Star Sonata
http://forum.starsonata.com/

Make aptitude doughnut device lower tech
http://forum.starsonata.com/viewtopic.php?f=3&t=62807
Page 1 of 2

Author:  Xonok2 [ Wed Nov 16, 2016 10:09 pm ]
Post subject:  Make aptitude doughnut device lower tech

* Power Doughnut has no charge time but does 15% negative recoil instead of 50%.

I could perhaps understand it being high tech if it were as good as power doughnut, but now it no longer has a reason to be tech 19.

Author:  redalert150 [ Wed Nov 16, 2016 10:13 pm ]
Post subject:  Re: Make aptitude doughnut device lower tech

It's arguably better then swifty spry attack which is tech 20.

Author:  Xonok2 [ Thu Nov 17, 2016 2:29 pm ]
Post subject:  Re: Make aptitude doughnut device lower tech

And worse than power punches. RoF bonuses cost extra energy and a 15% bonus to DPS at the cost of energy is very weak.
Contrast it with the shield regeneration tweaks that at most techs give at least 50% reg without tweaking.

Author:  redalert150 [ Thu Nov 17, 2016 2:44 pm ]
Post subject:  Re: Make aptitude doughnut device lower tech

Xonok2 wrote:
And worse than power punches. RoF bonuses cost extra energy and a 15% bonus to DPS at the cost of energy is very weak.
Contrast it with the shield regeneration tweaks that at most techs give at least 50% reg without tweaking.



You forget to mention that tweak last 6 secs i think and has a cooldown of 15 secs is it? Compared to other dps tweaks where they last 2 secs and have a 30 sec cooldown.

Author:  Pontius123 [ Thu Nov 17, 2016 6:26 pm ]
Post subject:  Re: Make aptitude doughnut device lower tech

Basically, some standardization is needed.

Consumable Tweaks---
Pros: Instant use, bigger effect.
Cons: Consumable, larger cost to activate.

Super Tweaks---
Pros: Superitem, longer effect.
Cons: Requires charge, longer downtime.

RoF tweaks across the board needs greater DPS bonus than same tech/tier Damage tweaks.

etc

Author:  redalert150 [ Thu Nov 17, 2016 6:34 pm ]
Post subject:  Re: Make aptitude doughnut device lower tech

Pontius123 wrote:
Consumable Tweaks---
Pros: Instant use, bigger effect.
Cons: Consumable, larger cost to activate.

Super Tweaks---
Pros: Superitem, longer effect.
Cons: Requires charge, longer downtime.





Is this how you think they should work or is this how you think they currently work?

Author:  Pontius123 [ Thu Nov 17, 2016 8:32 pm ]
Post subject:  Re: Make aptitude doughnut device lower tech

Should.

As evident because of this topic, something is amiss.

Author:  redalert150 [ Thu Nov 17, 2016 8:52 pm ]
Post subject:  Re: Make aptitude doughnut device lower tech

Pontius123 wrote:
Should.

As evident because of this topic, something is amiss.


Oh okay, thought it was another one of your hypothesis.

Author:  MasterTrader [ Fri Nov 18, 2016 2:51 am ]
Post subject:  Re: Make aptitude doughnut device lower tech

Yeah I'm interested in them working like that.

I like tweaks because they add a level of skill to the game (Obviously they can go too far and take skill away... *cough* Advanced Blockers *cough*.) hopefully I can get enough time to go and overhaul them.

Author:  Xonok2 [ Fri Nov 18, 2016 1:02 pm ]
Post subject:  Re: Make aptitude doughnut device lower tech

And perhaps something should be done about the fact that low tech tweaks are pretty much entirely useless. +5% damage for 2 seconds? Give me a break.

Author:  redalert150 [ Fri Nov 18, 2016 1:05 pm ]
Post subject:  Re: Make aptitude doughnut device lower tech

Xonok2 wrote:
And perhaps something should be done about the fact that low tech tweaks are pretty much entirely useless. +5% damage for 2 seconds? Give me a break.



The thing is if you make lower level tweaks good they are easily exploitable by higher end plays, like power doughnuts. I think if certain tweaks were hull tech locked it would allow the devs to come up with some better tweaks for low levels, if they want tweaks to be a big part of the low level experience anyways.

Author:  Xonok2 [ Fri Nov 18, 2016 1:15 pm ]
Post subject:  Re: Make aptitude doughnut device lower tech

The thing with many tweaks is that they give a percentage bonus. That makes them equally useful at all techs, except that endgame players can double them. If what endgame players can do with them is OP, then the doubling should be looked at, not the base amounts.
Keeping percentage tweaks weak in the early techs only serves to make them useless to everyone.
Stuff like power doughnuts are fine unless you can spam them and combine them with some damage tweaks. In the lower techs they worked as intended even when they doubled RoF, on the condition that you used the superitem, not the tweaks themselves.
So what if what's really needed is treating tweak generators as "abilities"? Make them close to uniform in power and then balance accordingly. As I see it, the problem right now is that percentage tweaks scale with tech, making them too weak early and too strong late for no apparent reason why they should be like this.
I haven't seen anyone complain that sniper anal is inherently weaker at early techs than late.

Author:  MasterTrader [ Fri Nov 18, 2016 5:48 pm ]
Post subject:  Re: Make aptitude doughnut device lower tech

Tweaks should probably have flat bonuses tbh.

Author:  Pontius123 [ Fri Nov 18, 2016 6:39 pm ]
Post subject:  Re: Make aptitude doughnut device lower tech

Power Punch GT: +1000 Damage.

Yeah...no.

Author:  MasterTrader [ Fri Nov 18, 2016 10:23 pm ]
Post subject:  Re: Make aptitude doughnut device lower tech

I should have said, low level tweaks should probably have flat bonuses.

Page 1 of 2 All times are UTC - 5 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/