Author |
Faction Special Devices |
Ants Chief Marshal
Joined: February 11, 2005 Posts: 315 From: Canada
| Posted: 2011-05-13 08:55  
- Pulse Wave now only affects the enemy's projectiles and has a 65% chance of destroying each projectile it hits.
- Flux Wave now only affects enemies.
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Why does the pulse wave have a 65% chance to work? does it work on projectiles such as P-Cannons and torps?
by that logic the the flux wave and cloak should have a 65% chance to work.
The flux wave is an AOE damaging weapon that is not only an easy pres gainer but in the sense that it can not damage friendly ships that have no special defense against EMP and flux? - this is an AOE that the pilot should have a draw back on. - this will now be a flux spam with no consequence on the UGTO's behalf.
You will effectively be able to have 5 dreads being able to cripple anything with hull damage to almost 100% damage without having to worry about their own\friendly systems?
I do understand that "some" of the developers are trying to balance the game, but at the rate we are going it is not really focused on the balance of all 3 factions as a whole.
That said, there has been a ton of work and progress in beta, but much more for balance is needed.
These should go back to how they were, it took a bit of skill and your own team will have to suffer from the players that don't think other then smash spacebar and press "v".
It is a pain when you do a pulse wave and blow up your own teams projectiles. it is a pain if you flux your own player, but this is said more and more, it is a team based game. communicate and know your surrounding. [ This Message was edited by: Fatal Ants (XO) on 2011-05-13 09:14 ]
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2011-05-13 09:58  
It came to a point where Flux and Pulse had a hefty point cost on the new layouts (equal to Cloak). We had to ask ourselves: "are they worth that much?", and the answer was no. In fact, the usefulness of the device is questionable full stop. Pulse Wave can only be used in a certain situation wherein your teams projectiles are out of range and the enemies are in range; and the Flux Wave gave you 10x more negative prestige than was worth using the device.
You could argue to just lower the point cost of Flux and Pulse, but that would mean giving all ICC and UGTO ships with them equipped a lot more fire-power, and that did not sit well with us.
So the solution was to buff both devices to the point where we felt their usefulness was equal to their cost.
After altering the devices so they only affected enemies, a number of ICC players came to me and told me it was absurdly overpowered. Being able to knock out 100% of some ships damage was absurd. After a few minutes of talking to those players and a discussion with the rest of the dev team, it was suggested and agreed upon that a 65% chance would be fine (and to the credit of some ICC players, they suggested an even lower chance would be fine).
In response to why the Flux Wave isn't overpowered because people can actually use it now, it doesn't do as much damage as you would think, and it costs a lot more energy to use than any other special in the game. After an extensive period of testing both devices by a number of players (who I applaud and say thank you to), it was decided upon that Flux was just fine, as was Pulse.
And as much as we appreciate this feedback, as I stated in the other thread, comments about changes to the game without trying them first will likely be ignored.
Also, please keep all feedback to the relevant threads. Thank you.
[ This Message was edited by: BackSlash on 2011-05-13 10:01 ]
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