Posts: 3,219
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Staff roles: Balance Dev
They've generally lost some turn rate, gained strafe force, lost a number of nanobots/batteries and got their core reduced. There's no way to spin this as anything but a nerf. The class was rather oppressive in duels while still scaling poorly into larger groupfights. They now will perform worse in duels, though the gained strafe force does help.
If fighter-bombers prove a viable (and balanceable) concept it's likely the majority of SHFs will be put into that class as well, with maybe a few of them getting a unique balance pass of their own. We'll see.
(05-30-2022, 02:34 AM)Haste Wrote: They've generally lost some turn rate, gained strafe force, lost a number of nanobots/batteries and got their core reduced. There's no way to spin this as anything but a nerf. The class was rather oppressive in duels while still scaling poorly into larger groupfights. They now will perform worse in duels, though the gained strafe force does help.
If fighter-bombers prove a viable (and balanceable) concept it's likely the majority of SHFs will be put into that class as well, with maybe a few of them getting a unique balance pass of their own. We'll see.
Can we not name them Fighter-Bombers? The probably best name for those would be "Attackers" or "Strikers" as they are called if you talk about aircraft. Like the A-10 Thunderbolt for example. Fighter-Bomber sounds.. silly.
Good evening, liked the path so far. One question, I have a Grizzly and it was equipped with a CM and a cloaking. Cloaking disappeared with the elimination of extra space, I kindly ask to return the cloaking, I left the CM space vacant for that. Char: LN-AEW|Hankeye. Thanks.
I'll be honest On a couple of these changes I'm going to be a bit...critical. Overall, however, it looks like a fun patch!
I was hoping for something a bit more with Freighters. I feel like it's a bit of a shadow-nerf but they were a touch on the overpowered side where weapons were concerned. The engine change is where I feel like it's a slight nerf. I feel like adding the option for a 425 or 450 engine would've been better than nerfing the standard engine to 350. The cargo change is fine too, but again, 350 for standard engines? We're supposed to be able to outrun those trying to stop us with illicit cargo (if using them as smuggling ships).
Also, removing the jump points from Puerto Rico is a bit disappointing as well. These SNUB/Freighter only JH's make the game fun (IMHO). I love being able to cut a significant part of my journey down and/or being able to get around certain patrols with a freighter carrying some illicit goods or escaping into one of them whilst running from someone chasing me with a hold full of Cardamine or any other kind of contraband. We need more of those types of Jump Holes in my opinion, it makes the game dynamic and fun for smuggling routes.
That being said, I'm looking forward to trying out that smuggling route and see what kind of profit I can make. Thank you for all your hard work, devs! I hope you take what I've said and see it as suggestions, not angry demands from a spoiled gamer!
~Leo
EDIT: As a bit of an idea I just had, maybe instead of removing these Unstable JH's for SNUBS and Freighters, have them randomly severely damage your ship or even destroy it if they're used. Add a bit of risk to using them so that they're fun to use and not just a guaranteed shortcut or escape route.
Posts: 3,219
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Joined: May 2012
Staff roles: Balance Dev
(05-30-2022, 03:12 AM)Leo Wrote:
I was hoping for something a bit more with Freighters. I feel like it's a bit of a shadow-nerf but they were a touch on the overpowered side where weapons were concerned. The engine change is where I feel like it's a slight nerf. I feel like adding the option for a 425 or 450 engine would've been better than nerfing the standard engine to 350. The cargo change is fine too, but again, 350 for standard engines? We're supposed to be able to outrun those trying to stop us with illicit cargo (if using them as smuggling ships).
Stat-wise, we've mostly nerfed the strongest and buffed the weakest freighters. They're not too far off in terms of performance from where they used to be, although their sustained DPS is not quite as off-the-charts as it used to be for the ones with large powercores. The dual mines - especially with Swatter setups which I expect people to realize any minute now - can make them harder to chase than before, too.
The cruise engine nerf is mostly the balance team "planning ahead". We're looking into ways to make freighter smuggling highly profitable and an actual viable method of making money. With that taken into consideration, allowing them to outpace almost every ship that might try to catch them makes for relatively poor gameplay. And still, you can opt for a 400 m/s engine, sacrificing cargo speed, if you really want to and are willing to take the hit in income. If those engines were even faster we're circling back to my previous point, however, of ending up a class of "trader" with very little counterplay.
Quote:Vespucci -- The Liberty Navy succeeds in its ultimate goal of uprooting the Insurgency and breaking their attempts at forming a breakaway state, reducing the system's once grand ambitions to that of a graveyard and a monument to the price Liberty was willing to pay in order to maintain its image.
You make it seem like Liberty Insurgency is gone ? OnlyMarshall Reconstruction is a bit deconstructed? Seems like this is a note for next patch.