Star Sonata
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Server / Client Patch 07.09.2017
http://forum.starsonata.com/viewtopic.php?f=9&t=63212
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Author:  Star Sonata Bot [ Sun Jul 09, 2017 1:18 am ]
Post subject:  Server / Client Patch 07.09.2017

Discussion topic for post: http://www.starsonata.com/patch_notes/s ... 7-09-2017/

Author:  nccintrepid [ Sun Jul 09, 2017 1:21 am ]
Post subject:  Re: Server / Client Patch 07.09.2017

Edit: borked something, will be in next patch

Author:  PieizgoodP2P [ Sun Jul 09, 2017 2:43 am ]
Post subject:  Re: Server / Client Patch 07.09.2017

THANK YOU SO MUCH FOR NERFING RED PHOTON PLASMA'S NAPALM FIRES

It was the most cancer thing getting hit by ONE of the 5 missiles in a salvo and burning to death after bursting down gunners at short range. Stealth missile boats will finally not be so annoying to deal with.

(now if only we could get a change on mythics >.>)

Author:  lrellok [ Sun Jul 09, 2017 3:18 am ]
Post subject:  Re: Server / Client Patch 07.09.2017

Why did all of the crit percent augs just get a massive nerf?

Author:  dreadlordnaf1 [ Sun Jul 09, 2017 7:51 am ]
Post subject:  Re: Server / Client Patch 07.09.2017

So months after reporting it, still no fix to evasion from Advanced Flight Controller being applied to fighters launched from slaves it appears...

Sigh... But at least FC's slaves which are already sluggish (and which are the only thing that really use t20 or less FC augs) wont be turning or moving so fast anymore,, cause that was like a HUGE OP problem......

Author:  Septagon [ Sun Jul 09, 2017 8:49 am ]
Post subject:  Re: Server / Client Patch 07.09.2017

What was the point in nerfing the FC augs by reducing the speed/movement bonuses they give? This literally does nothing for game balance except make the awful bot AI even more slow moving and clunky.

It would be nice if you guys fixed things like slaves randomly deciding to fly 200k out in DGs first too, I remember that happening around 6 years ago and it's still happening today..

Author:  Tomzta09 [ Sun Jul 09, 2017 9:07 am ]
Post subject:  Re: Server / Client Patch 07.09.2017

Quote:
* Battle Sphere: Augmenter slots from 5 to 4
* Fleet Commander augs are being nerfed
* Aptitude: lost its Turning and Speed
* Proficiency: lost its Turning and Speed
* Mastery: lost its Turning and Speed
* Art of FC: lost its Speed and Tractor Power
* Ult. Art of FC: lost its speed and Tractor Power
* Arsonist’s Augmenter: Crit Chance 20% (from 30%), Crit Strength 40% (from 0%)
* Slumber Augmenter: Crit Chance 15% (from 40%), Crit Strength 60% (from 0%)
* Hibernation Augmenter: Crit Chance 20% (from 60%), Crit Strength 75% (from 0%)
* Reaver Augmenter: Crit Chance 20% (from 40%), Crit Strength 40% (from 55%)
* Hantr Psu: Crit Chance 20% (from 30%), Crit Strength 125% (from 100%)


Sometimes I wish something awful would happen to you people so this game would never have to suffer as a result of your unjustified and illogical nerfs ever again.

Author:  lrellok [ Sun Jul 09, 2017 11:13 am ]
Post subject:  Re: Server / Client Patch 07.09.2017

Tomzta09 wrote:
Quote:
* Battle Sphere: Augmenter slots from 5 to 4
* Fleet Commander augs are being nerfed
* Aptitude: lost its Turning and Speed
* Proficiency: lost its Turning and Speed
* Mastery: lost its Turning and Speed
* Art of FC: lost its Speed and Tractor Power
* Ult. Art of FC: lost its speed and Tractor Power
* Arsonist’s Augmenter: Crit Chance 20% (from 30%), Crit Strength 40% (from 0%)
* Slumber Augmenter: Crit Chance 15% (from 40%), Crit Strength 60% (from 0%)
* Hibernation Augmenter: Crit Chance 20% (from 60%), Crit Strength 75% (from 0%)
* Reaver Augmenter: Crit Chance 20% (from 40%), Crit Strength 40% (from 55%)
* Hantr Psu: Crit Chance 20% (from 30%), Crit Strength 125% (from 100%)


Sometimes I wish something awful would happen to you people so this game would never have to suffer as a result of your unjustified and illogical nerfs ever again.


Allegedly it is just enkine and Darksteel who are proposing most of the nerfs, ostensibly to give themselves more wiggle room for tech 23 design. Considering the MASSIVE content holes we have currently, i am not certain why we even need tech 23, but ok. That and the rationalization for most of these nerfs seems to be META preservation.

Author:  sabre198 [ Sun Jul 09, 2017 11:16 am ]
Post subject:  Re: Server / Client Patch 07.09.2017

This is the long term push to mediocracy to satisfy people like Churchill. Who will then go thanks for making the game balanced (boring). In the future u will choose between 3 equally shit paths for example and will never be able to grow beyond the balance shits. Will make long term hard work worthless so as churchills feelz don't get raped.

Author:  NattoKilla [ Sun Jul 09, 2017 12:13 pm ]
Post subject:  Re: Server / Client Patch 07.09.2017

Forgot to mention the energy bank nerf of the FC Mast (140% to 100%) in your notes.........thanks.

Author:  Septagon [ Sun Jul 09, 2017 1:37 pm ]
Post subject:  Re: Server / Client Patch 07.09.2017

sabre198 wrote:
This is the long term push to mediocracy to satisfy people like Churchill. Who will then go thanks for making the game balanced (boring). In the future u will choose between 3 equally shit paths for example and will never be able to grow beyond the balance shits. Will make long term hard work worthless so as churchills feelz don't get raped.

You wouldn't believe how many MMOs I've seen die in part because of things like that. Reduced to a state where everyone is equally weak and mediocre.

Author:  Masterful [ Sun Jul 09, 2017 2:18 pm ]
Post subject:  Re: Server / Client Patch 07.09.2017

Septagon wrote:
sabre198 wrote:
This is the long term push to mediocracy to satisfy people like Churchill. Who will then go thanks for making the game balanced (boring). In the future u will choose between 3 equally shit paths for example and will never be able to grow beyond the balance shits. Will make long term hard work worthless so as churchills feelz don't get raped.

You wouldn't believe how many MMOs I've seen die in part because of things like that. Reduced to a state where everyone is equally weak and mediocre.

Firefall went through this process a year and a bit ago. The servers were shut down a few days ago.

Author:  DarkSteel [ Sun Jul 09, 2017 7:54 pm ]
Post subject:  Re: Server / Client Patch 07.09.2017

dreadlordnaf1 wrote:
So months after reporting it, still no fix to evasion from Advanced Flight Controller being applied to fighters launched from slaves it appears...

Sigh... But at least FC's slaves which are already sluggish (and which are the only thing that really use t20 or less FC augs) wont be turning or moving so fast anymore,, cause that was like a HUGE OP problem......


Ryan promised me to take a look at this tomorrow. I'll keep you posted :)

Author:  anilv [ Mon Jul 10, 2017 6:07 am ]
Post subject:  Re: Server / Client Patch 07.09.2017

FYI the dev team's current design philosophy regarding critical hits is that it should not be commonplace for setups to approach 100% critical chance. The stat has suffered a lot of inflation due to being placed in large values on augmenters and its introduction on the Super Intelligent modification. Consequently, we were seeing many DPS setups approach 100% crit chance. Critical hits were always intended to be relatively rare and powerful, not commonplace and mediocre.

Our current policy is pretty simple: don't put crit chance on random items anymore (ahem, Mzungu Cloak), and keep it to 10% on ship hulls and 20% on augmenters. By contrast, crit strength is allowed in any (reasonable) amount. This has been working pretty well for newly created endgame content, but we found that players would resort to using these old augs that were created before the policy went in. The changes to Arsonist's and Hantr Psu should be close to DPS-neutral (depends on setup), while the change to Reaver is a straight nerf because the aug was way too strong.

Author:  lrellok [ Mon Jul 10, 2017 11:50 am ]
Post subject:  Re: Server / Client Patch 07.09.2017

anilv wrote:
FYI the dev team's current design philosophy regarding critical hits is that it should not be commonplace for setups to approach 100% critical chance. The stat has suffered a lot of inflation due to being placed in large values on augmenters and its introduction on the Super Intelligent modification. Consequently, we were seeing many DPS setups approach 100% crit chance. Critical hits were always intended to be relatively rare and powerful, not commonplace and mediocre.



Are you open to considering an alternative philosophy, say that Crit should be a tradeoff, like ROF and Damage currently are? Where you either have a ton of Cstr and no Cper, or near full Cper, and no Cstr.

Also, i would like to disagree with you on the reaver, that is one of the worst augs in the game to get. Its power was compensated by the mission chain involved to get it. Enk, you have a very bad habit of looking at power alone and ignoring requirements. Nerfing the Reaver because it is to powerful is like nerfing the Elephant because it is more powerful then the Big Roswell.

Third, will there be a crit Percent boost mod in the new mod system?

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