#Release Candidate 0.28.0 - Quality of Life Improvements & Balance Changes

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warm zinc
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Cosmoteer release candidate 0.28.0 is now available for testing! (To play this release candidate, you must opt in to test it. Please see this post for info on how to test release candidates.)

This release candidate has a ton of quality-of-life improvements, a few significant balance changes, and a handful of bug fixes.

We're still working hard at a bunch of upcoming improvements as part of Career 2.0, but we wanted to get these improvements out to everyone sooner rather than later.

Thanks for testing!

Full RC Notes

worthy lily
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hello guys

solid basin
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second

worthy lily
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lol

rancid grove
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rampdown!

broken burrow
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Out of all things up until the "career" section, having EMPs reload time set on 2 seconds is the most intresting to me/genuintely

carmine jay
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RAHHHHHHHH

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YESSSSSS

rancid grove
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optimal!

broken burrow
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Ships (especially ships with diagonal flight directions) should now strafe more intelligently and be less likely to overshoot their destination.
I am pretty sure this is the 3rd time already such sentence is in a patchnoteLUL

raw idol
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Hey, "more intelligently" isn't "works 100% of the time". In a game where you can just, not have thrusters, 100% isn't really achievable.

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(plus stuff can get rebroken)

broken burrow
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Were the changes in the "career" sections about hailing ennemies not implemented to stable yet, by the way?

modest sun
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Renamed the Flak Battery to "Flak Array". peak

dull sapphire
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surrenduring 👍

modest sun
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missing T on then some or all of the circles around any closer crew would also be red. [[[]]]he sensor array's dish rotation should no longer slowly desync from its audio beeps. (Or if it still does, it should now desync much more slowly.) Log files were logging the default settings instead of the user's custom settings upon initial startup.

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no way

dull sapphire
broken burrow
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Using the salvage tool and clicking (without dragging a box) on a junked ship or asteroid will now mark the whole ship or asteroid for salvaging and automatically move to be nearby it. Multiple such commands can be queued up by holding shift. Once salvaging and resource collection for each is complete, the ship will move on to the next.
Changed my mind, this is hot!

raw idol
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So fun fact, that was actually a thing in the rampdown preview also but nobody noticed.

modest sun
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now i actually have to update my mod when this drops
damm no eternal break for me

broken burrow
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srry i am really waiting missions variety to play career again ,_,
I just feel like that is one of the two things that affect the most (positively) your average player

rancid grove
modest lily
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why no mention of the tb power exploit in the bug fixes?

raw idol
modest lily
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ah
under modding not bug fixes

raw idol
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yeah, idk why that is

vital rivet
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ok time to get to work

broken burrow
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Is there any reasons the "velocity arrows" options does not support "being shown" on all ships, regardless of wether they are selected or not?

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I personally don't find the arrow oppresive, they are quite small actually. And they are too informative to left out actually

mystic trail
slate pond
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Any reason emp cooldown was decreased but nuke cooldown wasnt?

earnest valley
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I really like these changes, especially the mining commands.

icy sapphire
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unreadable

modest sun
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HE sensors

wispy heart
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okay so i think i should have mentioned this a few previews ago

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i really despise the ramp-down for huge thrust
it really wasn't a problem for pvp at all

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everyone in the pvp community that ive talked to also agrees

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im guessing it wasn't a big problem for career either

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the trouble is that the HT rampdown is making TB busted, despite its 20% nerf

rancid grove
wispy heart
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okay, everyone but air

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who def doesn't have a history of the hottest takes

wicked spade
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unfortunately rampdown absolutely obliterates my enjoyment of elim pvp. not only is my main archetype deleted from the meta and unusable, direct control in general plays far more sluggishly and unenjoyably. obviously the supporters of this preview (aka avoider/tb players) won though, because both of those archetypes are oppressively strong and incredibly buffed.

I will likely be quitting pvp if this change becomes implemented on stable. This is not a threat, and i dont think people should care that i quit pvp, it is simply a statement of how bad i think this change is for elim pvp. I have been saying from the beginning that this change is tantamount to deleting entire archetypes, and i wont name any names but almost every pvp player that supported this change mains archetypes that directly benefits from mrt being rendered unusable. i wont go outright and say this support was in bad faith, but every day it feels more that way. unfortunately since the meta and community have gotten to the point of actively trying to delete archetypes and parts they dont want to be in the game, i dont see much more point in me playing such a gamemode

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i wont touch on the multitude of glaring balance issues like tb and boost but im sure they will come to light very very quickly regardless

wispy heart
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not just very quickly
we are seeing the frustration now

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but MRT rampdown was kind of necessary

rancid grove
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i did give suggestions to nerf boost

wicked spade
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i mean yes but theyll become more widespread and actually unable to just be gaslit away by supporters

rancid grove
wispy heart
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well if not HT then it will just be boost lol

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and besides, its not like giving HT rampup will reduce its viability

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everyone is anyway still running HT monothrust
its just more annoying to pilot now

rancid grove
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i've been using a mix of thrusts to good effect, mung and anti have both seen use out of mixed-thrust hybrid ions as well

wicked spade
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ok 1 sec theta explain to me what ur current main archetype is

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just for recording purposes

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my main archetype is mrt cg rammers

rancid grove
wicked spade
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main on preview is ht cgs

rancid grove
wicked spade
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ok good

rancid grove
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hence why i mentioned the fact that 2 other people have been successful in using mixed thrust

wicked spade
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i will also say how many of the hardline supporters of this change are long time pvp players. while this of course means they hold a very intimate knowledge of the game it also means they do not have an intuitive feel for what is better for new players; i definitely do not doubt rampdown will greatly impact newer players as piloting is much much harder and less snappy/responsive. many new players already greatly struggle with effectively utilizing direct control mode without rampdown and it is a deterrent for new players who are used to using rts. making this even harder will only serve to further discourage new players from getting into elimination pvp

carmine jay
wicked spade
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@lucid stream @dark sorrel @wispy heart @simple flicker please do make ur thoughts known 1 more time

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sorry for ping

wispy heart
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okay

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just play a game of RC preview
direct controlling any ship that uses HT is brutal

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and honestly the HT rampdown sharply decreases viable archetypes, more than pre-rampdown MRT did

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i feel like it would also make it brutal for new players to pick up elimination
because monothrust piloting itself was hard when i first picked it up in 2021

mellow moss
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Time to fire up the old beta lol will report back

wispy heart
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and plus the prevalence of HT monothrust was never a problem that people complained about before the preview
why fix a problem that wasn't meant to be solved?

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especially if said solution makes most ships dreary to play?

lucid stream
dark sorrel
lucid stream
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the ramp down changes feel awful to play on the majority of ht ships it would be much better if only limited to ht

mellow moss
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How do I install the RC is it just the beta option on Steam?

unkempt sinew
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Yes, HT rampdown feels horrible to play. its just way too long

wispy heart
lucid stream
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i thought ramp down would just nerf mrt and mrt would be awful which it is mrt is not playable on any ships ive seen by anyone in our full lobby so far but ht ships are also awful to control

simple flicker
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which is a huge buff to tb rails

mellow moss
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70% downloaded I'll speak my opinion soon lol

wicked spade
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bread ur anti preview right

lucid stream
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it is a drastic quality of life change and i truly think the ramp down changes will negatively impact the pvp community to a unsalvageable state if applied to all thrusters instead of just mrt which the original idea suggested

lucid stream
simple flicker
unkempt sinew
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Its just all TB, all the time now

wicked spade
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@modest lily what are your thoughts on the preview? yes/no works

unkempt sinew
mellow moss
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Gonna hop into the lobby for the funnies

unkempt sinew
mellow moss
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@simple flicker pwo

wispy heart
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pffft wrong channel 😭

wicked spade
wispy heart
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idk if i go into tb ion

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i do have one
but ive only played it for a couple games

wicked spade
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many things like the archetypes represented and the people chosen are obviously somewhat arbitrary, but i hope this goes to show that most people do not want this change

wispy heart
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wait holy shit thats a lot of ppl that want rampdown on HT

shut apex
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I am very offended

wispy heart
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i thought only air and theta

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bro have they not played preview tho????

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its atrocious

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and its not like HT was a problem before
why is it getting nerfed now?

modest sun
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i played this change and i like it

wispy heart
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okay

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why

modest sun
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very cool

wispy heart
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ill hear you out

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the HT rampdown btw

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basically all of us are in favor of MRT rampdown

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but HT rampdown is just terrible to play

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it wont curb speed meta
it will just make everyone's piloting awkward, even in the long term

wicked spade
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for transparency, arbitrary components:

  • ive placed a requirement for reasonable competency/consistency with an archetype to actually have the cell filled. this is to ensure that people represented understand what they are asking for. however the criterion is just from me watching people play so its arbitrary
  • i have chosen a few archetypes that are most impacted by the rampdown. feel free to mention if you feel other archetypes also matter. this element was also just chosen by me but ive played the preview for quite some time
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oh right @shut apex ur thoughts on the preview?

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ill add you if u want

lucid stream
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tooth was anti ht rampdown

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pretty sure

wicked spade
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yep added

modest sun
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wouldn't most of said ships tested peform better with dedicated turning thrust instead?

wicked spade
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no

modest sun
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how so

wicked spade
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turning thrust is very expensive and compromises ur layout while having rampdown anyways

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ships will become just strqaight up useless before having turning thrust becomes actually worth it

lucid stream
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like cgs / ions only work in rammer / cruisers

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kites if your pedanticed but only monothrust

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for an example

wicked spade
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current statistics: 7 yes, 10 no

mellow moss
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Here's my two cents: I think the way ships currently handle is pleasant and intuitive. Removing the ability of players to steer so that they can't go fast I think is counterproductive and harmful to Cosmoteer.

I think MRT could use some minor tweaks, such as making the command points required similar to huge thrust, and maybe perhaps like a 5-10% thrust output nerf.

As it stands I hope thrust continues to operate like it currently does.

lucid stream
carmine jay
mellow moss
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Admittedly I only have like 1hr in preview, but yes I don't like rampdown

wicked spade
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i dont think its a fatal issue and it makes sense logically, but if thats what it takes for mrt to not be crucified then so be it

mellow moss
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It makes steering less enjoyable

carmine jay
modest sun
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making agility less of a priority? wait

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they might be cooking

wicked spade
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More statistics: 6/7 in favor play a tb archetype. 5/10 against play a tb archetype
3/7 in favor play avoiders. 2/10 against play avoiders

wicked spade
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agility is fun and a good thing

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pvp shouldnt be 2 bricks of armor shooting at eachother

carmine jay
wicked spade
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again that is partly a sample size thing

modest sun
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the problem is that agility is the biggest determining factor
very poor prediction but i'd think that this would make it ever so slightly more diverse in thrust speeds/agility instead of maximizing it

wicked spade
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tb rails/tbs are a decently common thing

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but still

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its an interesting statistic

modest sun
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i find the RC's ramp down intuitive from the little singleplayer i've played it even in direct control
i would enjoy this inplemented

wicked spade
bold token
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are these changes meant to incentivise using mixed thruster types?

carmine jay
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lmao who uses DC in singleplayer wtf

modest sun
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yah yah witty comment aside i was doing a quick test just so i actually played the preview in creative

bold token
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okay you guys are not being productive

lucid stream
bold token
carmine jay
modest sun
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how do you test your piloting in singleplayer then

lucid stream
bold token
bold token
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cool

carmine jay
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In reality I have seen barely anyone I know use DC in singleplayer beyond occasional dicking around, in combat they mainly use RTS.

bold token
wicked spade
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sorry sorry

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that was too far

carmine jay
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@ai-

lucid stream
modest sun
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i haven't seen salephz like this honestly
anyway yeah i agree i dont understand this whole mob but the strenght is concerning

lucid stream
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lets add forced lag into the game

bold token
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i haven't seen salephz like this honestly
what-

wicked spade
bold token
mellow moss
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I think forced lag best summarizes how I feel

carmine jay
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If something is technically better balance-wise, but is significantly harmful to the overall player experience and the game in general, it should not be implemented.

lucid stream
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like nerf mrt hell remove it entirely

modest sun
lucid stream
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but this is so awful on ht its not even funny

wicked spade
modest sun
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tbh i like that it's more of ship combat not car combat

carmine jay
bold token
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so there is still work to be done on this rampdown change,

and i'd agree that if the effect of all of it is too extreme and leads to only boost and avoiders and tb being effective then that's equally as unfun as mrt were

modest lily
bold token
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but between the two extremes do you think there is the potential for something that works?

wicked spade
carmine jay
modest sun
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i'm gonna re-try the rc and rethink my thoughts and see if they need updating

wicked spade
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but i dont think its neccessary in the slightest

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the only issue with mrt is that its a bit too fast for the cost

carmine jay
bold token
carmine jay
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Which I think is fair.

lucid stream
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yea im much more open to experimental in 2 months once we work out the kinks balance vs this is coming out next update as this state is not playable

wicked spade
bold token
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i agree on 1

wicked spade
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as for whether or not other versions of rampdown might or might not work i do not know because im not under the delusion that i can see the future. i dont think its a good idea, and thats all i know

wicked spade
bold token
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not 1

modest sun
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ships play very well at 1x speed and feel like what they would for me, Workbench by nick feels very much how it would work

HOWEVER

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pvp is not played at 1x

wicked spade
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if i for some reason had cartoonishly evil aspirations to make the meta stagnant and boring for no reason why would i push against an rc that makes the meta stagnant and boring

wicked spade
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this reminds me of what slowking said

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when he tested out the preview and tried to tell me it wasnt that bad

modest sun
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halve all ramp times and give it a go i guess??

wicked spade
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and i told him he was on 1x speed

carmine jay
modest sun
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1 second in half speed? makes sense to me

carmine jay
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(Standard thrusters crying in the corner rn)

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(Most op thruster in the game)

modest sun
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yeah this is my opinion, the system is great but due to pvp being at 1/2x speed the lack of mobility really messes up things at that time speed

bold token
wicked spade
carmine jay
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Except it has been innovated on- its literally in a release candidate.

lucid stream
wicked spade
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someone pushing against change doesnt mean theyre afraid of change it means they think the change is bad

lucid stream
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if nerfing mrt is the goal

carmine jay
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Are we supposed to wait until its actually ingame to oppose it?

wicked spade
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lol

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fr

modest sun
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its not nerfing mrt only the goal

wicked spade
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it was

bold token
modest sun
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not only

wicked spade
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this whole preview can be traced back to a thread posted by pvp players about adding rampdown to mrts

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it was literally a change intended to nerf mrt

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so there you go

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we can stop arguing about that now

modest sun
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i dont think devs added it specifically about mrt

carmine jay
modest sun
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those are players

wicked spade
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good or bad

bold token
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RC can still have changes made to it!

wicked spade
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yes and that is what we are arguing for???

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but there is so much damn work to make this actually functional

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so unless walt is fine with like 15 rcs it should go back to preview

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since rc isnt meant to be that

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rc is supposed to be a game in a playable state

lucid stream
modest sun
bold token
wicked spade
wicked spade
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this is just a bad change to make to the game

bold token
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okay but it can be improved

wicked spade
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nobody is arguing against that bro

modest sun
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you???

wicked spade
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youre arguing a point that nobody else is arguing

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im not saying this is unsalvagable

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im saying that this rc should not be released

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thats all im saying right now

bold token
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oops ping

modest sun
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i'm testing with every ramp halved brb

wicked spade
bold token
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incredible

carmine jay
wicked spade
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idk what else to tell you

bold token
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u restated what i said

wicked spade
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i dont think its unsalvagable

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do you want me to take a lie detector test

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this is text on a screen and you arent psychic

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you should stop trying to read between the lines for words that arent there

carmine jay
modest sun
wicked spade
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well salephz is implying opposition to the very concept that this update should not be released yet

bold token
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isn't that what u want? u thinkthe update isn't ready to be released and needs more time in the testing chamber?

wicked spade
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yes???

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it needs more time in the oven at the very least

bold token
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semantics

wicked spade
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what

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no it isnt

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????

bold token
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oven/testing chamber

wicked spade
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im not disagreeing with you???

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its just a figure of speech???

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jesus

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media literacy is dead

bold token
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wait does semantics not mean somethings being said are different but have the same meaning?

carmine jay
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I think its a bad idea fundamentally, but I am not opposed to sending it back to get massively changed.

But it cannot be released now, and that is what I am expressing here. The current version of it is bad, and should not be implemented.

wicked spade
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im not trying to draw a distinction by utilizing a figure of speech

modest sun
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*i think the current version only needs value adjustments *

bold token
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oven is a meaningless distinction from testing chamber imo

wicked spade
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in fact the figure of speech is basically just what youre saying

wicked spade
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its a figure of speech

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dude

bold token
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oh-

wicked spade
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are u esl

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or what

carmine jay
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No need to be mean

modest sun
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yuuki why are you so agressive like please...

wicked spade
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by the nine im tweakin

carmine jay
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And yes I know I am a hypocrite for saying that

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But

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No need to be mean

bold token
carmine jay
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¯_(ツ)_/¯

bold token
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like i'm genuinely getting confused by what is meant when u said oven instead of testing chamber and if they were meant to be the same thing or not

wicked spade
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"needs more time in the oven" is a figure of speech

bold token
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and also i'm being yelled at

wicked spade
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for like stuff that maybe has potential but is in an incomplete state

carmine jay
wicked spade
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half baked

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aka

carmine jay
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Basically means it needs significant work

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at the very least

modest sun
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the significant work: multiply every ramp up period by .7

bold token
carmine jay
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(How will that solve everything)

wicked spade
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i think jani is modding it in themselves to test

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is what they mean

lucid stream
bold token
modest sun
lucid stream
modest sun
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:clueless:

wicked spade
carmine jay
lucid stream
wicked spade
modest sun
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i tried with .7 now and it feels like a middleground between old and "new and bad" agility

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i'll check .5

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only on ramp ups*

carmine jay
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Are you only changing

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Rampups

wicked spade
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uhh

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thats interesting

modest sun
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ramp downs are drastically low honestly

carmine jay
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oh no no no

wicked spade
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well ig rampdown is alr relatively low so it doesnt rly matter

carmine jay
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pulls out spreadsheet

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IT VERY MUCH DOES

lucid stream
carmine jay
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Remember the ratio of rampup:rampdown we discussed earlier?

bold token
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when i read all of u guys saying the change is simply bad
it removes the nuance that u guys think the change still has merit (with a lot of testing and work)
and that gives me the impression that you guys want the RC completely dead rather than just to go back to the preview stage

i'm perfectly okay with the rampdown going back to a preview
and i think everyone else who supports the change wouldn't mind letting it stay in the oven for a bit longer

carmine jay
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It gets way way worse then with just 1:1

modest sun
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hmmm no my math on this is wrong this is doing misintented effect as double as intended

lucid stream
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im not opposed to ramp down on mrt it def could work but in current state it feels awful

bold token
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is that related to what i said or not (genuine question)

lucid stream
misty steeple
lucid stream
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which you have misconstrued

carmine jay
bold token
lucid stream
lucid stream
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like i literally thought this was still experimental

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and didnt test it

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not R.C. material

bold token
modest sun
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only half rampup is not enough honestly
i`ll try half rampdown too

misty steeple
bold token
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i think the poll would be better if it had 2 categories
changes in theory
changes in reality

modest sun
misty steeple
carmine jay
#

RU:RD ratio in a nutshell

lucid stream
bold token
lucid stream
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bro basically said cope vote was final

lucid stream
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10% voter turnout lmao

carmine jay
bold token
misty steeple
# bold token not productive

The point is that even if it's not perceived to be done, it should still be tested. Which kind of ties into the whole argument about lack of innovation.

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#1305674101666611230 message I can't really be bothered going through all the threads

bold token
carmine jay
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Not inclusion into the full game.

modest sun
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no need to go ballistic you too

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shh

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shh

misty steeple
lucid stream
modest sun
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shhh

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MOD THAT HALVES ALL RAMPUPS/DOWNS

give me your thoughts

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i found it nice

carmine jay
wicked spade
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i will say plenty of people had issues with every stage of the preview but the vocal supporters just kinda swept it under the rug/gaslit it away

lucid stream
wicked spade
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mod.zip

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a classic

modest sun
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😭 its not a zipbomb

carmine jay
wicked spade
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2.56 million x2.56million png of soldier tf2

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onto ur pc

modest sun
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do you want it on steam to be safe

wicked spade
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nah im joking

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ill check it in a bit

modest sun
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wicked spade
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working out rn

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i mean go ahead its more convenient actually

carmine jay
misty steeple
# lucid stream ppl said it had issues lol they were just swept under the rug

from my reading of the threads, it mostly boiled down to the PVP community specifically perceiving issues with it.
That being said, I did also notice some discussion about ship archetypes and a perceived lag. And from where I'm standing, efforts were made to accommodate that to some extent.

However, the vote was in favor of adding the mechanic overall, which is why we are here now. A release candidate doesn't imply that it's done and dusted, things can still be changed, which is also why this discussion is valuable. Saying you don't feel like it should be released this way is important. But a fair amount of what I've seen here is retreading things that were talked about before.

wicked spade
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like it happened from preview ->rc

modest sun
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yeah so it would get more players to test

wicked spade
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thats not the purpose of rc

misty steeple
modest sun
wicked spade
modest sun
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it would be actual gameplay to someone who would'nt be used to the older

wicked spade
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it would make intuitive sense that i could reach 0.15c in one direction by accelerating for long enough in one direction in cosmoteer but thats dumb for gameplay

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yet nobody argues for that as making intuitive sense

bold token
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yea lowkey i wish cosmoteer had inf speed and range

wicked spade
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because gameplay and balance almost always obviously takes precedent over intuitive sense

wicked spade
misty steeple
modest sun
misty steeple
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usually.

wicked spade
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not particularly

modest sun
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ok

wicked spade
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drag in space

carmine jay
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True lol

bold token
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excuse me?

carmine jay
wicked spade
bold token
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yeah but they aren't balanced right

carmine jay
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Funny when combined with 10km missile mods

modest sun
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its a bit annoying to me that making half rampup makes pvp speed enjoyable but then 1x speed makes it all just

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so fast

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normal players would basically not care about rampup

misty steeple
modest sun
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suspension of disbelief

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it all works according to the rules of the game

misty steeple
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things that make intuitive sense are not necessarily always realistic, just to make it clear

wicked spade
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yea

carmine jay
misty steeple
#

We literally had a change not long ago to reconcile that discrepancy. But at some point you kinda have to evaluate where you wanna draw the line.

carmine jay
#

Even in DC I dont really have issues maintaining control of my ship in either instance

modest sun
#

also on whoever was saying it was about changing mrt i'm pretty sure this was changed to make feathering in general not too op/important/main thing

carmine jay
#

But on preview I do

carmine jay
misty steeple
#

no, recent stable update? 🤔

modest sun
carmine jay
#

In getting flashbacks to 1/2 speed preview

misty steeple
#

am I tweaking or are you tweaking

carmine jay
misty steeple
#

I specifically remember some speed changes made somewhat recently

carmine jay
misty steeple
#

🤔

#

hmm

#

I may have just misremembered 26.2, for all I know. I can't for the life of me find it right now

wicked spade
#

there was a recent preview but it never got implemented

misty steeple
#

ah, may have been that, then. My bad

#

Either way, I don't have as many hours on this game as a lot of the people here, but my gut is telling me that a lot of the problems with the previews/RC are just related to our resistance to change tbh

#

not trying to invalidate what has been said, but PvP has had a relatively set way of playing for the longest time, and the previews/RC are about to fundamentally change parts of that

lucid stream
#

mid hour count ppl are most resistant 500 hours - 1.5k being mid

misty steeple
#

I'm a campaign player, so I feel a bit unqualified to speak on this too much, but I personally enjoy the thought of making ships feel a bit more weighty and take a bit of the sharpness out of controlling ships

#

I should note that I discovered feathering while playing naturally, so it's not like I'm completely clueless about it

#

I like the idea of ramp-up and ramp-down. As long as they are correlated to one another in some form during DC, I'm a-ok with it

#

partially because mid-sized ships will then benefit from thruster diversity, partially because it makes large zoomers a bit less ridiculous

rancid grove
# lucid stream the ppl with the highest hour counts in pvp are actually pushing this

tbh it's probably because the higher hour count people have been through more change and are used to the meta being a bit slower. you and yuuki especially are relatively new having played essentially all your elim in the buffed MRT era and have a lot of your PVP effort put into MRT ships, it's understandable that you would be on the against rampdown side

misty steeple
#

Cost matters a lot more in PVP than it does in PVE. In PVE it often devolves into "big thrust go zoom", which of course will still be overall true, but this will add some nuance to it, at least

meager mural
#

im not apart of pvp yet but i want to say i really dont think HT needed anythign. i thought this nerf would be mrt exclusive since its a unique thruster and its been dominating the pvp meta, it seems kinda odd to nerf all of them when all of them werent the problem

in my experience ships that use exclusively bigger thrusters have the issue of ramp up time so you have to commit to maneuvers or be a sitting duck, so you trade high accel movement for low top speed or low accel movement for high top speed.

ive heard about a lot of mrt pvp problems and how its been a maneuver thruster so i really thought this would only apply to mrts as ive never really heard of HTs being a problem, though i did only join this community recently so im not exactly sure about HTs being a massive problem

this is my opinion, and im not the most well versed in pvp yet (i want to be) but imo the mrt shouldve been the only one to get the rampdown since the higher tier thrusters already have a trade off vs the lower ones.

sorry if im stupid or something this is just my opinion

carmine jay
misty steeple
#

I think it's partially a matter of being consistent

meager mural
#

i also have a second opinion which is less gameplay oriented but i think mrts should only have the rampdown becasue they're a much more unique thruster, requiring crew and being extendable vs other thrustsers

meager mural
rancid grove
# meager mural im not apart of pvp yet but i want to say i really dont think HT needed anythign...

there is actually a little resentment against HT meta from one or 2 older elim players, and i personally wouldn't mind seeing it as no longer the only option for monothrust ships, though won't really complain if it remains the same

the thing about rampup time is that it's very easily bypassable by people familiar to direct control, by only turning the thrust off for a relatively short time you can get turning and then immediately re-ramp to full, essentially removing ramp time as a factor of balancing on monothrust ships

#

and yeah thanks for the opinion and feedback, it's valuable from a newer player (at least to pvp)

meager mural
#

is that feathering or is that something else?
I think thats feathering

rancid grove
#

yeah that's feathering

misty steeple
#

ye

carmine jay
#

tbh my own thoughts is that pvp can fuck itself and that monothrust will always be dominant there but I digress

#

Shrimply because of cost/unit of thrust

misty steeple
#

I think that long-term the update will do more good than bad, but I feel like if anything, it's more of a discussion of ramp-up/down numbers, rather than the mechanic itself

carmine jay
misty steeple
#

I feel like completely bypassing a game mechanic (no matter whether it requires skill or not) is not really healthy game design

rancid grove
#

one of the reasons why some people are against MRT being so good is that it makes ships that have to use smaller thrusters due to not being able to feather as easily/as reliably/at all a lot worse

carmine jay
#

Making the recovery window a flat number for all thrusters could help.

rancid grove
lucid stream
wicked spade
#

mrt should be dominant in monothrust, period. it comes with far more interesting logistics and considerations than ht, and if it were properly balanced it would be healthy for pvp

carmine jay
wicked spade
#

people saying ht would be obsoleted are simply ignoring the many archetypes that use hts that cant use monothrust or mrts

rancid grove
misty steeple
#

I recall Walt mentioning that MRT was concepted to be something you use alongside other thrusters to offset heavy ships. You sacrifice accel for overall top speed, which seems intuitive to me and is the exact opposite of the boost thruster, basically

long rampart
#

testing the new decal layer moddability

wicked spade
misty steeple
long rampart
#

"shut up exceleiors modder is speaking" /j

wicked spade
#

mrts come with the inbuilt downside of their lack of redundancy and difficult logistics, if they were balanced with normal numerical nerfs they would be good for pvp

#

i stand by this take

misty steeple
#

I think any thruster should be viable

long rampart
misty steeple
#

albeit for different kinds of ships/situations

#

and I feel like cost and logistics are usually not enough of a deterrent to offset stats

wicked spade
long rampart
carmine jay
# misty steeple I recall Walt mentioning that MRT was concepted to be something you use alongsid...

The issue is that it doesnt really work that way, and never will.

"Main Drive" thrusters mean that whatever ship they are on must have sub-par manuverability, especially since they are forced to use said MRTs for turning. (They literally are, it's not possible to prevent it.)

They dont provide enough thrust that people would use them over banks of HTs, because the manuverability cut would be too great.

wicked spade
#

difficult logistics restrict layouts and make the part more expensive to sustain

carmine jay
#

Plus, for many ultra-large ships MRTs are one of the only viable options for thrusters at all.

#

Ideally the problem is solved by just... making MRTs MRTs

rancid grove
# wicked spade mrt should be dominant in monothrust, period. it comes with far more interesting...

tbh i don't think there should be A Dominant Thrust for monothrust, as that will just make ship archetypes that can't use that a lot less useful, restricting archetypes

i would be fine with 2-3 thruster types contesting for the top spot and useful for different archetypes or playstyles. MRT for high-speed ships that don't rely as much on agility, huges for a decent balanced overall ability, and boost for ships that want a burst of speed and agility and don't need full uptime

if anything i think MRT could be good with a similar ramp time (up and down) as the current RC but with a bit of a buff to thrust, to really sell the whole 'main drive' aspect

carmine jay
#

With differing modules that really allow it a niche of customizable versatility.

misty steeple
rancid grove
carmine jay
misty steeple
#

who

rancid grove
carmine jay
rancid grove
# misty steeple _who_

Laser Von Rekyu, notable for their relatively unique playstyle of making ships limited not by cost or crew but by the build grid

wicked spade
misty steeple
carmine jay
#

Shrimply being the best thrusters

wicked spade
#

honestly incredibly counterproductive to keep placing these unrealistic and absurd requirements on mrt balance. it just stops any sort of substantive balance change from ever happening that doesnt obliterate the whole game

rancid grove
long rampart
#

thread bug reports are unviable because of a doomer or two thats so fucked

carmine jay
wicked spade
#

#1019741923893858305

misty steeple
#

on the note of dominant thrusters... I feel like the framing is a bit problematic

lost mural
misty steeple
#

I feel like most thrusters fill certain niches, but it's kind of a half-hearted context right now

carmine jay
carmine jay
modest sun
#

wait i think i actually did reduce ramp up on a "i'll experiment with the values in this preview" when doing the half speed preview testing

misty steeple
carmine jay
#

This mf

#

Is useless

#

Geniunely useless

modest sun
#

sooooo technically.... both my conclusions kinda say yes

wicked spade
#

fills space on avoider modules

#

still trash tho

#

when thats its only real use

carmine jay
#

Even in career its shit

modest sun
#

i LOVE medium thruster

carmine jay
#

'Cause you can get LTs for nearly the same price

wicked spade
misty steeple
#

this is kinda what I meant with cost and logistics are often not enough of a deterrent

carmine jay
long rampart
#

now to add my 2 cents about this update
maybe the default paint scheme should cycle through shades of red or smth

modest sun
lost mural
carmine jay
lost mural
#

I hate thrusters. We should remove them and make TB slingshotting the only form of propulsion

misty steeple
#

I mean

#

curling game mode anoyne?

modest sun
#

i hate flight. we should make thrusters only placeable on the south side of the ship

lost mural
#

Attach ropes to crew and make them pull your ships like sled dogs

modest sun
misty steeple
#

MUSH MUSH

carmine jay
long rampart
lost mural
#

Arcade cabinet shooter overhaul for cosmoteer

misty steeple
#

what exactly do you guys dislike about the ramp anyway

#

that it makes ships feel sluggish to control?

carmine jay
#

And provide 800kN more thrust then two LTs

modest sun
# misty steeple that it makes ships feel sluggish to control?

i think that:

we could use feathering and thruster recovery window to precisely adjust our control and whatnot
feathering is kinda no longer possible and takes instead of instant, a significant amount of time and such high precison is thrown off the window

misty steeple
#

that is the precise point of the update

carmine jay
#

The fact that it feels like input lag every time you fly your ship.

misty steeple
#

and as I said earlier: bypassing a game mechanic (whether it takes skill or not) is not healthy game design imo

modest sun
#

thrusters before and after basically

#

that was supposed to be a reply

lost mural
#

The reason I hate ramp is that it makes ships sluggish not by virtue of their own mass, and it changes the acceleration that a turn/strafe input provides. I find it mildly unintuitive, and I think it's an antithesis to the fun snappy behaviour of harder sci-fi thrust (eg. The expanse)

#

Ramp solves balance problems, and those problems I have no ideas on how to solve otherwise, but I also think ramp is bad feel-wise

modest sun
#

i mean real rockets do have ramp up but cosmoteer rockets dont have limited ignitions

misty steeple
lost mural
carmine jay
#

That snappy behaviour is also much better for gameplay, especially new players. If you tell your ship to turn a specific way you want it to turn how you told it to.

You want to be piloting the ship, not having the ship pilot you.

carmine jay
misty steeple
lost mural
carmine jay
#

I just realized

#

No ones actually tested only MRT with rampdown

lost mural
misty steeple
#

I feel like if you test the same 2 ships side by side, you're kinda doing something wrong

#

at least in this particular case

carmine jay
#

I still think y'all could fix the whole MRT issue with more modules

lost mural
#

I don't know how Walt feels about rampup, though, so I can't say whether it's a case of him really liking the concept, or just resignation to a tentatively decent solution

modest sun
#

yeah gotta add those productivity, speed, quality, and efficiency modules

#

facotior

misty steeple
#

Because what this change should provoke is thrust diversification. If said diversification doesn't happen, then yeah, you're supposed to feel nerfed

carmine jay
carmine jay
#

Hell, this wouldnt make me toss TS or MSs on my ship, it would just make me avoid MRT altogether

lost mural
#

Thrust diversity is something that has been brought up a couple times by a few devs. Ideas have been thrown around but thrust in Cosmoteer is probably one of the hardest design problems imo

misty steeple
misty steeple
wicked spade
#

i think thrust diversity is already in a good enough place if mrt is nerfed

carmine jay
misty steeple
#

my gut feeling

misty steeple
#

If MRT had enough of an identity, you'd select it for certain cases, no matter how bad RU/RD is

#

just as an example

lost mural
#

when it comes down to it, all my opinions are from a place with limited, casual pvp experience, so my foresight is largely limited to how it feels, as opposed to how it affects the pvp meta ¯_(ツ)_/¯

misty steeple
#

same for ST, MT, HT

#

I mean LT

#

not HT

carmine jay
#

MTs are just fucked and always will be, STs have uses though

lost mural
#

I find the dominance of mono-thrust to be disappointing, because it leaves smaller thrusters to the wayside rather than perhaps giving them a strong role in maneuvering

carmine jay
#

Mainly because they have 2way and 3way

misty steeple
modest sun
#

what if smaller thrsuters had-
rcs thrusters with big power and big turning and instant ramp up
wait thats just boost...

misty steeple
#

So let me propose a thought experiment just for the sake of argument yeah

wicked spade
#

lets say hypothetically?

carmine jay
lucid stream
carmine jay
#

But I digress

modest sun
#

FUN FACT

thruster impulse is directly correlated with the cost of the thruster exept for MRT

misty steeple
#

people would start valuing responsiveness over pure thrust

lost mural
carmine jay
#

Thats it

#

And MTs would still be useless because they are less efficient for that long haul

lost mural
wicked spade
misty steeple
wicked spade
#

rampup just doesnt work as balance

#

rampdown wont either imo

misty steeple
carmine jay
#

And that is unfortunately never going to change

wicked spade
lucid stream
wicked spade
#

kelsia is oddly correct too. sts are probably realistically the least used thruster type if u take the average of elim and dom too. smalls are never used in elim ofc but in dom theyre used decently often

misty steeple
#

going 0.5 sec out of 1 sec brings you to 50% right now
going 0.5 out of 1 sec with a log function brings you to like 20% or less. Ramping back up from there takes longer

#

and if you really wanted to feather, you'd need to essentially be a robot

carmine jay
lucid stream
misty steeple
#

allow you to make RAMP times lower

lost mural
misty steeple
#

Bell curve thrust when

lost mural
#

The behaviour you described is more like a square

carmine jay
lost mural
#

If anything I think applying more of the thrust at lower ramp levels would be nicer, but I don't think it fixes any fundamental problems

carmine jay
#

STs are ~33% the credits of a MT for ~33% the thrust

#

Actually...

#

Nvm

misty steeple
wicked spade
#

a... bell curve?

wicked spade
#

a bell curve

#

like the thing in statistics

carmine jay
#

Thrust is not my physics grade

wicked spade
#

that isnt even a function

#

so the acceleration would be a bell curve

carmine jay
misty steeple
#

a square function then, jesus. Square functions can be many shapes, though. Bell curves are associated with a certain shape

wicked spade
#

gaussian distribution

#

i mean it is a formula

#

theres better ways to get that effect though

#

what you want is just weak accel then strong accel then weak accel?

carmine jay
#

Unintuitve as shi-

misty steeple
#

The important part is strong deccel, moreso than weak accel

wicked spade
#

deceleration?

carmine jay
wicked spade
#

god the derivatives

misty steeple
lost mural
#

x^p for 0 <= x <= 1, is p less than or greater than 1?

carmine jay
#

I love how we started off with fuckin
MRT balance
And ended up with a math lesson

misty steeple
#

balance is always math

#

always.

carmine jay
#

Anyways i slep

lost mural
#

so much math. I have several Desmos graphs saved to graph out various values

misty steeple
#

lol

wicked spade
#

so its like a cube root function

modest sun
#

sorry sorry disturbing the feedback to the thread

misty steeple
#

I feel like if you tried a square function shape and roughly half the ramp down, you'd get most of the effect you wanted to achieve while also getting less of a laggy feeling probably

I might grab some paper and plot some lines, just to see what feels right but I'm honestly too tired right now

#

8am and I haven't slept KEK

#

if you end up trying something like it, let me know how it feels. Gut feeling tells me it's the right direction, but I wouldn't be single if it was always right KEK

modest lily
wicked spade
#

totally fine

tidal urchin
#

I like all of the changes, except for the drop rate being increased for your ship

#

seems abusable by taking over defeated ships before destroying them, and also having your and enemy ships follow different rules isn't very immersive.

#

I get that it's done due to players often save scumming for the best outcome

#

but I think a different (even tho slightly harder to code) solution exists

#

just make bounty rewards have some sort of insurance

#

would probably need to be capped at around 30% damage taken while fighting the enemy, more damage wouldn't be covered

#

also making it only eligible if you took the mission beforehand would be nice

#

so that people don't attack bounties before checking them out at a station

tidal urchin
#

Also another bump to rework the random name generator, I checked out my crew names and they're awful

slate pond
tidal urchin
#

Also being able to toggle the favorited crew visuals would be nice, maybe between the star, an outline or none

#

The stars take up too much space imo and are too distracting, but they're also very useful when inspecting crew priorities in a messy area, so I think a toggle is the best solution

jovial orbit
long rampart
spice kernel
#

-When a thruster is selected or hovered, a bar will now be displayed under the health bar that indicates the thruster's current thrust level.

Who added that? Sneaky sneaky "stealing" i see grrrrrrrr

(SW:ACD has a similar functionality for all thrusters)

long rampart
versed cove
#

Great changes all throughout, except I'm concerned this will make getting damaged even less punishing than it already is.

wispy heart
#

sounds like a career player problem

frank cloud
#

well yes that is exactly what it is

mystic trail
#

i have a fun idea because of the surender option: what if you can surender by a pirate station and if you do so, they can trade with you, and you can get missions to get fame with the pirates.

spice kernel
versed cove
wicked spade
slate pond
# wicked spade oh plaus are u for or against the preview btw

Idk tbh. I hate how mono thrust uls pilot now but I like that some stuff we have not seen in a long time is playable.
What I do agree with is that this isnt rc ready. We have not tested the tb changes and we ahve not even had a boost nerf yet. Me and some others also preferred half ramp up over the current system.
I fear I might really dislike the changes once the novelty wears off.

lucid stream
#

I think ramp down on mrt can work and give mrt its own separate niche opposed to ht which would give more Omni thrust ships an opportunity to be good as ht can be used in those set ups but ramp down on ht and below is just objectively not needed and is supported by an even fewer % of the community than this r.c. Is overall

rancid grove
#

i wouldn't mind greatly either way, but i think HT should still have some rampdown. i'd suggest trying it out with half of what it is currently

#

so 0.5secs rampdown, from 1sec

lucid stream
# rancid grove so 0.5secs rampdown, from 1sec

I just don’t get why ppl want ht nerfs we had an extremely healthy meta pre mrt and if mrt is nerfed to the point where ht mono is viable other ships Omni ships viable in ht come back annnnnnd mrt mono thrust can still work “with obvious drawbacks of ramp down tho”

#

Ramp down on other thrusters just feels like a downside that isn’t needed past trying to make small thrusters viable on large ships which should be dealt with in the opposite direction as smaller thrusters are mostly bad due to their inefficient use of ers comparably

rancid grove
#

rampdown on large and smaller def isn't necessary yeah, though i'm also not really against it

rancid grove
#

tbh i think part of it might be that the skill ceiling's increased from when i started playing pvp, also means the skill floor's essentially increased (because you need to be better to make a ship good enough to contest the better ships that people are running now)

#

anyway hosting on unstable

lucid stream
#

Regardless of predicted meta diversity ht rampdown is objectively hated by at least 50% + of the community

rancid grove
#

do you have the numbers for that?

lucid stream
#

The google sheet j uki made

rancid grove
#

given that 73% of people voted in favour of preview 4 i find it difficult to believe

#

and also i will say that disagreeing with =/= hating

#

but fair

rancid grove
#

yeah i saw it

lucid stream
#

Like ppl are much less likely to bot on experimental changes

rancid grove
lucid stream
#

Vs something actually planned on being added

lucid stream
#

We got a full lobby in unstable last night

rancid grove
lucid stream
#

Bc this made it to r.c last time

lucid stream
#

The majority of the hate is just directed at ht ramp down rlly

lucid stream
#

Imo

#

Still bad imo but it’s much more supported

long rampart
#

velocity arrows should have an option for all ships if its on all ships for dc

#

literally me complaining about everything except the thruster changes because i like it

wicked spade
#

also plaus is a no vote

#

so thats a very solid majority of pvp players against the change

#

fixed some mistakes in the spreadsheet

#

short form for everyone to answer

#

a few questions on ur thoughts on rampdown

wicked spade
lucid stream
long rampart
lucid stream
#

this is supposed to be pure pvp players

#

so we gotta get them out the ramp down yes

long rampart
long rampart
lucid stream
long rampart
#

heres the thing tho
juno is also a pvp player

long rampart
#

btw @wicked spade is it rampdown for non mrt or in general
you have to clarify that

lost mural
lost mural
rancid grove
#

an option for the new arrows that show direction and rotation that has them visible on all ships, rather than just ships you have selected

#

i think is what they're getting at

long rampart
broken burrow
lucid stream
#

I’d like an option for the arrow to be still shown when weapons / control groups are selected or the option to be able to see them I think they are cool

rancid grove
#

yeah

#

as someone who has hotkeys selected like 90+% i would love to be able to see the arrows

lost mural
#

I hadn't considered that selecting the parts wouldn't draw the ship overlays. It probably should count as the ship being selected for velocity arrows at least, yeah

tidal urchin
#

I get why the change was made but I think insurance for taking missions would be a better and more career 2.0 interesting solution

iron stag
tidal urchin
#

yeah I understand that it takes way more dev time than just changing a number

#

but I think it would be worth it

hexed wharf
#

I have to say, I don't like the change. I am a career player, certainly not pvp. I just like to play it that way. I also have a big lists of mods. It is how I get my enjoyment out of it. A lot of the mods involve thrusters which are not affected (luckily). Just to get a good idea of the changes, I loaded up a flanker frigate with vanilla trusters. 3 rear HT's, 2 rear LT's, 4 side LT's, 2 standard front trusters. The ship now really feels sluggish when quick changes in direction are required, especially when suddenly having to stop. Normally the 2 front trusters were enough, but not anymore.

I just hope the changes do not get incooperated into the mods. I can already imagine my ships just pinballing off when in the asteroid belt.

versed cove
#

I absolutely love the prospect of an EMP buff, but buffing reload time specifically (especially this radically) on a weapon so reliant on burst damage to enemy shields is... Very weird, to say the least. It makes stunlocking enemies a far more interesting possibility, however it's still a very strtange decision.

#

Here I present to you 2 modules, one pretty radical and specifically designed for the change, able to almost keep up with the missile spam (crew only have to do one sortie, but it's still unable to 100% upkeep off of one factory alone, at least in my testing), and another one from before the change, optimized for the 6 second cooldown. Both have roughly the same raw EMP output, except the left is 30K cheaper. The compromise is greately reduced burst potential, which is the thing that EMP thrives off of thanks to the nature of how shields work.

#

Here's a gif demonstrating this very well.

#

30k cost save might be worth it, plus the new module can be optimized much further (this is just a test demo) whilst the old one had reached its limit. Plus it is so much easier to armour up for the chunkier builds.

#

@iron stag I'll ping you just in case (sorry for bothering)

#

.,.,

ornate monolith
bold token
#

could boost also have rampup/down added but for like .25 sec and it ramps from 50% to 100% instead of 0% to 100%?
yeah nerfing stuff isn't as nice as buffing but boost is currently a bit too responsive compared to other thrusters

#

also for other thrusters could try something that ramps down to something other than 0%

carmine jay
bold token
#

piecewise function

#

ooo now i'm interested in other curves..

#

holding w for red line
release for blue line

#

values can be changed but the thruster is outputing 90% thrust after .5 secs (example)
or 10% .5secs after releasing

#

just 1-e^(ln(0.01)t) and e^(ln(0.01)t)

unkempt briar
bold token
#

it's more responsive and the drawbacks can be tuned a lot more

rancid grove
#

Suggestions:

HT rampdown: from 1 sec to 0.5 secs. This is the original number i suggested back when preview 1 was being discussed, i think it would make HTs responsive enough while still making them be distinctly less agile than the smaller thrusters

Standard, Large, and Boost thruster rampdown: set to 0. it's just not really necessary to have rampdown on them, tbh

MRT thrust: increased by somewhere in the range of 15-25%. MRT's rampdown and overall maneuverability feels about right to me, but it is struggling in competitive gameplay, i think this would allow ships to have lower investment in MRT for the same benefit and be able to actually afford other thrusts for turning purposes

Boost: after boost mode finishes, require boost to be fully recharged before it can start producing thrust again, sorta like shields. would maintain boost's power and agility while boosting, but give more consideration to their intended downside of having downtime, in a way that doesn't punish good logistics

TB: hopefully the thruster changes would make fighting against TBs reasonable with the 20% thrust nerf, but in case it doesn't, nerf TB's cost rather than its force. an increase of 5-10k (in steel, hypercoils, and possibly hyperium) would have minimal effects on career where such resources are relatively plentiful and cost isn't much of a factor, but reduce the ability to have loads of TBs while still having a load of other stuff

wicked spade
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cost nerfs are a big no no imo

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for tb

rancid grove
wicked spade
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forces rebuilds of whole ships

rancid grove
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not necessarily rebuilds, but some cutting of costs would definitely be necessary

wicked spade
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i think tbs need to have rampdown/rampup when they switch between push/pull and thatll make them much fairer, though they need more nerfs still

rancid grove
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i also don't really see why people are so against rebuilding ships in this ship building game

wicked spade
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i dont like being forced to rebuild my ships for no reason

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its a pain

rancid grove
rancid grove
wicked spade
rancid grove
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i'm not sure if there would be another good balance solution that nerfs high-TB-count ships like TB rails while keeping ships with lower TB counts (and TB in career) still viable

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giving TB ramp time going between modes would be something but you said yourself they'd need more nerfs

wicked spade
rancid grove
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flipping isn't (and shouldn't be) the only consideration of what TB can do, i mostly use mine for stabilization and as reverse/turning thrust on my own ship rather than as a tool to flip my opponent. i still use it to try destabilize them or exacerbate a bad movement from them, but it's only relatively rare cases where i'm actively trying to flip someone from them just piloting normally

wicked spade
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well they are xd but thats a separate issue

wicked spade
rancid grove
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too much force nerf would mean TB stops being able to flip as effectively, yes, but it would also make TB even less useful in career and in low counts, and i'm not sure if there's a sweet spot where flipping is difficult/resistable but the other uses are still useful

wicked spade
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force nerfs will mostly just impact complete flipping and make it harder

wicked spade
lucid stream
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Please for the love of god no cost / logi based nerfs

rancid grove
wicked spade
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and anyone that knows well enough wont care about force nerfs because the ai cant even resist against it at all

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a small force nerf wont make it any worse in career

lucid stream
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If ht ramp down is removed tbs aren’t going to need the nerfs btw lol

rancid grove
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yeah well i did say that i didn't think much if any TB nerfing would be needed if the other changes work how i think they'd work

wicked spade
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ht with 0.5s rampdown probably still gets abused by tb

rancid grove
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also if people are really really against flipping there is also the nuclear option of making TB not able to target individual parts (being limited to targeting a whole ship instead) but i don't think that'd be a great idea

lucid stream
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Remove all thrust but small thrusters so they are meta

wicked spade
rancid grove
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also what do you 2 think of the proposed boost nerf?

lucid stream
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I’d love to get it removed from mrt as well but it’s simply not supported enough

wicked spade
rancid grove
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it... would still have instant maneuverability?

wicked spade
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could just give it a hard cooldown or do the shield thrust idea where it cant produce thrust after boosting until it hits max power

rancid grove
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the shield thrust idea is exactly what i suggested

wicked spade
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oh i misread

rancid grove
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maybe i just didn't word it properly

wicked spade
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yeah no thats fine probably

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would make pure boost a lot harder

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which is kinda stupid that it works

rancid grove
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can actually mostly thank kelsia for that one, her and i had a discussion a bit back

robust skiff
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Suggestion to Support Additive DecalLayers Modding:

Hi Walt & Team, Thanks for adding DecalLayers in the latest release candidate— I’ve run into tiny issue, though: there doesn’t seem to be a way to make changes to DecalLayers additive.

For example, if my mod adds +1 layer and another mod adds +80, my override can overwrite theirs depending on load order. This could cause some issues for people mixing and matching mods. It would be amazing if we could adjust DecalLayers relatively (e.g., +=) so multiple mods can contribute without conflicts. It might not be possible but figured I might as well ask.

Thanks for considering this, and apologies if I’m missing an existing solution!

lost mural
# tidal urchin but I think it would be worth it

I've suggested insurance before (no clue if it was a novel idea haha), and I think it's a cool idea, but it's a longer-term solution to the problem, and we do want to incentivise dealing with damage rather than save-scumming.

lost mural
meager mural
rancid grove
# rancid grove **Suggestions**: __HT rampdown:__ from 1 sec to 0.5 secs. This is the original ...

oh yeah also, and probably predictably

Configurable Thrust Inputs: add this. please.

to walt, i know you want MRT balance to be in a good place without this, but i don't really think that's a good reason to not have it. i see configurable thrust input as more of an 'advanced player tool' much like you've said you think of direct control, it's fine if it's necessary or nearly necessary to be used on competitive pvp ships, much the same as it's very difficult to successfully fly something like a UL nuke or rammer without using direct control. it would allow for a lot more granularity in how thrust setups can be made, and overall just be cool

robust skiff
# meager mural i think they mean if one of their mods ass +1 and another adds +80 and the +1 ov...

@lost mural - Yeah Elliot nailed it. Really the +81 just ends up being better than it being limited to the +1. I guess if I were to take my dev hat off for a minute and try not to do the solutioning for you 😆 ... As a modding user, I want the game to automatically choose the greater value when multiple mods overwrite the same DecalLayers value, so that mods can coexist without conflicts and users benefit from the most expansive changes.

lost mural
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The former is probably easier to implement, though, so it's more of a curiosity thing

slate pond
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My issue with the boost change is that it would affect dom a lot. Probably more than thrust ramp down. Boost really is a complicated issue and I admit that I dont really have a good solution.
Giving mrt more thrust is really dangerous concidering that its the best choice on some ships, but its worth trying.
We should wait with tb nerfs until we tested the current version.
I like the other changes for testing.
Also i dont wanna come off as too critical. I really like that youre one of the only onces to actually suggest concrete changes.

spice kernel
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@lost mural @robust skiff @raw idol
Couldn't we just do an "official" workshop mod(s), which add like specific set x Amount of decal layers and mods then can add dependencies for the same mod(s) and won't cause inconvenience

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also indexed Part Stats when.

robust skiff
robust skiff
bold token
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diff colors are diff thrusters

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also i'm still interested in boost thrusters having rampup but over a really short period and with a "headstart"

rancid grove
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i also agree with an MRT thrust buff

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hey @steep cloak, @broken burrow and @lucid stream i recommend moving the discussion here so as not to clog up the looking for game channel

broken burrow
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I consider the discussion closed, thank you though

slate pond
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No please dont spam this channel lol

steep cloak
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🏓

broken burrow
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It's a shame we cannot make a thread inside another

lucid stream
wicked spade
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it gets tuah point 💔

spice ivy
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I'll say one thing here. I like the idea of this update, but it's causing extreme backlash in some people in the pvp community (I'm sure everyone can notice it in this chat) so I think it needs a few changes before releasing it.

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I've never seen backlash like this, and I'm not new to the usual drama

steep cloak
carmine jay
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lmao

misty steeple
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I still think that my gut feeling and salephz' concrete outlining of the ramp behavior should probably make it way better in terms of pure feel, despite achieving mostly the same goals

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I have no idea how to mod that into the game though KEK

lost mural
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I'm not sure the curve of thruster ramp is data-driven. I think it's a hardcoded lerp

versed cove
warm zinc
rancid grove
warm zinc
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yup that's the plan

rancid grove
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and it is the hardest one to test for pvp as it would require ship rebuilds

rancid grove
warm zinc
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trying a 25% MRT buff because 8000 * 1.25 = 10000 and I like round numbers!

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@everyone Thanks for all your help testing RC1 and for providing all your feedback! Believe it or not, I read this entire thread! RC2 is now ready for testing!

  • (Balance): Increased M.R.T. thrust by 25%. (8000->10000)
  • (Balance): If a Boost Thruster runs out of power, it now must be powered up fully before turning back on. (This applies regardless of whether it is in boost mode or not.)
  • (RC Balance): Halved ramp-down for Huge Thrusters.
  • (RC Balance): Removed ramp-down from Standard, Large, and Boost thrusters.
  • (Bugfix): When loading a saved game, the activation levels of M.R.T.s (and other thrusters if powered by engine rooms) would be loaded at a lower value than when saved.
  • (Bugfix): The recently-added "magic thrust" could cause ships to slowly oscillate around their intended destination.
  • (RC Bugfix): Crash when creating a new ship from scratch when using a mod that increases the number of decal layers.
  • (RC Bugfix): It wasn't possible to click on a ship/asteroid icon with the updated salvage/mine tool to target it.
wicked spade
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hm

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alrighty

frank cloud
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peak

meager mural
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I'd say all of these are actually quite good besides the boost thruster change. I don't know what the rampdown was for HT but its good to see it getting some buffs

wicked spade
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mrt is probably op now in a bad way

rancid grove
wicked spade
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i think its a good idea to nerf boost

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though "we should buff other thrust instead" i agree with for sure

rancid grove
wicked spade
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will test

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i think the boost nerf makes it so you dont want to run them as turning thrust on rammers tho

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since they will be offline for way too long

warm zinc
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My only request for y'all is that you actually test before passing judgement.

wicked spade
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i am currently yes

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but theres only so much a value change can do that cannot be predicted

wispy heart
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i am soooo thankful

rancid grove
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HT ULnukes will probably play somewhat close to stable, though with a bit more forethought going into a fling

meager mural
# wicked spade not a fan?

Only worry is that it'll make boost thrusters niche-r in career as I haven't seen many boost thrusters but I really don't know if that's an issue since a lot of things are kinda niche for career

rancid grove
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true, that is a worry

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something kelsia's been wanting and i see no issue with is changing boost to not use tristeel, and instead having more of its cost into like hypercoils and steel

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wouldn't do anything to pvp balance but would make them a bit easier to get in career, especially in large amounts

meager mural
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I saw the ER and HT change with tristeel and I'm in full support of it

meager mural
lucid stream
wicked spade
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This was my take on an actually playable preview cg rammer, afaik no other layout with mrt really works (this one isnt really good either but it barely works). on the left is the boost version i ran last rc and the right a version i hastily refit with a mix of ht and lt for a mix of better top speed and turning rate while not relying on the now inconsistent boost.

Speeds have both gone up to a decent extent (10 ms or so, pretty big amount even if it doesnt sound that high). These are heavily armored ships so im not expecting blazing speeds. combat testing is needed

carmine jay
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Once you get a HC factory tri-steel becomes the issue

lucid stream
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I think tbs are still overtuned off pure numbers tho

meager mural
carmine jay
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anyways on another matter
THE SHIELD THRUSTER IS REALLLLLLLLLLLLLL

meager mural
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I heavily disagree abt the tractorbeam thing as they're already super niche in career

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Or rather

carmine jay
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thonkers
I think I have found the core of thrust imbalances

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and its quite funny gimme a sec

meager mural
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Its more of a concern that they're gonna be too niche in career or not woeth

wicked spade
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now what im worried about:
the thrust buff is pretty crazy regardless. this ship barely was below 200ms on stable and breaks 210 now. i worry stuff like this will make speed meta resurge but in an even less interesting form as just speed checks with zero agility or responsiveness. testing is still required though

meager mural
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I've heard and I used bad wording. Its just a concern since I thihk walt cares both about career and pvp

wicked spade
unkempt sinew
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They worth it both in pvp and career id imagine, you just need to make ships that support them well

lucid stream
wicked spade
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no matter how good tbs are while still being balanced i doubt career players will actually use them widespread because theyre inherently a higher depth and very niche option which usefulness isnt even immediately apparent to the average career player

unkempt sinew
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Indeed

lucid stream
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Most career and non optimal player don’t fully understand how to utilize tbs well in the first place

wicked spade
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tbs are already overpowered in career due to thrust counts being very low and ai not knowing how to counter them. if you want to make them work they can trivialize the entire career

lucid stream
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They are difficult apm and logi wise career players lack both

ornate monolith
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meanwhile

Me: wtf is a tbs

wicked spade
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in career u can just spam pause

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apm doesnt matter

lucid stream
wicked spade
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one of the reasons i accy like career

ornate monolith
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i am a avid modded career player. That should explain a lot right?

lucid stream
wicked spade
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takes focus off apm

wicked spade
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but apm isnt the consideration there

carmine jay
lucid stream
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It’s not an insult either if I took 600 hours and taught you the PvP meta you’d agree tbs are busted on r.c

lucid stream
carmine jay
ornate monolith
meager mural
ornate monolith
frank cloud
# carmine jay lmao what

it is a pretty common sentiment. Using tb’s breaks immersion pretty quickly cause you can just put ships or stations into the sun and the npc’s won’t fight back or care

carmine jay
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it was about pause not tbs