Posts: 3,349
Threads: 103
Joined: May 2012
Staff roles: Balance Dev
I think ammo reduction is a better approach than damage nerfs, or the two could be combined but damage could be reduced to a lesser extent. Making people not just hold down their launch missile/drop mine keys but spend maybe half a nanosecond considering a slightly more conservative and tactical approach to combat would make it a lot more interesting.
Nukes and even CDs have a vital place in Discovery's balance, keeping faster ships from dominating slower ones. But right now the frankly absurd ammo counts (90 CDs being almost twice as much as older ammo limits, and the only reason this limit is so high is presumably the huge damage potential of nukes) achieve the opposite: the best VHFs are those that trade agility for raw stats. The Heavy Fighter rework also ended up being heavily handicapped because they can get manhandled by heavy VHFs just using their huge ammo counts to force the fight into a frontal damage race, which Heavy Fighters - even with their buffed stats - can't win.
Also not gonna lie but removing falloff sounds like a terrible idea. The mine drop button should not be a virtually guaranteed "remove hull from opposing player" button.
I think nuke nerf might increase the skill gap in snubs, since it will rely on gun play even more. I understand that when Haste, Chuba and Pillow fuck around on the test server or whatever it's one thing. When Haste or Chuba begins to shoot local discovery man #12, that is most likely worse than them, this local man will try to rely on nukes.
So it's only natural that people with higher skill are annoyed with nukes, but it might not be the balance problem in the end.
(08-07-2020, 12:28 PM)Shiki Wrote: I think nuke nerf might increase the skill gap in snubs, since it will rely on gun play even more. I understand that when Haste, Chuba and Pillow ***** around on the test server or whatever it's one thing. When Haste or Chuba begins to shoot local discovery man #12, that is most likely worse than them, this local man will try to rely on nukes.
So it's only natural that people with higher skill are annoyed with nukes, but it might not be the balance problem in the end.
Many may be in denial, but let's be real. The percentage of bot loss in a typical fight that's due to nukes is exorbitant, and unreasonable.
I think Rippers will be fine as-is if nukes are nerfed.
Swatters, however, must keep their acceleration and ammo count. In fact, I think their top speed could even use another 10, and even higher max ammo and refire, even with increased damage.
A lot of people are in agreement that nukes are overtuned at the moment, actually -- but touching the stats of each individual nuke isn't how you go about fixing it. The problem lies in the fact that ammo might as well not exist -- you essentially have infinite nukes and infinite CDs in any given fight.
Make popping off a nuke + CD a somewhat informed decision rather than a reflex to getting outturned even slightly and that will rein in the impact of nukes on fights better than anything else could.
This is an idea i support fully, to nerf the nuke since majority of the fight is about who is a better CD/Nuke AB-user ( geezas sounds like an abs training excersise) .
Mep has a point in his stat proposition, but i also had a though. What about a cooldown. 10 seconds for the sake of argument, or more. Then, you wouldnt be able to spam mines and you would have to chose a lot better and careful timing to drop one, because after you dropped one in vain you have to endure 10 sec b4 you can drop another.
Just a thought on how to maybe solve the nuke OP issue