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 Author General Discussion: 1.670 (Beta)
JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2011-04-30 20:08   
I'm opening this thread for a general discussion on all the new changes.

- Halved the damage and doubled the fire rate of all core weapons (Stellar Incinerator, QST, Ion Cannon) - effectively reduces single volley damage while keeping the overall DPS of these weapons. Ammo has been adjusted where applicable.
- New Cruiser layouts!
- Torpedo changes:
* Anti-Matter:
* 10% damage increase.
* Range: 480 gu.
* Speed: 60 gu/s.
* Splash: 10 gu.
* Proton:
* 10% damage increase.
* Range: 560 gu.
* Speed: 65 gu/s.
* Splash: 30 gu.
* Fusion:
* 10% damage increase.
* Range: 640 gu.
* Speed: 80 gu/s.
* Splash: 10 gu.

- [GCQL] Mutes can no longer be removed by reconnecting or changing channels.
- Muted players can no longer talk in-game via global channels (/yell, /team, and /faction).
- Added new drive flare effect for missiles - only available at medium or high detail setting
- New Utility Ship layouts (Transports, Engineers & Supplies)!
- Flux Wave now only affects enemies.
- Pulse Wave now only affects the enemy's projectiles and has a 65% chance of destroying each projectile it hits.
- All damage-orientated beams have had their damage and energy effeciency improved. Second tier beams have had their damage vastly improved.
- Stations have had their max speed lowered by about 45%.
- Reduced the effectiveness of AHR's repair on gadgets by a considerable amount.
- Missiles are more likely to aim for your ship now, rather than your shapely behind.
- New Dreadnought layouts!
- Fixed an exploit wherein you could initiate a jump and cloak.
- Fixed the issues with an Interdictor going through a Jump Gate and keeping ships dictored. Also fixed an issue with going through a gate to escape an Interdictor causing you to get stuck.
- Cloak will no longer display a faux cooldown when activated.
- Including "%t" in a message in-game will replace %t with whatever you are targetting.
- Reduced energy drain of Tier 2 and Tier 3 missiles, also increased AoE radius of Tier 1 missiles by ~90%, Tier 2 missiles by ~35%, and Tier 3 missiles by ~5%
- Armor rings now are colored depending on if you have shields or armor on the ship. Shields on defensive mode have an extra layer of white to indicate an arc in defensive mode (purely cosmetic)
- Swapped out old K'Luth psi/shredder missiles for new Psionic Missile and Shroud Missile.
* Psionic Missile: high energy drain - medium-high damage - payload scales with ship class - no ammo usage
* Shroud Missile: medium energy drain - medium damage - payload scales with ship class - uses ammo - high negative signature
- Fixed a bug with Ablative armor giving beam energy damage resistance, instead of kinetic energy.
- Tweaked energy drain values of the Psi Cannon and the Stellar Incinerator.
- Significantly increased the energy drain of all core weapons.


Discuss.
[ This Message was edited by: JBud on 2011-05-18 18:19 ]
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2011-04-30 20:09   
Really liking the new core weapons, especially how they complement the new layouts and will complement upcoming layouts, I think the developers are doing a fantastic job on this version.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-04-30 20:24   
Torpedo changes that I just commited to beta (and are in right now):
(AM = Anti-Matter, PN = Proton, FN = Fusion)

Speed:
AM: 60 gu/s
PN: 65 gu/s
FN: 80 gu/s

Range:
AM: 480 gu
PN: 560 gu
FN: 640 gu

Splash:
AM: 10 gu
PN: 30 go (currently 50, but will be tuned down to 30)
FN: 10 gu

Damage is still the same (10% increase over release).
Tracking has been removed.
[ This Message was edited by: BackSlash on 2011-04-30 20:28 ]
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Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2011-04-30 20:52   
Jack , shouldnt AM torps have more splash damage? I mean in all version before 1.5 it was like that , what changed?
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-04-30 20:59   
After some consideration, I figured it wasn't in K'luths best interest to have high splash. Since they fight so close to the enemy (sometimes on-top), a lot of the damage they would have dealt would be reflected.

The splash was originally on there due to the speed of the AM torp (ranges were marginally different back in the day). Since you now have increased speed, it becomes less of an issue of hitting the enemy, and more of an issue of dealing damage to yourself. Since you're engaging at close ranges (or should be), having the splash remain in there doesn't make sense.

Due to the speed and range of F torps, they don't require a splash. However due to the lower speed of the P torps (only 5 gu/s faster than the AM) and the 20%~ less damage compared to the AM torp, it makes sense to give the P torp some splash, since they're expected to be used further out in engagements when compared to the K'luth.

As of now, all of these changes are mostly tests, but from the hour or so Jim and I spent in beta, they seem REALLY comfortable after them.
[ This Message was edited by: BackSlash on 2011-04-30 21:02 ]
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SpaceGK
Marshal
*Renegade Space Marines*


Joined: July 26, 2009
Posts: 323
From: Ontario, Canada
Posted: 2011-04-30 21:24   
Just so that I/we can better compare, what were the Range, Speed and Splash damages before this update?

Most importantly (to me) protons.
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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2011-04-30 21:33   
It varied between 500 to 900.
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-04-30 22:39   
Tracking should be kept, but reduced if necessary. Or else the new TC will strictly be a dread killer, and the AC will be a cruiser-dread killer with its faster torps.
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Koba
Chief Marshal
Praetorian Wolves


Joined: April 20, 2010
Posts: 309
From: United States of America
Posted: 2011-04-30 23:04   
are you going to raise the rank requirement for the strike cruiser? i think thats the name
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-05-01 06:22   

Hmm. After a bit of thought, I kinda agree w Jack abt the AM splash. I've been damaged by my own torps in near point blank attacks too many times.

Only downside is that those torps that I manually detonate as they miss the target won't be so effective anymore.




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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-05-01 07:37   
why did the bio bombs get removed off of luth transports?
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2011-05-01 07:48   
Quote:

On 2011-05-01 07:37, Borgie wrote:
why did the bio bombs get removed off of luth transports?

I didn't know utility ships were released yet. No dev note, so I must assume it is merely a test and not the final product.
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-05-01 07:51   
- New Utility Ship layouts (Transports, Engineers & Supplies)!

seems like bombs were removed from all faction transports
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Enterprise
Chief Marshal

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2011-05-01 07:59   
Quote:

On 2011-05-01 07:51, Borgie wrote:
- New Utility Ship layouts (Transports, Engineers & Supplies)!

seems like bombs were removed from all faction transports



Sounds like a good move to me. More specialization is a good thing.

I just hope they find a way to do it with dreadnaughts. I really like that for every ship there is a role now. Torpedo Cruisers are actually cruisers with just torpedos, not a big mix that makes them good at everything.

It makes people choose their role wisely. Am I going to be a missile ship that strikes from advantegous points? (Missile Cruisers, Parasite) Am I going to be a ship that can only fire against larger targets or do heavy close range damage? (Strike Cruiser, Assault Cruiser, Torp Cruiser, Scale) Am I going to fly a well rounded ship but not too heavy on damage or too light on defense? (Battle Cruiser, Heavy Cruiser)

Its a really nice step in the right direction. My standing concern stands with Dreads. How can you hope to specialize such massive platforms. If they get it down right, then this all works out amazing. If not.. then we're pretty much left with more of the same where picking a Dread is best just because it can do everything multiple cruisers can do - and more.





-Ent
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2011-05-01 09:26   
Quote:

On 2011-05-01 07:51, Borgie wrote:
- New Utility Ship layouts (Transports, Engineers & Supplies)!

seems like bombs were removed from all faction transports

Didn't catch that when I looked at the log, my bad

In any case, I agree with Ent in the above post
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