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#81
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I do want to add in case someone already hasn't that with the trickster range buff at 10%. I am noticing I am able to hit two or even three planes with one shot depending on the bounce much more frequent than before. I mean I love it and all, even makes the setup that sin uses very easy to grind up bars and obviously more OP than before but, I would also agree on lowering the percentage just a bit.
I would also believe sin has seen a little bit of this range bounce effect, as I heard it mentioned in mumble the other day when he was playing ladder during one of the games on locomotion. Last edited by Hollywood; 10-01-2010 at 08:17 PM. |
#82
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DOGFIGHTER ANALYSIS BY THE WORLD'S LEADING DOGFIGHTER EXPERT
I played literally one game of ball (on the {arr} server) and wow! The dogfighter feels like a whole new plane. Killing ability is not noticeably stronger, but the all-around maneuverability increase is immediately apparent. Dogfighter no longer feels like it is in its own way. It actually feels like it has a purpose now besides being a weaker HC variant. When asked about this buff, longtime dogfighter enthusiast blln had this to say: As I alluded to in my monologue (thought three), dogfighter never felt quite right. It was too slow and lacking agility to compete with a loopy, and the heavy cannon was far superior at sitting back and killing things. Now, however, the dogfighter appears to have a niche, at least in ball. It is roughly as quick and agile as a loopy, and has a much more powerful shot, making it quite a scoring threat. Good work. |
#83
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You missed me repeatedly shooting SSD off his base on roids.
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#84
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Yes I actually find that the dogfighter and recoiless plane now can be implemented into ball after playing a bit of ball with them. I find that just holding D (now that we have the secondary energy usage reduced) in a large group of enemies is really effective in ball as most of the time everyone is clumped up.
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#85
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I honestly have not played enough games with the new biplane to really comment on the balance but the from the limited amount of games i did play, i don't think the buffs are as bad as you claim. Time will tell though. I also believe TA is still a better bomb runner. |
#86
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Man, I had a long post about Trickster typed out and then my internet cut out when I hit submit
So here's the short version. Pardon the brevity. -Trickster is a hard plane to use well but is well balanced at high levels of play. -Current meta-game has trickster's sniping from a distance, occasionally dogfighting. -Those tricksters who have adjusted to said meta-game are fine and do not need a buff. -Current buff helps those tricksters in above statement because now they sit farther away. -Remove the current buff. -If you want to make a change to Trickster to make it more accessible but keep it balanced at higher levels of play, the change needs to be pretty nuanced. -My current idea is to increase the warp distance of trickster slightly (like 10%) so that those tricksters who still F + UP to get kills have an easier time of doing it. But those tricksters who know how to play won't get a huge buff. |
#87
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But F+Up is kiddie stuff at high levels of play. I'm more for changes that increase the skill ceiling instead of lowering it.
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#88
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Furthermore, I'm not saying that the buffs are insanely op and horrible. I do think it's *somewhat* op but more time is needed to test it further in the competitive setting. If anything, I'm kind of pleased that dogfighter appears to now be as good, if not better, as a bomb runner as TA. I'm not so pleased that HC now pwns TA even more though =X |
#89
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I agree with sinstar. The 10% range increase is really not that big of a deal.
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#90
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Yeah, I agree that the trickster buff should either be partially rolled back or implemented in a different way. Personally I like the added emphasis on the trickster as a sniping plane instead of a "F+Up >>> Profit" plane and I think just rolling the buff back to like 7-8% would be a good course of action.
Aside from balance (which obviously takes precedence), can we hear a quick statement about the other parts of the patch that have been mentioned? I think Dio's response to the base damage issue would probably make the most sense, but whatever happens I'd at least like to fix the 0% thing as it's annoying to think the game is over and then see that the base is still intact ^^ On a separate note, it might be worth investigating whether I'm just doing the new JSON log format wrong (definitely possible, see post on first page) or whether it's not fully working as intended. Last edited by Pieface; 10-01-2010 at 06:31 PM. |
#91
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I don't think there's anyway to buff trick as it is right now without overpowering it. (If you guys get creative, let me know) It already feels a little too good, and despite the fairly high skill ceiling, I don't think we should stick to the "Only 2 people play it, buff it!" mindset that has been thriving thus far.
Other options for a buff that have been brought up in other threads include: Increased Weapon Damage (Lolno) Increased energy efficiency (No. We're trying to raise the skill ceiling, not dumb the plane down) Improved Bounce Damage (On paper this doesn't sound bad, but the plane already can hit really hard from behind cover with bounces. That, and it would likely feel OP if this was implemented) Increased Dash Range (I don't want to promote what in some player's eyes makes trick a boring, skilless plane (Mindless F+UP spam). F+Up is more or less Laser's niche now.) Increased weapon range [Implemented]: This seems the most balanced of the possible buffs, but it seems to be a bit much. I think a rollback to 6-8% would be worth trying. |
#92
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#93
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Yesss finally
Glad to know you guys are still here and great update!
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#94
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I'd say trick was fine maybe a 2-4% increase in range but 10% seems too much for a plane that is not really complained about at all and was fine already!
Bip, I have to admit that its alot nicer now in terms of running and controlling, also the fact that accelerations quick it can get in out quickly without being killed as easily. That said maybe its a little too much atm and should be rolled back a little, the fact you can stay in stall position an get to the top of a map is a bit silly. Maybe nerf it to the point it stays still rather than goes up when stalled, or very slowly falls. Anchor, I would say it is close to being balanced. After thinking about it I'd say when defending vs a competent anchor it is harder to stop than loopy etc imo. That said I am undecided so far as to weather it should be rollback as it still seems to be ok, needs more testing imo. It would be nice to scrim or at least do some captains games so anyone interested post on TC thread, that way we can test out planes more. nipuu |
#95
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Trickster was actually considered slightly UP nipple, 10% doesnt make that much of a diff its fine really.
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#96
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Considered by who? most people disagree kuj!
Last edited by A Nipple; 10-01-2010 at 11:38 PM. |
#97
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Just most people who I discussed it with.
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#98
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There was a giant "BUFF TRICK" thread a bit ago. Where have you been?
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#99
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Trick is fine now. 10% really didn't make it OP.
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#100
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To invoke the command you join the server and type /vote slap Pieface Does that not work for you? EDIT: Note that your JSON-defined-command is not "custom slap" -- the old syntax for Configurator-UI-defined-commands -- it is just "slap" directly -- these new custom commands are much more flexible and user friendly. Last edited by lamster; 10-02-2010 at 05:21 AM. |
#101
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#102
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These custom server commands have real potential.... :P
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#103
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well, i'm comfortable saying the biplane perks are working..
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#104
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Flawless games in pubs are easy.
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#105
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#106
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Having played a few games with the nerfed TA and buffed trickster yesterday I do feel that TA needs a slight rollback to, say, 20% instead of 30%, yet I could also live with it the way it is now. OTOH, the trickster buff appeared just a little bit too much to me. But I can live with that, too, ofc
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#107
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Btw, even though bips got slightly overbuffed, I love the new style of gameplay, Whales are less prominent getting crushed if they go in undefended or out of position (more of an even battle rather then whale domination).
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#108
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Yes, the biplanes now seem to have a 5v5 tbd role! They can gain great map control!
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#109
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Now to work on getting the slap command ready to be hosted on NE servers ^^ |
#110
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yah they're scary, especially pworthy and vip
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#111
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I'm not sure if changing bip damage was the way to go, damage wise they were fine before.
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#112
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I mean, the 10% range increase isn't a huge deal. I just don't think it's the right buff. |
#113
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Ultimately, this buff will only dramatically affect 2-3 players who consistently fire their weapon to the end of its range, so this isn't a huge deal either way.
I think 10% gives the trick a little too much freedom, but maybe I'm just high on power right now. Last edited by Evan20000; 10-02-2010 at 08:44 PM. |
#114
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The 10% is fine its really not that significant.
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#115
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we heard u the first time kuja, rawr =]
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#116
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Oh I guess I did say that already, woops!
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#117
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I've been playing a bit with recoiless, here's what I think:
-Weapon energy usage reduction: I cant say I noticed it, you can just rollback, it wont make a difference. -Boost buff: Very noticeable. The ability to come out of a stall faster is very useful. However the speed increase wasnt necessary. As lamster said, the buff should give more acceleration without affecting max speed. Please dont remove the boost buff from recoiless: fix it. Implement it the same way you are going to code the dogfighter boost, but with lower bonuses. |
#118
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Is there a particular reason the new turret limit is 127? Could you possibly change that to at least 250?
That would allow the coop map to be made in duplicate, one for the blue team and one for the red team to go head to head against each other. |
#119
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I would imagine that many turrets firing at once could cause serious lag on lower end machines.
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#120
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Nice updates lam. Are there any plans to put clans/squads into the backend yet or will that be something never implemented?
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