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over 9000!
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
On further consideration I am inclined to say that the change to Sniper makes them a little to weak in PvB compared to Berserker and Gunner. Sniper is already less tanky than those two classes which makes them a challenge to use in PvB in the first place. If this change goes in, Prawn Snipers will mostly do less mining DPS than endgame Berserkers and Gunners (yes, I calced it).
I propose that Sniper analysis be made to charge up to 50% of its current stats, over the course of 3 minutes. Must be hitting the target to charge, as stated. _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Thu May 30, 2013 1:11 pm |
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Team:
Rank: Councilor Main: Xonok6 Level: 602 Joined: Fri Jul 11, 2008 4:31 am Posts: 861 |
The proposed gunner changes sure seem fun.
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Thu May 30, 2013 1:20 pm |
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Team:
Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
For gunner instead of some super item missile that does -50% resist how about a gunner aura that give -20% resist instead.
_________________ "I still miss the Crack Whores..." - Jeff_L |
Thu May 30, 2013 1:33 pm |
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Team:
Rank: Officer Main: Comandor_J Level: 7581 Joined: Sun Nov 07, 2004 12:20 am Posts: 87 Location: US West Coast |
I think I well sub my other account to test all this out. Shame zerk did not get just a bit more bonus to aggro gain, I feel zerker should not need evil gear and evil gear should be used for other classes that wish to hold aggro in a run. Zerk class should preform what other classes have to use evil gear to do.
Bet you SD pvp going to be even more badass now, also soloing bosses and dging and pretty much everything that uses a gun to fix the problem. Seer just going to take testing to see, atm Seer can solo dps bosses faster than a zerker and this -elect temp well make them even better at killing bosses, so thats cool. Why does Sniper need to loose function of stealth building SA? makes for stealth sniper play bit lame. Gunner just sounds fun again. Also come on, give gunner some sort of cap ship aura, like make missiles fly faster with aura on but takes lots of elect to run aura? _________________ "Get on with it." |
Thu May 30, 2013 3:03 pm |
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Team:
Rank: Main: LittleJohnny Level: 4625 Joined: Sat Nov 27, 2010 5:49 pm Posts: 36 |
I think adding a aura for gunner is a very good idea, as for the automated firing thing, i'm a bit confused on it, wont it just run the gunner out of elec really fast? i mean i don't think that a -5% elec temp is gonna help when you'r firing your main gun while shooting missiles, while have the automated one fire as well, just seems a bit to much of elec needed to sustain. perhaps add an option to turn off or on the automated thingy.
Also being able to fit all these items seems a bit to hard, maybe give the gunner a skill to add hull, like take out the destruction skills and add a hull increase skill. Also i think that more capital ships need to be available right now as t20 gunner their isn't much to choose from other than efdn and pbf, same goes to t22, ZT RPW or MZ maybe add a Bana Capital Ship, i know its in the SS story line as thats what the paxians were trying to kill in the missions at hyperion, i think a bana cap ship would be a cool thing, maybe make it t22 or t21 As for the super items they seem to be alright, but the duration of them seem to be a bit short, maybe extend them to 10sec~ the super items would be useless if the gunner was soloing things by itself, my guess would be to try and use the debuff from the super items in combination with the missiles to get max damage out of it, but for 3 sec im not to sure if the missiles would be able to hit the target in time to be able to benefit from the debuff, it takes about 1sec to launch, 3~ for mirvs to burst then more time to travel to the target, but then again i understand that this would be a bit to OP if you were in a squad with prawn snipers and stuff, so maybe add like 2 separate categories of duration, like -50% resist of the nuke missiles for 3sec, and during this time other players damage would benefit, but make a separate one for missiles that last 10sec, i'm not to sure if this makes sense to anyone _________________ |
Thu May 30, 2013 5:32 pm |
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Team:
Rank: Officer Main: Wolfie Level: 6614 Joined: Mon Jun 29, 2009 2:50 pm Posts: 510 |
Maybe you've tested this already but I have the same concern as a lot of people, elec. Just launching MIRVs takes a lot of elec, firing 10 weapons, assuming that each weapon is actually useful it is going to take an amazing amount of elec. Just test that please.
Secondly no one has said this oddly enough. PvP and base PvP? what happens if you're fighting 5 people on another team, will it target everyone? Will gunner bases shoot multiple people in a pvb squad? Glad to see gunner changes coming in. Please please please look into adding more missiles, just remember the gunner class is based on using missiles and we still have almost no good options when it comes it missiles. Wolf _________________ |
Thu May 30, 2013 6:26 pm |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
redalert150 wrote: For gunner instead of some super item missile that does -50% resist how about a gunner aura that give -20% resist instead. Destruction is an aura. Weaker auras affecting the same stats are canceled by the stronger aura. -20% Resist auras like the one you suggested don't actually reduce a ship's resists. It simply makes damage hurt more. A ship with 50% resists and a degen of 1000 while passing over a sun will still be at 50% resist and 1000 degen even though you have an aura on them that "says -99% resist" But if you shoot the ship, you will do 100x more damage. So basically, it's another way to say a +Damage% aura, like the ones that Fleet Commander carry around, and it's roughly half the strength of the FC aura. Now considering Destruction is also a negative resist aura, if the Gunner actually shoots the target with the damage type his group is using, then the actual aura generator amounts to nothing. So the Gunner essentially becomes a half assed Fleet Commander that use missiles instead of fighters. CJ's suggestion for a gunner aura sounds much better, and doesn't directly intrude on Fleet Commander territory. |
Thu May 30, 2013 7:22 pm |
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Team:
Rank: Councilor Main: Xonok6 Level: 602 Joined: Fri Jul 11, 2008 4:31 am Posts: 861 |
WolfX28 wrote: Secondly no one has said this oddly enough. PvP and base PvP? what happens if you're fighting 5 people on another team, will it target everyone? Will gunner bases shoot multiple people in a pvb squad? Wolf That would be awesome. Perhaps it would be better, if bases dealt lower damage per weapon, but were able to shoot multiple targets if they got enough guns? |
Thu May 30, 2013 7:39 pm |
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Team:
Rank: Councilor Main: Llessur Level: 4044 Joined: Sun Nov 20, 2005 4:26 pm Posts: 902 Location: Feilding, New Zealand |
JeffL wrote: Speed Demon Speed Demon will gain more DPS and survivability.
Seer Seer will gain more debuffing abilities, survivability, and also gain some sustained DPS.
all seers really need is more radar. More dead bases. Berserker No changes at this time. the class most needing a change. Get rid of the requirement to hold 5 of each weapon in order to MF them, get rid of the speed nerf. As a solo class it is the most useless class in the game. Sniper
A normal sniper depends on stealth. The change in analysis from time to hits will make them too visible. This change is ideal for SD but not for sniper. Shield Monkey / Engineer
Fleet Commander No change. Fighters will be toast with the new point defence gunner skills Gunner Gunner gains more debuffing abilities and gains enormous ability to spew out damage in all directions. He should be able to do the most DPS in the game, but it will be untargeted DPS, in that it is spread to multiple targets simultaneously.
All these extra weapons take hull you will need to increase the hull as well. Will all this extra firepower directed at peripheral targets gunners are going to be the point defence experts. This is going to DRAMATICALLY effect fighters and missiles. This has implications for FC. Further the changes to Gunner are not really extensive, most gunners already MF, no change there, the extra weapons will not target the primary target overall I like it. Especially as the missile nerf is not currently on the table Note: Along with the nerf to overall Sniper DPS, several ubers, such as Zeus and his mini bosses, will have their max shields reduced. This will have to be much more extensive than a few ubers. Poor Calypso has been balancing content for T22 and now this is a major revamp of the main DPS class. It would be a total disaster to release T22 and this major revamp at the same time. One or other will have to be delayed |
Fri May 31, 2013 5:05 pm |
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Team:
Rank: Peon Main: Curse Level: 5572 Joined: Wed Aug 08, 2012 7:37 pm Posts: 1479 Location: Equestria |
tbh i think snipers analysis should be removed COMPLETELY, just cause no class should get free DPS like that, it's just stupid, but the change is ok i guess, will be interesting to see how it will effect certain uber runs...im sure it can be easily countered with sterile cannon or something to gain the anal needed
_________________ http://tiny.cc/9hbj3w derpy is best pony most fun to play with wings ^_^ |
Fri May 31, 2013 8:02 pm |
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Team:
Rank: Officer Main: Maxathron Level: 4065 Joined: Sat Jan 21, 2006 11:16 am Posts: 5804 |
A normal Sniper can forgo stealth if it actually built itself to deal damage. I was dging in a fucking Zebra with a Wattage augmenter. It's not hard. Range and DPS are your friends. A cloak will get you most of the way.
High level Seer is fine, low level seer is not. I'm pretty sure the dodge component is aimed at Seers that can't make 300k EHP at level 200, which is to say all of them. At low levels for Seer, you can either do damage and have shitty defenses and fail stealth, or not do damage and have to rely on slaves...which is a Fleet Commander, not a Seer. Low level Seer is also fucked if running through a Red Giant galaxy, and most DG's have at least one of them. Shit defense, no damage, and no where to run. That's a Red Giant sun level to a low to mid level Seer. It's extremely unfair and definitely not fun. The point is to encourage new players to choose a class based on preferences and interest, not have them go FC or Gunner for the first 2000 levels and then they choose a class. Jeff_L stated at the very beginning of Gunner class that no matter what they do to it, it will be the Anti-Capital class. If you're not another Gunner and in a Capital Ship, don't fucking attack one alone. Gunner vs FC, Gunner gonna win. And Calypso is not the ONLY content developer in the development team. |
Fri May 31, 2013 10:59 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
Chaosking3 wrote: FC, what Thermal said. The class is falling behind right now due to their t18 max slaves/augs and lack of any effective fighters besides holiday ones. He also made a very valid point about Radiation being their main damage type. We used to be able to easily solo everything but KKK before the resist increase, now the class is just meh for anything but an aura boat. Possibly. Jey seems to think FC is plenty powerful enough, but I think he might be biased by his own awesomeness. We're talking about adding in RC 19. If we do that (and it seems like we probably should), then that should help FC a bit. _________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Sat Jun 01, 2013 12:00 am |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
longname wrote: -Visiblity already affects detection distance. Would the new stat affect it as well or just enviroment visiblity? -Visibility affects overall visibility. -reflectivity will affect the visibility increase/decrease from suns. This stat will help Seers be stealthy in galaxies with bright suns at the expense of a loss in gain from dark suns, but it won't affect their visibility from gear, firing, thrust, or hull. _________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Sat Jun 01, 2013 12:03 am |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
anilv wrote: If a recon focus dodge procs, does that mean that any critical hit effects are not applied? Does it mean that diffusers don't get a chance to break? If the SD dodges, then bullets and lasers just keep on going, potentially hitting something else on the other side. _________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Sat Jun 01, 2013 12:04 am |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
potato8 wrote: Yet again JeffL's ideas take precedence over what the player base has been suggesting over the course of 2 years. Shall I make a list of more important changes to class skills? Cause ill be here all day. Please do. _________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Sat Jun 01, 2013 12:05 am |
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