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Patch 4.88.6 Capital Ship Primary Turrets Rebalance
The changes are in as of 10/1/2017. Feedback in the continuation of the thread.
Capital ship turrets (gunboat primaries, cruiser primaries, battleship primaries & secondaries) are all over the place. Some have top tier dps while also being very efficient, some are subpar in all the stats and some are just poorly balanced in general. This update doesn't change much overall, but rather just rebalances the guns between themselves, so they're all equally viable. If a gun has less damage per second, it has more efficiency and vice versa. Any other specifics are listed next to the weapon class itself.
Battleship Secondaries
-All guns rebalanced via a new formula to match the dps/efficiency ratio.
-Factions with carriers and ships having more secondaries in general got more efficient guns.
-Factions with smaller battleships got better dps guns.
-Damage of all secondaries buffed all-round by 300 to 500.
-All guns rebalanced via a new formula to match the dps/efficiency ratio.
-Heavy battleships got the most damage guns while having the lowest efficiency, vice versa for light ones.
-Range of turrets used by heavy battleships adjusted to 3.2k, others are on 3k.
-All guns rebalanced via a new formula to match the dps/efficiency ratio.
-All guns got less efficiency and more dps to make core drain more consistent.
Why do the GRN BS primaries fall into the light category ? They do not follow the principle of the other guns that are meant for heavy BS's.
Also the RM and KNF primaries are very heavy even though they got a Battlecruiser, so this cant have been the deciding factor.
The GRN primaries wont drain much energy from a valor with full powercore as it stands if any at all.
Seriously putting more range on dread prims with more damage is dumb. Dreads should have more damage but should'nt be made for fighting at longer ranges. As pointed out by gagadug they'll have more effiency too. Not a good idea but w/e more eking fun with my valor.
(12-09-2016, 04:40 PM)Wesker Wrote: Seriously putting more range on dread prims with more damage is dumb. Dreads should have more damage but should'nt be made for fighting at longer ranges. As pointed out by gagadug they'll have more effiency too. Not a good idea but w/e more eking fun with my valor.
Rip dunkirks overlords and jorms lmao
Unless Dunkirks, overlords and jorms have more impulse speed. would make more sense then
(12-09-2016, 04:40 PM)Wesker Wrote: Seriously putting more range on dread prims with more damage is dumb. Dreads should have more damage but should'nt be made for fighting at longer ranges. As pointed out by gagadug they'll have more effiency too. Not a good idea but w/e more eking fun with my valor.
Rip dunkirks overlords and jorms lmao
thats why i keep sayin there should be light-standart and heavy variants of primary turrets but whoo keers? no one
now they trying to balance weapons by looking at ships
(12-09-2016, 04:40 PM)Wesker Wrote: Seriously putting more range on dread prims with more damage is dumb. Dreads should have more damage but should'nt be made for fighting at longer ranges. As pointed out by gagadug they'll have more effiency too. Not a good idea but w/e more eking fun with my valor.
Rip dunkirks overlords and jorms lmao
Unless Dunkirks, overlords and jorms have more impulse speed. would make more sense then
Not just Dunkirks, Overlords, Jorms but all the other caps within that "Class" such as Zephyr, Sarissa I think goes into that class and the Murmillo I think. and why just impulse speed, why not turn speed a little more, so it has the ability to turn that one step faster to save it getting tanked to 0m before dying.
To be honest there is a easy way of balancing things.
Light
Light/Medium
Medium
Medium/Heavy
Heavy
Depending on the ship class, depends on which category it comes under. So carriers would be a mixture of Medium/Heavy while a Valor and Ranseur, The Turtle and Legate will come under Heavy, while the Jorm, Overlord, Dunkirk and them come as Medium, while you still go the Murmillo and a few others which can go as a Light/Medium while the Osiris and Togo are at the bottom with a Light.
Could work for Cruisers, Battlecruisers, Gunboats, Bombers, Fighters it could work throughout all classes. Just 5 simple categories with the same stats throughout so you can't have this "Oh that is OP please nerf" or "Oh no it is bad it needs buff please buff" constantly. It will just be voted on within the community itself to go inside one of the five categories. Just to keep things simple and balanced.