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

1162 messages · Page 2 of 2 (latest)

lucid stream
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Exactly where as I have almost 200 hours on one specific tb ship

wicked spade
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yeah. the common pvp use case is targeting them on the corners of enemies and using push/pull to flip them and oneshot

frank cloud
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Oh i misread

frank cloud
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or did i

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idk

wicked spade
frank cloud
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Is there like some tech with pause spamming? Why would it break immersion

wicked spade
carmine jay
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thonkers
okay so hear me out

meager mural
carmine jay
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nvm

lucid stream
wicked spade
lucid stream
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This is tbr ppl

lucid stream
wicked spade
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the concept of the path of least resistance

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in game design

carmine jay
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/s

unkempt sinew
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My 203 ship goes 217 now, wow

unkempt sinew
meager mural
unkempt sinew
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Against a good pilot? None

meager mural
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Fuuck

raw idol
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They're pretty bad against heavy armor, but TB rails usually get around that, and heavy armor is very rarely competitively viable.

unkempt sinew
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360 armor could work

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Generally people use 45 degree armored nuke ships to counter them

carmine jay
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tbh I dislike the concept of railfanning but dont really care

meager mural
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I think railfanning is clever as hell

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At least the concept of it

unkempt sinew
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I love railfanning

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Genius idea to fix the inability to aim rails

carmine jay
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I agree, its just my own internal biases on railguns being a spinal weapon

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¯_(ツ)_/¯

meager mural
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I think I'll try pvp after this update since it seems the meta will be not mrt

Nvm will it still be mrt?

lucid stream
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Tb rails are hard meta (different ship types)

unkempt sinew
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Tb rails still use railfanning lmao

frank cloud
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As someone who just makes builtin style ships this rc is goated 🔥 pretty much exactly what i wanted

lucid stream
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Rail fans are awful

frank cloud
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mrt didnt need buff but tbh doesnt make much difference to me

unkempt sinew
meager mural
frank cloud
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the ht half rampdown and the smaller thruster no rampdown is perfect tho 🔥

unkempt sinew
warm zinc
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I'm going to turn on 2 minute slowmode in order to encourage substantive discussions.

meager mural
long rampart
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mrt is now more efficient than ht after a single extender iirc

meager mural
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the armor rounds out to 570 tons (for testing [average weight of a ship for simulation)
i can see why boost thruster got its nerf.

my only concern is career so something could be done to make it better in career but it doesnt desperately need it since this seems like a very pvp oriented part (I only mention since career is the main focus even though this is a pvp update, but my point may be invalid), but other than that id say this nerf is fine (havent tried it in battle but it seems on paper to be fine)

rancid grove
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i'm on board with removing its tristeel cost and adding more hypercoils or steel

bold token
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(Bugfix): The recently-added "magic thrust" could cause ships to slowly oscillate around their intended destination.
lets gooo

wicked spade
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thoughts?

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imo further thrust buffs are needed to make these types of ships good. considering the original intent of the preview seemed to incentivise this exact use case with mrts as a main drive thruster im not sure the intent is fulfilled. further thrust buffs will only further break mrts on other ship types like morbiters and ul nukes where theyre already perfectly strong and very annoying to play against due to their speed

wicked spade
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my thoughts

versed cove
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The boost change seems... Severe, to say the least, will heavily hit the ships that simply use boost for auxiliary.

Also, no change about EMPs? I still believe that whilst an emp buff is amazing, buffing it in the region that the weapon benefits from the least, let alone that extremely, is really strange.

wicked spade
versed cove
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I understand needing to counterbalance it too to make it on par with the other, weaker thrusters. Still though. Boost has fallen off greatly over the years, I don't remember the time when permanent boost buff was the meta, but the only reason whole "unable to recharge primed boost" thing was implemented was because of that.

wicked spade
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personally i dont think boost should ever be ubiquitous in the meta especially as a main drive and that it being that way is an offense as bad as pure mrt meta

versed cove
# wicked spade personally i dont think boost should ever be ubiquitous in the meta especially a...

I totally agree. However, while this nerf would not only make boost bad for only thrust choice, it might make it even worse for non-dedicated helper boost. The thing about those weird boost ULs is that they have a reactor practically adjacent to the boost to recieve max uptime, while support boost just kinda lies about.

I'd suggest counterbalancing this nerf by making a boosted boost that isn't firing consume less energy passively (you know how a passive primed boost has 0.3 "energy decay" per second, make that number like 0.1)
This mechanic has always been a bit of a burden in my eyes anyways

wicked spade
versed cove
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It'd just make boost stay on and aid you for turning your ship and stuff (like the thing that boost is supposed to be used for xd) instead of the other side running out whilst you're turning one direction. I guess more of a small convenience buff, so it doesn't detract from the nerf too much.

Also maybe make unboosted boost that ran out not require fully recharging? That seems a little strange to have, but I doubt it'll ever run out unboosted anyways.

torpid ridge
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what is this update even about 😭
its veri controversial

mighty echo
modest sun
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i'd think 4 seconds would be a good middle ground for EMP launch

versed cove
# torpid ridge what is this update even about 😭 its veri controversial

Any major balance change, especially one targeting arguably the most important part of the game and ENTIRELY overhauling it is BOUND to be insanely controversial.

By the way, I wonder what reaction will this bring of the player base at large, you know, the ones that aren't active on Discord. I feel as if the majority should be consulted.

warm zinc
versed cove
frozen thunder
slate pond
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maybe the movement vector could have some movement interpolation? Its quite chittery on higher rotational speeds.

raw idol
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Should already be interpolated, but I think the interpolation is bugged @lost mural

lucid stream
rancid grove
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aye, you are a good dev walt

carmine jay
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Best game dev I know of tbh

warm zinc
slate pond
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I think the boost nerf is way too severe and also has negative side effects on innocent ships especially in domination.
I propose that the exclusion zone should be extended instead. The degenerate boost abuse we had was mainly caused by orbiters stacking 2 rows of boosters. This would make that harder or impossible and wouldnt have as many negative side effects.

lucid stream
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^ Worth noting your nerfing boost hard here while buffing its direct competition in elim (also an awful nerf for dom overall completely ignoring elim)

rancid grove
# slate pond I think the boost nerf is way too severe and also has negative side effects on i...

aye, after playing a decent bit i've come to agree. in isolation/without the other thrust changes it would have probably been fine-ish, but it's too far with the other changes.

a potential alternate rework while keeping the shield-like recharge mechanic could be to reduce their battery capacity while reducing their boosting energy drain by the same amount, making them recharge quicker, but i'm not as sure about that and it'd probably just be best to revert the change and increase the deadzone

lost mural
wispy heart
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Sooo this is my opinion on the RC after playing some pvp with it
i love every single change in this one, though imo the boost nerf should be reverted... before this change, the problem with boost was that because huge thrust and MRT based ships were both really hard to play, so people just turned to boost and it became the best thruster in the game. However, I would argue that now that the rampup on MRT and HT was reduced, the boost nerf is no longer necessary and i think guts it a little too hard.

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However, I completely agree with the other changes. I believe that increasing the MRT's thrust was a great trade for adding the MRT rampdown, for instance.
Keep up the good work, Walt (and the other devs)!

rancid grove
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just adding this here from fish as i don't think he's said it here yet

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the one remaining serious issue (if boost nerf reverted and deadzone increased) is TB, though imo it's not really much of one

if people think a nerf is warranted, i wouldn't suggest nerfing its force again (as it'd just make it too weak in small amounts), rather, either increase the cost (preferably by increasing the required amount of relatively easy-to-get materials so as not to heavily impact career) or add some ramp time for switching between modes, removing TB's advantage of immediate impulse

slate pond
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We could also make the tb beam wider instead. That would keep the force the same and reduces the rotational force applied.

lucid stream
rancid grove
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ah, fair enough. want me to remove the image then?

slate pond
lucid stream
modest lily
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are tbs really still op? I haven't properly tested it but I would have thought the rampdown decrease to ht would make a big difference

rancid grove
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i wouldn't say they're OP, but they might still be a bit overtuned

wicked spade
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hosting on preview to test some new ships

unkempt sinew
modest lily
rancid grove
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if they do get a nerf it shouldn't be a big one. i'm on board with plaus's idea

unkempt sinew
versed cove
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I don't think anybody bothered checking out my ''EMP Thesis,'' but to add upon it, I made a middle ground emp module with 4 emps. It's practically the same cost as the old 6 emps version, although it does cointain more storage. In terms of performance, they were also practically the same, with the 6 launcher version just barely managing to get a couple more shots in.

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Goes to show just how much of a ''non-buff'' this seemingly colossal balance change really was, and nothing will change for EMP unless factory production speed is also buffed. Eats away at factories and crew absolutely mercylessly, you end up needing so much factory buffs and factories that you might as well just go for more launchers (more burst too) and less uptime, like how it was before with 6 second reload.

By the way, you literally can't match or surpass the new EMP reload, even when crew only have to do a single sorty, it manages to eek out quite a long a flicker before it reloads.

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I moved the thing one tile up to give crew a better response time, the claim above still applies.

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.....Am I the only person in this server who cares about EMP? 🥹

meager mural
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I need to use EMP more, front facing EMP kicks ass. This balance change wont change much but I do think EMP is a bit niche vs disruptor.
EMP is very polarizing vs disruptor I feel, since one actually does decent damage vs standard parts with its only cost being energy and the other does fuckall vs parts damage wise and its cost is somewhat steep, not being infinite.

I'm not telling you that to explain balance, its just why EMP probably isnt used as much, its a bit niche and polarizing id all

lucid stream
slate pond
versed cove
versed cove
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Actually, on second thoguht, love this idea, having reload be limited strictly by the efficiency of your crew and part construction speed is pretty genius...

modest sun
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cant wait for the ammo loading mods to have emps launch every 2 seconds because of that

frank cloud
versed cove
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Yeah.

rancid grove
warm zinc
rancid grove
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mmm, fair. a potential other change i've thought of is to keep the shield-like behaviour, reduce boost's capacity, but also reduce boost's power usage while boosting by the same proportion, so it's faster to recharge. could break some crew detach setups using boost to draw crew though

warm zinc
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You mean but keep the shield-like "must recharge fully" mechanic?

mighty echo
carmine jay
warm zinc
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Reducing normal power usage would make it more efficient than LTs which doesn't really make sense?

rancid grove
carmine jay
warm zinc
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i was thinking 8->6

carmine jay
# warm zinc i was thinking 8->6

Seems fine, though 4 might make more sense given its basically a LT on crack?
Could be interesting lore - "this is an LT we bolted uranium onto and it somehow works' or smth

warm zinc
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4 seems pretty drastic

rancid grove
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to be fair, so was the nerf in hindsight

lucid stream
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Why not remove the full recharge and just nerf the power usage of boost mode

versed cove
# warm zinc i was thinking 8->6

Aww, higher energy capacity was like the gimmick of boost>large thruster in my eyes, I don't think phasing it out is a good idea.

More like making passive boost drain (when it's boosted but not actually firing) to 0.1 would be a good balance change.

rancid grove
warm zinc
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Philosophically I like the full recharge requirement, I think it forces a bit more interesting decisions.

modest lily
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In the few games I played today with tb rail vs ion rammer it seemed quite easy to ram 8 tbs with 10er of huge thrusters, i don't think tb needs another nerf in fact i think it could be weaker now than in stable

wicked spade
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ig once ur ramlocked it doesnt rly matter so rammers will have an easier time vs tbs but ive seen that tbs are still really good at flipping. in any case i think tb balance is a finicky thing so we should not nerf tb again until the dust settles. its balanced enough to be on stable i think

long rampart
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ToggleOnResources for boost should be less than 8000 because boost on engine rooms are near impossible to refill normally (unless you overcrew)
i reccomend a value of 7500 (or (&MaxResources - 500)) because visually that looks like 8 batteries
it just needs a bit of leniency imo

sleek salmon
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This is code for "make boost re-activate when it actually looks like it should, even if it's not fully filled"
I really like this idea of boost downtime, I like how it kinda punishes them just being brainlessly stuck onto engine rooms and rewards them having their own supply line

spice ivy
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Rampdown feels very reasonable on huge thrusters right now. It's not very noticeable in normal piloting but it doesn't allow suddenly stopping my thrust and you're noticeably slower if you keep turning very aggressively for a while

rancid grove
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aye

also for boost thrusters, a career-centric change that won't change pvp balance at all but would make boost a bit more usable in career would be to change out its tristeel cost for increased hypercoil or steel cost, keeping the same overall credit value. change originally suggested by Kelsia, i think it'd be good bc currently it doesn't seem like boost's used much outside of pvp

wicked spade
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CG rammers seem to have turned into something along these lines. these sorts of constructions are far superior to their ht variants i am quite sure. the logistics on this are questionable but its pretty optimized regardless and is an example of hybrid thrust that i think actually works unlike the spinal mrt setups i posted earlier

wicked spade
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some thoughts:
mrt is honestly in a pretty good state rn and i think further changes should wait a bit until the dust has settled. however. i think its actually proportionally a bit too good on uls and kites and morbid with pure mrt and the likes compared to the intended use case of main drive mrt with other thrust (its good, but honestly not by much). to alleviate this issue there are a few courses of action:

  • increase thrust buff from 25% to 30/35% and increase density greatly (by 50%-75%)
  • revert/greatly reduce thrust buff and instead reduce mrts cost by a bit

both of these solutions would more directly offer greater benefits towards hybrid mrt setups. a weight increase and thrust increase would pretty much build in a sort of crude diminishing returns to pure mrt incentivising ships that use less mrt and more other stuff, while a cost buff would offset one of the main downsides of hybrid setups being their logistical jank causing them to inherently be more expensive than pure thrust setups.

currently the thrust buff is fine but i feel it kinda over rewards pure mrt setups and makes them quite maneuverable due to just how much speed and torque they have. if the intent was to discourage that then it hasnt succeeded in full

slate pond
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I dont think either of those changes could incentivise mrt. If mrt is good enough its gonna be run purely and if not then its just not gonna be run. I dont see how these changes would change that.

wicked spade
# slate pond I dont think either of those changes could incentivise mrt. If mrt is good enoug...

density increase would make having proportionally more mrt worse as it increases ur weight way more. cost decrease would make hybrid setups easier and pure mrt spam ships wouldnt really care that much about saving a few credits because even if it allowed them to afford a few more weapons or maybe even an extra er the actual benefit to those kinds of ships isnt particularly high. youre looking at this from a very reductive pov

slate pond
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Weight increase still leaves the ratio of thrust to weight constant. All youre doing with that is to nerfe lighter ships as twr will be worse.
And I dont see why hybrid setups would be able to use the credits in a better way than pure mrt.

mystic trail
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lol, the chat has now slow mode on. (2 minutes)

long rampart
warm zinc
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@everyone Thanks for all your testing and feedback on RC2! RC3 is now ready for testing!

  • (U.I.): Added an option to show velocity arrows on all ships.
  • (U.I.): Translation updates for all supported languages.
  • (Balance): Reduced Boost Thruster's passive power drain while in boost mode from 0.3/sec to 0.1/sec.
  • (Balance): Reduced Boost Thruster boost-mode power consumption per thrust force by 25%.
  • (Balance): Reduced Boost Thruster battery capacity from 8 to 6.
  • (RC Balance): Boost Thrusters now turn back on at the same power amount at which their final battery sprite is displayed.
wispy heart
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oooh okay
cant wait to try out the new boost thrusters!

carmine jay
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Yooo, awesome. I'll probably test it tomorrow, see how boost thrusters handle.

sleek salmon
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really excited to test the reduced battery size, i like these changes a lot

long rampart
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boost thrusters other than supply crew and its interaction with emp will feel the same

marsh sequoia
slate pond
marsh sequoia
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ah okay
yeah im getting similar results as toothless with other ships as well

marsh sequoia
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is junk pieces displaying movement arrows when they are enabled for all ships intentional? feels like it shouldnt cause random disconnected pieces of structure dont look much like a ship

lost mural
long rampart
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i'd be fine with arrows on junk :3

versed cove
carmine jay
long rampart
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i mean i did ask for having arrows always show as an option so that goes to show that i support that

broken burrow
rancid grove
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i assume this post is no longer needed

lucid stream
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I think it is as a place for feedback on the new changes for the short term But the PvP community no longer has issues with this for the most part

slate pond
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Boost has very little testing so Im still concerned about it especially in dom

wise lantern
dark sorrel