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I'm sure the various ship balance changes will create a storm of controversy. Keep in mind that this is just the first step of tweaking.. I haven't adjusted batteries and most of the large ships yet, and I'm not certain of the changes I've already made. But it's a step. So play, enjoy, and post what you think. If you disagree with my changes, post why, but don't go off the deep end. Nothing is set in stone, we're just trying to find our way to a more balanced version of the game, which will require some periods of upheaval. Thanks.
Why nerf the prom -even more- ??
I really didn't think that was possible after the last time, but currently it can't either turn in time to see a bus, or for that matter boost away.
65 drain, and thrust 220N .... It can barely move itself off the ground.
AAAARGH
Yes, now I'm frustrated and annoyed. Or no. I was that before. Now I'm just sad.
I really didn't think that was possible after the last time, but currently it can't either turn in time to see a bus, or for that matter boost away.
65 drain, and thrust 220N .... It can barely move itself off the ground.
AAAARGH
Yes, now I'm frustrated and annoyed. Or no. I was that before. Now I'm just sad.
spider:
I haven't adjusted batteries and most of the large ships yet
Doesn't that mean that the prom will get a rehaul once the batteries are going to be redone?
I haven't adjusted batteries and most of the large ships yet
Doesn't that mean that the prom will get a rehaul once the batteries are going to be redone?
Its gotten an overhaul, into having a touch more thrust (5% ) and a lot more drain (33%), basically pushing it down even harder in the trench of molassess where it was trying to recover from.
Most important question, if you mount an advnced gatling on it, do you feel a difference in handling? Maybe it goes up :D. The heavier it becomes the better the prom shows it superiority...
far fetched, but possible. Since a person specialized in heavy armor will suck in light armor since he isn't used to the speed with which light armor variant fighters are fighting... But he makes it up in power...
So lets hope that they put in some special super duper heavy weapons which actually make it so that a prom can be slow and non agile and turn like a brick but is able to give out a hell of a lot of payload before it gets even pimped down to 90% of its hull...
far fetched, but possible. Since a person specialized in heavy armor will suck in light armor since he isn't used to the speed with which light armor variant fighters are fighting... But he makes it up in power...
So lets hope that they put in some special super duper heavy weapons which actually make it so that a prom can be slow and non agile and turn like a brick but is able to give out a hell of a lot of payload before it gets even pimped down to 90% of its hull...
Woohoo nice work about the new waypoint system, now I can plot my course inside the station around astroid fields towards my destination without having to return to the map during flight. Goodjob!
I like it!
But the centurion mkIII needs some nerfing.
No ship should be able to go 240mps with a 50/s energy drain.
The mkII at 230mps is pushing the limit, that would take testing to see if something could catch it.
But the centurion mkIII needs some nerfing.
No ship should be able to go 240mps with a 50/s energy drain.
The mkII at 230mps is pushing the limit, that would take testing to see if something could catch it.
the cents are definitley pushing it. Both with their HUGE cargo space for such small and infinitely boosting ships (8 cu at 240m/s no drain??) and for their high armor.
They are impossible to catch, even with the corvus vulturis, even if you're just 30m away from the victim when he starts to escape (hi Niki) and they can effectively nab a complete convoy set of cargo and get out.
They are impossible to catch, even with the corvus vulturis, even if you're just 30m away from the victim when he starts to escape (hi Niki) and they can effectively nab a complete convoy set of cargo and get out.
They're not infiniboost. They have a 70e turbo drain.
CentII Infini-boosts at 230, has 11 cargo. Maybe you're looking at the IBG, rogue? I hope that doesn't infini-boost..
spider, if that is you going off the shallow end, id hate to see the deep end.
Cent mkIII can infiniboost at 240, has 8 cu space and decent amount of armor. I can use it to outrun strikeforces (only the aerna seekers can catch up) and still have 250 energy left to shoot with.
Here's a fun thing
Basically, the SVG has become worthless in comparsion to the mkIII and mkIV vultures, while the IBG cent has more in common with a Valkyre than any other cent in the game.
Ship: IBG SVG
Mass: 3000 3799
Armor: 7200 9000
Thrust: 225N 230N
Spin: 7.0Nm 7.5Nm
Speed: 55/240 65/240
Drain: 70 70
Weapons: 2 2
Cargo: 2 2
@ananzi: if you want to see me in the deep end, I'm soon getting there. I'm getting -very- fed up with becoming part of the "bot nation" with worse equipment, placement, possibilities and background compared to other nations. I'm up to the point where I'm willing to take the Cent mkIII and start repeatedly griefing n00bs inside Itani space, because there is nothing to stop me now.
Not a single of the So called "special" ships on the serco side are even remotely usable in comparsion to everything else. Add to this the fact that the valks still have infiniboost (rune valk at least) together with the whole farce that is weapons balancing. Yes, this is the shallow end.
Here's a fun thing
Basically, the SVG has become worthless in comparsion to the mkIII and mkIV vultures, while the IBG cent has more in common with a Valkyre than any other cent in the game.
Ship: IBG SVG
Mass: 3000 3799
Armor: 7200 9000
Thrust: 225N 230N
Spin: 7.0Nm 7.5Nm
Speed: 55/240 65/240
Drain: 70 70
Weapons: 2 2
Cargo: 2 2
@ananzi: if you want to see me in the deep end, I'm soon getting there. I'm getting -very- fed up with becoming part of the "bot nation" with worse equipment, placement, possibilities and background compared to other nations. I'm up to the point where I'm willing to take the Cent mkIII and start repeatedly griefing n00bs inside Itani space, because there is nothing to stop me now.
Not a single of the So called "special" ships on the serco side are even remotely usable in comparsion to everything else. Add to this the fact that the valks still have infiniboost (rune valk at least) together with the whole farce that is weapons balancing. Yes, this is the shallow end.
hey the backstory was written by an itani. dont you know the media is itanily biased? you need to listen to rush serco on the subetha broadcasting network. as for your ships, well, if there truly is a 'missile gap' then you need to elect a stronger lady serco, who will not be 'soft on itanism'.
Since nobody's posted it yet...
This is Vendetta version 1.1.6.1.
Changes from 1.1.6:
- Fixed station crash when you clicked on the sell tab
- Fixed dynamic linker issue for MacOS 10.2.x
- You can now hold down space and click on sectors in the
navigation map to add waypoints (shift-clicking doesn't
work in Linux and MacOS yet)
Changes from 1.1.5:
- Fixed bug with 2D target box around mines
- Ship names in Ship Select Menu no longer word wrap
- Can't place bounties on players anymore
- Trader NPCs properly tell you what they are transporting
and they don't always transport Van Azek ore after they die
- Changed ship flight model slightly
- Tweaked ship engine characteristics of different ships
- Added 2 new ships: a warthog and a marauder.
- Character Info Menu is split into 2 columns and clicking
on a medal shows its description along the bottom
- Fixed trader NPCs and CTC bots so they don't get lost and
disappear
- Dropped skill requirements for license levels 1-3
- Normal bots shouldn't appear in tutorial sectors anymore
- Nav menu now allows multiple waypoints to be defined using
shift+left mouse button. Up to 100 points can be defined.
- Fixed bug which allowed more than 8 players to join a group
- Fixed some exploits in group adv. combat mission
- Added scrapyard mission
- Slightly increased Trade XP for selling items to stations
This is Vendetta version 1.1.6.1.
Changes from 1.1.6:
- Fixed station crash when you clicked on the sell tab
- Fixed dynamic linker issue for MacOS 10.2.x
- You can now hold down space and click on sectors in the
navigation map to add waypoints (shift-clicking doesn't
work in Linux and MacOS yet)
Changes from 1.1.5:
- Fixed bug with 2D target box around mines
- Ship names in Ship Select Menu no longer word wrap
- Can't place bounties on players anymore
- Trader NPCs properly tell you what they are transporting
and they don't always transport Van Azek ore after they die
- Changed ship flight model slightly
- Tweaked ship engine characteristics of different ships
- Added 2 new ships: a warthog and a marauder.
- Character Info Menu is split into 2 columns and clicking
on a medal shows its description along the bottom
- Fixed trader NPCs and CTC bots so they don't get lost and
disappear
- Dropped skill requirements for license levels 1-3
- Normal bots shouldn't appear in tutorial sectors anymore
- Nav menu now allows multiple waypoints to be defined using
shift+left mouse button. Up to 100 points can be defined.
- Fixed bug which allowed more than 8 players to join a group
- Fixed some exploits in group adv. combat mission
- Added scrapyard mission
- Slightly increased Trade XP for selling items to stations
maybe they should put in infiniboost to be unable for anything but tradeships...
for fighterships there should always be a drain, even if it is small.
for fighterships there should always be a drain, even if it is small.
Maybe the prom was a typo... after all, 33% more drain doesn't make much sense in any other context.
Don't worry Spider, all these limitations mean us Sercos just have to be better pilots.
So when things finally do get fixed the Itani nation is in big trouble.
So when things finally do get fixed the Itani nation is in big trouble.
a ship/weaps/batt/cargo statistics sheet would be really helpful.
in particular, it would greatly simplify discussions.
/maso
in particular, it would greatly simplify discussions.
/maso
I think the corvus vulture definitely needs fixing now. Although it has a max speed of 245m/s, the 90 drain means that it can't maintain 245 for more than a couple of seconds, and that's with a heavy battery and no weapons equipped. Even if it could, it's only 5m/s faster and has 20 more drain than anything else!
The Centurion became an interesting ship. I don't think that is wrong, players that use it will have a specific reason in mind (not everyone will use it I'm sure). I liked the tweaks for the Warthog. Railgun might be viable with 400 kg less. Still too heavy for a normal battle :/
Otherwise I liked the change a lot.
Otherwise I liked the change a lot.