#TRL Rebalance

60 messages · Page 1 of 1 (latest)

unique summit
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The debuff mechanic on the TRL is genuinely interesting, but the infinite stacking and its nature as a deck-mounted weapon ruin it. Even though it's too late for a full reset, there are still some changes we can make.
Regarding the deck-mounted aspect:
The turret traverse speed was already nerfed in the last patch, I think. Maybe the firing arc could be tightened further? Though that's not the focus of this post.
Regarding infinite stacking:
Make the base TRL itself stronger,and the shield vulnerability debuff can stack. but introduce diminishing returns for the Amplifier Pump and Expansion Pump—the more you stack them, the steeper the penalty becomes. This would push players toward fielding more individual TRL turrets instead. Running more turrets also increases logistical strain and might even force players to manage multiple separate heat networks.

hazy plover
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i advocate for a total removal of shield heating, but i wouldnt mind the rework to its heating

unique summit
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I actually think completely removing shield damage would be inappropriate. Things like fans absorbing shield heat also make the design more interesting.

hazy plover
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my problem with shield heating is the TRL gives a lot more than it takes. deck cannons have a huge variety of downsides for the luxury of being roofmounted, while TRL has, sometimes, 2. TRL needs another weakness, and id like a weakness against shields to encourage better ship design, as you need to create holes in your frontal area to deal with shields, or use emps (risky, but also cool)

an idea i had is making the exchangers suck up the dialation debuff but also completely disable shield heating so they still have some use but not enough to completely nullify the weapon

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this is getting slightly off topic though. i do have a problem with multiple TRLs, and its that multiple TRLs are already extremely strong, like some of the highest DPS in the game per cost and crew strong

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i think TRL needs more nerfs, excluding the possible shield heating removal, then you can look at rebalancing it

jovial stag
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I think it could be much more interesting if max heat where things take damage was higher, but fire could have better intensity

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or maybe if heat transfer to other parts to other was bigger

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also imagine if dialation pump was widening TRL beam width (also no aoe for thermal missiles)

spare reef
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from what ive looked at i think reworking it to be emp but with heat flavoring would work best

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keeps the original idea but removes the infinite stacking

spare reef
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but bassicaly my opinion summarized is rework to emp and maybe nerf scaling a bit

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otherwise its fine

shrewd trail
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what if trl has a long charge up time before it fires? does that help?

spare reef
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2-3 seconds maybe?

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4?

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counting long btw

shrewd trail
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something like chaingun, scales with pumps but only shoots at full charge

cuz you know "heating up the pumps" ish?

spare reef
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majes it kinda like a big space bellows

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yknow the blacksmith things

shrewd trail
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idk what that but cool :D

spare reef
shrewd trail
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ohhhh

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i see...

spare reef
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idk its hard to find a good image

shrewd trail
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oooh, that weird air pump thing from bad peggies, i see...

echo canopy
spare reef
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idk

echo canopy
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Yea

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That change wouldnt address the scalability problem though

spare reef
echo canopy
carmine gate
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the firing arc of trl should be restricted to like 60-90 degrees forward, it can be a deck weapon but we should still add some functional restriction if it wants to be hitscan

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its also kind of stupid how trl can just vaporize smaller flanking ships sometimes

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it would serve to actually give a functional safezone against it when playing vs it, where you know u cant get hitscan vaporized if the enemy decides to aim there

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rn theres literally only being directly behind the enemy ship

royal fox
# unique summit I actually think completely removing shield damage would be inappropriate. Thing...

i don't like this because for one it's not that interesting in the first place(won't argue further because it's subjective but exchanger are the simplest heat part to use and the most forgiving imo) and because it forces all shielded ships to run exchangers else they'll burn up regardless of whether they want overclocks or not they now have to interact with the system which then doesn't line up with heat pipe logistics being used as a balancing tool since they're more complicated

spare reef
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idk

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i think restricting the movement wouldnt solve the problem

timber kestrel
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imo trl shield heating should be a flat value per turret instead of being dependant on pumps

echo canopy
echo canopy
placid prism
echo canopy
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True maybe 120 degrees?

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I think thats still plenty

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or even 150

spare reef
echo pike
carmine gate
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i mean i suppose 120 degree is what im describing

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hm