Posted: Tue Sep 12, 2017 9:09 pm
Hey guys! It's almost time for the steam release so I decided to make some balance changes I've been toying around with for a while. Expect the new core up soon!
Sniper 1/2 active sig to 50% (30%).
Tac is phenomenally irritating to play against at times. It's very easy for SFs to stay hidden while shooting at you which makes the "Chase the blinking dot" game annoying. Worse, Sup doesn't really have any tools to deal with that except for firing blindly in a direction. This revert to the old values should make it so that you can fire at scouts without being seen by them... but only if you do it right. Otherwise you'll get seen and blown by the bbr's guns.
Pulse Probe 1 lifetime to 5s (4s), PP2 lifetime to 7s (5s).
Following in the previous vein, it is often the case that ints have enough pp to get them pointed in the right direction on an SF and then one more to move in that direction. Giving another second or two can make the counterplay between tac and exp less toxic.
Hvy scout scan range to 3400 (3000).
Right now there's not much of a reason to go from adv to hvy scouts. Giving hvy scouts a touch more scan range should help make it feel more like you're going from basic to enhanced to "advanced" tech.
GT:
MRR Lightning 1 damage tweaked from 120->100, MRR Lightning 2 damage tweaked from 150->120.
PTs are frankly ludicrous. Yes, it takes skill to use them, but ships that powerful should not exist regardless of the skillcap. Terran and Dome in particular are capable of whoring down a couple of hvy ints with their PT bbr... and then kill the base after. This is just not acceptable gameplay. Rather than ban Terran and Dome from playing GT, I've decided to tone down the damage. I am likely to later on require additional tech for PTs since any ship with the word "bomber" in it shouldn't ever be considered a front-line fighting ship unless it takes a crap-ton of research to get to.
Draconium:
Ship speed to 1.00 (1.05) Ship accel to 1.00 (1.1).
I love TA to death and his faction idea of low damage was interesting, but Drac's proven to be difficult to stop in the lategame. Part of that is their ships are tough as nails, but a HUGE part of that is their ints frankly absurd hitboxes coupled with an acceleration perk. It's really not necessary for a faction to have incredible hitboxes AND an acceleration perk AND a speed perk.
Sniper 1/2 active sig to 50% (30%).
Tac is phenomenally irritating to play against at times. It's very easy for SFs to stay hidden while shooting at you which makes the "Chase the blinking dot" game annoying. Worse, Sup doesn't really have any tools to deal with that except for firing blindly in a direction. This revert to the old values should make it so that you can fire at scouts without being seen by them... but only if you do it right. Otherwise you'll get seen and blown by the bbr's guns.
Pulse Probe 1 lifetime to 5s (4s), PP2 lifetime to 7s (5s).
Following in the previous vein, it is often the case that ints have enough pp to get them pointed in the right direction on an SF and then one more to move in that direction. Giving another second or two can make the counterplay between tac and exp less toxic.
Hvy scout scan range to 3400 (3000).
Right now there's not much of a reason to go from adv to hvy scouts. Giving hvy scouts a touch more scan range should help make it feel more like you're going from basic to enhanced to "advanced" tech.
GT:
MRR Lightning 1 damage tweaked from 120->100, MRR Lightning 2 damage tweaked from 150->120.
PTs are frankly ludicrous. Yes, it takes skill to use them, but ships that powerful should not exist regardless of the skillcap. Terran and Dome in particular are capable of whoring down a couple of hvy ints with their PT bbr... and then kill the base after. This is just not acceptable gameplay. Rather than ban Terran and Dome from playing GT, I've decided to tone down the damage. I am likely to later on require additional tech for PTs since any ship with the word "bomber" in it shouldn't ever be considered a front-line fighting ship unless it takes a crap-ton of research to get to.
Draconium:
Ship speed to 1.00 (1.05) Ship accel to 1.00 (1.1).
I love TA to death and his faction idea of low damage was interesting, but Drac's proven to be difficult to stop in the lategame. Part of that is their ships are tough as nails, but a HUGE part of that is their ints frankly absurd hitboxes coupled with an acceleration perk. It's really not necessary for a faction to have incredible hitboxes AND an acceleration perk AND a speed perk.