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Tenative 2.00 Patch Notes (Balance Update)
2017-03-24, 11:54 PM (This post was last modified: 2017-04-11 04:40 PM by ScarletDevil.)
Post: #1
Tenative 2.00 Patch Notes (Balance Update)
Some of you may have seen these floating around the forums already, or seen discussion about them on the Discord channel. Now that they are close enough to finished, i am posting them here.

Everything here is subject to change and is being posted here to open discussion, if you disagree with something, or would like to add something you think makes sense (And does not require a massive amounts of work) to change, voice your opinion.

I am aware the list is messy, excuse any potential spelling mistakes or inconsistencies. If something is unclear, ask for clarification.

---------------------------------------------------------------------------------
Armor rework notes;

Wood HP buffed to 170 (From 120) (For 1x1x1)

Stone buffed to AC 7 (From 5). Health buffed to 300 (From 220) (For 1x1x1)

Metal buffed to AC 15 (From 10). Health buffed to 350 (From 280) (For 1x1x1)

Alloy buffed to AC 13 (From 7). Health buffed to 260. (From 140) Cost increased to 5 (From 4) (For 1x1x1)

Heavy armor cost reduced to 25 (From 40) (For 1x1x1)

Armor layering bonus changed from 0.8, 0.6, 0.4, 0.2,0.1,0.1 to 1.0,0.85,0.7,0.55, 0.4,0.25

----------------------------------------------------------------
General block changes;

Light block cost reduced to 25. (From 100)

Surge Protector cost reduced to 10. (From 25) Health increased to 200 (From 150) AC buffed to 5 (From 1)

Rubber cost reduced to 3. (From 5) (For 1x1x1)

Glass cost reduced to 1. (From 2) (For 1x1x1)

Lead cost reduced to 3 (From 5) (For 1x1x1)

ERA Armor Now counts as a structural block. (Only the full block, not the slope) AC buffed to 7 (From 3)

--------------------------------------------------------
Other Block type durability buffs;

Ram cost increased to 25. (From 15) AC buffed to 20 (from 10) Health increased to 1000. (From 400)

Standard Door AC buffed to 15. Health increased to 250. It is now a structural block.

Fuel Engine - Hull Pipe AC buffed to 15. (Was 3) Health increased to 300 (From 160) Weight increased to 40. (Was 30) Cost increased to 10. (Was 1) It is now a structural block.

Steam Engine – Pipe Hull AC buffed to 15. (Was 10) Health Increased to 300. (From 280) Cost increased to 10 (Was 6.5) It is now a structural block.

Deck Port – Now has identical stats to 1x1x1 metal block. It is also now a structural block. Cost is (5), Same as metal.

Smoke Generator – Now has identical stats to 1x1x1 metal block. It is also now a structural block. Cost is (5), Same as metal.

Firing Piece – APS AC buffed to 20. (Was 15) Health buffed to 350 (Was 300) Weight reduced to 40. (Was 70)

Firing Piece – CRAM AC buffed to 20. (Was 5) Health buffed to 350 (Was 150)

EMP Pellet (CRAM) Cost reduced to 30.

Fragmentation Pellet (CRAM) Cost reduced to 30.

Range Finder 5m AC Buffed to 10 (Was 7) Health Increased to 750 (Was 375)

Range Finder 7m AC buffed to 10 (Was 7) Health Increased to 1125 (Was 562.5)

Range Finder 9m AC buffed to 10 (Was 7) Health Increased to 1500 (Was 750)

Armored Range Finder 5m AC Buffed to 20. (Was 12) Health Increased to 1500 (Was 600) Cost increased to 70 (was 50)

Armored Range Finder 7m AC Buffed to 20. (Was 12) Health Increased to 2100 (Was 840) Cost increased to 100 (Was 70)

Armored Range Finder 9m AC Buffed to 20. (Was 12) Health Increased to 2700 (Was 1080) Cost increased to 125 (Was 90)


All standard Detection Equipment (Everything in the Detection tab except ; Wireless Snooper, Missile Radar Buoy Holder, Missile Sonar Buoy Holder)

AC buffed to 15 (Was 10) Health increased to 300 (Was 200)


Spinblock, One Axis Turret, Two Axis turret; AC Increased to 15. (Was 10) Health Increased to 800 (Was 150)

Sky Fortress Turbine AC Increased to 15 (Was 10) Health Increased to 1000 (Was 500)

CRAM Gauge Increaser (All Variants) AC Increased to 15 (Was 10) Health Increased to 350 (Was 200) Cost reduced to 25 (From 35)

CRAM Autoloader (Both Versions) Cost reduced to 25 (From 35)

CRAM Hardener Pellets Cost reduced to 20 (From 25)

Missile Controller AC buffed to 12 (Was 10) Health increased to 300 (Was 100)

Missile Gantry AC buffed to 8 (Was 3) Health increased to 150 (Was 100)

Strategic Antenna + Dish Piece AC buffed to 15 (Was 10) Health increased to 250 (Was 150)

Docking Station AC buffed to 12 (Was 1) Health increased to 600 (Was 100)

Sub-vehicle spawner AC buffed to 12 (Was 1) Health increased to 250 (Was 100)

Vehicle blueprint spawner AC buffed to 12 (Was 10) Health increased to 250 (Was 150)

Small Propellor AC buffed to 15 (Was 10) Health increased to 300 (Was 150)

Huge Propellor AC buffed to 15 (Was 10) Health increased to 2700 (Was 600)

Small Jet AC buffed to 10 (Was 5) Health increased to 200 (Was 100)

Huge Jet AC buffed to 10 (Was 5) Health increased to 1800 (Was 600)

Small Ion Thruster AC buffed to 10 (Was 3) Health increased to 200 (Was 75)

Huge Ion Thruster AC buffed to 10 (Was 3) Health increased to 1800 (Was 450)

Wing + Aileron + Tailplane AC buffed to 5 (Was 1) Health increased to 100 (Was 50)

Jet Stabilizer AC buffed to 12 (Was 5) Health increased to 250 (Was 150)

Heat Decoy AC buffed to 10 (Was 3) Health increased to 200 (Was 85)

AI mainframe Cost reduced to 50 (From 100)

Radiator AC buffed to 10 (Was 3) Health buffed to 200 (Was 100)

Large Radiator AC buffed to 10 (Was 3) Health buffed to 1800 (Was 900)

Ammo Storage + Ammo Parts box Weight reduced to 40 (From 45)

Laser Munition Defence – AC buffed to 10 (Was 4) Health increased to 300 (Was 100) Cost reduced to 30 (Was 100)

Laser Optics & Steering Optics – AC buffed to 8 (Was 4) Health increased to 250 (Was 100) Cost reduced to 20 (Was 50)

Tactical Nuke – Cost reduced to 50 (Was 100) Weight increased to 40 (Was 4)

Ammo Ejector Cost Reduced to 20 (Was 50)

Belt Fed Autoloader Cost reduced to 30 (Was 40)

Ammo Input Feeder Cost reduced to 10 (Was 15)

RTG (All types) Cost reduced by 50%

Fix; Small turbine AC reduced to 6 (From 46)

----------------------------------------------------------
Barrels & Railgun Pieces & Mantlets

APS Barrels (All types); AC buffed to 15 (From 12) HP increased to 350 (From 200/225/250) Weight reduced to 40 (Was 50)

CRAM Barrels (All Except bomb chute.); AC buffed to 15 (From 10) Hp increased to 350 (From 150)

Bomb chute; AC buffed to 15 (From 5) HP buffed to 350 (From 150) Weight unchanged (5)

CRAM - Recoil Supression Barrel; Muzzle velocity factor increased to 0.95 (From 0.9)

Introduce “Heavy” Basic barrels for both APS and CRAM;

AC 25, HP 900, Weight 200, Cost; 70

Railgun Magnet Attaching Fixture AC buffed to 15. (Was 10) Health increased to 300 (Was 200)

Railgun Barrel magnet AC buffed to 15. (Was 10) Health increased to 350 (Was 200)


APS 3x3 Omnimantlet AC buffed to 28 (Was 20) Health Increased to 5000 (Was 3150)

APS 1x1 Omnimantlet AC buffed to 20 (Was 15) Health increased to 500 (Was 350)

APS 1x1 Elevation Mantlet AC buffed to 20 (Was 12) Health Increased to 500 (Was 300)

APS 1x3 Elevation Mantlet AC buffed to to 20 (Was 15) Health increased to 1500 (Was 900)

APS 1x2 AA Mantlet AC buffed to 20 (Was 12) Health increased to 750 (Was 450)

--------------------------------------------------
Drill Pieces;

Drill (Controller) AC buffed to 15 (Was 5) Health increased to 500 (Was 300)

Extension AC buffed to 15 (Was 8) Health increased to 300 (Was 150)

Verical/Horizontal Splitter AC buffed to 15 (Was 8) Health increased to 300 (Was 150)

Small Drill Bit AC buffed to 25 (Was 15) Health Increased to 700 (Was 200)

Large Drill Bit AC buffed to 25 (Was 15) Health increased to 6300 (was 1800) Cost increased to 100 (Was 60)

Power Input AC buffed to 10 (Was 4) Health increased to 300 (Was 150)

Torque Amplifier AC buffed to 10 (Was 4) Health increased to 300 (Was 150)

--------------------
Other – Previously personal notes

Partial blocks (Corners, Slopes, Etc) Now provide partial reinforcement bonuses (The AC boost structural blocks provide)

Power of wings improved.

Make 'wavefront adjuster' for lasers also pierce water.

Batteries start fully charged. (This is in respect to the shield changes, to prevent alpha strikes from being unfair.)

Turrets can be motorized, causing them to turn faster at the cost of energy.

HE Missile Module; Now has a Flat 11m explosion radius, No module stacking damage penalty.

Thumper heads on missiles now increase the health of small missiles more, large missiles less. 1 / (Gantry# / 4) (Thumper HP bonus scaling)

Accuracy penalty from Disruptor headpieces (APS) removed.

Pure HE, EMP, Frag headpieces added (APS)

Stacking penalty (For all module types) has been removed. We are aware this may cause short term problems, and will keep a eye on it. Penalties for some module types may be reinstated later, or another solution may be implemented. (APS)

Fragmentation rounds rebalanced, they do 25% damage at a 1 degree cone, 200% at a 180 degree cone (APS)

Fragmentation rounds now do not distort due to the mother rounds velocity. Frags now erupt from the mother shell at the same velocity the mother shell was traveling, but inherit no speed directly.

Flak Radius increased to 6x HE Radius (Was 2x), Damage reduced to 30% of HE (Was 50%) (APS)

APS systems generally consume less ammunition.

-------------------------------------------------------------------------------
Misc;

Smoke Dispenser – No longer takes ammo to fire. Fuel cost required to fire reduced to 30. (From 100) Reload speed reduced to 25. (From 40) Smoke effectiveness reduced to 80% (From 90%)

Shield projector (Both types, as it is now split into Energy and Kinetic. See below) – Now grants 1,000 battery capacity.

CRAM – Max speed increased to 300m/s. (From 200m/s) Duration before projectile deletion increased from 20 seconds to 30 seconds.

HEAT – Air gap effective AC increased to 400 (Was 20) (This means it takes 20 pen metric to get past a Air gap)

APS – All fuse module kinetic stats increased to; (Excluding Inertial Fuse)

Shell health factor – 1.0 (Was 1.0), Kinetic damage factor – 2.5 (Was 0.5) , Armor Piercing factor – 1.5 (Was 0.2), Speed factor – 1.1 (Was 1.0)

Stabilizer Fin Kinetic stats increased to; Shell health factor – 1.1 (Was 0.95), Kinetic damage factor – 3.0 (Was 0.7), Armor piercing factor – 1.5 (Was 0.5), Speed factor – 1.0 (Was 0.95)

Super Cavitator Base Kinetic stats increased to; Kinetic damage factor – 1.5 (Was 0.6), Armor piercing factor – 1.5 (Was 0.4), Speed modifier – 1.0 (Was 0.9) Now has a maximum length of 100mm

Grav. Compensator stats increased to; Shell health factor – 1.1 (Was 1.0), Kinetic damage factor – 1.5 (Was 0.6), Armor piercing factor - 1.5 (Was 0.4), Speed modifier – 1.0 (Was 0.9) Now has a maximum length of 100mm

Railgun Casing – Now has a maximum length of 100mm

Autoloaders start loaded; inputs start at max count down so they immediately load

APS – Reduce propellant burn barrel length requirement from 12*(Shell length)^0.75 to 6*(Shell length)^0.75. This means APS propellant burn barrel requirements will be half.

PAC – Explosive Shock damage percentage changed from 10% to 100%, Impact AP improved to 15.

APS – No Clip reload penalty reduced from 1.5x to 1.5x (Change reverted due to feedback)

APS +30 flat detection range for all shell types.

---------------
Speed changes;

Jet Engines – Speed cap increased to 250. (Was 150)

Custom Jet Engine – Speed cap increased to 300 (Was 175)

Propellors – Speed cap increased to 250 (Was 50)

---------------------------
Shields;

--New Shield Option – Static. Reduces the Explosive, Kinetic, Fragmentation,HEAT Penetration, and EMP damage of a shell by a percentage as it passes through the shield. Shells that pass through the shield drain energy based on their primary stats. This works against Missiles as well as projectiles, and in the same manner. This shield type is very similar to Anti-Laser shielding in terms of mechanics.

-- New Shield Option – Kinetic Guard. Creates a solid shield, letting no kinetic projectile pass. It will have a raw health value based on shield strength. It cannot recharge while under fire, but when fully drained after a delay or after being untouched for a short period, it will begin to regenerate. Health regeneration is much faster at higher strength, but much less efficient. This shield also works against missiles.

-- New Shield Option – Energy Guard. Creates a solid shield, letting no energy based projectile pass. It will have a raw health value based on shield strength. It cannot recharge while under fire, but when fully drained after a delay or after being untouched for a short period, it will begin to regenerate. Health regeneration is much faster at higher strength, but much less efficient.

--The Shield Projector is now two blocks “Kinetic Shield Projector” and “Energy Shield Projector”

The Kinetic Shield Projector has the Static, Disrupt, Kinetic Guard, and Reflect options.

The Energy shield projector has the Energy Shield (Previously Anti-Laser), and Energy Guard options, the former of which works like the current laser shield, but also blocks P.A.C shots.

The two do not interfere with each other for the purposes of layering shields.

-- All shields have massively reduced passive costs, but require energy stored in batteries to absorb the impact of enemy projectiles. If you do not have enough energy to block a projectile, the shield will simply fail and do nothing, letting the shell/missile/laser through.

-- Depending on the strength selected Reflect and Disrupt have a certain Armor Class value. Projectiles significantly above this value will have increased chance to penetrate, but drain less energy upon impact. Projectiles significantly below this value will have low/no chance to penetrate, but increased energy drain.

-- Raw passive costs will scale with Distance and Size. Absorbtion costs will scale differently depending on the shield variant, with low strength shields generally being more efficient, but high strength shields offering better protection. Distance is usually a factor as well.

--Passive costs will be calculated in a similar way to now, with the strength factor in the calculation being replaced by what is now 2.0 shield strength. This should severely reduce shield passive costs overall.

-- Active costs vary depending on shield type. Reflect and Disrupt work based on Armor Piercing values of the projectiles involved. Static and Anti-Laser work based off shield strength, with lower values blocking less damage but being more efficient.

-- Guard type shields degrade over time by a small percentage of their current health each second, they can regenerate much faster then this amount so long as battery energy allows and they are not currently under fire. They regenerate at this same pace (Even while under fire) canceling out the degradation at the cost of energy.

Guard type shields load in at full health but immediately begin to degrade.

Edit Note; Inertial fuses have a 0.05 modifier for energy drain on shields, for both CRAM and APS. (IE; Shells with inertial fuse drain only 5% of what they would otherwise in energy)

Edit; Extending this to Timed and Proxy fuse as well.

Added notes; Added Wavefront Adjuster piercing water note.

Added; Flak Radius increased to 6x HE Radius (Was 2x), Damage reduced to 30% of HE (Was 50%) (APS)

Added; ERA Armor is now a structural block.

Added; Autoloaders start loaded; inputs start at max count down so they immediately load

Added; +30 base detection range for APS shells.

Added; RTG cost reduced by 50%

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2017-03-24, 11:59 PM (This post was last modified: 2017-03-25 12:26 AM by Hikari.)
Post: #2
RE: Tenative 2.00 Patch Notes (Balance Update)
First!

@arc
Arc you need to reread it, Air gap effective AC is still at the 400. Its not removed.
APS ammo cost was reduced because enough people complained it was to high, and its being reduced so its cheaper at load them.
Cram doesn't require ammo so its just getting a flat cost reduction.
Also most of those extra APS parts rarely are used since they usually very detrimental to the ability of the shell.
Ion thrusters are like the RTG of propulsion. They have no cap and work everywhere all the time. Consistent reliability comes at the cost.

The only thing I see so far needs careful adjustment would be the motorized turrets. Like is there a cap to how fast you can get turrets to spin etc etc.

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(2016-03-27 12:23 PM)BaronBaconeer Wrote:  8/10 Builds things. BIG things. Will possibly cause someone's computer to crash in the future.
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2017-03-25, 12:11 AM (This post was last modified: 2017-03-25 12:22 AM by ARCAGNELL0.)
Post: #3
RE: Tenative 2.00 Patch Notes (Balance Update)
I see a lot has changed from the previous TXT file. I like that. Tough I have some concerns

1) Why is RP and ammo costs of APS, definetly the best performing weapon in the game, being reduced?

2) I see the shield mechanics got some further refinement. I like them. I am afraid they'll be quite broken now that we got absurdly power dense turbines tough, and sabot spam may once again come back into the meta thanks to shield energy drain capabilities. Just a theory, I guess we'll have to see

3) Buffing turret rotation speeds, halfing propellant burn barrel lengths, buffing basically most heads and removing a lot of penalties on many shell comps while also providing dedicated heads I assume buff damage types is a massive buff to APS. I hope some sort of balancing pass comes after that. Limiting frag spam is just the tip of what should be done to bring it back in line. I probably will just spam HE now that is has no stacking maluses. And where has the air gap AC buffs against HEAT gone? I guess I'll spam HEAT instead...no wait it's still there. 500mm Inertial HE spam it is then.

4) Still no love for ion thrusters? At least reduce their RP cost. They just don't even compare to a combined use of other thruster types in both RP efficiency and output, and stuff using normal thrusters and custom jet engines will go much much faster than it used to with the speed hardcap increase, making things doing a lot of effort to fly at high altitude, when there is less air drag and to use ions basically a waste of RP unless they're made cheaper. I have things that literally sink more than half their overall RP count in ion thrusters.

I do not apply murder to the vehicle, the murder has the vehicle built around it! -ARCAGNELL0

"If there is no struggle, there is no progress" -Frederick Douglass

(2017-01-23 04:32 PM)Shade Wrote:  I think you can basically stack infinite shields in an arc
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2017-03-25, 12:12 AM
Post: #4
RE: Tenative 2.00 Patch Notes (Balance Update)
It was good to help out with some of these notes, and I'm definitely eager to see what the new stuff brings. I'll have a lot of work to do on Terrus but hopefully everything still works just fine. It just gives me more to work with!

Terrus Asunder, my custom campaign
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2017-03-25, 12:29 AM
Post: #5
RE: Tenative 2.00 Patch Notes (Balance Update)
Overall nice changes.
One complaint: shielding looks way, way too convoluted. Static and laser shielding would be plenty(and still annoying to stack).
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2017-03-25, 12:44 AM (This post was last modified: 2017-03-25 12:46 AM by ARCAGNELL0.)
Post: #6
RE: Tenative 2.00 Patch Notes (Balance Update)
Quote:Arc you need to reread it, Air gap effective AC is still at the 400. Its not removed.

Yup. Still there. Thank Batman.

Quote:APS ammo cost was reduced because enough people complained it was to high, and its being reduced so its cheaper at load them.

Hi. I can cut a Bulwark in half in 10 seconds with my APS spamgun. But I need ammo for it. Bummer. I don't want disadvantages applied to my obviously balanced weapon!

Cutting ammo costs on the weapon with the most range and DPS in the game that also is the hardest to counter is not a good idea no matter how you look at it or how many people love it and can't build almost anything without it, including me.

I'd eliminate the passive ammo regen of barrels at the very least to counter that, but I still can't figure out why it should cost less to run in the first place.

Quote:Also most of those extra APS parts rarely are used since they usually very detrimental to the ability of the shell.

What parts are you referring to exactly? Please elaborate.

Quote:Ion thrusters are like the RTG of propulsion. They have no cap and work everywhere all the time. Consistent reliability comes at the cost.

How can you exactly define the only volatile propulsion component with the least amount of HP and AC reliable? Not to mention both thrusters and props have triple the output and their coupled action will always have ions coming short, and this comes from a guy that uses and spams all sorts of propulsion on a regular basis.

I do not apply murder to the vehicle, the murder has the vehicle built around it! -ARCAGNELL0

"If there is no struggle, there is no progress" -Frederick Douglass

(2017-01-23 04:32 PM)Shade Wrote:  I think you can basically stack infinite shields in an arc
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2017-03-25, 12:48 AM
Post: #7
RE: Tenative 2.00 Patch Notes (Balance Update)
(2017-03-25 12:11 AM)ARCAGNELL0 Wrote:  2) I see the shield mechanics got some further refinement. I like them. I am afraid they'll be quite broken now that we got absurdly power dense turbines tough, and sabot spam may once again come back into the meta thanks to shield energy drain capabilities. Just a theory, I guess we'll have to see
I know rebalancing turbines is on the agenda. If you read carefully, you will note that high-AP rounds have low energy drain, so they should mostly just be back to where they were before the change, except that passive costs for high-strength shields have changed and they need to compete with low-AP rounds draining energy as an alternative anti-shield strategy. I fully expect (and hope for) them to be relevant, but not the only answer.

(2017-03-25 12:11 AM)ARCAGNELL0 Wrote:  3) Buffing turret rotation speeds, halfing propellant burn barrel lengths, buffing basically most heads and removing a lot of penalties on many shell comps while also providing dedicated heads I assume buff damage types is a massive buff to APS. I hope some sort of balancing pass comes after that. Limiting frag spam is just the tip of what should be done to bring it back in line. I probably will just spam HE now that is has no stacking maluses. And where has the air gap AC buffs against HEAT gone? I guess I'll spam HEAT instead...no wait it's still there. 500mm Inertial HE spam it is then.
Agreed--HE has always been surprisingly powerful, and while I think removing the stacking bonus good for consistency the combination of the APS and shield changes improve it considerably. I proposed making the effect of coolers additive rather than multiplicative (cooldown = SHELL_HEAT / (BASE_COOLING_RATE + k * NUM_COOLERS), but it was rejected for mostly breaking too much of the existing faction stuff.

(2017-03-25 12:29 AM)draba Wrote:  Overall nice changes.
One complaint: shielding looks way, way too convoluted. Static and laser shielding would be plenty(and still annoying to stack).

Static is extremely boring, IMO--just a percentage damage drain? I mildly oppose the "wall" type shields (not really problematic, but I do not think they add enough to justify the complexity), but I am very much against removing reflect.

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2017-03-25, 12:50 AM (This post was last modified: 2017-03-25 12:51 AM by ARCAGNELL0.)
Post: #8
RE: Tenative 2.00 Patch Notes (Balance Update)
Can we just talk about the absurd propeller speed hardcap increase? 250 m/s? Just how fast is the Sploitvolt9000 (Hydrovolt) going to get? I don't see why things using the most output dense propulsion system after CJs and being into the water should have that hard cap removed. Getting to a good 20 m/s is hard but not impossible, removing the hardcap just incentivizes propeller stacking thru spinblocks or literally filling subs with them to have them go as fast as airplanes.

I do not apply murder to the vehicle, the murder has the vehicle built around it! -ARCAGNELL0

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(2017-01-23 04:32 PM)Shade Wrote:  I think you can basically stack infinite shields in an arc
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2017-03-25, 12:56 AM
Post: #9
RE: Tenative 2.00 Patch Notes (Balance Update)
(2017-03-25 12:44 AM)ARCAGNELL0 Wrote:  Hi. I can cut a Bulwark in half in 10 seconds with my APS spamgun. But I need ammo for it. Bummer. I don't want disadvantages applied to my obviously balanced weapon!

I actually agreed with the high ammo cost APS required, a slight decrease in cost maybe but APS for me is prepared out of combat and brought in full loaded has always been its great strength with the cost to compensate. Too many people was to just spam aps to victory rather than branch into multiple systems.

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2017-03-25, 12:58 AM
Post: #10
RE: Tenative 2.00 Patch Notes (Balance Update)
(2017-03-25 12:50 AM)ARCAGNELL0 Wrote:  Can we just talk about the absurd propeller speed hardcap increase? 250 m/s? Just how fast is the Sploitvolt9000 (Hydrovolt) going to get? I don't see why things using the most output dense propulsion system after CJs and being into the water should have that hard cap removed. Getting to a good 20 m/s is hard but not impossible, removing the hardcap just incentivizes propeller stacking thru spinblocks or literally filling subs with them to have them go as fast as airplanes.

If the hydrovolt becomes a problem it'll be changed.

Generally speaking, if you want to abuse dragless spinblocks and propulsion stacking, thats your agenda and choice. We'd remove that if it wasnt so difficult to do. Non-Spinblock propellors will become faster, but i dont see it becoming a massive problem. If it does become one, it will be reverted.

This patch should stay in devtest for a long while.

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