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SotP v. Alpha 0.75.1 | My Feedback and Suggestions


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#61 PLPM

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Posted 01 November 2015 - 12:31 AM

By the way, what happened with the Hyperion missile?

 

I mean, why was it fully replaced by the Shiva?



#62 Whitehalomango

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Posted 01 November 2015 - 01:04 AM

Oh, that old chestnut! I think everybody forgot about that but yeah, completely replaced and I doubt it will ever be back again but can't confirm that.


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#63 PLPM

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Posted 01 November 2015 - 09:44 AM

Yeah, I´m not a tester, so I was playing with the outdatted version.

 

The hyperion was like the shiva we have now, it was really nice.

 

The Shiva itself? You could disable half a fleet with it (and the unlucky CAS if one was there) but only like 2 ships had it (and the anchor)

 

But yeah, it could make the Anchor almost unstoppable.



#64 Aunt Gruntie

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Posted 01 November 2015 - 11:03 AM

By the way, what happened with the Hyperion missile?

 

I mean, why was it fully replaced by the Shiva?

It was only on the Halcyon, and it was changed out with regular archers for balance reasons. Only capital ships have Shivas, and always have (Anchors can get Shivas as well).

 

Do note Shivas in the current release are not quite as powerful as the .56 version


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#65 Battlemage1

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Posted 01 November 2015 - 11:28 AM

Addition #3

 

 

 

Problems:

 

 

1) UI 'Save' False button and unclear save name position. I've taken this picture from Custom Gain menu.

 

Spoiler

 

2) Phase Accelerator Artefact issue?

 

Spoiler

 

 

3) Slipspace effect problem: portal behind jumping vessels

 

Spoiler

 

 

4) Punic asymmetrical ELP effect

 

Spoiler

 

 

 

Getting back to suggestions:

 

 

I. About Shiva

 

1) AoE damage distribution - that's my point. Did you see it's file? 

 

I still think that's it's underpowered due to bad EMP effect. But I won't bother you with this anymore, just show dry numbers and say some facts.

 

 

Shiva AoE damage

 
Damage 1st lvl
Point blank(100)->4700
Close range area(300)->100
Medium range area(1500)->50
Long range area(2500)->150
 
 
Damage 2d lvl
Point blank(100)->5100
Close range area(300)->100
Medium range area(1500)->50
Long range area(2500)->250
 
 
Damage 3d lvl
Point blank(100)->5500
Close range area(300)->100
Medium range area(1500)->50
Long range area(2500)->350
 
 
Damage 4th lvl
Point blank(100)->5900
Close range area(300)->100
Medium range area(1500)->50
Long range area(2500)->450

 

Why LR damage always better than close range? In vacuum of space we have no air and rocks to reverse blast power back again. The blast will be most dangerous on impact and in closest range. Almost full power of warhead will be concentrated there.

 

I suggest to make Shiva to damage all targets in its area of effect, (allied or not) like in original game (Starbase red button). If some of your ships were close enough, so they will be crippled or destroyed as well.

 

 

About damage tab. So, I suggest to do so:

 
Damage 1st lvl
Point blank(100)->4700 ---  (Impact. Highest damage) (I'd buffed it to 4900 to annihilate some types of small targets completely. I see your tendency to add +400, but there are reasons to change it. You have one.)
Close range area(300)->1000  ---  (Blast area, where you can see flash and wave. Also, fast moving debris.) (To damage closest small ships)
Medium range area(1500)->100 --- (Large number of fast moving debris) 
Long range area(2500)->50 (Fast moving debris.)

 

Damage 2d lvl
Point blank(100)->5100
Close range area(300)->1000
Medium range area(1500)->250
Long range area(2500)->50
 
 
Damage 3d lvl
Point blank(100)->5500
Close range area(300)->1000
Medium range area(1500)->350
Long range area(2500)->50
 
 
Damage 4th lvl
Point blank(100)->5900 
Close range area(300)->1000
Medium range area(1500)->450
Long range area(2500)->50

 

 

Also, looks like Shiva doesn't damage enemy fighters and bombers even where they're inside of blast. Check it and fix, if you can, please. Then long and medium range effects will be dangerous at least for small crafts. 

 

 

 

2) AoE EMP effect distribution. See extras from game file below

 

 

Shiva EMP AoE debuff  (Same for all levels. Duration increased with levels)

 
WeaponCooldown
Point blank(100)->20%
Close range area(300)->10%
Medium range area(1500)->5%
Long range area(2500)->5%
 
LinearMaxSpeed
Point blank(100)->-20%
Close range area(300)->-10%
Medium range area(1500)->-5%
Long range area(2500)->-5%
 
LinearThrust
Point blank(100)->-20%
Close range area(300)->-10%
Medium range area(1500)->-5%
Long range area(2500)->-5%

 

 

First of all, I suggest you to make it dangerous for all. Equal debuff for both friend or foe. 

 

Also, add debuff for all small crafts (bombers and fighters) in area of effect.

 

 

De-facto all ships are shielded from EMP, because they're nothing other, but metal boxes. If you're far enough from impact, so everything will be OK. Thick metal layer (aka Hull) is a good shield for all inner systems... But external delicate equipment like sensors and targetting systems will be (if not hardened) disabled at least for some time, if blast was too close.  If EMP emitting is intensive, like in point blank and in closest area, then you'll  have a good chance to witness total sensors blackout. You'll have to perform vast repairs or at least make system restart after emergency shutdown. Perhaps some of your weapon will continue fire (manual mode), but accuracy and recharge rate... in short: blind fire. On perephery effect is low, due to low EMP intensity. Little effect.

 

 

 

I suggest:

 

 

WeaponCooldown
Point blank(100)->75%   (Extremely intensive EMP. Repairs or restart inevitable... Weapon fire manually and malfunctioning. UNSC should see if their ship AI is alive)
Close range area(300)->50%  (High EMP. Bad damage.)
Medium range area(1500)->10%  (Ripples on the screens, bad interferrance)
Long range area(2500)->5% (Ripples on the screens, interferrance)
 
LinearMaxSpeed  (No changes)
Point blank(100)->-20%
Close range area(300)->-10%
Medium range area(1500)->-5%
Long range area(2500)->-5%
 
LinearThrust  (No changes)
Point blank(100)->-20%
Close range area(300)->-10%
Medium range area(1500)->-5%
Long range area(2500)->-5%

 

 

 

About frigates

 

I'm not quite sure about Stalwart-class, but Charon and Paris share same reactor and MAC. I suggest to make Charons (and counterpart) without bombing damage, but with bombing ability instead. Then, you have to buy these ships, but not spam them like  Parises with same MAC damage. Also, Charon should have worse armor and HPs. 

 

 

About Dodge Effects

 

I know how it works and I have experience, that's why in Halo aesthetics high values of dodge won't be looking good. But dodge below 30% definitely won't make some kind OP from frigates... Just additional reason to buy them as cavalary in late game. Or... Halberds/Halcyons spam against AI.

Balance is not only adjustment of something to something, you know.

 

 

 

About Diplomatic machineguns

 

And how they will crush dangerous asteroids and screw pirate scum without an escort? Yes, in gameplay it's alomst useless (blow some fighters from single ship, when immunity used), but it's a nice feautre an it's logical.

 

 

 

Suggestions about Strident-class heavy frigate

 

Disclaimer: Not a spoiler, you've included this into release by your own hands.

 

 

So... The only UNSC shielded frigate... Thin hull in exchange for 500 shield + shield restore ability as some kind of analog for 'emergency repairs'? Hope so. Durability is very important, because of enemy's aircraft spam. Flank attacks are good only if you have enough number of attackers.

 

 

Weak offensive weaponry, but better than Paris. 

 

MAC on 1500. Archers on 150. Helix a little bit better. Hope with all researches overall result would be better.

 

Now 25 cap cost?! Jesus, Eion wants 20... Hope you'll change your mind about that. 

 

8 level. Far far late game. Not too far for a frigate? I suggest 6.

 

 

 

 

P.S. Read your comments. Let me leave it without answer. Let's say only that I've spent enough  time to take a whole picture.

 

Asymmetrical changes are bad, if not say deadly, but these suggestions regarding only UNSC as my favorite faction. If you have them, you may find some worthy ideas by yourselves and implement some corrections to the Covenant too. Or not... I've already said that's my mind and my suggestions. You may hear them or not.

I've played for Covenant too (some times)... I saw it's advantages and disatvantages from both sides. I'm sure that this factiom in nothing else, but the pure evil in right hands. I doubt that some additional features and improvements to the UNSC will ruin Covenant's instant superiority. As I said, now the balance lacks features, but it's pretty good for Alpha. I hope you will make your way to Beta and further releases in right direction.


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#66 The

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Posted 01 November 2015 - 12:27 PM

Battlemage1.

Here's a saying that you should already know.

GAMEPLAY COMES BEFORE CANON


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#67 Battlemage1

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Posted 01 November 2015 - 01:10 PM

Battlemage1.

Here's a saying that you should already know.

GAMEPLAY COMES BEFORE CANON

 

Do you realy believe you've just said something smart or just making posts? Don't answer. There is no need in that. Not sure if I can or want continue this conversation now. It's iike that about reality and computer games... meaningless. Yes, gameplay is first.

 

Thank you. 

 

Spoiler


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#68 Mojo

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Posted 01 November 2015 - 01:43 PM

Wow this thread is very hostile......i mean maybe he behaves....well quite bold but there is no need for sarcastic responses and that alike.



#69 Battlemage1

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Posted 01 November 2015 - 01:57 PM

Wow this thread is very hostile......i mean maybe he behaves....well quite bold but there is no need for sarcastic responses and that alike.

Just like some people deserve.  Symmetrical responses, you know. On the other hand, ignore them much easier. You have no need to remember those foreign words and language rules, but... It's hard to don't answer to something like that:

 

 

Battlemage1.

Here's a saying that you should already know.

GAMEPLAY COMES BEFORE CANON

 

Gameplay, Carl! 

 

Perhaps, we shouldn't continue this line.

 

 

I'll get back when I have something new to show.


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#70 Battlemage1

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Posted 01 November 2015 - 02:56 PM

ALERT

 

THEY HAVE ERASED THE TUBE

 

ALERT

 

YOU HAVE TO REMAKE INFINITY MAC (5->4 shots)

 

 

https://youtu.be/1zV4lPugzOk?t=385

 

 

ALERT

 

 

ALERT


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#71 SiRD31M0S

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Posted 01 November 2015 - 02:58 PM

3) Slipspace effect problem: portal behind jumping vessels

Spoiler

That's... really odd. Either that's the effect of the ships exiting Slipspace and you're lying, or some wonky business is going on. Strange layout of planets can sometimes cause the jump effect to manifest where the ship isn't pointing. Could this have been on a custom map, or one of the non-randoms included in the mod?
 

Also, looks like Shiva doesn't damage enemy fighters and bombers even where they're inside of blast.

It does. I know this from testing the Sahara before release. After every blast, a ton of squadrons would die at once. In actual battles, this may just be Sins being wonky with its hit detection? I have no idea.
 

I'm not quite sure about Stalwart-class, but Charon and Paris share same reactor and MAC. I suggest to make Charons (and counterpart) without bombing damage, but with bombing ability instead. Then, you have to buy these ships, but not Parises with same MAC damage. Also, Charon should have worse armor and HPs.

Thank you for ignoring ship roles and gameplay that ensure the mod stays balanced. There is absolutely no reason to have an entire line of dedicated combat frigates. This is the exact same problem we had with the Covenant. When every ship is just another damage dealer, the faction becomes exceedingly boring and poorly balanced.
 

And how they will crush dangerous asteroids and screw pirate scum without an escort? Yes, in gameplay it's alomst useless (blow some fighters from single ship, when immunity used), but it's a nice feautre an it's logical.

Something as asinine as a diplomat packing heat in case he decides he doesn't like the foreign ambassador, is decidedly ILLOGICAL. To be fair to you, logic doesn't seem to be your forte.
 

P.S. Read your comments. Let me leave it without answer. Let's say only that I've spent enough time to take a whole picture.

No you haven't. If you understood the mod so thoroughly, you wouldn't be advocating the complete destabilization of its balance, you vain, solipsistic twit.
 

I doubt that some additional features and improvements to the UNSC will ruin Covenant's instant superiority.

Yours will.
 

As I said, now the balance lacks features, but it's pretty good for Alpha.

Complete imbalance isn't a feature of balance, but nice try.
 

I hope you will make your way to Beta and further releases in right direction.

Yours is not that direction.
 

Do you realy believe you've just said something smart or just making posts?

He said what several people have been telling you throughout this entire thread. Mocking him and telling him he's wrong without providing an argument or any reasoning? Classy. Very classy.
 

On the other hand, ignore them much easier.

"I don't have to support anything I say because everything I say is right because I'm always right."

On an offhand note, it's really cute how your friend goes through and upvotes all your comments. Simply adorable. <3


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You think I might be crazy, but I gotta be ALL IN

 

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#72 Battlemage1

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Posted 01 November 2015 - 02:59 PM

I don't have to answer your... Whatever. I don't like your style, so I find it unnecessary to read you )


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#73 SiRD31M0S

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Posted 01 November 2015 - 03:02 PM

And that's why I can never respect you.


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I am a naturally philosophical and industrious evil.

 

It's all or nothin' baby, it's never ever maybe

You think I might be crazy, but I gotta be ALL IN

 

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#74 Admiral Stukov

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Posted 01 November 2015 - 03:19 PM

It does. I know this from testing the Sahara before release. After every blast, a ton of squadrons would die at once. In actual battles, this may just be Sins being wonky with its hit detection? I have no idea.

Oh, realy?..

http://i.imgur.com/s925Kde.jpg?1


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#75 SiRD31M0S

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Posted 01 November 2015 - 03:21 PM

So, you're telling me the fighters exploded because their pilots had heart attacks, then? Okay. Knowing Sins, that's probably as reasonable as any other explanation.


I am a naturally philosophical and industrious evil.

 

It's all or nothin' baby, it's never ever maybe

You think I might be crazy, but I gotta be ALL IN

 

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#76 Admiral Stukov

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Posted 01 November 2015 - 03:32 PM

So, you're telling me the fighters exploded because their pilots had heart attacks, then? Okay. Knowing Sins, that's probably as reasonable as any other explanation.

Lol =)   I telling you that  Shiva can't damage  strikecraft because that was not wrote in code.


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#77 베이클라이트

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Posted 01 November 2015 - 03:36 PM

This thread is pretty enjoyable with ma popcorn.


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YmSsY2C.png

 

 

 

 


#78 SiRD31M0S

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Posted 01 November 2015 - 03:41 PM

Actually, I think I remember it being mentioned somewhere that the Sahara has its own version of the Shiva ability that can target things the normal version can't, which would explain the fighters. I can't remember if that's right, or if I'm misremembering. I'll just assume this is the case and concede the point.


I am a naturally philosophical and industrious evil.

 

It's all or nothin' baby, it's never ever maybe

You think I might be crazy, but I gotta be ALL IN

 

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#79 Admiral Stukov

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Posted 01 November 2015 - 04:09 PM

Well, I guess you are right... At previous picture was a wrong file =)

But anyway! I think you are wrong to criticize Battlemage1 so much. Most of his suggestions are very good. I believe lore and balance can be saved without detriment to both. Sins's code contains a lot of settings for this.



#80 SiRD31M0S

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Posted 01 November 2015 - 04:20 PM

Some, yes. Most are counter to cohesive design philosophy.


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I am a naturally philosophical and industrious evil.

 

It's all or nothin' baby, it's never ever maybe

You think I might be crazy, but I gotta be ALL IN

 

Spoiler
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