Stabbeh
Courageous Tester
Posts: 26
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Post by Stabbeh on May 9, 2013 21:00:25 GMT -5
An enemy convoy just came in through the center of origin and killed me as I was noting down my invite codes.
This shouldn't happen you feel me?
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Post by tarbomb on May 9, 2013 21:34:15 GMT -5
There should be some kind of /away or /pause mode for this kind of thing. I'm not sure whether there should be a location-based zone of complete safety, though - if the penalty for death were sufficiently light (or did not affect your personal progress), this wouldn't be necessary.
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Post by hypevosa on May 9, 2013 21:44:19 GMT -5
I'm up for /pause
Copying from the enemy buff/nerf thread:
As everyone else is saying, GCT are very OP now and not fun to play against. The bombs have a short fuse, a massive hit radius, and are ridiculously powerful. Why on earth does it need a bomb throwing behavior? We can be more creative than copying the medusa fix from ROTMG :\
How about the spinning turret intermittently (and gradually) speeds up its rotation, eh? Having it delivering more firepower to people just sitting around, being a threat to the whole group, while still giving it the soul that made it the GCT to begin with? The enemy wasn't about bombs and explosive radius before, that's the watchtower - the GCT's big feature is its rotating multilaser. We should be capitalizing on that.
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Post by quicklite on May 9, 2013 23:26:57 GMT -5
Quicklite's idea to attract / repell convoys with buildings would be interesting too. (Though it could be also trolled hard if someone put all the attractors to areas hard to reach) It's funny that you mention that. I was thinking about that happening as well. But my thoughts were either a) make it so that they can only go in cleared sectors if it gets that bad and b) for every jackass that tries to lure convoys away by building 10 attractors in the wrong place, there will be at least 10-20 non-jackasses/people who want loot who put theirs in the right direction, effectively not only countering the troll attempt, but also making the original jackass effectively waste his gridshards and his own time.
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fsm
Courageous Tester
Posts: 38
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Post by fsm on May 10, 2013 14:48:57 GMT -5
Spectre is rather OP after the buff.
For convoys maybe make them spawn everytime a town is leveled, and then have the convoy go throughout the region the town is in.
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Post by tarbomb on May 10, 2013 15:44:16 GMT -5
Spectre needs less shields/HP and a faster shield/HP regen in order to serve the role of the midrange team damage-dealer without being OP.
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Post by quicklite on May 11, 2013 7:23:11 GMT -5
I have a serious problem with the new convoys, and not about how OP they are. My problem is with what I call 'troll convoys', which make up about 95% of every single damned convoy there is atm. Basically, the path these convoys take is basically completely unaccessable. They don't usually even brush a narrow path, let alone a cleared sector. It can get really aggravating, as in this entire build, I've only ever seen one convoy that even went near a cleared sector, and that was when I was on my own and therefore couldn't really go after it. My advice is either to make the convoy aim for larger pieces of cleared land, or have facilities (with the exception of Origin) that can atttract/repel convoys as mentioned earlier.
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Post by hypevosa on May 12, 2013 17:36:47 GMT -5
Convoys could be made more accessible by having them choose 2 random towns that they'll pass through - I really think that they shouldn't fire on players in the towns though to avoid that problem. This wouldn't be a big problem either since all convoy enemies seem to have thousands of Hull Points.
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Post by mikado on May 13, 2013 10:32:22 GMT -5
Thank you for update!
Enemy convoy is good. Please increase the kinds of the weapon.(trap, bomb, minions, new weapon....)
Mini-map is necessary for this game. Position of the enemy is hard to find.(My eyes feel tired.)
Improvement is necessary for a Hornet.(shield needs a re-design) Nobody uses the Hornet.
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Post by Ood on May 13, 2013 11:44:20 GMT -5
Based on the discussion here plus my own insights, I'm planning the following changes: Hurricane * increase shield thickness from 200 to 250 * increase damage from 8 to 10 (60 dps to 75 dps) Spectre * increase turret rotation rate from 75 deg/s to 90 deg/s * increase rate of fire from .833 shots/s to 1.25 shots/s (50 dps to 75 dps) Valkyrie * increase front gun damage from 5 to 7 (20 dps to 28 dps) * increase shotgun damage from 20 to 40 (still 1 shot/s, so max single-target dps goes from 20 to 40) * increase main turret rotation rate from 75 deg/s to 90 deg/s Avenger * reduce main gun damage from 17 to 15 (68 dps to 60 dps -- front gun remains 16 dps) * reduce positronic overcharge damage boost from +200% to +150% Wildfire * reduce front gun damage from 13 to 11 (39 dps to 33 dps) * reduce lightning damage from 15 to 13 (36 dps to 31 dps) Fury * reduce damage from 15 to 13 (75 dps to 65 dps) * reduce chronoton hyper boost damage modifier from +150% to +100% (no change to cooldown so total boost goes from +525% dps to +400% dps) Re: Buffs and Nerfs Hurricane: It's just so difficult to get a good read on this tank. The buff is appreciated and was necessary, I'm not sure it's enough though. I need to hurricane more to find out. Spectre: Turret turn angle in my opinion needs to be switched back. Also, damage rate has made the Spectre borderline OP, perhaps bump the DPS back down to 60-65 instead of 75. Valk: Seems the valk is everyone's new favorite. And while I suppose it is better I'm not really in love with it like everyone else. I think this buff can stay even if it does feel a bit OP. Avenger: Haven't played enough with it since its most recent nerf to have an opinion. Wildfire: Best balancing done this go round. Fury: I really think the two nerfs above need to be undone, and then look at increasing regen time on the inner shield. Damage wasn't what made the Fury OP even though it now feels underpowered (change takes time to get used to and other tanks getting a buff doesn't help). Shields are what give the Fury the advantage. A lone Fury can sit in a drill after taking out one annex for quite a long time under most conditions not because it destroys everything quickly but because it can rotate shields like mad. Perhaps split the difference in the dps output (trigger reduction is fine) 13 to 14 (and presumably 70 dps) and then consider increasing the inner shield regen time a bit.
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Post by tarbomb on May 13, 2013 15:04:17 GMT -5
Bug: after double-clicking on the screen the red dot (and the tank's path) did not follow the mouse - the red dot's position on the screen remained fixed no matter where I moved the mouse (until I clicked again). Click-and-drag still worked.
Edit: Just switched back to the grid12 tab (no refresh) and the bug is gone.
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