or superior thrust in other forms works fine.

I believe the idea here is to:

  • Nerf MRTs (since eeeveryone's been asking for that), preferably in a way that keeps them viable as like heavy load transport rather than as ridiculous maneuvering options.
  • Give smaller thrusters more of a usecase; for a long time "optimal" thrust has always been about power/cost regardless of thruster type; increased rampup is intended to act as a counterbalance to increased power (higher top speed gives worse response time), but high-level play simply works around that, giving smaller thrusters very little purpose outside of "I didn't have room". Even outside of competitive, when's the last time you placed a small thruster for any purpose, on any size of ship?
  • Idk if this is "intentional" or "happy accident", but it gives ships with a very high power/weight ratio a lot more granular control. For instance, on pretty much any small but fast ship, a single tick's worth of DC left input can send it reeling like 30d+, leaving manual control basically unusable. Rampdown lets you make much finer adjustments to course without completely killing your ability to rotate.
fast birch
gusty panther
fast birch
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In PvP

pastel marsh
fast birch
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And smaller thrust is used exclusively in dom

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Mrt / huges are out of the meta completely

sudden acorn
fast birch
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Unless your artem

fast birch
naive walrus
fast birch
sudden acorn
gusty panther
# naive walrus I mean it's probably *possible* to do that, but having a part self destruct due ...

MY ship has every size of thruster. I specifically had installed smaller thrusters to deal with ramp up issues for turning. I even tried internal interlocked grids of the smallest thrusters and would have used that design if the 2 directional thruster's footprint matched the graphic instead of the 2x2 that it blocks. This was specifically to enable turning without overspin and minimal rampup loss.
When I added MRTs that could feather, I was able to get away with slightly slower ramp up times of the larger thrusters because the MRT's ramp up was stored while feathering, enabling me to use the slightly ramped down but still ramped up thrust to undo the overspin

fast birch
# fast birch I disagree

I don’t think any ship fights are interesting that slow except tbr which is always the exception

sudden acorn
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i had some very fun fights in my (93m/s) ion rammer vs blaze's DC rammer just earlier

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anyway i need to go get ready for dnd now so bye

limpid canyon
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ultimately it's a matter of opinion what you find exciting

gusty panther
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I just want any viable answer to turn my ship without losing all my ramp up. Feathering was the best answer I had and MRT was an improved version of the Boost thruster or mini thruster grid designs i made. This change just deletes the engine type for my ship because I will have to fight against my own ship, not just make it sluggish

stray lion
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that’s what i be saying though

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is that not wanting to have your cake and eat it too

sudden acorn
gusty panther
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if massive ships had combat advantage compared to fleets of equal cost as is the most commonly accepted way to balance fights in this game then I wouldnt be trying to defend what mobility I have. but massive ships already suffer in that matchup specifically due to mobility already

fast birch
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I will concede that piloting ul nukes that are 200s makes me feel like I’m weaving through traffic on the interstate over playing a game

gusty panther
# sudden acorn adding back thrust recovery window would at least help with this

i see this as taking an entire arm, then giving back the arm but only down to the elbow. Its the same problem just slightly less of it.
The turning problems, ramp up maintain, and thrusters not firing due to the thruster balance code are problems that exist in current client but are at a level that can be counteracted. This change just makes it harder to deal with an already difficult chain reaction issue.

fast birch
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I do rlly appreciate the devs response and reaction to our current feedback

gusty panther
#

I expect the dev direction to be to encourage creative design without making parts overly powerful to the point they are used instead of other options rather than by choice

ripe rapids
#

After accumulating ~10h on the preview and testing it in various situations, here's my two cents.

  • Piloting has become unpleasant for me as it feels like there's constant input lag. I've learned to anticipate when to apply/disengage thrust sooner but the gameplay remains sluggish and mistakes are now more punishing. This ends up raising the skill ceiling for manual piloting.
  • I'll share a save file of a racetrack where's I've practiced piloting so people may have a go at it for themselves. Previously, I'd navigate the course manually without crashing but it has now become difficult to do so. Don't worry about the mods it will load fine without them.
  • Some people have already mentioned that ships in RTS may wiggle a lot before stabilizing their course towards their destination.
  • I've perhaps played this game for too long to be able to accurately determine what the new player experience would be like with these changes. However, If I were to join a game for the first time and my inputs had such delays I'd find it frustrating.

There have been suggestions to decrease the rampdown but I'd be more inclined to making it an MRT only change. The current feel for piloting would be maintained and would encourage players to use MRT as a "spinal" module complemented by other unchanged thruster types for manoeuvring.

woeful lodge
#

i think even if it becomes mrt only the fallout will be disastrous as it would entirely kill mrt monothrust as we know it, mrt monothrust will be unable to compete with ht and be unusable

limpid canyon
#

good lol

ripe rapids
#

I'm not so sure, I think some creative hybrid designs could be established. It requires more testing

limpid canyon
#

they're literally not supposed to

woeful lodge
#

im not in favor of nuking an entire genre of archetypes

limpid canyon
#

they were too dominant anyway

woeful lodge
woeful lodge
limpid canyon
fast birch
fast birch
#

Gl with your emp barge + squibs lol

#

All you have left

woeful lodge
#

nah i have a spinner squib too

#

in development

fast birch
woeful lodge
#

gonna just play all the toxic archetypes

#

they will pay

#

ill learn lc swarm next

limpid canyon
#

need to maky railfans practical again

woeful lodge
#

they might actually be

#

i mean obv ill try using ht cgs if this goes thru

#

but theyre not great

fast birch
woeful lodge
#

things will be shaken up anyways

#

you never know

fast birch
#

I think with the current agreed upon nerfs mrt with just be out of the meta

#

Entirely

#

So it shouldn’t be

woeful lodge
#

yes it will entirely kill mrts

fast birch
fast birch
woeful lodge
#

me and fish both are one of the most experienced players of certain mrt archetypes and trust me they will become unusable, coaxial turning thrusters will be useless in terms of elim

fast birch
#

Maybe mrt thrust buffs along with this could work

woeful lodge
#

they will also as i warned only be playable as a boring passive hit n run type ship that just tries to move faster than the enemy

woeful lodge
gusty panther
#

I hope im not being too annoying with my feedback. I am sorry if it has been repetitive. Just having a really hard time finding how to change this idea so it could work without breaking my experience.
Its why I came up with that idea of an arbitrary limit on MRTs where the engine thrust would thematically rip itself from the ship when not braced by enough connected mass, and if under that limit it would break off and explode like a directional nuke through whatever ship is in the way after that, or just self destruct if the other idea could be used for offense in a negative way.

Overall i just feel this preview's direction is the wrong way to nerf thrusters on the intended ship types

Currently the biggest weaknesses of MRT:
power management which is the way it is because it didnt work correctly for intended designs before and nerfing this would break it again.
Mandatory open hole in the ship in the direction of thruster exhaust, which has little impact on small ships but defines the entire design of massive ships.
Causes other thrusters to have difficulty in stabilizing so they dont fire as soon as players would expect

Current strengths of MRT:
Massive thrust to space/cost ratio.
Usable internal space for thrusters.

fast birch
woeful lodge
gusty panther
#

Suggestion to have mass thresholds for thrusters that limit their full thrust power if the ship is below the threshold.
IE if your ship's mass is below the threshold it would limit that thruster type's max thrust by 30% or so, making it more cost effective to use a smaller sized thruster on that ship instead.

For newer players this also provides a natural incentive to have at least some armor to make the ship heavy enough to get the real thruster power.

woeful lodge
#

thats really forced and weird, i dont think it would work in cosmoteer at all

#

it doesnt make sense either

fast birch
#

It also it’s certainly immersion breaking and almost arcade like

gusty panther
woeful lodge
#

and i have already given my thoughts on 2 different actually productive ways to nerf mrt both in the short and long term

sudden acorn
fast birch
woeful lodge
fast birch
#

We said missle kites would work

#

That’s it

stray lion
#

Maybe smaller thrusters should get buffed thonkers

sudden acorn
sudden acorn
woeful lodge
gusty panther
woeful lodge
#

mrt will be good on only he orbiters because they require very little precision

#

and have forgiving cost breakpoints

#

any sort of mrt ship that requires actual precision, maneuverability, or agency will be unplayable

fast birch
#

Than ramp down

sudden acorn
woeful lodge
#

i dont think it would solve the root issue

fast birch
gusty panther
woeful lodge
fast birch
runic hill
gusty panther
#

command points make a ton more sense to need a lot for a massive engine

fast birch
woeful lodge
fast birch
brisk horizon
#

anyone know if its currently possible to mod the recovery window back in?

brisk horizon
#

I wanna know how then

fast birch
#

I’d ask plaus hara or air directly

gusty panther
#

i have a MASSIVE ship. it has 6 BRIDGES. i use 3000 command points. This is thematically correct for a massive ship. A tiny ship shouldnt so easily have access to command needed for the engine maintanence

woeful lodge
gusty panther
#

a way to deal with the issue that doesnt gut me!

woeful lodge
#

mrt isnt an issue on small ships

fast birch
#

1.5 is small ig

woeful lodge
#

uh it isnt really but anyways i dont see how its particularly unrealistic really that 1 cr can run a "tiny" ship

sudden acorn
fast birch
woeful lodge
fast birch
#

Speed meta is very fun

sudden acorn
#

it is, to a point

fast birch
#

Yea and we can come away from that point without bombing the Mrt embassy

sudden acorn
woeful lodge
sudden acorn
#

there's a reason i'd usually say rampdown should take 1/4 of rampup time when i made the suggestion

fast birch
#

He’s not

#

lol

woeful lodge
#

1/4th still kills mrt omnithrust like entirely totally

sudden acorn
fast birch
#

He just doesn’t want as much of a roll back as we do

#

I haven’t heard any PvP player support theses as is

woeful lodge
#

It doesnt matter if the time it takes to turn changes from 30 seconds to 15 that still is horrible and unplayable

fast birch
#

@ me if you do so I can put you on a watchlist

sudden acorn
woeful lodge
sudden acorn
runic hill
gusty panther
fast birch
#

Yea j uki they are actively trying to remove all mrt ships as is

#

That’s their goal

runic hill
#

??? only the current form of them

fast birch
#

I rlly hate it as well

woeful lodge
#

weve truly gotten to delete archetypes i dont like

fast birch
runic hill
#

deete arhcetypes that delete too many other archetypes

sudden acorn
runic hill
#

if tb rail becomes overly dominant then delete that too

woeful lodge
#

lol sure

fast birch
#

I rlly do hate the idea of actively removing ship types from the meta

woeful lodge
#

just nerf literally everything that becomes op from the consequences

fast birch
#

Which is what this does

sudden acorn
#

outright deleting archetypes isn't really a good thing yeah

runic hill
sudden acorn
#

having them require a rebuild to have similar effectiveness is more ideal

gusty panther
fast birch
sudden acorn
woeful lodge
#

they will strictly be worse than ht

fast birch
#

Cost wise^

sudden acorn
woeful lodge
runic hill
# fast birch Cost wise^

imo thrust should be balanced by its cost of logistics, which is less strictly just from thrust count and more design dependent

fast birch
runic hill
#

which is why i said what i said 5000 messages ago

woeful lodge
#

mrt is only subtly better than ht in a way that makes it the obvious use case for most ships but nowhere near enough to actually resist massive nerfs like people think

fast birch
runic hill
#

it would work best when comboed with this

woeful lodge
runic hill
woeful lodge
#

tho idk how its per newton efficiency actually is on common setups

runic hill
#

it's just a lot of # changes

#

if this preview is still up or being considered in 1-3 months i can mod it

woeful lodge
#

lol

limpid canyon
#

fish bait

fast birch
gusty panther
woeful lodge
#

another issue with "just add turning thrust" is that when u try to turn with it, it will be constantly deramping ur mrts while u have to ramp up ur turning thrust, meaning you will either entirely overturn or entirely underturn realistically

#

precise maneuvers will be impossible

sudden acorn
limpid canyon
#

advanced thruster control does solve this issue lots

fast birch
#

Not entirely mrt will at best still be niche in the meta

torpid rain
sudden acorn
#

wasn't expecting special forces

fast birch
limpid canyon
#

ah finally we got agent 47 in here

runic hill
runic hill
gusty panther
runic hill
woeful lodge
stray lion
#

if ppl are unhappy with downramp can we at least agree there should be better balance between the various thruster sizes

fast birch
#

We all agreed on various mrt nerfs

stray lion
#

im talking aboht the smaller ones too—even before mrt was released i was getting tired of seeing every ship above 1m only having huges

fast birch
#

Just a much less agreed upon one was suggested

woeful lodge
#

and hts being op was a pervasive issue before mrts yeah

#

sounds silly to say now

fast birch
runic hill
stray lion
runic hill
#

i think the best way to do would be to shift larger thrusts from being more efficient in terms of thrust/mass to thrust/power or logistixs

gusty panther
fast birch
#

Majority of dom ships don’t run huges even around 350k

stray lion
#

that’s dom ships

woeful lodge
#

thats pvp clearly doesnt matter

fast birch
#

Dom ships are highly optimized PvP

woeful lodge
#

the ultimate balance litmus test is career

#

where the meta is spamming reactors and kiting

fast birch
#

There are also a ton of 350 k dom ships with huges only as well

fast birch
woeful lodge
#

tru

#

all ships should have a powerful gravitational pull

fast birch
#

Past 350k tho the reason to use non huges nearly evaporate mostly due to how strong they are combined with engine rooms

woeful lodge
#

to balance the career meta

fast birch
woeful lodge
fast birch
#

I’d rather an engine room nerf over a huge thruster nerf

#

But I don’t think either are needed

woeful lodge
#

hm

stray lion
#

i’d rather small and regular and large thruster buffs

woeful lodge
#

but muh meta balance buzzwords

fast birch
#

This is the best path for balancing as its promotes discovering new thruster types without making older ones unusable

stray lion
#

I don’t think it’s bad that more expensive ships mainly use the larger thrusters but i’d like there to at least be a point to using them on larger ships

woeful lodge
#

we just need to change the drag equation and all of these issues would be solved but we arent ready for that conversation yet it seems

stray lion
#

the only reason i’d ever stick something smaller than a huge on a 1m+ ship is like 1 small thruster for reverse thrust so i can get dat magic thrust

woeful lodge
#

magic thrust works in all directions regardless

stray lion
#

but you need at least one thruster to be activated

#

if ur trying to reverse without any reverse thrust it dont work

woeful lodge
#

activated as in supplied with power

#

it doesnt have to actually be doing anything

stray lion
#

at the very least it doesn’t work well enough for ai

woeful lodge
#

much to the chagrin of dom players

woeful lodge
#

works fine

fast birch
#

If you toggle collision avoidance

woeful lodge
#

you should have ca off anyways

#

its rly annoying

stray lion
#

ai without reverse thrust gets stuck on rocks and station frequently

woeful lodge
#

rts is fine with magic thrust

fast birch
#

There’s a key for it x I think is default

stray lion
#

i dont think the ai in career has it on by default

fast birch
#

I use it all the time

woeful lodge
#

yeah it does

#

why wouldnt it

#

its just really bad at it

fast birch
#

I don’t know abt the pure ai tho

stray lion
#

well if it does it doesn’t help enough because ai gets stuck on stations and rocks frequently lol

#

That’s why reverse thrust is a requirement for DC submissions

fast birch
#

Ai probably not but in rts it does

#

I purposely tell new dom players they don’t need reverse thrust bc of this

#

Bc I don’t and I just use magic thrust if I get stuck on something

stray lion
#

yeah if you are controlling it yourself its fine

#

players arent the ones getting stuck on rocks it’s the ai in career

fast birch
#

Yea so that’s an ai issue not any magic thrust issue

#

Sorry I think we confused ai with rts

runic hill
runic hill
stray lion
#

yeah true but ai is unable to intervene with itself

late locust
#

It feels like the the ramp down continues to put out thrust after you've stopped putting in inputs which I think is the main thing that makes it feel laggy from my experience. I generally like the idea of removing feathering because I've always kinda felt like it was a way for people to ignore the advantages and disadvantages of ramp times for different thrusters but yeah this could use some tweaking in my opinion.

elfin leaf
#

alright soooo ive played multiple matches earlier today with the preview
as most other elimination players have pointed out, everything is unpilotable and super hard to control even with ample side thrust

i believe that the best thing to do is to only apply the ramp-down to MRT, it will give them a fun and entertaining niche while keeping them in check & letting other thrusters be playable

limpid canyon
#

current rampdown gameplay

fast birch
# limpid canyon current rampdown gameplay

I do wonder if there’s any substance behind airs claims of it would feel better if we just played it more but it feels so bad comparatively I don’t want to force myself to

limpid canyon
#

hey i'm the one who loves the tightrope

woeful lodge
elfin leaf
#

i assure you they aren't
this is a ship of mine that i built

#

and well controlling this is literally as hard as piloting a CG rammer but two of the nozzles already got destroyed

#

its really, really bad

#

on the bright side, i hit nearly every shot with this thing by rarely having to fling

runic hill
#

i think this is just normal time taken to adapt to it

elfin leaf
#

i assure you this is insanely atrocious

#

lmao

#

i do think its a great concept, and the rampdown sounds like a good idea maybe for the MRT

#

but its quite extreme when applied to every thruster in the game

runic hill
elfin leaf
#

waitwaitwait you're telling me that you dont mind this? lmao

runic hill
#

bruh i literally came up with it

stray lion
#

like flak with their reduced ammo made it a bit more uncomfortable to build them

#

i think the ‘feel’ of changes usually take like a week or two then people get used to it

fast birch
#

And flak is certainly a great example of nerfs gone too far

runic hill
#

if everyone weapon was nerfed alongside flak then it would be fine i think

stray lion
#

Well i can agree about non mrt being nerfed not being ideal, although i think ht also needs to be balanced a bit

fast birch
stray lion
#

I think walt should turn on the half speed preview and the rampdown preview at the same time

#

chad patch

fast birch
runic hill
#

in the ideal balance, i think every thrust type should have use case for every price range up to ~20m

runic hill
stray lion
#

I dont think huges need a nerf but then the smaller ones would need a buff

#

same thing in the end tbqh

#

my only hope for thruster changes is that more thrust types become viable so monothrust mrt or huge setups being toned down is a win in my eyes

sudden acorn
quasi garden
#

i feel like this should only apply to mrt and a tiny bit to huge thrusters

sudden acorn
#

agreed

#

@pastel marsh apologies for the ping, just bumping this in case you haven't seen it

shrewd gust
#

Maybe the rampdown rate should be exponential, so small thrusters have none, standart a really small fraction of the rampup, large and boost around 1/4, huge 1/3 and MRT 1/2 (ofc the numbers could change, not the order tho)

#

Also for DC there's a major issue (that I dunno how to address honestly) where if you press a direction key you set the desired thrust to 100%, which then makes it hard to maneuver for newer players

#

This is a probably really dumb idea but what if instead of the keys affecting the thrusters directly, they would affect a percentage on the screen (from -100% to 100%) for forward/backward and left/right directions, that would stay even when not pressing any keys?

#

Just something that I just thought of tho, and I have a feeling the responsiveness would also be bad

sudden acorn
shrewd gust
#

Yeah just not 1/2 everywhere

limpid umbra
cunning briar
#

So after playing around preview for a day I think that this change needs to either be MRT-only or scale with thruster size because piloting in general feels extremely sluggish and delayed on all ships I've piloted.
I’m more inclined towards suggesting this be an MRT-exclusive balance change for simplicity's sake (not turning the meta upside down completely) and because I believe Huge Thrust to be a much more reasonable example of monothrust in its application, as it was more or less balanced before MRT came into the picture.
Another concern with applying the change to all thrusters is just how overly effective this makes Tractor Beams, as ships simply cannot resist being flipped by them because TB provide an instant output of momentum that ships cannot even try to compensate for because of the rampdown, even when they themselves have TB on them, which makes make TB borderline overpowered.

sudden acorn
#

that's the general consensus it seems, though a decent few people are also for HT getting slight rampdown

#

personally i think it should be tested with 1/4 rampdown for MRT and 1/8 for huge

#

others 0 rampdown

cunning briar
#

that sounds like a good idea to test

cunning briar
torpid rain
#

I could mod that

cunning briar
torpid rain
#

They would need some buff to compensate

cunning briar
#

i think keeping mrt rampdown higher is the way to go to force it out of the monothrust meta
im not against it being at 1/3 either or even kept as it is now

#

after all that is the reason for the change

torpid rain
#

The rampddown number doesnt matter as much

#

It matters that it has deramp

cunning briar
#

thats something we'll have to see i guess

torpid rain
#

Its pretty obviously true

cunning briar
#

btw when will you be available to test the changes?

torpid rain
#

If we had instant rampdown it would still be way too much of a nerf

torpid rain
cunning briar
#

oh nice! let me know when i can hop on then!

sudden acorn
#

i also think that readding thrust recovery window would be good

torpid rain
#

I thought that was implied

loud tree
#

I want to give a second opinion:

I am a casual player that has 200 hours in modern, and more than that in classic, long time ago. I never really touched DC before in modern, and in classic it wasn't a thing yet.

I just did 30 minutes of DC practice with a whole lineup of my ships. This was basically the first time playing DC intentionally. (everything on 1x speed)

Most of my ships are RP-ish for career and for fun, with generally pretty balanced layouts (at least some backwards and sidways), and going around 90m/s.

I recently got into some more competitive/efficient designs, and also have some mainly monothrust ships in the lineup.

The first practice in old DC went pretty easy, not hard to learn, easy to fly the course i set up, and parking back went smoothly. Basically every ship i had felt good, some were more sluggish, but hey that was the design. Feathering with mrt felt easy enough and i mainly flew without brake and using the shift to brake. After the 30 min I felt pretty proficient.

Now switching to the preview. At first i overturned lots, and it was defenitly more difficult to get into. after some time I switched to always fly with Brake, and use SHIFT for drifts. This worked much much better (really reccommend). With enough strafing thrust there was absolute no wiggles, and quite easy to control after some while. For turning a more tappy playstile worked wonders, and i felt like i had control, even in quite tight turns. The more the design was monothrust, the larger the tunrs were and the more difficult to control. the more balanced thrust, the easier. With some ships that had lots of small and medium thrusters feeling exaclty the same as old DC.

Asside from needing to be a bit carefull, diagonal ships did not feel any different, and there good mobility and generally included strafing thrust made it feel just good.

First i was quite scared when i felt the increased difficulty, but when i used good thruster design it felt good.

#

This is a very good ship to test fly with IMO. It has mainly MRT for forward propulsion, but has enough turning thrust to be stable at all points, and feel very natural. I think it is a good example for how thrust layout should work with proper design in such a new build

#

The precise things were more difficult on every ship, especially parking back in the lineup. I think it is a good change, as I truly feel good thruster design is being rewarded in manueverability and control, but it might need a little rebalance for some more precision. I felt no problems with flying on smaller ships, but i think having a balance where smaller thrusters need less rampown % wise would feel natural. Small fighters being truly more nimble is something very cool in space games, and that would make using the smaller thrusters on larger ships for stabilization and control more effective, without inbalancing or speedcreeping things.

#

In the case of making small thrusters more viable, perhaps a thing where small thrusters share their power when connected could be a solution. The ships that had large and huge thrusters for main, but manuevre with lots of small, felt almost the same as old DC, even when going 60+

#

I would be a little sad if the changes were implemented directly, as it would get more difficult to fly in general. But with some adjustments i think it would do good things for Design.

For me Ship Design is the most fun and important aspect of the game, and being rewarded or challenged in that point is what i love most, in mono-thrust nerf would be something I like, as me trying to make more realistic ships would be less, less-efficient than going pure meta

#

I hope my perspective can bring some value, as a quite experienced (casual) player, and fresh view on DC

#

One thing to add, for the largest part of my time playing I never touched DC, as i felt no need to, and the RTS felt easier and more fun, and more than enough. Only when i started building some more meta-ish ships with central CG's etc did i feel the need to try some DC to optimize the effectiveness of my ships and beat harder opponents for the same cost.

With this being the case I think the most important thing for casual players is that the regular RTS AI works good. (in standard settings, DC isn't even a think on your UI, and My recently started friend doesn't even know about it I think)

#

Most casual players will have more balanced thrust setups, so with that feel the "nerfs" less automatically, as monothrust was only an option in my mind after hanging around in the discord for a while, and learning that DC is used in PvP

torpid rain
#

@naive walrus is it possible to readd thrust recovery time with a mod? I tried this and it did remove the thrust decrease but didnt add thrust recovery back.

        Action = Remove
        Remove = "<ships/terran/thruster_large/thruster_large.rules>/Part/ThrustDecreaseTime"
    }
    {
        Action = Add
        AddTo = "<ships/terran/thruster_large/thruster_large.rules>/Part/Components/MainThruster"
        Name = "ActivationRecoveryTime"
        ToAdd = 2
    }
    {
        Action = Remove
        Remove = "<ships/terran/thruster_large/thruster_large.rules>/Part/Components/MainThruster/ActivationDecreaseTime"
    }```
#

@cunning briar sorry I cant get it to work

cunning briar
#

aw damn

#

wish i knew stuff about modding to help

wooden wave
faint slate
#

The most concerning thing about this change to me is how cracked TB becomes.

#

It's already one of the most powerful ship functions.

loud tree
#

Tb ramp-up and ramp-down 👀

faint slate
#

Nah the TV's main gimmick is instant output.

pastel marsh
torpid rain
#

cool thanks!

runic hill
runic hill
#

before it was completely bypassable, thrust choice was very important for monothrust agility

#

that is why classic walls had boost and standard/large thrusr blocks

runic hill
runic hill
runic hill
ancient surge
#

tb rampdown is bypassable by just rotating the ship or turret smh

wispy bane
#

Its called tiny thrusters literally being useless no matter what because they simply dont have enough thrust

grave hawk
wispy bane
# grave hawk Why is wanting thrusters to be useful across all ranges so insane? In the curren...

Its just... not practical at all?
If you increase their thrust enough then it causes serious balance problems, because they are cheaper, provide a good amount of thrust, with no rampup. Per tile tiny thrusters are signficantly cheaper then huges- you can get nine for ever huge thruster.

As ships get bigger, their thrusters must also necessarily get bigger. On some of my big ships I geniunely use core plasma thrusters, simply because they are one of the only ways to get a ship to turn at an appreciable speed without massive space reqs. Hell, when I remake B5 I am going to probably have to shove MRT's in as RCS, because it simply is not practical to use such small thrusters.

For smaller ships I get the concern that they arent useful, but I would argue they are. True, once you have banks of larges or huges you dont use them at all, but again, I dont really mind that. They are still very useful on smaller ships, and tinies also have the massive advantage of having three-way variants, which lets you use them as limited RCS for ships that lack it.

#

The only thruster I find somewhat obselete is actually the standard thruster, to be honest.

shrewd gust
#

increasing their thrust would be bad, yes, but making their rampup/rampdown timers different for better responsibility for turning is a good idea to give them a use even on large ships

wispy bane
tidal cedar
#

i also love seeing that nobody even bothered to read the analysis from SilverShadow, am disappointed

stray lion
#

i did i just didn’t have anything to add

#

i agre

ripe rapids
tidal cedar
#

still i was disappointed to see nobody even address it, it felt very well thought out especially for someone newly using direct control

ripe rapids
#

That's understandable. At least you can be assured that one of the devs read it and that's what matters the most at the end of the day.

magic kite
#

might i ask what is the advantage of adding this rampdown ?
(to clearify it... what bug or what exploits are tried to fix or what was not nice that gets better now ?)
because as i see it it brings an disadventage to people that like to play the game more in an arcade style instead of tactical fleet simulation
(but i can not see an advantage in general except to make it more tricky.... please correct me when im wrong)

stray lion
magic kite
#

ehm, sry to be that outdated.... what exactly has to be nerfed on mrt ?
the max speed ?
that ships accellerate too fast ? because last time i tried it they where just an additional way so that ships dont have these truster blocks everywhere

tidal cedar
#

its maneuverability

#

insta cut thrust means that mrts can cut all thrust immediately, and thus can make some very stupid turns while just using two mrts

#

one of my large craft uses just 6 forward mrts and some reverse thrust and it still turns very very well

#

in current versions

grave hawk
magic kite
runic hill
magic kite
#

but dunno if it is possible to fix this issue since thrusters can be build in any direction you can always compensate

runic hill
runic hill
#

because as a balancing feature it is currently completely useless

#

and the few archetypes (avoiders mostly) that are affected by it are terrible compared to everything else that can bypass

sudden acorn
sudden acorn
woeful lodge
#

you misunderstand how and why mrt is op fundamentally

runic hill
#

because ramp up doesn'

#

doesn't do anything for monothrust and mrt's numbers other than ramp up is bigger than everything else

sudden acorn
# sudden acorn the [original suggestion](https://discord.com/channels/314103695568666625/129232...

a phrase that you'll probably hear a decent amount in balance discussions is 'speed meta', essentially the fact that being fast and overall mobile is the best choice in pvp gameplay (at least in the popular Elimination mode). the speeds of elim ships have been steadily rising for a while (at the very least since modern cosmoteer launched), and with how cosmoteer's physics and thruster mechanics work (at least in stable, non-preview) that also means the agility of monothrust ships tends to increase. i felt that it was just getting to an unreasonable degree, so made the suggestion to hopefully curtail the worst excesses of the speed meta and bring things a bit more in line with each other

sudden acorn
runic hill
sudden acorn
#

yeah, that's a concise summary

#

it's not accurate in all cases, but for the vast majority of cases it's true

#

it's more accurate to say that agility tends to be proportional to speed

runic hill
#

for monothrust it is

#

if it has more thrust force then it handles better

sudden acorn
#

ships with thrusters mounted more centrally don't get quite as much torque per thrust, but yeah

magic kite
#

for me it sounds like there is an general issue with the entire concept of thrust
the first thing that sounds weird to me is that ships with no thrusters have thrust even when just a little
the second one is when there are only mechanics that are directional independed, you will never achive directional depended behavior

#

i dont get it

sudden acorn
#

it's more to help for ships that have no strafe or reverse

#

the second one, i don't understand what you're trying to say?

magic kite
sudden acorn
#

drag means movement will stop with 0 thrust input anyway

#

it's largely for like, ai control or when you get stuck on a rock

magic kite
# sudden acorn the second one, i don't understand what you're trying to say?

when you want something is better in just one point you should not create it to be applicable in every direction
e.g. you create something that should accellerate fast in one direction only then there need to be a definition that makes it so.
nobody prevents people from building some part in all 4 directions
but there is the flight direction (with that i mean the definition which of the 8 directions is actually forward) that could be used to add ....... some magic thrust ..... to opposite thrusters

#

i hate magic

#

i hope you get my point now

sudden acorn
sudden acorn
#

also, hosting 1.5mil elim on preview

sudden acorn
runic hill
#

magic thrust bad

magic kite
runic hill
#

the problem is is that the only thing that matters for agility with thrust that only goes 1 way is the thrust force

#

that is it

#

and the one with the most force per cost is mrt

sudden acorn
#

essentially yeah the same as what air said

#

more thrust = faster turning

magic kite
#

ok, so i am right with: as "faster" the thrusters are as more aggility a ship has.
so this is actually because you can build the same thruster (or combination of thrusters) in every direction
and this will never change

sudden acorn
#

building thrust in multiple directions slows you down

magic kite
#

except you create a definition that give an direction an adventage..... e.g. by looking at the choosen flight direction and buffing opposite thrusters

sudden acorn
magic kite
#

i mean you have to build them when you want aggility

#

no ?

sudden acorn
#

no, the most agile (for turning at least) ships in pvp are monothrust

wispy bane
sudden acorn
sudden acorn
#

with some tuning and rebalancing this preview has very good potential

wispy bane
wispy bane
sudden acorn
#

the immediate turn rate has changed, and that was the problem

runic hill
sudden acorn
runic hill
loud tree
#

I would complain about controlabillity if i was flying monothrust MRT tho

#

And that is the point

wispy bane
sudden acorn
magic kite
#

what exactly is monothrust ?

wispy bane
#

turnrate unchanged but still far more uncontrollable

runic hill
sudden acorn
runic hill
sudden acorn
wispy bane
sudden acorn
#

basically, ships with thrust going in only one direction (usually forwards)

runic hill
sudden acorn
runic hill
magic kite
# runic hill

this design only works when you have a force you work against.... does not apply to space

sudden acorn
#

it works in stable branch pvp

magic kite
#

i mean... it should but ... magic

sudden acorn
magic kite
#

in general you have thrusters everywhere to slow down or rotate

wispy bane
#

which I am firmly against

sudden acorn
runic hill
#

yes and having thrust in just 1 direction should not be more agile than having thrust in every direction

sudden acorn
runic hill
wispy bane
#

It legitimately just depends on how your ship is made
if you have hellishly more power-to-weight ratio then of course you will turn faster

sudden acorn
#

which is the issue, that this is trying to fix

runic hill
wispy bane
sudden acorn
#

in pvp at least

magic kite
runic hill
#

the point is that it should be a bitch to pilot because now the balance measures actually work

#

??

wispy bane
runic hill
#

it is how the game was originally balanced

sudden acorn
wispy bane
#

Especially for newer players given they tend to... how do I say it
Not optimize their thrusters

runic hill
#

yes and it is even better for them

sudden acorn
runic hill
#

because they actually use smaller thrusts and put them everywhere

#

so relative to a monothrust or larger thrust ship, it's even more agile

sudden acorn
#

it depends on the player

wispy bane
sudden acorn
#

yeah hence why me and pretty much everyone wants it toned down and/or removed for non-MRT thrusters

#

as i've said

#

this preview goes too far

#

but it does technically fix the problem

runic hill
#

imo all ramp up time needs to be decreased as well

sudden acorn
#

as i've said previously, 1/4 for MRT, 1/8 for HT, 0 for others

wispy bane
wispy bane
runic hill
runic hill
wispy bane
sudden acorn
#

tone it down, you don't want to get muted again

runic hill
#

?r14

signal palmBOT
#

Rule 14. Curse words are currently allowed as long as they aren't directed at any members. (This rule may change in the future.)

wispy bane
#

¯_(ツ)_/¯

runic hill
#

@hollow totem

wispy bane
#

literally what but okay

magic kite
#

cool

runic hill
#

there is a channel of #rules you are supposed to follow in this server

wispy bane
magic kite
#

uf calm down guys

wispy bane
#

If you want me to test it then make the mod yourself, I dont mod

runic hill
#

bruh

#

do not claim its effects then

wispy bane
sudden acorn
#

both of you calm down

runic hill
#

because a new player said so

sudden acorn
#

insulting each other will not help

wispy bane
#

citation needed

runic hill
#

where did i insult :(

runic hill
hollow totem
#

?warn @wispy bane r14

signal palmBOT
#

dynoSuccess zendikarofthewest has been warned.

hollow totem
#

for the love of Sol act civil people

runic hill
#

here you go #1299092934796382331 message

wispy bane
#

me when it quite literally contradicts your point

runic hill
#

what

#

where

#

seems they think net positive

wispy bane
runic hill
#

imo that is because they got used to old dc as well

#

which has different timings they were relying on

#

that's how it felt for me

#

but that is just for me

wispy bane
tidal cedar
#

silver shadows analysis is quite good and is well thought out, especially in the feel of original DC, and in the preview

#

and they are typing, i would shush for a minute and listen

loud tree
#

I am in favor of the changes, and the ships were good to control as longs as they were sufficiently non-mono thrust. However it was more difficult and i think a little tone down for eg the smaller thrusters would be a good thing

tidal cedar
#

and like you said earlier shadow, that it does need some getting used to, however once learned then you can pretty well control similar to how it was in the release version?

loud tree
#

Yes, but i did switch modes to fly with "brake on" as standard mode. The ship I included felt generally the same, and was comfortable to fly

#

The AI brake also stops rotation if not imputted, this helps with controlling stability

runic hill
#

you probably changed it some time before

sudden acorn
#

you can hold shift to temporarily enable autobrake

#

it's very handy to stabilize

loud tree
#

Yes, but i think pvp usually plays on the other mode right?

runic hill
#

yes

sudden acorn
#

pvp standard is autobrake off but it is personal preference

tidal cedar
#

because shift can be used

sudden acorn
runic hill
#

it is because you do not want to waste any thrust at all - if you press w then 100% goes forawrds

loud tree
#

Yes, but i preffered SHIFT as drift rather dan other way around

sudden acorn
#

yeah, preference

loud tree
sudden acorn
#

if any of yall want to do some testing i do have a pvp game open rn

runic hill
#

not watching the tourney?

runic hill
#

pvp against new player is always just going to be curbstomp and i don't think any good data will be generated

loud tree
sudden acorn
runic hill
#

imo build and battle would be best way to test

sudden acorn
tidal cedar
#

i will say partially that fleet admiral is correct that it is more difficult to get into, especially those that dont use DC or know of autobrake, and air is correct with just getting used to it to develop said skills, now you two stop the now frankly boring argument lmao
@wispy bane and we dont need you getting more warnings for being less then civil

#

is this acceptable?

wispy bane
#

and we dont need you getting more warnings for being less then civil
tbf I dont paticularly care but w h a t e v e r

tidal cedar
#

hey its you holding the shovel, im just trying to help mate

wispy bane
tidal cedar
#

dont need you getting yourself banned for it, and ill now stop as we dont need this more clogged up then it already is

loud tree
#

I just flew in the PvP tourney (as pretty new player) and got warmed up with that, and now did some Elim on the preview, @sudden acorn & @runic hill you can review how i did

#

But it felt good

#

Ships were nuke avoider and a ion rammer with large thrust

#

The biggest struggle i had in flying were the TB's as i haven't really experienced them before (but that was same in the pvp tourney)

sudden acorn
#

(the ion rammer)

#

i must say silver, for a near-complete newbie to PVP you are very good on the piloting side, would highly recommend making some ships of your own

runic hill
#

well it was still mostly maneuverable

sudden acorn
#

they were a bit better piloting the rammer i think

runic hill
#

(strafing)

woeful lodge
#

peak rts gameplay

sudden acorn
#

hm

runic hill
#

what helped me pilot a lot is just visually looking at the thrust and judging the rampup/down

#

which is very good as an unintended feature because now you can always tell the thrust ramp level visually, which was not possible before

sudden acorn
#

i will also second what air says about shift being very handy to control turns

runic hill
#

i did not use shift at all when i was piloting

runic hill
# runic hill

well i used it with the avoider when rts was not working due to bug

#

but that is it

magic kite
#

where do post crash reports related to this preview ?

runic hill
#

settings file?

wispy bane
sudden acorn
naive walrus
#

Yeah that crash should be fixed in the next patch; you can avoid it for now by reenabling UI animations (weird, I know)

magic kite
#

ok thanks i will try :)

runic hill
naive walrus
#

A sound effect trying to scale its speed based on the duration of the previous frame, which without UI animations can apparently be 0 on the very first frame of a new save.

sudden acorn
#

unexpected (but positive) side effect: direct control in 8x is actually reasonable

#

it is still twitchy with HT monothrust, but with a mix of thrusts it flies pretty good

#

also present on a ship with thrusters more optimized for rampdown (mix of huges placed more centrally with boosts, larges, and standards further out) but notably less

#

ships used for testing, the one with the mix of thrusters and side structure cages is the one made for preview

runic hill
sudden acorn
#

that seems to be the fact that diagonal movement in general has issues with the preview

#

it seems the new thrust algorithm might have a problem with diagonals

naive walrus
#

The thruster algorithm hasn't actually been reworked, just updated to accommodate rampdown. It's just not working super well super consistently.

sudden acorn
#

ah

#

crucify walt for his lies

runic hill
naive walrus
naive walrus
quasi garden
#

this is going to render so many ships obsolete, and will chage everything :(

sudden acorn
#

btw, i will make it clear: i cannot think of anyone that has said they want this to be implemented as-is

#

it's pretty clear that people want this to be changed before implementing it

runic hill
#

but i still would like changes

runic hill
#

ships that only existed due to ramp up as a mechanic doing jack will have agility significantly impaired

quasi garden
#

but so many old ships will be ruined

runic hill
#

wdym

#

current career ships all work fine

quasi garden
#

mostly i think it will make piloting a nightmare

wispy bane
#

¯_(ツ)_/¯

runic hill
#

also, when stopping, sometimes the forwards thrust is flickered on and off for 1 tick

tidal cedar
#

kelsia for the love of fuck mate

runic hill
#

even though the ship is trying to brake

naive walrus
#

Flickering should already be on the tracker; it's a repeated overcompensation thing when trying to ease into place.

quasi garden
#

i really think that if its implemented, it should only apply to mrt and maybe a tiny bit to huge thrusters

runic hill
#

why so?

naive walrus
runic hill
tidal cedar
runic hill
#

will see if i can get u a save later

sudden acorn
#

i'm personally ambivalent as to whether it gets added but would definitely like to see it tested

quasi garden
#

could this be made a toggleable option for multiplayer instead of effecting the whole game?

woeful lodge
#

likely not

limpid canyon
runic hill
runic hill
#

although instant high speed turns with very strong thrust, which is fun on its own, are not possible, i think it is overall better for the game to not have that *with current thruster niches/balances*

fast birch
#

Feedback on the current implementation

  • making this change apply to only mrt would be much more inline with what the original changes proposed seek to fix
  • The goal is to make mrt mono thrust have a significant agility drawback not kill it entirely so making the ramp down time less than it currently is as well as additional grace period preventing ramp up loss should make this feel much better
  • The above tweaks to this intended balance change would stabilize the meta significantly while removing the oppressive nature of monothrust mrt and promote meta diversity with turning specific thrust on mrt without forcibly scraping current designs