#Experimental Thruster "Ramp Down" Preview
1 messages · Page 2 of 1
not ideal
the lasers are there to show the cursor
no inputs pressed btw
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
Face ship to cursor being broken for 2 hours straight
I think fixing it could make DC way better
sure
But it still literally contradicts your point :)
true
not every new player
however from the incredible sample size of 3, 2 support unless i misread and one partially supports
partial support
where
geniunely where
i interpreted it as the change for mrt is ok but everything else no
I read it as 'IF MRT is an issue then address only MRT, but leave everything else alone ffs'
Which is definitely not partial support for this
no
large thrust is also issue but to much much smaller extent
also no
"everything is ok because i said so"
"Everything is an issue because I said so"
@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
the intended balance feature is not balancing
therefore, there is an issue
Lets take it a step further.
How about we abolish all gifs that have nothing to do with Cosmoteer in threads pertaining to Cosmoteer.
brugh
half the screen is taken up by a message with practically no content
This isn't #off-topic, this is a thread looked over devs for insight, take your silly gifs where they fit.
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.
no? small thrusts are meant to be for maneuvering
larger thrusts should never feel agile
there is not a bigger cliff for new players
imma be real are you really using tiny thrusters on your big ships as manuvering thrusters
They dont have nearly enough thrust for that
no because every thrust is currently a maneuvering thrust
As your ship scales up your manuvering thrusters must scale up
which is why #1299092934796382331 message
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.
This is pertinient, though...?
Parts yes, others not so much
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.
It should not be a challenge to keep a straight course.
it is not?? ships can still fly straight except when ai is bad
what is dreadnaught or battleship
everything you complain of is also a new player complaint of direct control with only ramp up
and logistics for built ins should not change - the vast majority of tjem should still work the same
anyways, if you are using only larger thrusts, agility should suffer
so i think what u described is the balancr working as intended
Just big in general jesus fuck its not complicated
And even for smaller ships using only tinies for manuvering is completely impractical
i tried maneuvering this and it still works fine
in fact, due to other thrust's rampdown being longer, it does better in its role
Literally tested baelor, a ship with pretty damn decen thrust and reliance on standards and it had issues.
that thing is not very agile even without rampdown so idk why that is your metric
this thing?
o wait this thing
Yes.
There is a difference between not being agile and crippling oversteer, Air.
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
Except w/o rampdown its far easier to correct.
But here it is not
do not see how this would be different than a completely new player also oversteering with rampup only
i think that is more due to the total time being increased 50% than the fact that rampdown exists at all
Literally this.
No?
why don't you just mod it and see
Because when you fire your thrusters to correct your turn... then they have to ramp down.
And the cycle repeats.
???? 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
that is how new players pilot
except its not nearly as bad, because you can actually do precise manuvers
but here you cant
why not
rock vs rock
if a new player was showed ramp up they would think the same thing
Because if you attempt to correct it you then have to wait for rampdown and the cycle repeats
wow if you try to correct with only ramp up, the other thrust is completely off and needs time to get on
now you overturn and the cycle repeats
Nope. Because its A: far easier to stop turning, and B: ramp up can enable you to make more minor corrections
guys did you read what blaze said
do you want me to shwo a gif
literally go ahead
also, with ramp down, the shift key still works as usual
@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
i think something has to actually be done bc the thread is alr mega flooded
This is why Walt should make a post on the steam forums to see how the casual players feel
Geniunely would be a really good idea ngl
no, but opening it up to the more casual playerbase would be good
meh
the feedback should be regarded with a grain of salt either way
the steam forums are very silly
oh no ramp up makes it so when i stop thrusting, my correction thruster doesn't work and i keep overturning
wobble wobble wobble
and at the end i just held shift
i assume this behavior is what is being complained about
but you can just stop/start thrust preemptively, the same way you do to adapt to rmap up only
or use the shift key
yeah braking is interesting..
i dont think that small assymetry is making a huge difference.. and the you are working with an ideaized ship anyways
no one is actually going to be using a ship that has 4 way symmetry
true
new discussion :walterwhite: now with gifs
holding ctrl in dc mode and moving the mouse to the edge does this for me:
but @cunning briar didnt have that issue idk
it actually is intended, though feedback is of course always welcome
hm, interesting
i think boost probably shouldn't have rampdown considering one of its biggest use cases is burst maneuvering and rampdown kinda eliminates that i think
it doesn't really
it makes it a bit more sluggish, but it's still far beyond other thrusters for quick maneuvers
idk from my testing it was really awkward, i felt like i was better off putting more of the smaller thrusters
eh, anti was in favour of keeping rampdown for boosts
i'm personally neutral towards it
Can you please upload or send me your settings.rules file?
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.
It happened while creating a new game so no specific save file.And excuse me, how do I find the settings.rules file?
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.
@ripe rapids @wooden wave these are my overall feelings/changes i would make for the preview
Please make this mrt specific at the very least
I join Fish on that point, apply ramp down to MRT only.
either MRT-only or vastly greater effect on MRT than on others
@pastel marsh @hollow totem
like, i wouldn't be against having like, 1/8th or 1/10th rampdown/rampup for non-MRT thrusters
I want to add that the behavior of boost is a bit strange because they have 0 rampup, but they do have ramp down
I’m firmly in the position that this sort of balancing only makes the game feel less responsive while possible on mrt for there speed advantages it is still going to likely kill the part in most PvP games and the other nerfs are completely unnecessary
I think this was kept in as a measure of balance
As well as this is the best way fix issues with the elim community while leaving dom (largely) unaffected
I want to return the official version but it saids file permissions lost.....how to solve it?
interesting. All of us thought its bugged lol
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
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
this is just an idea though, it might have some massive weakness that makes it completely obsolete that i haven't thought about
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.
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...
I wouldnt mind the delay so much if it didnt kill all of my thrust power
Maybe I am too attached to MRTs as is, but I do feel that I would prefer sliightly less ramp down even on them
I use a massive ship. I am SUPPOSED to use MRT...
Yeah it has definitely hurt a lot with this ship:
omg that ship looks so cool. but yeah.... extremely painful change for it
and uncalled for
I dont know any examples of ships that are overperforming that this preview is supposed to bring in line
all I see is my entire size archtype getting an omega nerf in its already weakest point
many of the other preview changes i could see positives to them but this.... I dont see the benefit to the game
I can feel that
yeah, that's the general feeling
I would sooner try to find a way to discourage MRT use on smaller ships so they are more effective on larger ships
moving to rampdown being 1/4 of rampup, or halving rampup and keeping rampdown at 1/2, is the general consensus
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
something like required attatched minimum mass for the MRTs to function at full power
I didnt realize MRTs were being used on smaller ships
how is that even doable with the requirements
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
MRTs are being used everywhere possible because of the amount of thrust they provide, and they are good at maneuvering, which was not their original intent
nope, people are really feeling the unresponsiveness and MRT in pvp is almost useless
cutting rampdown from all non-MRT thrusters or reducing it to very low levels is the general feeling
or it makes it posible to also use small ships because they are faster
eh, that kinda feels arbitrary
thats what i was meaning
MRT naturally require so much crew and power that I am honestly surprised small ships are using it.
if a big ship is slow, a small ship can get to the weak point.
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
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
this is why i like this change
PRoblem is big ship CANT be fast with this change
Does make small ships feel less agile to me
they can be fast, but it takes more time
my ship is the most mobile dreadnaught that has ever existed, and this change completely deletes its ability to use its mobility
i mean they could, just is a fair bit more sluggish at changing direction, and for diags its even worse
as diags straight thrust is its turning thrust
and in general it has overall less thrust force because its on a diag to begin with
i don't think it's the size of ships MRT are used on that's the issue
which is why I get hit so insanely hard. it takes all my turning power, and turns it against myself. causing a chain reaction that prevents any way of keeping ramp up
The issue is in practice with PvP the ramp down feels awful almost like your lagging
which is why having the rampdown be a bit less would be a good thing for diags, and less lagging feeling
the effect on diagonal ships is definitely a bad one from what i've seen, looks like thrust balancing algorithms will need another pass
Can you provide any example of an actual issue? I have never seen any of this so called problem
not instant, but not too long either, its one of them things that needs some feeling over time
and i support the idea of rampdown in general because for rocket engines it makes some sense
i hope one day many small ships that are the same prize as one big ship can destroy the big ship.
the issue is ships like this being able to go 200m/s and dodge rails
I just disagree sorry the ramp down was implemented as an attempt to curve the speed gained from mrt but was never ment for other thruster types
That is cancer
jesus
and MRT making monothrust ships in general far too good compared to any other thrust layout
They can’t dodge rails really lol
Not if they are targeted correctly
This is exactly the kind of ship I hope to prevent with that minimum mass or the MRT explodes idea. THAT is a missile. not a ship
shrug, still, having just half a second of rampdown for HTs wouldnt make it feel that bad tbh
Half a second of lag feels awful
When added for no reason
for me it wouldnt, then again i dont pilot all that precise
Yes that’s why the PvP community is against it
Career players don’t push the limits of this game enough to feel it
While also being less experienced
which is why this should be a thing, because all of the 80% of people dont mind it, or are for it
half a second of rampdown isn't necessarily half a second of lag
Balance is based on the people with the most knowledge here
Not the masses
Its based on both and the general intent of the game design
however the masses are the ones that are should be more catered to
it should be based on both
In practice it will feel similar to this and cause needless unresponsiveness
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)
i don't think 0.125 seconds of 'lag' will be too big of an issue
Yes that’s why when mechanics that are pushed to the limit are being adjusted the PvP community is asked it’s the only input we have in game design
Why add it in the first place lol
It’s only a negative
Mrt is out of line yes
But other thrust is balanced
to make monothrust using only huge thrust not dominant for every archetype except avoiders
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
and thats the main reason why the other thrusters need atleast a bit of it
Agreed
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
I like his
Huge thrust doesn’t need a nerf at all
Several Omni / multi directional ships do very well in its meta
it doesn't necessarily need a nerf, but a nerf would be interesting to test
avoiders do. that's about it
Also, what is monothrust
Cruisers, diag missle,
Lmao
that i agree with, HTs still give that large power draining rockets that are the little brother to MRTs
thrust only facing in one direction
this is an extreme example of a monothrust ship
this is a more reasonable monothrust ship
because its incredibly good if you know how to pilot
most speed for least investment in thrust
This is why career players are not asked about balance
Bc they have no clue how the mechanics work
bit rude that, fish
or you assume..
Im allowed to be rude when they have repeatedly said PvP player’s opinions don’t matter at all
I share the inverse sentiment
i don't think they did
I’ve been told that several times here
I don’t wanna go through this buried convo to find them
I can if you rlly want me to tho
any compitent builder knows what most of the mechanics in this game are lmao, you literally cant make effective warships without that
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.
I doubt career players even understand nuke flinging
Which is a major push behind these nerfs
Or pre-tasking for example
nuke flinging is not a game mechanic it is a flight technique
Yes that’s the game mechanics pushed to the edge in practice
Which is what I’m talking abt
and its pretty well a conservation of momentum, its not rocket science
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
aye
I agree with that
fair
But saying that the PvP community’s input is somthing to be brushed aside is foolish
the pvp players are the ones that will get used to the changes much more quickly and even find ways around it
i also wouldn't say this. a good amount of pvp players are not opposed, as long as it gets toned down
Over half are
At least to the non mrt changes
For sure
Even more so if you count dom
Which has players with over 20k hours in it
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
Anyone that would say that would indeed be foolish, but that isnt any of us here at the moment
No I can claim that for sure average PvP player vs average career player mechanics wise
Hours matter above all else in the end
especially those that have the game knowledge but not the most skill in much of anything
Several earlier were saying that just bc the PvP community is smaller their opinions on what is purely game mechanic balance are irrelevant
hence 'as long as it gets toned down'
When they are the most informed and should be the most important
I don’t think anyone but you and air are happy with any of the non mrt changes
The majority want nothing but mrt changed
i don't think enough of the pvp community's played and given feedback enough for that to be a certainty
failing to see a point here? It doesnt matter if the avg player of any group has more or less mechanical understand. What matters is input from all player types of the game so the devs can make the best improvements.
Its not a game of whos' info is more backed up. all that matters is that the game is fun enough that we encourage others to enjoy it as well
The PvP community is the most informed so on a change that is purely mechanic game balance they should be listened to the most
Is my point
Game design and direction the PvP community has very little voice in
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)
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
one (mono) [direction of] thrust
I do think that for both career and PvP this makes the most sense of the proposals I have seen so far.
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
The PvP community also hates these changes lol
not entirely
wait... then who is this change for?
Majority
"who"
Terrific question
stop assuming that the entirety/majority of the pvp community shares your precise opinion
A significant group holds similar opinions to me
That mrt nerf could be fine but messing with all other thrust was far to far
yeah, pretty much everyone agrees with that
even me, i definitely wouldn't be against HT being unaffected, though i do sorta want it to have slight rampdown
Then why are you saying I don’t represent ppl lol
I just want Walt to put the gun down so we can talk
since when was walt holding the metaphorical gun
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
it's even mentioned in the initial notes that walt would be open to applying it only to mrt
also, blaze has been typing for a concerningly long time
He is defo in my mind
Yea we are all banned
bible typa stuff
If that’s your opinion it’s certainly interesting ngl
im convinced we have gone ON and OFF topic and caused them to delete and rewrite an essay several times.
That or compiling all the useful information we are saying
Wish you had made it clear you were a career player pro no mrt nerf
Bc this is definitely structured as a nerf bc mrt is “too strong” I don’t think it’s as bad but certainly overtuned
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
Thanks! I can reproduce the crash with this.
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 😂
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
Yes you are a part of the groups that will get hit hardest by this path of balance (that I don’t like) as you have no other options
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
But this is currently not an opinion shared by the majority so I have little support sorry
Next update we'll just set rampdown to 999999999. Balance has never been better!
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
Brutal tab alt confirmed
btw chat this is what i envisioned when mrt was being conceptalized
yeah and it's exactly the sort of thrust setup i wanted to be used with MRT when i made the suggestion
MRT should be a main drive, and other thrusters for maneuvering
This is not currently how it operates if this is what the devs intended btw^
Although I like the way it is currently and would rather more traditional nerfs
I’m honestly very very surprised this was the first balance change taken as it was relatively not as supported
?
first?
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.
First path taken
first path taken for???
MRT have been balance changed several times
This has been the only period where they have been meta / used at all
In PvP
That 3rd point is "happy accident". Otherwise this is all accurate.
I think people would rather see buffs to the smaller thrusters (me)
And smaller thrust is used exclusively in dom
Mrt / huges are out of the meta completely
i wouldn't, as this causes mobiltity creep, increasing the barrier to entry and the impact of ping
Unless your artem
The same could be said about the opposite I’m opposed to a slow down of fights which this would do
Is that because of higher maneuverability though, or just "I didn't have the space/budget for bigger ones"?
Nope it’s due mostly because of protection limitations
people were complaining about speed meta when the fastest regularly-used ships went 140m/s. having ships over 200 is definitely pushing it, and you can still have very dynamic and interesting fights at speeds as low as even 90
I disagree
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
I don’t think any ship fights are interesting that slow except tbr which is always the exception
i had some very fun fights in my (93m/s) ion rammer vs blaze's DC rammer just earlier
anyway i need to go get ready for dnd now so bye
i think fights can still be dynamic at speeds of 60, just not ones that are one-mistake kills
ultimately it's a matter of opinion what you find exciting
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
adding back thrust recovery window would at least help with this
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
Gl hf I just prefer 110- 170s
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
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.
I do rlly appreciate the devs response and reaction to our current feedback
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
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.
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
good lol
I'm not so sure, I think some creative hybrid designs could be established. It requires more testing
they're literally not supposed to
im not in favor of nuking an entire genre of archetypes
they were too dominant anyway
i heavily doubt it as turning thrust only does so much, costs a ton and messes with ur layout. i am willing to bet with this change they will just become unplayable
an archetype being dominant doesnt mean it should be deleted xd
if something wasn't the vision i'd also try to mitigate its dominance in this unintentional tangent it went in
J uki watching as every ship type he runs gets thanos snapped by the devs (I told you to pick up some non mrt ships for when they overnerf it)
yeah i did
Real just like mine
need to maky railfans practical again
they might actually be
i mean obv ill try using ht cgs if this goes thru
but theyre not great
They suck in comparison to mrts matchups
I think with the current agreed upon nerfs mrt with just be out of the meta
Entirely
So it shouldn’t be
yes it will entirely kill mrts
Yet another reason why I’m surprised this path was taken but it does align with mrts original goals
Missle kites only real use
based
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
Mrt are not good enough to justify them lol
Maybe mrt thrust buffs along with this could work
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
why even bother just nerf mrt in an actually normal way in the first place
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.
I’ve said several times that this direction of balance was surprising
your nerf suggestion is very deranged XD but it would def be funny. however u analysis of mrt is good
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.
thats really forced and weird, i dont think it would work in cosmoteer at all
it doesnt make sense either
It also it’s certainly immersion breaking and almost arcade like
Please give your own ideas that can decrease the overuse of MRTs on tiny ships that doesnt cripple massive ships.
tiny ships? mrt is bad on tiny ships
and i have already given my thoughts on 2 different actually productive ways to nerf mrt both in the short and long term
you say this but then harana has a very solid ship that uses spinal mrt and secondary maneuvering thrust
Command point nerfs / thrust nerfs / ramp up nerfs / ramp down speed nerfs / cost nerfs
they made it 30 mins ago how do you know its solid or even usable
It’s a missle ship
We said missle kites would work
That’s it
Maybe smaller thrusters should get buffed 
i've fought it, multiple times
not a kite
doesnt mean anything and also what fish said
if it were a hard breakpoint then yes. it would likely need to scale over a mass range. thematically, space itself is made of soup that likes to eat momentum as its. its not entirely unfeasible to say the ship itself shields larger engines from similar strange effects
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
This would also be better
Than ramp down
except mobility creep
i dont think it would solve the root issue
This is slowness creep
Command point nerfs! I heavily support this one
Thrust nerfs. unlikely to fix the problem before making intended use cases a clear worse option.
ramp up nerfs/ramp down speed nerfs are what this preview suggests and are why I am desperately trying to find an answer that doesnt delete my massive ship in the crossfire
Cost nerfs This works too
ul he orbiters and kiters are practically the same ship btw
Exactly those are widely supported by the pvp community over ramp down
yes that was the original proposal for rampdown
command points make a ton more sense to need a lot for a massive engine
I would like to see this actual but for only mrt
i mean it makes sense extenders dont need extra cp cause theyre still just one engine
I think this could work well
anyone know if its currently possible to mod the recovery window back in?
Prolly
I wanna know how then
I’d ask plaus hara or air directly
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
why do you keep talking about tiny ships
a way to deal with the issue that doesnt gut me!
mrt isnt an issue on small ships
Bc we are small
1.5 is small ig
uh it isnt really but anyways i dont see how its particularly unrealistic really that 1 cr can run a "tiny" ship
it's a break in the mobility creep that people have been complaining about for ages
I love the mobility creep personally
by nuking like 5 archetypes 🙏
Speed meta is very fun
it is, to a point
Yea and we can come away from that point without bombing the Mrt embassy
mate i also think these changes went too far
why are you arguing for them then
there's a reason i'd usually say rampdown should take 1/4 of rampup time when i made the suggestion
1/4th still kills mrt omnithrust like entirely totally
i'm arguing for them to be kept but reduced, or removed for smaller thrusters
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
It doesnt matter if the time it takes to turn changes from 30 seconds to 15 that still is horrible and unplayable
@ me if you do so I can put you on a watchlist
MRT alone should be a high-speed poor-turning thrust, to get fast turning you should need other thrusters as well
the point :brainexplode:
in an ideal world but that will almost guaranteed kill mrt as an option on all but the most boring archetypes
if needed, MRT could even get other buffs so it can be effectively used with turning thrust and be competitive with (not objectively superior to) other setups
afaik that is how it already works
I USE every thruster and needed the MRT OFF just to turn this massive brick
??? only the current form of them
I rlly hate it as well
weve truly gotten to delete archetypes i dont like
What I meant by as is
deete arhcetypes that delete too many other archetypes
yeah, hence why i think the changes should be partially reverted
if tb rail becomes overly dominant then delete that too
lol sure
I rlly do hate the idea of actively removing ship types from the meta
just nerf literally everything that becomes op from the consequences
Which is what this does
outright deleting archetypes isn't really a good thing yeah
discord mobile search is terrible but just look for the message where walt pinged me and said that he did not want to do these changes now
having them require a rebuild to have similar effectiveness is more ideal
Deleting ship archtypes from any gameplay is.... not fun if you spent time making them
That’s not possible lol
-# [citation needed]
unless u make mrt like twice as cost effective and powerful it will never justify using them and adding turning thrust
they will strictly be worse than ht
Cost wise^
honestly, i doubt that. but it needs testing
who here is the one that has spent their entire pvp career pushing the mrt meta
imo thrust should be balanced by its cost of logistics, which is less strictly just from thrust count and more design dependent
The gap isn’t huge enough to have a niche
which is why i said what i said 5000 messages ago
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
That’s a completely different implementation than the current change lol
it would work best when comboed with this
theoretically mrt does abide by this, its logistics are pretty expensive generally
rampdown would also wokr better with that because maneuver thrust would have much more signifiant impact
tho idk how its per newton efficiency actually is on common setups
it's just a lot of # changes
if this preview is still up or being considered in 1-3 months i can mod it
lol
fish bait
Let’s just pause all changes for 3 months guys until air is active then I can get my tournament win and retire before mrt nerf
I read that Walt comment in relation to your suggestion of how to change the preview, not opposition to the preview itself.
That said, rereading the original post of how this is extremely experimental and that we should give feedback if in its current form the preview is the worst thing since the ban on drinking the yellow reactor juice
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
why do you think i wanted configurable thrust inputs when suggesting this
advanced thruster control does solve this issue lots
Not entirely mrt will at best still be niche in the meta
You have not heard of me then
wasn't expecting special forces
Your now on the list plaus
ah finally we got agent 47 in here
i think current preview is better than nothing
true which is why smaller thrusts rebalance needed
I would prefer nothing over this, sadly
i disagree with this though - same argument could be made for rampup onlu
its not in a playable state
if ppl are unhappy with downramp can we at least agree there should be better balance between the various thruster sizes
Ofc
We all agreed on various mrt nerfs
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
Just a much less agreed upon one was suggested
avoider
and hts being op was a pervasive issue before mrts yeah
sounds silly to say now
With how unusable mrt and huges are in the lower cost brackets I personally don’t see an issue
i think niches need to be shifted a bit
mrt yeah but tbh anything above like 250k is just better off using huges currently
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
got no issue with that. But my argument is that MRT should be the best thruster to have on massive ships. This change make them so bad to deal with the opposing turn force that the ship loses all forward rampup. They become the WORST thruster on massive ship
Not for dom really
Majority of dom ships don’t run huges even around 350k
that’s dom ships
thats pvp clearly doesnt matter
Dom ships are highly optimized PvP
the ultimate balance litmus test is career
where the meta is spamming reactors and kiting
There are also a ton of 350 k dom ships with huges only as well
Exactly why we need to remove the reverse direction for balance /j devs
Past 350k tho the reason to use non huges nearly evaporate mostly due to how strong they are combined with engine rooms
to balance the career meta
And other thruster types simply don’t benefit from engine rooms
yea the rampup loss doesnt matter when smaller thrust often accelerates u slower anyways due to less raw force
Yep
I’d rather an engine room nerf over a huge thruster nerf
But I don’t think either are needed
hm
i’d rather small and regular and large thruster buffs
Agreed
but muh meta balance buzzwords
This is the best path for balancing as its promotes discovering new thruster types without making older ones unusable
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
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
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
not how it even works btw
magic thrust works in all directions regardless
but you need at least one thruster to be activated
if ur trying to reverse without any reverse thrust it dont work
it does work
at the very least it doesn’t work well enough for ai
much to the chagrin of dom players
It does
works fine
If you toggle collision avoidance
ai without reverse thrust gets stuck on rocks and station frequently
thats cause the ai sucks
rts is fine with magic thrust
Yes you have to toggle collision avoidance on
There’s a key for it x I think is default
i dont think the ai in career has it on by default
I use it all the time
I don’t know abt the pure ai tho
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
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
yeah if you are controlling it yourself its fine
players arent the ones getting stuck on rocks it’s the ai in career
Yea so that’s an ai issue not any magic thrust issue
Sorry I think we confused ai with rts
it does afaik when not in combat
if you could only right click the destination and never intervene you would get stuck too
yeah true but ai is unable to intervene with itself
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.
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
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
hey i'm the one who loves the tightrope
other thrusters are playable because mrt is genuinely unusable by comparison
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
i think this is just normal time taken to adapt to it
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
and i am sure any new player just exposed to ramp up would assure the same thing
waitwaitwait you're telling me that you dont mind this? lmao
bruh i literally came up with it
any nerf to anything will feel bad, that is unfortunately the point
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
Yes the difference is that a nerf to non mrt types and the way mrt was nerfed was much less agreed upon and more aggressive than needed
And flak is certainly a great example of nerfs gone too far
if everyone weapon was nerfed alongside flak then it would be fine i think
Well i can agree about non mrt being nerfed not being ideal, although i think ht also needs to be balanced a bit
Common air nuclear balance team
I think walt should turn on the half speed preview and the rampdown preview at the same time
chad patch
Mrt was nerfed too far and huges certainly don’t need a nerf
in the ideal balance, i think every thrust type should have use case for every price range up to ~20m
yes i did balance nukes thanks
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
you did pretty well with it for like your first games using the ship
i feel like this should only apply to mrt and a tiny bit to huge thrusters
agreed
@pastel marsh apologies for the ping, just bumping this in case you haven't seen it
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
not sure about exponential, but scaling it with larger thrusters is a good call
Yeah just not 1/2 everywhere
wait hold why wasn't it implemented then
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.
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
that sounds like a good idea to test
we could ask plaus to test that while we wait for the official stance on it
I could mod that
yay that'd be great!
But having faster rampdown is a very small advantage. Mrt and ht would both ve extremely weak.
They would need some buff to compensate
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
thats something we'll have to see i guess
Its pretty obviously true
btw when will you be available to test the changes?
If we had instant rampdown it would still be way too much of a nerf
Rn I guess. After I made the mod
oh nice! let me know when i can hop on then!
i also think that readding thrust recovery window would be good
I thought that was implied
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
@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
Great analysis. I share same opinion
The most concerning thing about this change to me is how cracked TB becomes.
It's already one of the most powerful ship functions.
Tb ramp-up and ramp-down 👀
Nah the TV's main gimmick is instant output.
Not possible because I removed the code support for it, but the next preview will re-add it.
cool thanks!
idk ask walt
ht was not balanced - ht was the only option for monothrust after rampup was bypassable
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
thats a fair point
ramp up has existed since classic
(obviously some used ht even before rampup completely bypassed, but that was when all thrusts rampuped up 2x as quickly as currently and they also were not super controllable and had the same complaints as what literally every complainer here has said)
however: it does not reset when modes switch
tb rampdown is bypassable by just rotating the ship or turret smh
(This is honestly a geniunely insane take that fails to understand why people use larger thrusters)
Its called tiny thrusters literally being useless no matter what because they simply dont have enough thrust
Why is wanting thrusters to be useful across all ranges so insane? In the current state, as you said, tiny thrusters are relatively useless for large ships. But wouldn't it be nice if that wasn't the case, and thrusters were useful across a variety of size ranges?
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.
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
...except they still wont be useful because they dont have nearly enough thrust
i also love seeing that nobody even bothered to read the analysis from SilverShadow, am disappointed
Every comment is most likely read. People don't necessarily reply to them.
still i was disappointed to see nobody even address it, it felt very well thought out especially for someone newly using direct control
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.
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)
The goal is mainly to nerf MRT
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
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
Basically, MRTs are supposed to be primary central engines that aren't good at maneuvering. As they are without this change, though, people discovered that they're ridiculously good at maneuvering. So, the developers are trying to rebalance them so they're used for their intended purpose.
intended purpose is for long travel ?
then i would add some sort of afterglow to mrt only instead of nerfing/chaning the logic of the entire thrusters
why would it cause balance problems? the logistics would be massively more expensive
but dunno if it is possible to fix this issue since thrusters can be build in any direction you can always compensate
huge thrusts are also ridiculously agile
the goal is not to nerf mrt specifically imo - it is to make the ramp up mechanic not completely bypassable
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
the advanced ship controls on the UI are added when you get past a certain tutorial, just letting you know
the original suggestion that i made was intended to make MRT no longer the Objectively Best™️ option for monodirectional thrust (monothrust) on PVP ships, which was having the knock-on effects of making multidirectional thrust much less useful by comparison, increasing overall top speeds, and overall making controls be a lot faster, meaning ping plays a lot more of a part
you misunderstand how and why mrt is op fundamentally
because ramp up doesn'
doesn't do anything for monothrust and mrt's numbers other than ramp up is bigger than everything else
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
rampup does do something for monothrust, but yeah it definitely doesn't have the balancing affect it's likely intended to
the main issue is that in stable, max speed = agility, and has been equivalent to agility ever since ramp up could easily be bypassed
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
ships with thrusters mounted more centrally don't get quite as much torque per thrust, but yeah
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
'magic thrust' requires at least one activated thruster on the ship
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?
what i mean with that point is that there should be no help, when a ship has no thrust compensation (e.g. like a rocket) then be it like that and the player should live with the disadventage... (that is the ship needs to be rotated to be able to stop movement)
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
me when drag
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
so... you're arguing that some parts should be restricted to being built only 'forwards' relative to the ship's flight direction?
no
also, hosting 1.5mil elim on preview
sorry, i don't understand what you're trying to say then
magic thrust bad
the problem atm (why rampdown is coming) is that as faster the thrusters get as more precise the movement of the ships is... right ?
or what exactly is the problem?
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
not necessarily precise, but differential thrust means that ships with more thrust (higher speed) can by definition have higher torque and thus faster turning than ships with less thrust but the same overall layout
essentially yeah the same as what air said
more thrust = faster turning
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
building thrust in multiple directions slows you down
except you create a definition that give an direction an adventage..... e.g. by looking at the choosen flight direction and buffing opposite thrusters
because it's more cost and more mass that isn't making thrust in any given direction
no, the most agile (for turning at least) ships in pvp are monothrust
though tbf this is never going to be fixed
All this does is make DC a pain in the ass and cause problems
because they can just shut off the thrust on one half of their ship and spin around
it's drastically slowed the turn rate of most ships but especially MRTs, i think it has fixed that specific problem. in its current state the preview's flaws outweigh its upsides, but it does technically fix the problem that it set out to fix, so it can be fixed
with some tuning and rebalancing this preview has very good potential
why not
It makes large ships extrodinarily hard to pilot and makes DC even more of a cliff to new players. The turn rate isnt changed, all thats changed is the ability to actually control wtf you are doing.
because
More thrust
is
faster turn
the immediate turn rate has changed, and that was the problem
new player that just picks up dc for the first time does not complain of difficulty for this
yes you can still spin at the same speed, but only by ramping your thrust all the way down, which takes quite a while
then we can make it either an uncontrollable turn, or make it so the turn is delayed and slower (which is what this does)
I would complain about controlabillity if i was flying monothrust MRT tho
And that is the point
...only for ships with one direction of thrust
For ships with any sort of sideways thrust you are just fucked by this
the immediate turn rate is practically 0 however, and the turn rate for turns taking a normal amount of time is decreased
what
how
what exactly is monothrust ?
turnrate unchanged but still far more uncontrollable
i flew this thing around when i was first testing, it's absolutely fine
turn rate is changed
monodirectional thrust
it isnt though-
basically, ships with thrust going in only one direction (usually forwards)
this is more agile than this
absolute maximum turn rate isn't. practical turn rate is, in all cases aside from full small thrusters
yes it is because the thrust needs to deramp first
this design only works when you have a force you work against.... does not apply to space
it works in stable branch pvp
i mean... it should but ... magic
i don't know what you're trying to say here?
in general you have thrusters everywhere to slow down or rotate
I think that might be because one has more thrust to apply relative to the size
And again, 's literally just making piloting harder
which I am firmly against
not in pvp. monothrust (thrust in only one direction) is the best in almost all cases
yes and having thrust in just 1 direction should not be more agile than having thrust in every direction
not necessarily but okay
that's not the only thing that it's doing. it is slowing down turns in all practical cases
this is true for you because the restriction of ramp up properly applies to you because you don't know how to bypass it
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
which is the issue, that this is trying to fix
this is meant to try to be the first step in making thrust size what determines agility, not just thrust force
it doesnt fix it, it literally just makes it more of a bitch to pilot
it does fix it
in pvp at least
yes that, but also because of.... look:
the point is that it should be a bitch to pilot because now the balance measures actually work
??
I dont think ships being a bitch to pilot is good
it is how the game was originally balanced
monothrust ships cannot turn stupidly quickly anymore. which is great
Especially for newer players given they tend to... how do I say it
Not optimize their thrusters
yes and it is even better for them
all ships shouldn't, but ships using solely the thruster designed to be bad at turning placed in only one direction probably should
because they actually use smaller thrusts and put them everywhere
so relative to a monothrust or larger thrust ship, it's even more agile
it depends on the player
This just makes every ship that doesnt rely on tinies a bitch to pilot
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
it should be for ht as well, and if it's for ht too, i don't see the issue of reducing all ramp up/down for all the smaller thrusters and also applying it to them as well
imo all ramp up time needs to be decreased as well
as i've said previously, 1/4 for MRT, 1/8 for HT, 0 for others
I still dont think keeping it for MRT is a good idea (I would prefer other balance mechanisms for it), but I would definitely prefer it over having it on everything
And applying it to everything is just a no
mfw he makes it even worse to pilot
why not just match ramp up and down to same number and decrease that number for everyone
mod it and try it before assuming
bitch I dont mod
tone it down, you don't want to get muted again
?r14
Rule 14. Curse words are currently allowed as long as they aren't directed at any members. (This rule may change in the future.)
¯_(ツ)_/¯
@hollow totem
literally what but okay
cool
can you not read the rules
there is a channel of #rules you are supposed to follow in this server
Can you not be an obstinate idiot for once
uf calm down guys
If you want me to test it then make the mod yourself, I dont mod
How can you claim it will be helpful for new players if you arent a new player then, hmmm?
both of you calm down
because a new player said so
insulting each other will not help
citation needed
where did i insult :(
1 sec
?warn @wispy bane r14
zendikarofthewest has been warned.
for the love of Sol act civil people
here you go #1299092934796382331 message
But its significantly harder to get into...?
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
they used it for thirty minutes
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
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
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?
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
that is the default afaik
you probably changed it some time before
Yes, but i think pvp usually plays on the other mode right?
yes
pvp standard is autobrake off but it is personal preference
because shift can be used
and i've found that doing this is incredible to stabilize
it is because you do not want to waste any thrust at all - if you press w then 100% goes forawrds
Yes, but i preffered SHIFT as drift rather dan other way around
yeah, preference
It made sharper turns and kept more speed
if any of yall want to do some testing i do have a pvp game open rn
not watching the tourney?
I can join
pvp against new player is always just going to be curbstomp and i don't think any good data will be generated
In the preview, in normal other way around
yeah, it's open
imo build and battle would be best way to test
eh, we're both relearning the piloting and i can give shadow the same ship as i'm using
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?
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
hey its you holding the shovel, im just trying to help mate
True.
I just dislike air for... reasons
dont need you getting yourself banned for it, and ill now stop as we dont need this more clogged up then it already is
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)
(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
major piloting skill issues but the nuke barge seemed to do decent
well it was still mostly maneuverable
they were a bit better piloting the rammer i think
peak rts gameplay
hm
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
i will also second what air says about shift being very handy to control turns
i did not use shift at all when i was piloting
well i used it with the avoider when rts was not working due to bug
but that is it
where do post crash reports related to this preview ?
i can start the game but asap i launch creative mode i get that error
settings file?
thats already a known crash iirc
@naive walrus another report for ya
Yeah that crash should be fixed in the next patch; you can avoid it for now by reenabling UI animations (weird, I know)
ok thanks i will try :)
what is the cause, out of curioisity?
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.
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
substantial wobbling with mouse control
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
possibly related to but idk
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
The thruster algorithm hasn't actually been reworked, just updated to accommodate rampdown. It's just not working super well super consistently.
even without ramp down, it was still buggy like that
At least, to my knowledge. If Walt said it was reworked it probably was and I just haven't heard that yet.
Buggy like what?
this is going to render so many ships obsolete, and will chage everything :(
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
meeee
but i still would like changes
that is the point
ships that only existed due to ramp up as a mechanic doing jack will have agility significantly impaired
but so many old ships will be ruined
mostly i think it will make piloting a nightmare
the ship also acted strangely when strafing in stable
also, when stopping, sometimes the forwards thrust is flickered on and off for 1 tick
kelsia for the love of fuck mate
even though the ship is trying to brake
Flickering should already be on the tracker; it's a repeated overcompensation thing when trying to ease into place.
i really think that if its implemented, it should only apply to mrt and maybe a tiny bit to huge thrusters
why so?
Feel free to shoot me a save file or something
ship is here
which is the general feel from everyone, well, mostly everyone
will see if i can get u a save later
yeah, though a good few people (many in the pvp community) are against having rampdown on HTs at all
i'm personally ambivalent as to whether it gets added but would definitely like to see it tested
could this be made a toggleable option for multiplayer instead of effecting the whole game?
likely not
not how the game works
huge overhauld of the game required
does it have significant impact single player? it shouldn't
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*
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