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Full Version: Discovery 4.91 Patch 12 Balance Changes [12/6/2019]
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Discovery Freelancer 4.91.0 Patch 12 Balance Changes




These changes are live as of 12/6/2019. If you find any bugs or irregularities immediately report them here. Feedback and commentary should be posted in the continuation of this thread.



Below are the upcoming balance changes made with the release of 4.91.0 Patch 12. Underneath every balance change will follow the balance team's reasoning, which should help to explain the necessity of such changes. As always, we recommend using FLStat to view these changes, which you can find (alongside a tutorial) here.



Very Heavy Fighters

[Image: 254px-Lh_fighter.png]

Falchion

- Hull: 11.8k -> 11k
- Nanobots: 68 -> 66
- Batteries: 68 -> 66

Already a difficult ship to hit, we opted to reduce the total hull significantly and available regens slightly in order to reward every shot that does land on-target.



Super Heavy Fighters

All SHFs (with the exception of the Nomad Anzu and AI Drone) will have two of their figher gun slots expanded into Class 4 bomber gun slots, capable of mounting Hellfire Rocket Pods, Scorchers, and Neutralizer Bombs as well as fighter guns (spoilers!). In addition, all SHFs (again, with those exceptions) will also be standardized to be able to mount ONE bomber torpedo weapon, such as the SNAC, Nova, Corona, etc. The other torpedo slot will only mount fighter torpedoes and CDs. This latter change will help standardize SHF capability, as in the past some could mount two bomber torpedoes, while others were incapable of mounting any. Please note that both slots will continue to be able to mount all fighter torpedoes and disruptors.

[Image: 254px-Dsy_gms_shf.png]

Plier

- Hull: 22.1k -> 20k
- Nanobots: 160 -> 135
- Batteries: 160 -> 135
- Core Capacity: 39130 -> 29000
- Core Regen: 2350 -> 1650

The Plier is a very difficult to hit SHF, and as such we saw fit to reduce both its hull and regen capacity to better reward placed hits. In addition, its core and regen was brought down to line up with its SHF brethren, including the OSC Shuttle.

[Image: 254px-Dsy_miner_shf.png]

Arrastra

- Nanobots: 170 -> 145
- Batteries: 170 -> 145
- Core Capacity: 39130 -> 29000
- Core Regen: 2350 -> 1650
- Responsiveness: 0.4759 -> 0.4989
- Weapon arcs buffed. All 7 guns/turrets now fire forward.

The Arrastra has always been an oddity for only having five forward-firing guns, something that has now been fixed and standardized. The other changes have reduced its core and regen potential to bring it in line with the Plier and OSC Shuttle. We hope this makes the Arrastra more viable overall, although we expect to make further tweaks down the line as we monitor these changes.



Battleships

[Image: 254px-Ku_battleship.png]

Tokugawa

- The forward-firing, central heavy slot on the bottom of the ship has been moved to only fire rearward and to the sides.

The Tokugawa is very well-shaped, and with four forward firing heavies it was very adept at chasing down other capital ships and receiving little damage in return.



Bomber Weapons

Supernova Antimatter Cannon ("SNAC")

- SNACs now will deal full damage against SHFs, Bombers, and Freighters

There has been a great demand for both the return of the SNAC's instakill capability and for a counter to SHFs and freighters. We hope that, by returning this niche to the SNAC, we can offer such a counter to these ships and thus a revival of the SNAC as such, while continuing to prevent insta-kills on smaller snubs.

NOTE: These changes will be available upon server restart tonight.

Bomber Scattergun

- Range: 975 -> 150

The Scattergun excels in the role we initially intended, that being a close quarters dueling weapon against fighters. Unfortunately, it also came to be an exceptional general purpose weapon against fighters in group fights and smaller capitals, gunboats especially. By heavily reducing its range, its use as a dueling and defensive weapon against fighters remains intact, while making it less than ideal for chasing fighters and less of a one-size fits all bomber weapon.

Nova Torpedo Launcher

- Mass: 100 -> 75

A simple change to reduce the number of flak hits needed to deflect torpedoes. The lower mass will also result in a higher angle-of-deflection, which will reduce the number of Novas that re-acquire target lock after being hit with flak.

Neutralizer & Scorcher Bombs

- Damage and Power Usage halved
- Moved from Class 1 (Bomber Torpedo) to Class 4 (Bomber Heavy) slot

Through this change, we hope to add a bit of diversity to the Class 4 slots, especially as they will now be appearing on SHFs as well as Bombers. Previously, the choice on Class 4 slots was largely between light bomber guns and Hellfire Pods, whereas now there will hopefully be more competition for these limited slots. This change is also intended to reduce the chance of Scorcher insta-kills on snubs, and overall simply improve the variety of Bomber and SHF loadouts.


This post was supposed to go live with the patch, apologies for the delay.

This post went live before the patch, apologies for any confusion.

That's all for this patch. As always, all changes made above and previous will be monitored on-server for further tweaks, and you can expect additional balance passes to follow alongside future patches.



Credits to:
- Balance design oversight, hardpoint changes, ini changes, live testing
- Capital balance input, live testing
- Capital & Snubcraft balance input, changelog formatting
- Capital & SHF input, live testing
- SHF input
- Live testing, changelog formatting
- Live testing
- Live testing
- Live testing
- Live testing
- balancemagic.dll solutions
The right arm is not communicating with the left today, looks like we never even managed to patch and I'm not even clear on why right now. You should expect these within the next 24 hours more likely than not.
(06-11-2019, 09:16 AM)Durandal Wrote: [ -> ]Very Heavy Fighters

[Image: 254px-Lh_fighter.png]

Falchion

- Hull: 11.8k -> 11k
- Nanobots: 68 -> 66
- Batteries: 68 -> 66

Already a difficult ship to hit, we opted to reduce the total hull significantly and available regens slightly in order to reward every shot that does land on-target.

[...]

[Image: 254px-Dsy_gms_shf.png]

Plier

- Hull: 22.1k -> 20k
- Nanobots: 160 -> 135
- Batteries: 160 -> 135
- Core Capacity: 39130 -> 29000
- Core Regen: 2350 -> 1650

The Plier is a very difficult to hit SHF, and as such we saw fit to reduce both its hull and regen capacity to better reward placed hits. In addition, its core and regen was brought down to line up with its SHF brethren, including the OSC Shuttle.

I dunno, I think making it easier to hit rather than capitalizing on an anomalous ship shape would have been the better decision here.

(06-11-2019, 09:16 AM)Durandal Wrote: [ -> ]Supernova Antimatter Cannon ("SNAC")

- SNACs now will deal full damage against SHFs, Freighters

For the first time in ages SHFs were viable, and making these fat targets instantly removable from any fight by SNAC could make them useless again. I also think the scariness of Freighters is greatly exaggerated and they really don't need to be instakillable either (they're just memes in conn, practically speaking outside of it they're incredibly niche and can be countered by two average fighters). Either way, gl seeing SHFs and Freighters outside of conn now.

Now where's the Skipjack and Hammerhead buffs?
(06-11-2019, 09:16 AM)Durandal Wrote: [ -> ]Supernova Antimatter Cannon ("SNAC")

- SNACs now will deal full damage against SHFs, Bombers, and Freighters

There has been a great demand for both the return of the SNAC's instakill capability and for a counter to SHFs and freighters. We hope that, by returning this niche to the SNAC, we can offer such a counter to these ships and thus a revival of the SNAC as such, while continuing to prevent insta-kills on smaller snubs.

NOTE: These changes will be available upon server restart tonight.

One step closer to victory boiz. We have our bombur brawls back (sun)
To head off the inevitable concern, don't knock the scattergun until you try it. I called every name in the book until I went into conn to test them and got rolled in a VHF. (I am very terrible, and better pvpers () faired much better)

Overall I like the changes, hopefully the bomber/SHF ones lead to a lot more variety in loadouts, and a resurgence of the SNAC. Grayson Matthews shall ride again!
No HM buff? Was smoke kidnapped
This is the closest we're going to get to returning the SNAC to it's former, busted state. Lobbying had little impact on this; it's something we've wanted to do for months and lacked a programmer to execute. The reason this is happening now is because returned and was able to make the appropriate modifications with little effort.

- Durandal on a phone. Can a moderator please switch post ownership?

Oh hey I can do that in this forum neat ~Kazinsal
(06-12-2019, 12:30 AM)Durandal Wrote: [ -> ]busted state.

Was it though? That feels subjective, saying this as someone who initially advocated for the nerf.
(06-12-2019, 12:30 AM)Emperor's Fangs Wrote: [ -> ]This is the closest we're going to get to returning the SNAC to it's former, busted state. Lobbying had little impact on this; it's something we've wanted to do for months and lacked a programmer to execute. The reason this is happening now is because returned and was able to make the appropriate modifications with little effort.

- Durandal on a phone. Can a moderator please switch post ownership?

Oh boi. There are so many ways I would call you right now. *insert the worst imaginable curses* "Busted state"??? You must be kiddin. Am kind of drunk. You don't like my reply delete it don't care
(06-12-2019, 12:34 AM)Lythrilux Wrote: [ -> ]Was it though? That feels subjective, saying this as someone who initially advocated for the nerf.

It was always known to be a problematic weapon, it just existed for a reason that we solved long ago but due to the fact that it existed we couldn't just remove it.

Had we the knowhow to do on the fly weapon damage adjustments in 2010, we would have.
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