Forums » Suggestions

Balancing

Mar 14, 2005 Shapenaji link
SO I was talking to spider, and here's a few things I was thinking of.

larger pings have become something of an issue. So lets drop the wep speed of all devices, ships/weps/etc... by 10-15 m/s along with a 10% thrust reduction across the board.

Flares:

Iceflares, up the velocity to 90 m/s, increase the magazine to 20, drop proximity to 25 m
Starflares, up the velocity to 85 m/s, increase the magazine to 16
Sunflares, drop the velocity to 75 m/s

this ought to make all the flares useful, while creating issues for ships that want to use the high damage models, (you want high damage, you're going to have to have good aim)

Gatling turret:
drop the autoaiming cone by 20-25%, increase the energy usage to be on par with Gausses dmg/energy

this way, you can't just spam AGT, you have to time it.

Proms:
with the above changes, I think all the proms need is either a cut in armor, or a 20-30 reduction in thrust.

Fast Centurions:
cut the armor to 5500, no more thrust reductions.

Vultures:
with almost double the armor of centurions, they ought to do pretty well.

Warthogs:
increase in Spin torque to compensate for GT's smaller cone and greater energy usage, no increase in thrust.

Valk:
slight increase in spin torque.

Maud:
Increase in armor to compensate for the sudden fall from being the best trading ship. slight increase in spin torque to make them viable turrets.

Hornet:
increase to thrust. No change to Spin torque. make them be able to dodge decently with energy weps, but easily outflankable.

The Wraith is sort of a low level trading ship, speed it up a bit, make it a courier.

No changes to anything else.

This is just one Idea for balancing, I'm sure there are others.
Mar 14, 2005 Spider link
Likable suggestions, but I think the 10m/s drop of the sunflares will be too much, go for 5m/s drop at first, Drop the double-damage of any and all rockets, and change the falloff ratio inside the blast-sphere instead.

GT, Actually, 10-15% would do, and have an -advanced- one with slightly higher.

Also, if this is changed, up the velocity of the GT to 200m/s as to invite them to let others keep the distance.

Normal Gatling, increase the velocity and damage dealt.

PlasDev mkII : increase the cone of the aim.

Warthogs can well do with an increase in thrust, they have a low enough thrust right now to make them hard to use for rocketeering, and they need the boost to be viable in out-rocketing a ship.

Prom: Reduce the drain of them a bit, esp. the mkIII that is currently... erm. crap :p
Mar 14, 2005 johnhawl218 link
On the subject of larger pings, it seemed that all weekend, during the morning hours (10am-4pm PST) my ping is under 100/100/0 and the game is running great, no lag no hickups, nothing. Then around 4-5:30pm the lag starts to build and at the same time, my ping gets higher. At about 6pm till I can't stand loosing money any more due to lag death from roids/bots/ and players the lag is SOOOO bad it's not even playable any more. At that point I've pinged as high as ~900/~900/0 and couldn't shoot an object sitting still. My point is the "high lag" my be good for some people but my High Lag numbers only spells death to me. Don't nerf anything because a few players are getting uber pings.
Mar 14, 2005 Renegade ++RIP++ link
had same problem john :(

normally have a 150 - 220 one, and it was just building up to 1500. however right after i did a traceroute it jumped back to 150-200. then couple minutes later again the 600-1500 ping.

It stabilized a tad later (during buswar, ask niki/spider/relayer for the timing)
Mar 14, 2005 Shapenaji link
wait, reduce the drain on the prom? The drain is barely noticeable.

as far as hogs, they're already great rocketmounts, with the main problem being that they aren't able to aim as fast. If you up their thrust, you remove the potential for a useable weakness.

by normal Gatling, I assume you mean the cannon, I totally agree. That needs to be fixed somehow, and making it a high velocity machine gun sounds good.

For the AGT, if you have an advanced one, I would recommend that the advanced one have lower damage. Again, make both of them useful.

I could deal with 200 wep speed for the AGT, but then I would certainly want the cone to be dropped 20-25%

Plasma Dev: I don't know about increasing the autoaim cone, seems like it would make it too similar to the AGT. It does require a bit more aiming, but I think the reason it isn't used is not that it's too hard to aim, but that it doesn't do enough damage, comparatively. So just increase the dmg to maybe 2000?

And I nearly forgot, do something about the bloody rails, they were already the hardest weps to use effectively (owing to how bloody quickly everything accelerates), why nerf em?
Mar 14, 2005 TheLadyWhitecat link
I am sort of curious about something here...

How is dropping the speed of anything, be it ships or missiles going to reduce ping times? It would seem that if a given ship is going 150, and another was going 160, the computers would still have to send three digits (i.e. 150 or 160) back and forth. In a like manner, x, y, and z coordinates would also remain the same size but with different values.

It's not the value of the numbers being sent that has an effect on ping times, it's the speed of all the connections between you and the server that has an effect on ping times. If an intermediate hub between you and the server is having connection problems, then slowing the virtual speed of of your ship or missile is not going to solve the problems with your connection.

Regards,

WC
Mar 14, 2005 Spellcast link
heh, the problem being referenced here ladywhitecat is that if a ship with a very high thrust changes course, players with high ping times dont know about it right away.

The thrust of the ship has no bearing on the ping time itself, its how the ship in question is displayed on the client of a player with a high ping.

Very fast ships tend to "jump" a lot more and are harder to predict than a slower ship.
Example..
A behemoth changes course a lot slower than a centurion. If a has a ping of 200, they are not going to notice the lag when attempting to kill a behemoth. Its large enough and slow enough that that latency wont make much difference in its position.
An IBG centurion however can change course and position quite significantly in a quarter of a second, making it extremely hard to hit if you have a ping greater than 100.