3 votes
 
William Johnson (Engineer)
· updated 10 months ago · 106 comments
Max speed, turn rate, and pump rates have been increased for almost all ships.


Max speed increase varies with ship class. Light Fighters +8, Medium Fighters +7, Heavy Fighters +6, Bombers +5

Bomber speed and handling improved. 

Timberwolf boost speed increased.  Fuel pump speed increased

Rhino boost speed and pump speed increased.

Rhino fuel tank capacity decreased.


Search and Destroy matches no longer have kill limit.  The time limit is now 15min.  

Capture the Flag matches now end at 10 captures instead of 3 captures.  Points for flag pickups and retrievals have been increased.


Bonus points for Kills and Assists are now the same in all game types.  


Missiles and Beams will now do slightly less damage against large targets.


Light cannon damage has been slightly increased.


The slow down effect caused by picking up the He-3 canisters in CTF has been magnified.


--wj

 
+1
longshot
"The standard FOV is now also the maximum FOV.  Players may still use the [ ] buttons to zoom in."

Speaking purely from my own personal perspective, this is what I was afraid you'd do.  I now feel like I'm playing with tunnel vision, with no spacial awareness at all.  In a furball I'm blindsided repeatedly by enemies I had no hope of seeing, and I'm turning into asteroids that I couldn't see were there.  I've played zoomed out since I started, so to suddenly feel like a rank newbie is very disconcerting.

I'll try, but if I can't adapt to this I'll be looking for another game :\
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+1
SuPerKen
What?!?! I won't be able to zoom out? 

WJ Please change that back.  


SK

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+4
William Johnson (Engineer)
I'll see what I can do.  I'll spend some time trying to fix the bug.  --wj
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0
longshot
Thanks wj
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+1
El Queso
Hey, sorry it took me so long to get on the forums here.


To the point.


I agree with Longshot here. I have been playing zoomed out since I started. Now when I fly I hit everything and can't see anything. I feel like I have been handicapped.


I liked the zoom in and out feature. It was an awesome tool. I miss my zoom out.


Thank you.


EDIT: A certain line from the song Alice's Restaurant comes to mind here. Not to be taken literally of course.


"I WANNA KILL! I WANT BLOOD AND GUTS AND VEINS IN MY TEETH!"

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0
Jiel
I like these changes, the FOV ones especially.

As for the pilots having problems flying with it: sink or swim. :D
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0
ZigZagJoe
Yeah, I don't mind FOV stuff myself as I was used to playing two ticks in (now one tick... i think).

That, and remembering how horrible third person view was in planetside.
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0
Jiel
Let us finally be friends, old enemy, now that we have found something to agree on.

Your beams still can't touch have some trouble touching this though. v:
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0
Agent of Change
I'm with the "we respectfully disagree that the zoom change is good for the game" group.


I always fly zoomed out and use a hot button to zoom in when i need it.


I do this for two reasons:


1. So i can see what is going on around me, this has been very important for my spatial awareness and situational awareness.  This is a hugs blow to my play style and ability to effective fly they way I like to, recklessly.  I'm sure I can over come this part but it doesn't make me happy.


2. Percieved speed even in a G5 or Sidewinder I feel like a snail zoomed in at all, in my chosen ship the 250 i don't feel the speed at all.  Part of what I enjoy most about dog fighting games and space games in particular is zooming around and high speed dogfights, even if the speed hasn't changed the percieved speed will, I know this because as soon as i zoom out it makes a marked difference for me.  Night and Day really.  This unfortunately is not something i can overcome by changing playstyle it's simply one of the aspects of the game i enjoyed the most.


So yeah, while i can probably learn to adjust my play style I cannot fix the loss of enjoyment the perceived speed loss is going to have on my time in the game.  I'm not sure why the change was made but I ask you to change it back because it really will affect my willingness to play.

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0
William Johnson (Engineer)
It has already been changed back. Did you update your client? --wj
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0
Agent of Change
Yup thank you, i forgot to retract my statement here but again I retract my objection gracefully.


I do think the turn thign should be fixed but this is important to my and many's enjoyment of the dogfighting.

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-3
Xron
Oh damn you changed it back
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-1
longshot
Now that the FOV change has been reverted, this is my initial feedback - I love this update.

CTF is a contest rather than a cakewalk, S&D can now have epic battles that aren't curtailed by an arbitrary kill limit.  CA is still great. 

Early days on the ship changes, but generally more speed & agility = more fun.
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+1
William Johnson (Engineer)
The FOV issue is not fully resolved.  Even if I fix it so that using the widest FOV doesn't give a turn speed advantage, the argument has been made that it makes it easier to fly.  Since it gives advantages and players like to be competitive, using the widest FOV becomes less of a choice and more of an obligation.  The previous limit was 120, but that was just arbitrarily chosen, why not make it even larger?  The distortion effects would increase, but so would the advantages...  Then players who don't like the way it looks would be at a disadvantage against players who can tolerate the wider view.  


All the limits in the game are artificial and are chosen to try and make the game more fun.  I have used both view types, and I am confident that you can fly and shoot in either.  However, I would like to be able to see the entire ship and I have no objection to increasing the default FOV.  


I would like to try out some slightly more radical changes.  What if FOV changed based on speed?   Then players could get the wider view (good for dodging and drifting) but get the aiming advantages of a smaller FOV when they slow down.  I also find the zoom key a little harsh.  It would be nice it zoomed and adjusted the FOV incrementally as I held it down, and kept it until I hit a button to reset it.  --wj

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0
longshot
The biggest advantage of the zoom out is the amount you can see, so thereby enhancing your spatial perception.  There's a small increment in turning speed too, which really should not be there, but its not huge.  What I like about it is that I can see what's going on and I feel free to fly where-ever I like without fearing the rock lurking beyond the edge of my vision.

Being zoomed out does, however, have its disadvantages.  The bubble lens effect means that objects in the centre of your vision appear further away than they are, increasing the risk of collision and making it very hard to aim.

It therefore depends what kind of pilot you are as to whether zoom helps or not.  Notice how (by his posts) Jiel was at first horrified by the change, then quickly realised that his ambush tactics were even more effective zoomed in as he can aim far more accurately.

I think a dynamic FOV could be very disconcerting, as your eyes would have trouble adjusting back and forth.  For myself, if I'm out of combat and have reduced speed, its usually because I'm watching and waiting for a target to present itself, so reducing the FOV would be the opposite of what I'd need - in that instance I'd prefer it so huge that I had a 360 degree view :D

One thing that would indeed be nice with FOV is if it remembered your setting.
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0
Jiel
The lower FOV aiming advantage is entirely lost when the other person has a wider FOV though.

Circumlocutory fighting near asteroids involves anticipating the enemy without the availability of line of sight and orienting yourself into a favorable position to either approach them or to strike as they approach, be it in their back, their side, or even right in their face.

Forcing both of them use the standard FOV aids neither the aggressor nor the ambusher particularly, but instead forces both of them to more strongly rely on their capacity for temporal-spatial reasoning to fight. Both parties are aware that the other is somewhere around that rock, the winner is he who can simultaneously anticipate the other's position and vector and move to correctly attack it with the greatest accuracy. Being aware of what you can clearly see isn't particularly challenging, it's being aware of that which you can't that takes a bit more effort.

Further, having the cap set at the standard FOV fits along the lines of another neat thing about this game; bullets don't move at the speed of light. There is ample room for you to be clever and evasive in order to fight on even terms against those with lightning-fast aiming reflexes.

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0
longshot
I really don't want to get into an argument here with you Jiel, but ...

1. You established quite a reputation as an ambusher with full zoom being available, so to imply it can't be done unless FOV is restricted is a bit rich ;)

2. "forces both of them to more strongly rely on their capacity for temporal-spatial reasoning to fight."  You'd prefer everyone play a guessing game of blind-man's bluff?

3. What does bullet speed have to do with FOV?  Absolutely nothing says Bruce.
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0
Jiel
1. It's not that it can't be done without a wider FOV, it's that a difference in FOV yields differences in visibility and gun reach. One person has to anticipate while the other person can plainly see and has a wider available angle of attack. This situation forces both parties to use the wide FOV.

2. Yes. :D

3. Bullet speed has nothing to do with it specifically, but the effect allows for more clever tactics unavailable in other shooters such as Counter-Strike. A cap at the standard FOV would further encourage such tactics.
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0
Agent of Change
Jiel, I have a great amount of respect for your ability.  There is literally no one I have seen that you can't pick apart as the game was.  I don't know what your secret is (I still suspect you as a member of the computer overlords) but you have a talent for this.  I'm not saying this to say "You are so good it doesn't matter what your opinions are".


I don't want to fly with blinders on.  It may or may not be a disadvantage, but i don't gain anything to compare with what i will feel i have lost in flying in a forced zoomed in position.  We can all adapt, and to be fair we are both arguing from the perspective of our preferred tactics (doesn't make us disingenous, if we admit it it makes us honest).  


I'm a fast moving swoop, kill, and run player, A wide POV favors my style of play allowing me to survive the field and pick my targets more easily, i could still do what i do without it but  there ya go.


You are a hunter and ambusher, we all know you can do that with full zoom out and there is no doubt in my mine that a zoomed in view will only make you better at it, or more appropriately give other people less of a shot at anticipating or reacting to you until they asplode.


Part is a matter of taste, and enjoyment (in a wide open arena like space i feel like i should be able to have the visual freedom to, y'know, see it) and part is a balance issue, which needs to be addressed for sure.  My larger point is all things being equal losing the ability to have that FOV is a huge negative towards this game for me (in a way it robs me of my feeling of flying a crazy fast space ship in space) but as much as i don't want to fly zoomed in I don't believe through meta or other wise people should have to fly the way i prefer.


Bottom line If the turn issue can be resolved then I don't feel any one should be forced into a view position someone else prefers over their own preference.

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+1
Agent of Change
I'f field of vision changed based on speed that would be great, as someone who likes to go fast all the time I think this would be perfectly acceptable to me and remove my main objection to the loss of FOV which was perceived speed and actually being able to see what is going on.  


This is a creative answer to the turn speed issue as you may have fixed it right there and gave ships a new "stat if you will" leave things as they are link speed to Zoom and make the zoom level speed based and universal so how far out a zoom you get at top speed is dependent on the actual speed of your vehicle, (faster ships zoom out more).  Now this is where you may not have to fix the turn thing... if speed is the key then ships blasting along will turn better giving faster ships a slight turning advantage, however where the turning advantage will most likely not be able to be abuse as it was in the past because....  1. Inorder to maintain that tight turn you have to maintain speed if you slow down you turn less tight, and so risk overshooting your target, so it balances out when you slow down) 2. where the turn radius was really being abused was way zoomed out "circle duels"  where you slow sharply and turn hard and getting that little bit of extra turn was enough to pop an opponent during a pass that he couldn't get his guns on you.  If you lose that edge on the slow down this issue becomes a non-issue.


It seems to me this will probably resolve much of the issue with the turn problem in a single stroke.

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+1
Agent of Change
Update = awesome with FOV back.
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-4
Xron
You reverted the FOV change... I go away for one day and I miss out on defending a change I fully agreed with. Damn it.
I am truly dissapointed.
Why didn't you go with the make default and max one less than current max idea?
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0
William Johnson (Engineer)
The FOV debate is not over.  The live build has a lot more FOV steps.  I want to find the minimum acceptable FOV.  I'll experiment and make another change next week.  


Previous default: 90 

1 tick out: 100

2 ticks out: 120


Current default: 90

Each tick changes FOV by 5


--wj

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0
MFD_IT

i don't know exactly how wide  the human eyes is , but sure not 90 , true that later wiew give just an idea and is not focused , but the best would be to have as more similare range as the eyes itself have , the other ( less than 90 ) are more like using a binoculars.

this beside the camera distance from the ship. this my opinion.

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-1
Xron
How do you define "tick" .
It seems to me that I can zoom out 6 times from default before maxing out.
But I'm happy as long as your gonna keep looking at the problem.
And yes, finding this minimum acceptable FOV and making that the max and default would be perfect.
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0
William Johnson (Engineer)
Tick is a discrete change.  you zoomed out 6 times = 6 ticks.  Basically tapping the buttons will change the FOV 1 tick, holding it down will keep changing it in discrete ticks until it hits max.  --wj



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+1
MFD_IT

panter are almost unbeateable in 1 vs 1, if the panter pilot knows when to use boost (using them to escape only around) , the panter can come back with full health. i don't know what need to be done , as i not understood well how speed upgrades related are , ...maybe less pump , maybe less tank , maybe less else , no idea , but atm is worst than befor with it.

example i so 5 to 7 players (me too) loose half of a game trying chase hunter brasil with it's panter , and getting maybe 1 kill of him .... lol.

other point as quest would be this : if you change "basic imput about ships , like example 5+ all one type 6 to other kind etc , it turns out with an increase of accents on the previus unbalances , and need work in those again.

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0
Xron
Panthers are very overpowered, no two ways about it.

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+2
Agent of Change
They really aren't.  They are killable, A good panther pilot that stays on mission will be killed eventually by good pilots.  You mentioned else where chasing a panther pilots and only ending up with one kill well I've seen that.


The pilots that do that ARE NOT GOOD panthers pilots, yes they survive but they also waste the resources of their team surviving.  A torp hit and death is better, far better than three picked off torps and 3+ minutes of running to avoid dying (and accomplishing nothing else).  At best you draw some one off but usually that is n't worth the wasted time and the impact you have on your teams chances by not landing at least one torp in that time.


As i said A panther that stays on mission will be killed, the only place i consider panthers to be hard is in CTF but the two pilots making a concerted effort can make short work of them.


Panther used to be head and shoulders above the other bombers they are at best slightly better, but given recent boosts to other ships pilots of like skills are going to be able to deal with panthers.  A good pilot in a panther will out fly a pilot of lesser skill in a fighter and still land hits on the carrier, a weak panther pilot will not either by running or dying.


Of course you may say they are a problem in D&D and to that I say I wish we good ban bombers from S&D  and make them get kills with some actual skill.  :)

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0
Quantum Razer
While it's possible to kill a Panther it usually takes 2 or three ships to do it while it gets off three or four shots. The most frustrating part of this game is watching a single Panther pilot take out your carrier no matter how hard you try to kill it. 


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0
longshot
If you killed its torps, the panther would be totally harmless & soon run out of boost.  I know, I've had defenders do that to me often enough - 5 minutes buzzing around a carrier before I die using every trick in the book, and not a single hit to show for it.
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0
Jiel
This seems more like a problem with people not knowing how to fly or how to pursue a target than the Panther being overpowered. One fighter is all that it takes to shoot down a Panther's torpedo and finish it off well before the next shot window 20 seconds later.

Ships that I am personally aware of being capable of single-handedly shutting down a Panther:
  • Mamba
  • Sidewinder
  • Krait
  • Viper
  • Kingfisher
  • Merlin
  • Piranha
  • Swordfish
It's nowhere near OP after you factor in the skill of both of the pilots. A Panther with a proper pilot sitting in it can very easily evade defenders who can't tell their own asses from up, but it doesn't hold a monopoly on being able to do that by any means. Against a competent defense, the Panther yields no particular advantage that can't be countered with good old-fashioned skill.

tl;dr
Jiel is a condescending prick.



Potatoes.
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0
longshot
1 vs 1?  What is the other ship?  You do know that a krait can kill a fully upgraded & healthy panther in just 3 seconds (we've tested & verified it).

Its overpowered?  Compared to what other bomber and in what way?  The Panther is no longer the fastest (its boost tanks/refill rate are the same as all the others), its not the toughest, its not the most agile, and its guns are the worst of any of them due to their spread.  Those are the stats - look at them and explain just how its so over the top.

Keep in mind that as the Panther was previously the "premium" bomber,, many of the best bomber pilots will be flying it - so is it the ship or is it the pilot?
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+3
William Johnson (Engineer)
I see a lot of "Panthers are OP" comments in game.  So he is not alone in this.  Unless I made a mistake (very possible), it should still be the most agile (best turn speed) but the lead should be less than it used to be.  


I personally, don't have trouble killing them (but it is harder than any other ship).  However, when your carrier is being destroyed, a Panther is probably involved, probably making a fool out of 4 or 5 pilots. --wj

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0
longshot
Timberwolf has a turn speed of 9.0, Panther is 8.5
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0
MFD_IT

all other end the fuel befor panter, why is that i'm not sure , and it also look to be able to go way fater , also if it have on the paper less speed.

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0
longshot
Having flown the Twolf since the upgrade, I can verify that its considerably faster than the panther, and uses boost at the same rate (actually less as you're not having to boost quite so much).

As a result, I've now reverted to the wolf & the panther is back in the hangar.
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+2
William Johnson (Engineer)
Well, the Panther does have more health and higher weapon dps.  It also has a slight acceleration advantage.  --wj
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-2
longshot
Health, yes - obviously.  The TWolf is the weakest of all the bombers, but health means little in the face of proportional damage weapons.  DPS also means little when the guns are so wide-spaced its difficult to hit anything other than turrets, especially closer than mid range.

To me its all about speed really :)
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0
William Johnson (Engineer)
Yeah, the spacing is terrible.  I kind of want to give it SR missiles instead of cannons.  --wj
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+1
longshot
Lol I can imagine the cries of it being OP if you did :)

It would also be the nuke spammer's dream machine - please don't do this, for the love of all that's good & holy!

The fast cannon spacing is a weakness that makes it much more balanced than many will admit, I wouldn't think it wise to "fix" it ;)
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0
Ferc Polo
Panthers are extra strong in only one instance outside carrier runs...Nuke spamming on Broadsides.  They nuke, they run, they return.  But really, that's just something that's going  to happen, I haven't seen anything on any other level that would make me think they are op.  
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+1
MFD_IT

they harder to kill than any other bomber.

slow them down imo or take away the shield regen almost all.

beside theyr cannon was already good powerfull befor, they with luck are not easy to use , but vet players can handle that well ))).

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0
longshot
Okaayy ... let's turn the Panther into the Rhino.  Then I guess everyone will be happy :)

Except people who've bought them of course.
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0
MFD_IT

maybe is better for you to let panter as it is and make all others more powerfull and raise up theyr costs..than would be fair ?

 

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0
longshot
Personally it doesn't worry me what happens, as I'm already flying the Timberwolf out of preference - I'm not alone in that either.

The recent patches have already boosted the damage fighters can deal out, especially with all the proportional bonus damage on everything except bullets.   Only in the recent patch has there been any increase to bombers at all (speed/handling) and the same increase was applied to fighters too.

Are bombers overpowered?  Seriously?  Do you think it should be totally impossible for a well flown bomber to land torps on a carrier, instead of merely difficult like it is now when there's a good defense?

If the better bombers are effectively nerfed compared to fighters to the point where they can't attack a carrier, not many people will want to fly them and the game will suffer.

Tbh I blame the self-detonate on torps that's led to fast bombers being used to nuke & run in S&D.  If it wasn't for that, perhaps they wouldn't have such a lousy rap.
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0
CanSwiss
I agree the bombers are doing quite well against the current ships. Bombers are supposed to be robust, and not as maneuverable as fighters. You should not be able to alpha a bomber in one shot. That being said, history shows, some bombers could outrun the interceptors that ran against them. I am all for that. It adds an element with bombers that makes it fun. I have the FH-100 and there is NO WAY I can alpha strike a Bomber down (Better shooters may be able too, but not me, even if I am up their tailpipe), and I better be on them close or the Panther etc will loose me. Its tactics at that point, not force.


The nuke spam is a problem in S&D. I have said before that Bombers should not be a choice in that game, but I have softened my stance. Just a little. okay,, still on 90% for an S&D bomber ban, but the other 10 % thinks they should be able to partake. New pilots will learn a hell of a lot about their ships doing it that way.


As an alternate solution, what about disabling remote detonation in S&D. You can still toss nukes, but they have to hit something to trigger if they are armed. Toss one in an asteroid close enough and its the same effect, but adds a harder element to the game. 


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0
MFD_IT

let's take a wiew to the different kind of maps...

-in asteroid field in a pain (was at least, now less) reach the enemy carrier with bombers exeption for panter.

-in broadside we all see that a team well done can reap apart a carrier in few minutes (less than 2 befor , now maybe 3-4 )

-broken moon is the midleway and is open to several approaches longer or shorter but risky (with exeption)

since the the speed effectivly is usefull for all ships the ability to keep that is more important to ships that need dogfight , not for bombers that are supposed to go straigt toward theyr target (around): so good they have speed , but better reduce the time they can use it, not alsio they run out of fuel in 1000 but no more than 1500 and reduce the time where the boost keep working also when end tapping ( in fact i would find for sensated that when boost is released the ship should almost immediatly slow down , but this atm would need to rebalance again too much all ship afterwards , so maybe i just ask a generally low time of boosting , not too much ).

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+1
Xron
The most common thing reason people give for the panther being not OP is that it's cannons are hard to use... that means nothing on a bomber.
I could have no primmary weapon and it would still be overpowered. There is no easier way to get nukes on a carrier than rushing in a panther.
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+1
Ferc Polo

A single Mamba can stop those nukes and that Panther.  A G5 will tear it apart and rocket the nukes.  


The enemy team not playing defense is the easiest way to get nukes on a carrier.  If guys play a solid defense it can take a really long time in any bomber, Panther included.  (Broadsides being the exception.  It's just too close to keep the turrets up for long.)


I would ALWAYS rather see a Panther in my sights than a Bison.  Bison take forever to die, have VERY useful MGs, and can ram a light ship into oblivion.  They also only take 1 point from hull collisions so good luck getting them to stop bouncing like a mad hornet.

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+1
longshot
Actually the recent changes to the sidewinder and then especially the G5 have changed CA a bit.  Those two can rip through turrets at an alarming speed - I've seen a few pilots take out all 16 turrets in under 3 minutes despite defenders trying to catch & stop them.

Once a carrier has no turrets, all it takes are waves of bombers to overwhelm the defence. It no longer even matters what type of bomber they are, except that faster ones will be back firing torps again much more quickly after they're killed.

Defenses will adjust no doubt.  One reason its so easy for the initial turret killers is that so many pilots just fly out towards no-man's land once they launch at the start of the game, and the quick G5s/F3Xs can slip past & be ripping turrets up with no-one to stop them.
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0
MFD_IT

other f3x , g5 or especially vipers can take down those quite fast, but need to flown by player that know where to wait and shoot , new players sometimes just follow me using the contrail and as mostly they use mamba they don't reach me, instead after few round for kill turrets i have the one that have them in sight.

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0
Ferc Polo

Have you flown the Panther?  It's VERY hard to hit with.  The Bison is a far superior vehicle for killing people, the Panther's only bonus is the speed to run away.  


The Justice Bus does not need to run away, it drives to its target and delivers its payload.  No matter what.


H4B - The Justice Bus.  Beep Beep mofo.

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-1
Grim Reaper
Oh yay they made the viper more faster, and if 3 capture was boring and long lets make it even more boring with 10 captures way to go. 
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0
Agent of Change
Grim I almost felt teh same way before I played a couple.  It's tense it's fun and on a couple of occasions it was like a tiny Furball ping ponging back and Forth between the carriers. At least half of the CTF games I've playe have gone to time because no one hit the 10 caps.
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+2
MFD_IT

beside , o don't know why but now more player are thinking on help the team-carrier instead of only kill the enemy flag carrier. but still would be better to give more worth on retrive insted of flag kill , or at least same.

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0
Xron
Woot... buffing "premium" fighters, that's sure to make the game more balanced.

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+1
Agent of Change

I have been following these thread, providing ideas is one thing but please allow for a discussion without immediately responding sarcastically or negatively to everything that isn't *exactly* what you suggested.


there is a larger picture to which we are all contributing our opinions, a more measured response is more useful to the devs and more conducive to a rational discourse.

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+1
William Johnson (Engineer)
All ships in each class were affected (mostly) equally, so no individual ship was buffed.  And numerically, increasing all values across the board effectively nerfs the top ranked ships because the relative difference between the values has decreased.  For example, the speed ratio of a Viper to a Cobra changed from (108/98) to (118/108). So previously the Viper was 0.102% faster that the Cobra, and now it is only 0.093% faster.  Additionally, since the global turning speed increase is a larger percentage change than the max speed increase, that means that heavy and medium fighters will find it easier to shoot down light fighters in a dogfight.


Additionally, the speed decrease associated with carrying the flag now vastly outweighs the effects of the speed boost.  

The slow down formula is: new_max_speed = max_speed - (max_speed - 80)


So the slowdown effect on a Viper changed from -14 to -30.4. So a Viper carrying the flag will move 9.4 slower that it did prior to the patch.  These effects will be magnified since everyone not carrying the flag now moves faster.  


However, I admit CTF is still more or less broken.  --wj

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0
MFD_IT

<And numerically, increasing all values across the board effectively nerfs the top ranked ships because the relative difference between the values has decreased >

-right but inside each classes only.

<CTF is still more or less broken>

- less by my point of wiew , still i would like see more credits for retrive than for flag-kill , and less for capture than for pickup.

<Additionally, since the global turning speed increase is a larger percentage change than the max speed increase, that means that heavy and medium fighters will find it easier to shoot down light fighters in a dogfight>

- all these speed buff make also harder to aim the weapons (less friendly) , same for the necessity of "drive"the aim of bullets ,  it help the turning , but not the aim to say simpler.

we are all trying to adapt yet , so we'll see how it comes out in few.

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+2
William Johnson (Engineer)
New CTF Scoring: (probably should go in the notes)

150 for pickup

100 for retrieval

75 for flag kill

200 for capture.


However, I see your point.  Nothing happens unless someone grabs the flag. 


Global turn speed increases are greater than 10% for most ships, while the max speed increase is less than 10%.  Admittedly, I you have less time to aim... 

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0
MFD_IT

) tkx.

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+3
Quantum Razer

I've noticed kill numbers of ace pilots flying A-80s and FH-90s aren't suffering at all. Actually the reverse is true. My kill numbers in the A-80 are up at least a quarter. 


The Nighthawks handling has changed throwing aim and targeting off, again. Beam ships are very sensitive to handling due to the tricky aim. It will be interesting to see if people come back to the Nighthawk with other fighters buffed. 


CTF is much more fun with slower flag carriers. It takes teamwork to move a flag. I actually picked up and captured the flag (separate runs) in an unmodified Bison bomber. The game is no longer speed runs by premium ships while other players watched. 

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+3
longshot
I've noticed A-80 kill numbers going through the roof lately and yeah CTF is much improved.

I'm still trying to get over "ace pilots flying FH-90s" though :)
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0
Ferc Polo

I haven't seen the viper grab a single flag since the sidewinder upgrade last week.  Now with the new G5 there are only three real options:


FX-3

G5

B-10x


and the 'y' of the group:  H4B.   Nothing stops the H4B so it's a very good "get it off the carrier" ship.

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0
William Johnson (Engineer)
The Rhino has a fast pump speed and good health and regen.  I am pretty sure I can make a grab with it.  I prefer the G5, but I use it most of the time now anyway.  --wj
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-2
Web Trans
I played now 20 games or so.All in all it is a good upgrade. What I noticed and must be handeld are:


- the Kingfisher:

is too strong now. Give it the missle and take it from Merlin, and that would be a Premium now.

I outran defenders with  it and took down 3 side turrents, befor they even got me (2x FH-250 and a 1x Merlin). Too high Shield reg, too high the fuel reg, too much drifting, too much speed.

Even Better than my Viper and the new Cobra in CTFs !!!!!

Is that realy supposed to be? A minus of 10% to 20% is  realy necessary (though I like it this way ..!!!)


- Panther:

It outruns my FH-250 ? I am exhausted!!! Bevor this patch I took out 2 Panthers in raw, against Mirador and Belshirash.

Now I couldn't take even one newbee in raw! The Panther is now even better for CTF and CA. Give it a better hit angle and it is a fighter ...

Panther must get nerfed for 10% to 15 %. It is a premium, but it is not allowed too be better than X99 and FH-250, which both are 2 times more expensive.


The rest is very nice, giving all the same chances to go at each others throat :)



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+4
Ferc Polo

I disagree on the G5.  The G5 is now as powerful as all ships should be.  If every ship gets as good as the Sidewinder/Mamba/G5/X99/Krait/FH-200/A-80/FH-100 then this game will be amazing.  PLEASE do not nerf those ships, they are all perfect and different now.   While it's great, the G5 still gives me no more problems than any other decent ship.  Just now a well piloted G5 can do as much dmg as a well piloted A-80/X99/FH200/250.


Buff the other ships to match.


The Panther I would reduce the shields on.  It takes a little too much fire to be so fast.  I know, it's a new alloy...but really with a little less survivability it would even out the speed.

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+4
William Johnson (Engineer)
I am getting conflicting reports here. I've seen arguments saying that the Panther is barely competing with the Timberwolf and Bison.


I do really like the G5.  I feel that its speed is balanced out by its lack of firepower.  But I do want to slow down the boost just a little bit... The speed is so addictive, I barely use my Mamba anymore.  --wj

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+1
MFD_IT

since the upgrade i find harder to hit epecially when the target turn round and jigle , one must somehow throw the dice to choose where to aim in the hope the target will fly into the bullets.frontally and and target moving constant are easyer to shoot as naturally for any other weapons kind....same for other cannon fast cannon around...but depend more on speed of targets.

for the rest i don't find it overpowered , but sure one of the good ships as the other ferc polo say in his list of well balanced ships.

fh-90 would need more chance to pursue the bombers , just a bit more.

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0
Jiel
It's not that much harder than aiming a normal machine gun, it's just that it has a slower fire rate and a slightly faster projectile. Because of the difference in projectile speed, the lead on firing is slightly different from that of a machine gun so it may take a little while to adapt.


I was a little clumsy when warming up for the first few minutes. x:
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+1
Jiel
Nuuuuuuuuuuuuuu.

OH GOD NO. ;-;

Isn't the extreme lack of firepower balance enough? D:
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0
Ferc Polo

Everything about the G5 is just right at the moment, so long as you don't slow it too much it should stay balanced.  The G5 is a gangster now, the way it should be.


Instead of lowering the speed I'd recommend cutting the boost tank by 1/4.  Currently it's got enough fuel to make the enemy carrier on shattered moon with 2/3 tank remaining.  That's insane.   ONLY the Sidewinder should be capable of that.  Otherwise what benefits does having no armor give?  

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+2
Jiel
No. D:
The G5 is perfect and balanced exactly as it is at the moment. :c

Again, I cite it as having the lowest DPS out of all of the dogfighting ships. Well, except for the Stingray-- but the Heavy Cannon has insane bonus damage at that. Ships that utilize beam weapons may have a lower DPS as well, but they specialize in long range burst damage anyway so there doesn't exist much of a comparison.
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+2
Ferc Polo

I love the G5 exactly how it is right now...don't get me wrong. 


But is it really fair that it's as fast and can boost as long as the Sidewinder?  What reason is there to choose the paper armored Sidewinder if it's not being the fastest damn ship around?  If the G5 can't get a speed cut, which is cool with me, the Sidewinder should get a slight boost.  It just needs something to give it an edge over the 5.  Since the upgrade I've not picked the Sidewinder for anything, I can use the G5 instead.

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0
MFD_IT

sidewinder stil go faster and turn faster , but i find it more usefull in furballs to quickly finish enemy already damaged by team mates (also full healty ones naturally). in that situation the speed and agility give its best imo.

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0
Jiel
As long as it isn't the G5 getting nerfed, I will nod my head and stare blankly in acquiescence.  :v

Just the Sidewinder though, the Viper already has more armor and SR tracking missiles to make up for it.
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+1
Ferc Polo

Yeah.  I am usually of the school of buffing weaker units to match stronger ones rather than nerfing the well functioning units.  


My vote, after discussion, would be buff the sidewinder speed slightly and leave the G5 as is.


The Viper has functioned well since Steam release, no need to mess with it.  It should have been on my list of well performing ships.

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+1
MFD_IT

at the moment is one of the good choice for ctf , taking away the speed/tank/pump , could leed to few other choises in ships , and some are not as well as g5 for game play that type of game imo , sidewinder can be shooted down more easily and bombers are too hard targets , i think is better  not change it atm, or at least wait.

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-2
Web Trans
I played even now with K-sig, Brillio, Badman a CA.

No chance to stop them with FH-250. I am too fast out of boost fuel, and they are drifting on ice ...

Even FH-200 performs better in refuleing !?! 

It needs only a 2 time bigger fuel Tank. the rest is good balanced against FH-200.


In one point the Kingfisher is interessting, Speed in all facets.


You should change this stats with "Merlin" the magicians stats.

Then all things are in balance, if we say premiums have to perform better.



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+2
Jiel
The FH-250 travels faster than a G5 carrying a flag, you should be able to catch and kill it if you properly tap your afterburners. Granted, not every ship is able to catch a G5, nor should all of them be able to, but the FH-250 is one of the ships that can in fact catch a G5 carrying a flag-- along with the Mamba, Sidewinder, Viper, and another Kingfisher. Additionally, a Krait might not be able to follow it close up, but it can keep up with a flag-laden G5 long enough for its beams to be a credible threat all the way back to the carrier.

Premium ships already do perform better by being DPS leaders and having SR tracking missiles. The Kingfisher has its speed stats in order to balance it out against high DPS prestige ships. The fast cannon is a pea shooter and it takes a fair amount longer to kill anything with it compared to dual machine guns, much less the triple and quad mounted guns of the prestige ships.
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+4
longshot
Actually I think WJ's idea is to boost the "lesser" ships, each in their own way, so that there's a good variety of effective ships to fly and no more "premiums".
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+1
Xron
Panther is still OP. No two ways about it, people who are complaining about it being underpower probably just want it to be more over powered.
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0
longshot
And the people who keep saying its OP ignore all the logical arguments put forward by others & just keep repeating their mantra.  An accurate primary is very useful in a bomber as you can head-on kill annoying defenders rather than just having to run.

I'm happy with the panther as it is, in fact I'm no longer flying it as I don't think it is the best bomber anymore.  However if people keep pushing for a nerf I might start arguing for it to be given a dual beam cannon :)
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Xron
That would be so immposable to hit anything with.
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Web Trans
Longshot, i am surprised. No arguemtns for both sides ?

Well I fly Panther, tough TW is now much better.

Buth TW kann be killed in the CA and CTF runs, in CTF the Panther has no mach.

That is what I do not like.

Panther 600000, Viper, Swordfish 800000, Merlin 1000000 creds.

befor Patch 2 Panthers were no problem with other premiums. Now I have trouble to zake 1 down with another premium, specialy if you are fighting others Aces.

That is IMBA ;) I think this you should consider if we are talking of  ships in their class.


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+2
longshot
Actually in CTF I prefer the Kingfisher, as it can boost at elite speed right across the map (even the big ones) and back again on one tank, can spam rockets to distract turrets, and is tough enough to take a few hits, unlike the Sidewinder.

Yeah the prices bear no semblance to the comparative strengths and weaknesses of ships now.
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+1
Ian Bennett
As a general reply to all those discussing a nerf to the G5:

Please do a side-by-side comparison between the Kingfisher and the Piranha. The Piranha is the G5's equal on turning, speed and acceleration and not that far behind on afterburner. To make up for that the Piranha has MUCH better firepower  and shields.


I feel like the main argument for nerfing the G5 is that it can now ALMOST compare with some of the other ships . . . I really feel like "it's more expensive" should NOT be an excuse for having blatant balance discrepancies.


That said a small speed nerf to the G5 probably wouldn't ruin the game.

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+1
Xron
I hear you there. With the way the game is heading soon there will be no such thing as a premium ship so "It's more expensive" is not a valid argument anymore.
The Kingfisher isn't underpowered anymore... but it's certainly not overpowered.
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0
MFD_IT

if ships will keep bee to buy , why not make the m3 as new ship free to fly for new player instead of mamba ?...and give the mamba a further slide-drift effect and bit more ab max speed or acceleration in order to give it the chance to exit the drift effect when under fire ?

this would create a total new kind of fly stile in one ship(mamba).it should be somehow similar result as in evochron mercenary fly style.

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+4
Ferc Polo

All the improvements were good and helped many ships perform much better.  


Most ships are all relatively as good as one another, with only slight differences based on armament.  The Premium ships now have a much smaller advantage than they used to.  This is great for the game and the level of play online.  Great dogfights and great games are ensuing.

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0
Web Trans
Hi all,
played last night and found the changes, nice!

Looking back at all your comments and yawning MDF_IT and Xron, you two specially must love this patch.

There are some little unbalances (Quantum-Raisers notice above on A-80 is right), but hey, I like it htat way, now I can kill you alle more with my A-80 :) There is alway a winner, when changes happen ;)

The only thing I didn't like in CTF was that even I had to take the Panther or Timberwolf to take the carrier.

Must this be fixed the way that the LFs have a privilege by capturing the flag?
I even didn't use my Viper because it got that slow ...!

But the rest of the games become very excitment.

Again a big thank WJ to you and the team
Did I mentioned the torpedo spam problem? ;)
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+1
Web Trans
Correction:
"The only thing I didn't like in CTF was that even I had to take the Panther or Timberwolf to take the carrier. "

I mean the Flag of course. I coudln't do it with Viper, I had to take the bombers ....!?!
Unblance maybe?
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0
MFD_IT

seems that most of the player dislike the speed improve change , it makes aim harder , many times there is no more chance to kill the enemy in the first passage when it comes similar frontally , other times a ship not breack down the speed in time to counter manuver.

apart from that , seems that some player have adapt well , and now some of them can have even better performance than befor.

for sure is not more friendly to play but.

atm most of player  try not abuse of bombers in s&d , but maybe cause there are 2 good ships with missiles , those are very in vogue tkx to the help toward the speed.

also some crasshes that lead to total new game starting from new and with different mix of players (probably cause some not logged again in) seems to appear more frequently as befor.

.

reguards.

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0
Jiel
:D

I like it though.

Well, except for the A80, that thing should have been left as being able to only clumsily crawl and maneuver through space. Dual tracking missiles and 2240 shield points give it a heavily fortified mid-range support fire role. Buffing its turn rate to make it viable in a dogfight seems a bit off considering that. It even states its ranged purpose in its "gunboat" description.

Torpedo and LR tracking missile spam is just part of gameplay. If you just accept that then it becomes a lot easier to work around, but buffing a heavily specialized craft to make it more viable all-around seems a bit much. Bombers don't really need that much help with their primary weapons either, they're bombers, they come with nukes and they're able to use them to their advantage.


tl;dr
Jiel is butthurt from getting killed in a close dogfight with an A80. :c
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0
Jiel
Well, looking back it was Ferc that killed me. That and the A80's turning rate was only increased by 1 point, so it probably wasn't due entirely to the buff.

It is, however, a lot easier on my conscience to blame the A80 instead of my own blatant shortcomings, so I continue to stand by the argument in my previous post.
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0
Ferc Polo

Honestly though buddy, besides me who's killed you in a dogfight in the A-80?  


When I was trying to dead-turn at full stop I couldn't get around on your G5/X99 at all, I was forced to resort to the Polo turn.  I've yet to give an AFTAC briefing on the Polo turn and haven't seen anyone else do it yet.

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0
Jiel
The inline flip?
Boost past an enemy, spin down the engines, do hard counter-roll jink, then spin up the engines(optional) at the end of the turn so you're facing the enemy while drifting backwards, giving you ample time to zoom in and fire at them as they come back around? It minimizes the width of the turn arc and is mostly useful for entering an attack position with heavy fighters as they can more easily tank the incoming shots as the other person attempts to boost past you to a less exposed position.

Or is it a different maneuver? Were you just talking about spinning engines up and down along with boosting while in a dogfight in order to more favorably adjust the width of your turn arc? v:

The counter for the first is to do a wide turn on the approach, jink, boost hard towards them, then pepper them while drifting in an arc across their side. If they start boosting after they flip around, you'd still be in better position to get near them but out of reach of their guns --after a mild bit of exposure-- if you do a wide approach. It does leave you vulnerable for a period, but if you can survive that it puts you in a much better position to attack them afterwards as opposed to a continuous back and forth flyby fight. You'd be shifting yourself off of the flyby routine by half a cycle, making it easier for you to keep on him if he tries to do another drift flip.

I must have your knowledge. Tell us what it is. :c
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0
Ferc Polo

The inline flip USED to work but last night I couldn't get guns on you with it.  A-80 vs Merlin/G5 the medium is now just too quick for it.  You have to add a slight revision to the turn to get a better view on the target.   That slight revision is all the difference.  



Oh, and this only works so far with the A-80 and the FH-100.  Anything that drifts harder or turns quicker has other options.  The A-80 is slow enough to make the Polo turn work.  I tried it on a Merlin but found faster turns with just a full counter-steer.


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0
Jiel
Is the slight revision a reverse direction in-roll flip?
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0
Jiel
Is the maneuver to stop dead, turn a bit towards the enemy to follow his trail a little, suddenly pull a hard jink in the exact opposite direction, then boost a little in order to favorably reposition yourself?

Also, it was just the G5; I haven't used the X99 to dogfight since the Kingfisher patch. :v
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+3
MFD_IT

is it possible to give a little ability to rocket to turn (not really track )toward the target like a short adjust towards engine warming  (warm seek missile , but just as initial imput , for how much?? boh , can be of sense a 10 degrees, after that single max turn after shoot it can only keep straight ) ?

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+1
Xron
Ahh yes, the slight tracking idea, similar to the magnetic rockets in skies of crimson.
They should probably be a different weapon from the current rockets though.
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0
Ian Bennett
Hey, I think I discovered a bug last night. I seem to be having trouble with certain commands getting "stuck". So far I've run into this problem with both primary and alternate fire, as well as my afterburner.


Essentially what happens is a command will get trapped either on or off-- with primary guns and afterburner it gets stuck on, secondary weapons seem to get stuck off (can't fire). Last night I was able to reliably get my afterburner stuck on just as I was coming into rocket range on the enemy carrier (about 1500m out) the guns are more intermittent and I can't seem to track down what circumstances they trigger under. Afterburner gets stuck on for about 1 minute, guns a second or two.


I'm running the steam version of Moon Breakers, on windows 7 if that helps. I was flying a G5 but I was able to get it to happen in other ships as well. The bug occurred on all 3 maps and in multiple game modes. I have not had any troubles with my keyboard or mouse running any other program (this would be a very different post if my space bar was getting stuck down).

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+1
William Johnson (Engineer)
I'll look into it.  --wj
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