Post new topic Reply to topic  [ 334 posts ]  Go to page Previous  1 ... 16, 17, 18, 19, 20, 21, 22, 23  Next
Author Message
Contributor
User avatar
Team: Salt and Pepper
Rank: Councilor
Main: Hober Mallow
Level: 4988

Joined: Wed Apr 09, 2008 3:08 pm
Posts: 3191
Post Re: Base Rebalance Update
yclepticon wrote:
Thanks Valtuda for catching that error. Weapon DPS is not quite as high as it's meant to be. I will adjust that for the next patch after reset. The problem was that when I increased weapon RoF to compensate for the decreased Station Mastery bonus, that change didn't increase DPS. Instead, the balance sheets just kept the same weapon DPS with the new RoF number. :oops:

I would like to thank everyone once again for all the great feedback, and wish you a pleasant reset. Sorry for overlooking this issue and I'll get it fixed as soon as possible.


Mind committing to a date or time so people don't commit resources to bases and then have to change them?

_________________
Image
Image
http://www.starsonata.com/suggestions


Sat Oct 11, 2014 10:23 am
Profile
Dev Team
Team: Admins
Rank: Officer
Main: yclept
Level: 2002

Joined: Wed Mar 14, 2012 11:47 am
Posts: 534
Post Re: Base Rebalance Update
I can't commit to a date or time because I am not in charge of pushing changes to live. However, there will be absolutely no need to change your setups because the only change that will happen is that base weapons will receive more DPH (damage per hit). The recoil will not change.

_________________
Hi, I'm Anil, a long-time player turned developer. You may know me in-game as enkelin. 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.


Sat Oct 11, 2014 10:25 am
Profile
Team: Aidelon
Rank: Peon
Main: Rogue Amoeba
Level: 2591

Joined: Sun Apr 27, 2008 9:15 am
Posts: 155
Post Re: Base Rebalance Update
Just looked at base gear stats on live and I'm wondering about the energy bank vs energy requirements of shields/charger/weapons.
Are we going to need an elec aug on a StM base?!? I don't see how an ada bank can power an Aegis shield, an ada charger, ada damps and weapons at the same time.
Has anyone done the proper maths on this?

_________________
Back after a long absence


Sat Oct 11, 2014 11:11 am
Profile
Dev Team
Team: Admins
Rank: Officer
Main: yclept
Level: 2002

Joined: Wed Mar 14, 2012 11:47 am
Posts: 534
Post Re: Base Rebalance Update
labrador_wow_wow wrote:
Just looked at base gear stats on live and I'm wondering about the energy bank vs energy requirements of shields/charger/weapons.
Are we going to need an elec aug on a StM base?!? I don't see how an ada bank can power an Aegis shield, an ada charger, ada damps and weapons at the same time.
Has anyone done the proper maths on this?


That is correct. You may need to consider using an elec aug depending on what you expect your base to be able to do.

Also, I have been watching all chat and one player pointed out that the mechanics of healer bases will be affected by the increase to weapon DPH that will go in soon. As long as you aug your bases the way you were augging before the rebalance, you will not see any issues. That's what I mean when I said that your aug setup will not need to change.

_________________
Hi, I'm Anil, a long-time player turned developer. You may know me in-game as enkelin. 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.


Sat Oct 11, 2014 11:14 am
Profile
User avatar
Team: Traders
Rank: Officer
Main: ZGMF
Level: 5995

Joined: Wed Nov 09, 2011 12:02 pm
Posts: 598
Post Re: Base Rebalance Update
uhm i saw the andaman gears stats and it doesnt seem to be going to be sufficiently powered even max STM, before i was able to power them with no problem even without elec aug. . . or my maths is wrong :?

_________________
I started questioning what I'm doing with my life. I can't seem to calm down. I wonder why...


Sat Oct 11, 2014 11:30 am
Profile
Team: Aidelon
Rank: Peon
Main: Rogue Amoeba
Level: 2591

Joined: Sun Apr 27, 2008 9:15 am
Posts: 155
Post Re: Base Rebalance Update
riel017 wrote:
uhm i saw the andaman gears stats and it doesnt seem to be going to be sufficiently powered even max STM, before i was able to power them with no problem even without elec aug. . . or my maths is wrong :?


That's what doesn't add up in my head. Gear gets more powerful, but you lose aug slots to 'passive' augs (range, elec) that do not make your base regen faster or hit harder/faster.
Isn't the end result that the base doesn't really get a beef?

_________________
Back after a long absence


Sat Oct 11, 2014 11:39 am
Profile
User avatar
Team: Eminence Front
Rank: Officer
Main: Blizzara
Level: 6660

Joined: Wed Dec 05, 2007 4:25 pm
Posts: 1974
Location: Finland
Post Re: Base Rebalance Update
yclepticon wrote:
That is correct. You may need to consider using an elec aug depending on what you expect your base to be able to do.

So this isn't exactly a beef if we need to spend elec and range aug. Suddenly our ada kits become regular 4-aug kits.

EDIT: Oh lol labrador_wow_wow already said it. Learn2readBlizz.


Last edited by Antilzah on Sat Oct 11, 2014 11:46 am, edited 1 time in total.

Sat Oct 11, 2014 11:41 am
Profile
User avatar
Team: Traders
Rank: Officer
Main: ZGMF
Level: 5995

Joined: Wed Nov 09, 2011 12:02 pm
Posts: 598
Post Re: Base Rebalance Update
labrador_wow_wow wrote:
That's what doesn't add up in my head. Gear gets more powerful, but you lose aug slots to 'passive' augs (range, elec) that do not make your base regen faster or hit harder/faster.
Isn't the end result that the base doesn't really get a beef?


im wondering about that too, cuz small teams only tend to use arcadian - andaman kits being cost wise and relies on numbers of drones and kits deployed in a gal. . . hmm. . . im getting more confused with this thing

_________________
I started questioning what I'm doing with my life. I can't seem to calm down. I wonder why...


Sat Oct 11, 2014 11:43 am
Profile
Team: Aidelon
Rank: Peon
Main: Rogue Amoeba
Level: 2591

Joined: Sun Apr 27, 2008 9:15 am
Posts: 155
Post Re: Base Rebalance Update
yclepticon wrote:
That is correct. You may need to consider using an elec aug depending on what you expect your base to be able to do.


Not to die because it tries to shoot an enemy and starves its shield/charger of energy? I would trust my bases to do that to themselves :P

yclepticon wrote:
Also, I have been watching all chat and one player pointed out that the mechanics of healer bases will be affected by the increase to weapon DPH that will go in soon. As long as you aug your bases the way you were augging before the rebalance, you will not see any issues. That's what I mean when I said that your aug setup will not need to change.


I don't understand why I won't have to change my aug setup?
Without doing exact math, it looks like a base that takes damage will not be able to fire back because most of the elec goes to the shield and charger and what is left powers the dampeners.

_________________
Back after a long absence


Sat Oct 11, 2014 11:46 am
Profile
Member
User avatar
Team: Star Revolution X
Rank: Officer
Main: topbuzzz
Level: 8015

Joined: Sun Dec 21, 2008 12:31 pm
Posts: 4347
Post Re: Base Rebalance Update
yclepticon wrote:
That is correct. You may need to consider using an elec aug depending on what you expect your base to be able to do..


small print always stuffs us :lol:


Sat Oct 11, 2014 11:54 am
Profile WWW
User avatar
Team: Zygort Traders
Rank: Officer
Main: Vorporal
Level: 5483

Joined: Thu Feb 16, 2012 7:24 pm
Posts: 150
Post Re: Base Rebalance Update
Dont forget that the StM boost wont increase the drain off shields/chargers but it will increase the elec regen so on avg you should see StM kits pulling ahead elec wise. Ill have to do hard maths but seems thats the case from rough calcs

Non-StM kits however will need elec auggings if you want to run full gear on them. It actually pushes StM back up in terms of relative ability just that little bit. Honestly its been somewhat absurd that we haven't had to care about elec at all on bases for so long and the beaf makes up for any aug losses 3 fold.

The biggest issue for me will be DPS kits that not only chug elec on the charger/shield end but also massive elec drain on the weps (more than trans by a great margin) so we should see people opting to remove chargers/high regen shields on DPS in favor of high banks backed up by HPS from external bases.

Return of the Energy Capacitor anyone?
Vorp


Sat Oct 11, 2014 11:56 am
Profile
Team: The Dividing Contrast
Rank: Director
Main: The Ultimatum
Level: 282

Joined: Fri Jan 21, 2011 7:56 pm
Posts: 193
Post Re: Base Rebalance Update
err so reset is going to go ahead early? crashing 20 mins before its due is a bit of a issue for those who were doing last checks on gear and get stuck in a singy on crash


Sat Oct 11, 2014 12:00 pm
Profile
Team: Aidelon
Rank: Peon
Main: Rogue Amoeba
Level: 2591

Joined: Sun Apr 27, 2008 9:15 am
Posts: 155
Post Re: Base Rebalance Update
Vorporal wrote:
Dont forget that the StM boost wont increase the drain off shields/chargers but it will increase the elec regen so on avg you should see StM kits pulling ahead elec wise. Ill have to do hard maths but seems thats the case from rough calcs

Non-StM kits however will need elec auggings if you want to run full gear on them. It actually pushes StM back up in terms of relative ability just that little bit. Honestly its been somewhat absurd that we haven't had to care about elec at all on bases for so long and the beaf makes up for any aug losses 3 fold.

The biggest issue for me will be DPS kits that not only chug elec on the charger/shield end but also massive elec drain on the weps (more than trans by a great margin) so we should see people opting to remove chargers/high regen shields on DPS in favor of high banks backed up by HPS from external bases.

Return of the Energy Capacitor anyone?
Vorp


Isn't Bank just a factor of time? If you don't have a sustained regeneration of whatever you are taking out (whether it's elec or regen), it's just a matter of seconds or minutes to deplete the additional bank.

Taking off chargers or using lower regen shields on DPS kits takes out a lot of regen and therefore reduces the amount of attackers you need to take the base/gal down. An ada charger with 2 or 3 Assault augs makes quite a significant difference.

Yeah, StM has the elec bonus but it's limited to 2% per level. So you're looking at a 50% bonus for a lvl 2k base. I don't think you'll power the equivalent of an Achilles Laser Z that easily, given it will take tons of elec to fire.

Didn't ExE bases always need an Elec aug if they were fully kitted out? Maybe I've been wasting an aug slot for nothing all these years :D

_________________
Back after a long absence


Sat Oct 11, 2014 12:26 pm
Profile
Team: Royal Corporation
Rank:
Main: Horaf
Level: 3314

Joined: Tue Feb 16, 2010 5:06 pm
Posts: 10
Post Re: Base Rebalance Update
I agree with Lab's concerns. Additionally, I am concerned about this bit of the update:

** Galaxy limit on bases is now on a per team basis. Even if you have 50 bases in a galaxy, the enemies can also deploy 50.

If a galaxy owner deploys a bunch of CA, EE low tech kits to try to be profitable... a pirating team will find it *absurdly* easy to take the gal, given the fact that they can use nothing but t20 kits and fill up as many of those 50 slots as are necessary to overrun the galaxy. Defending team's bases in this situation will stand no chance at all.

The reduction in pvp in-game is what brought me back to SS. Just sayin'.


Sat Oct 11, 2014 12:39 pm
Profile
over 9000!
User avatar
Main: enkelin
Level: 5600

Joined: Wed Aug 01, 2007 12:28 pm
Posts: 11109
Post Re: Base Rebalance Update
labrador_wow_wow wrote:
Didn't ExE bases always need an Elec aug if they were fully kitted out? Maybe I've been wasting an aug slot for nothing all these years :D


You have been wasting more than that if you have been augging your ExE kits all these years. With these changes, ExE kits *may* be worth augging for the first time ever.

_________________
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


Sat Oct 11, 2014 12:40 pm
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 334 posts ]  Go to page Previous  1 ... 16, 17, 18, 19, 20, 21, 22, 23  Next


Who is online

Users browsing this forum: No registered users and 18 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © phpBB Group.