Author Topic: Positives and moving forward in balance.  (Read 812 times)

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Offline xInVicTuSx

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Positives and moving forward in balance.
« on: January 05, 2011, 11:18:02 AM »
Ok so, after reading the initial batch of threads of OP NERF RAGE (a few of which are my own ;))inevitable for new releases, lets start documenting what has improved so we can see where the mod is moving forward nicely.

I'll start my list with Jump jets, the minimum fall distance change has helped them immensely for me, the constant jamming my toes on tiny rocks of inclines seems to be largely solved and I have found them much more useful.

Both ATMs and Heavy Lasers appear to be quite balanced and fun weapons to use.

The wars code has really helped me with both AC and SRM detection.

The balance between AC20 and UAC20 turned out better than I thought, they seem to relate to each other nicely.

Most of the new variants seem pretty solid and I noticed one of the Uziel variants, the RAC2 one, was changed in exactly the way I suggested, the MRM was downgraded to 10 and the RAC2s were given two tons of ammo, so that it good.

Also, RACs in general are more useful now, particularly the 2s seem to do much more reliable damage to ground targets while I approve of the new RAC5 pricing. Mr.Bubbles has avenged the honor of the RACless joke mech.

LOVE the new Vulture variants, laser/ missile combos are the only true Maddogs. ;) 

New pricing system is great in many ways, Love the cheaper Warhammers and Oros especially.

LBX is pretty beast now, at least the 20s, I have yet to test the 10s though.

The return of the AC5 Partisan and having it be starting rank has been crucial for early game heavy options, they seem to deal pretty good damage to lights and Areos.

New mauler variants look good but I havn't tried them much yet.

Finally, X-pulse lasers are a big step in the right direction for pulse lasers as a whole, on demand is sweet even if the damage/heat rate is a bit low on them but overall I like where this is going and hope normal pulse lasers soon follow.

I'll post more as I find them. Remember, post what you think is going in the RIGHT direction, would like to see how much consensus there is.

-Invictus ne Vindicetur-

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Offline Perk

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Re: Positives and moving forward in balance.
« Reply #1 on: January 05, 2011, 11:31:23 AM »
LBX Hawkmoth is absolutely epic air to air.  There's finally a viable air-mobile anti-bomber option.  It just tears up Sullas and spits out Shivas.

Offline Seraph

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Re: Positives and moving forward in balance.
« Reply #2 on: January 05, 2011, 11:47:54 AM »
Finally, X-pulse lasers are a big step in the right direction for pulse lasers as a whole, on demand is sweet even if the damage/heat rate is a bit low on them but overall I like where this is going and hope normal pulse lasers soon follow.

Regular pulse lasers will not follow the x-pulse lasers. They are supposed to be different in their weapon behavior than pulses :) They are great BA hunter weapons though (I died against them often).

Good topic. Finally something positive in between all those OP rants :D
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Offline xInVicTuSx

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Re: Positives and moving forward in balance.
« Reply #3 on: January 05, 2011, 11:59:37 AM »
Finally, X-pulse lasers are a big step in the right direction for pulse lasers as a whole, on demand is sweet even if the damage/heat rate is a bit low on them but overall I like where this is going and hope normal pulse lasers soon follow.

Regular pulse lasers will not follow the x-pulse lasers. They are supposed to be different in their weapon behavior than pulses :) They are great BA hunter weapons though (I died against them often).

Good topic. Finally something positive in between all those OP rants :D

I thought as much, having differently behaving weapons is good I guess. However, it would be nice to give them a slight hike in damage/ heat rate. A slight one.

Anyways, every bushwacker should be jealous of the E... even the A... :P

-Invictus ne Vindicetur-

KNIGHTS GRAND 5V5 TOURNAMENT THIS MARCH! More info below.
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Offline dCK-Ad_Hominem

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Re: Positives and moving forward in balance.
« Reply #4 on: January 05, 2011, 12:27:23 PM »
I like the new weapon implementations, each of which being great at what they are supposed to be.

Thanks for the Fortress Morrigu. Finally the Demo has a worthy adversary.

I love most of the new variants, some of those became new faves to me (The Mauler D and E are rape beyond belief though, really serious business).

The overall increase of BA is another aspect I smile upon. First off having a HUD and secondly having more health and better coordination possibilities is great. I think this could receive some more improvement (like a more beautiful HUD colour (Cyan or something)), but for now it is great as it is.

The switch to Wars was definitely a step in the right direction, things are way smoother now.

Offline (TLL)Siilk

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Re: Positives and moving forward in balance.
« Reply #5 on: January 05, 2011, 12:29:55 PM »
 I 100% agree with people here, there are a lot of excellent additions and changes in 0.4.X and I love them all. Here's what I want to mention in addition to what was already said:

 I love the new tweaked heat system. At first, it's hard to say what exactly was changed but overall feel is great. A huge step in right direction. Added heatsink damage is also very nice. And flamers! Flamers are perfect now! Better stream speed, reasonable heat transter, better animation, you name it!

 Increase of NCat prices made a rare guest in pub games but after seeing NCat fest all over 0.3.X it's a nice change to have.

HGauss and LtGauss are better now, and once again useful.

 NCat and Awesome have some mixed loadouts which is also very good. I had so much fun piloting Cheapwesome with 2xLtGauss and 2xERPPC. Now we need NCat with 3xLBL, ATM9 and JJs. ::)
 
 Rebalanced and cheaper tanks are also a very good change to see as now we really have a good balance between mechs and tanks. Both have their strengths and weaknesses and both are equally attractive to use.

 New game mode, TC, gave us long awaited strategic element of capturing enemy bases, an excellent addition to the mindless fragfest of TSA we had till now. Yes, gratuitous mech violence is fun but some having some kind of higher goal is always better.



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Offline ~SJ~MausGMR

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Re: Positives and moving forward in balance.
« Reply #6 on: January 05, 2011, 12:31:22 PM »
Overall there's a lot of good steps forward for 0.4, and a lot of great additional features added.

A good set of changes but still plenty more to do for future versions =P


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Offline ~SJ~ Atlessa

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Re: Positives and moving forward in balance.
« Reply #7 on: January 05, 2011, 01:08:37 PM »
Overall there's a lot of good steps forward for 0.4, and a lot of great additional features added.

A good set of changes but still plenty more to do for future versions =P

And when exactly did you play? I didn't see you at all the past week???


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Offline Seraph

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Re: Positives and moving forward in balance.
« Reply #8 on: January 05, 2011, 01:17:50 PM »
Overall there's a lot of good steps forward for 0.4, and a lot of great additional features added.

A good set of changes but still plenty more to do for future versions =P

And when exactly did you play? I didn't see you at all the past week???

OT? :D
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Offline ~SJ~ Atlessa

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Re: Positives and moving forward in balance.
« Reply #9 on: January 05, 2011, 03:46:42 PM »
Overall there's a lot of good steps forward for 0.4, and a lot of great additional features added.

A good set of changes but still plenty more to do for future versions =P

And when exactly did you play? I didn't see you at all the past week???

OT? :D

Only semi-OT I guess  ::) ;D


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Offline MerfMerf

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Re: Positives and moving forward in balance.
« Reply #10 on: January 05, 2011, 05:13:22 PM »
Lets see.

TC
This game mode was really needed and it really delivered. Maybe it has brought up some other issues and such, and some issues that are not directly linked to TC may interfer with it a bit but all in all this is a very welcome change to the TSA mode. Good work on this, and lots of potential!

Flamers
They now feel like proper useful weapons. They also are now useful for hunting BA! Something I at least failed miserably at in 0.3. Damage and heat they produce is just the thing to make assets fear being immobile in place for long.

UAC heat
I might be a bit opposed to them making exactly no heat at all, but this step was definitely in the right direction. ACs are no longer heat hogs and one can now alternate fire (for those assets that combine ACs with energy hogs) to allow for cooling while firing only a subset of ones weapons (the ACs). Feels good.

Hit detection
Not sure what was done. It was mentioned wars code would probably not change hitdetection in any way, but ACs in particular land more consequently. Feels like something was done anyhow and it seems to have noticeably reduced the "WTF-moments" where one was sure all variables was accounted for and one still did not get a hit. Feels good.

Vehicles
They are everywhere! This is a good thing. As evident from other threads I do not agree with all variants, but the overall result is good. Most vehicles needed the buff they have been given and the variation they bring to the battlefield is much appreciated.

New maps
TC version of old ones and a couple of new additions. Have not played enough to comment fully, but new maps are always a welcome sight. Adds to the variation, and if nothing else always looks awesome.

BA HUD
Looks soooo nice. I want those cracks and things on mechs as well. That HUD really adds to the immersion. Even if a few possible improvements have been brought up this was in large very nicely done. Feels kewl being a BA now (As opposed to just being kewl earlier).

Autoupdater
Now seems to work like a charm. Think I have seen only CD-key issues from people doing new installs. Updates from 0.4 to 0.4.3 went like a breeze. Again some points of improvement have been brought up, but all in all this works great now. I bet this will help bridging the barrier some new players (and some old players getting new rigs etc.) faced and in some cases newer managed to get past.

There is probably more, but I have not played nearly enough to build an opinion on all things changed.

/Merf - Sanity is for the weak

Online Deathbane

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Re: Positives and moving forward in balance.
« Reply #11 on: January 05, 2011, 05:26:48 PM »
Agree with most of what Merf says.

The fact i can take a tank, a hover, or a vtol out and not feel like its a waste of time is one of the best balance improvements we ve done in a while.


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Offline Seraph

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Re: Positives and moving forward in balance.
« Reply #12 on: January 05, 2011, 05:56:47 PM »
Agree with most of what Merf says.

The fact i can take a tank, a hover, or a vtol out and not feel like its a waste of time is one of the best balance improvements we ve done in a while.

I can say that I agree on all that. Seeing all our assets in the game being used now shows me we did something really well. And I love the combined arms aspect showing more in matches now :) :)
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In the heat of battle, legends are born ...



Offline Bill

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Re: Positives and moving forward in balance.
« Reply #13 on: January 05, 2011, 06:01:59 PM »
Yeah i am loving the majority of the new changes, it's just that "fish out of water" feeling i get a little about not knowing the game as well as i thought i did.

Basically bang up job, other than my sound issue (which is becoming annoying, but still playable) i am really loving 4.0!


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Re: Positives and moving forward in balance.
« Reply #14 on: January 05, 2011, 06:19:24 PM »
Lots of  +'s for the Dev's tireless work hours to create stable builds right out the gate

and some +'s in the community that helped get the Infamous Steam key issue fixed up.
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