For AstroFlux related discussion
#72113 by TheScythe Sat Jul 01, 2017 11:00 pm
Welcome to July, Fluxers!

These are the preliminary balance changes for the next patch.
Leave your feedback, review, and suggested changes here.
Always give a reason for your suggested change, and I will be very willing to discuss further.
Posts without reason will likely be ignored, or deleted.
Other moderators will participate also.

Changes in the first edit will be in red
Changes in the second edit will be in yellow
Changes in the third edit will be in green
Changes in the fourth edit will be in blue
Changes in the fifth edit will be in pink
Changes in the sixth edit will be in orange
Changes in the seventh edit will be in purple



Note: What is mentioned here is probably close to, but not exactly the final outcome in future.
These are preliminary changes, not upcoming changes

And with that, happy reviewing!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Miscellaneous:

Show correct and accurate stats for ships
Display PvP damage modifiers for weapons ingame
Prevent invisibility of projectiles fired offscreen
Reduce focus duration 50%
Guided weapons vanish after death

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Higher Priority Changes:

Acid Spore:
Reduce direct damage tech from 200% to 100%
Reduce Aim assist 50%
Increase range elite tech from 50% to 100%

Aureus Beam:
Increase PvP penalty from 35% to 50%
Reduce armor debuff tech from 15 to 10%

Aureus Drone Controller:
Reduce life to 50% of player hitpoints
Reduce damage 50%
Remove dot tech (multiply by zero bug)
Fix any bugged AI

Aureus Lightning:
Remove inherent armor debuff, replace with elite tech
OR
Reduce base damage 30%
Add specialCondition +50% damage when afflicted by Aureus Beam
Fix debuff bug

Beamer:
Reduce Aim Arc 20%
Reduce armor debuff tech 20%
Reduce damage 20%

Bionic Teleport:
Reduce power tech from 100% to 80%
Reduce base power cost by 20%

Blood-Claw S-28 Smart Gun:
Increase power use 100%
Reduce damage 25%

Chrono Beam:
Increase PvP penalty from 35% to 50%

Corrosive Lightning:
Increase reloadTime 20%
Increase dot tech from 35% to 60%
Reduce dot duration from 5 to 4 seconds
Increase power use 20%

Electro Field:
Make chargeup mechanic
OR
Add projectiles tech
Reduce AOE by 51%
Increase power use 200%
Increase reloadTime 30%
Increase base damage 60%
Reduce pvp damage by 50%

Flame Trail:
Increase base dot 25%
Remove 50% pvp bonus

Golden Ram Missiles Se-24:
Remove armor debuff
Fix bugged damage
Increase reloadTime 50%

Hell Flames:
Increase base reloadTime by 30% from 50 to 65
Reduce dot tech from 100% to 50%
Increase power cost 30%
Reduce specialBonus from 100% to 50%

Hunter-Killer Launcher:
Reduce debuff time from 10 to 6 seconds
Remove burn dot techs
Increase damage 100%
Increase reloadTime 50%
Reduce Speed 20%
Add an acceleration factor 0.04
Add corrosive damage tech 50%

Kinetic Phase:
Reduce aim arc by 70%
Reduce direct damage tech from 75% to 40%
Increase overheat by 10
Increase max focus by 200%

Noxium BFG:
Remove aim assistance
Reduce armor debuff 50%

Particle Gun:
Reduce pvpMod by 30%
OR
Reduce projectile speed 20%
Remove attackspeed tech
Increase power cost 100%

Photonic Blaster:
Remove attackspeed tech
Reduce burn tech to 500%

Piercing gun:
Reduce projectile tech damage coefficient 50% to fix bugged reduction
Increase range tech to 300%

Piraya:
Add Shake to remove feature
Make non-novaable
OR:
Increase lifetime from 9 to 15 seconds
Remove +100% pvp damage

Plankton Siphon Gland:
Reduce attackspeed tech to from 50% to 35%
Reduce range tech from 75% to 40%
Increase power use 50%
Add kinetic base tech
Increase extra leech techs 50%
Reduce base leech to 20%

Railgun:
Increase corrosive elite tech to 100%
Increase power cost 20%
Increase base damage 20%
Increase reloadTime 20%
Reduce attack speed tech to 30%

Ram Missiles X-22:
Increase reloadTime 50%

Snow Cannon:
Increase PvP penalty from -35 to -50%
Repair bugged pvpDot modifiers OR reduce all dot techs by 50%
Increase kinetic debuff tech to 45% to match judibeam

Spike Strips:
Bring back spike lifetime cap
Increase speed 30%
Increase friction factor 30%
Reduce area of coverage 51%
Remove fully pvp bonus

Spore 83-X Smart Gun:
Change damage type to corrosive
Increase Power use 100%
Reduce damage 25%
Change debuff to 25% damage reduction

Teeth:
Remove attack speed tech
Reduce burn tech to 500%
Reduce base damage 15%

Teleport Device:
Increase cooldown by 20%
OR disable teleporting while shielded

Vindicator Projector:
Increase reload from 1 second to 1.5 seconds
Fix any chargeup damage bug

Vindicator Teleporter:
Reduce power use tech to 50%
Increase cooldown to 7 seconds
OR disable all teleporting while shielded, and shielding while charging teleport

X-27 Smart Gun:
Reduce debuff time from 8 to 5 seconds
Reduce damage 25%
Increase power cost 100%

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Player Nexar Blade:
Reduce base hp 10%
Increase base sh 10%

Player Nexar Vindicator:
Reduce base hp 10%
Reduce base sh 10%
Reduce base armor 20%
Reduce base sh regen 10%

Tanker:
Remove cooldown
Increase shield regen to 10

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lower priority changes:

Miscellaneous:

Reduce regen contribution from convert arts to 0.5%
Reduce artifact conversion factor from convert arts by 10%
Increase hp regen tech from 1.5% to 3%
Increase flat hp arts 110%
Increase flat sh arts 20%
Increase flat armor arts 50%
Increase omni amplifiers 20%
Increase power regen arts 30%
Increase speed arts 20%
Investigate base shield regen/base armor

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Acid Spray:
Increase base dot 30%
Remove PvP bonus +30%

Algae Nova Gland:
Increase AOE tech to 100%
Increase damage 50%

Astro Lance:
Reduce dot time from 10 seconds to 7 seconds
Reduce base dot 40%
Increase direct damage tech 50%
Increase dot tech 50%
Fixed bugged hitbox

Blaster:
Increase base damage 20%
Remove attack speed tech

Boomerang:
Add base 3 second healing debuff
Add 40% kinetic resistance debuff tech

C-4:
Increase base damage 50%
Add ability to detonate projectiles
Self damaging

Cloaking Device:
Increase base power use 30%
Increase attack speed tech from 25% to 35%

Cluster Missiles:
Fix base guidance issue
Reduce power use 40%

Cruise Missiles VX-23:
Increase heal debuff from 2 to 6 seconds

Death Cloud:
Increase dot 10%

Eagle Needle:
Increase base rotationSpeed 10%

Energy Nova:
Increase AOE tech from 10% to 100%

Firework Launcher:
Add small guidance
Add ability to detonate projectiles

Flak Cannon:
Reduce base reloadTime from 233 to 200
Reduce power use 20%
Add 15% dual leech tech

Flame Spawns:
Increase speed 15%

Flamethrower:
Increase speed 20%
Increase dot 20%

Gatling Gun:
Fix if bugged projectile tech

Gift Wrapper:
Increase attack speed tech from 50 to 80%
Increase direct damage tech from 50 to 400%
Increase range tech from 25 to 250%

Golden Flak Cannon:
Reduce power use 20%
Change base dot type to burn

Golden Gun: Flak Shell:
Add 3 seconds shield regen stop
Increase reloadTime 15%
Increase damage 15%
Increase power cost 10%

Golden Gun: Scatter Shell:
Increase base power use 10%
Reduce base damage 20%
Add specialCondition +40% damage if afflicted by Golden Gun: Flak Shell

Heavy Cannon:
Reduce aim assist 50%
Increase corrosive damage tech to 75%
Increase energy damage tech to 75%

Hell Fire:
Return double helix firing pattern - remove inertia if necessary
Increase base dot 50% to compensate
Change dot type to kinetic burn

Horror Nuke:
Increase damage by 70%
Increase reloadTime 100%
Decrease burn techs from 150% to 75%
Reduce healstop tech to 10s
Change dot type from energy to corrosive

Horror seeds:
Increase base damage 100%
Increase reloadTime 100%
Increase power cost 75%
Increase speed 20%

Kinetic Rifle:
Increase reloadTime 50%
Increase base damage per hit 35%

Larva Lightning:
Set PvP damage to 100% from 120%

Lightning Gun:
Increase chainLength to 8

M2 Launcher:
Increase turning rate 15%
Increase power use 20%

Missile launcher:
Increase damage 40%
Reduce projectile tech damage coefficient 50% to fix bugged reduction

Moth Zero Gland:
reduce reloadTime 10%
Increase damage 15%
Allow explosion to destroy projectiles
Remove 10% pvp bonus

Nexar Blaster:
Reduce reloadTime 30%
Reduce burn tech to 500%
Add 10 seconds regenstop tech

Nexar Bomb:
Explodes in 2 seconds instead of 3

Nexar Projector:
Increase damage 25%
Change energy-kinetic to corrosive-kinetic damage.
Change corrosive tech to energy
Change energy dot tech to corrosive dot

Nuke Launcher
Increase damage by 70%
Increase reloadTime 100%
Decrease burn techs 50%
Add energy debuff tech 50%

Pixi launcher:
Increase speed 20%
Reduce reloadTime by 30%

Plasma Blaster:
Increase speed 20%

Plasma Gun:
Reduce reloadTime 25%
Reduce base dot 30%
Reduce power use 35%

Plasma Torpedoes:
Increase damage and dot 25%
Reduce base debuff duration 50% (10 to 5 seconds, 7 seconds at lv6)
Add projectiles tech

Plasma Traps:
Add 50% bonus damage if afflicted by Twin Lightning
Increase speed 20%

Poison Arrow:
Increase corr res debuff tech from 35% to 45% to match judibeam

Prismatic Crystals:
Remove pvp penalty
Repair bugged projectile tech not affecting spread OR remove projectile tech

Prismatic Easter Egg:
Increase multiNrOfProjectiles from 6 to 8

Shadow Projector:
Increase AOE by 200%
Make it the special condition for shadowblaster

Shadowflames:
Increase speed 20%
Increase damage 20%
Fix bugged projectile tech

Sonic Launcher:
Increase damage 15%

Target Painter:
Grant 100% bonus damage to pets

Twin Lightning:
Increase damage 20%
Add 4 second shield regen debuff

Void Tentacles:
Remove aim assist

X-32 Constructor:
Reduce zlatte life from 40% to 25% of player

X-42 Constructor:
Increase plasma fire rate 25%

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ships:

Assassin T-29:
Increase speed from 16% to 25%

Aurora V1 and V2:
Increase attackspeed from 15% to 25%

Bionic Daemon:
Increase power regen from 20% to 40%

Chrono:
Increase energy damage from 50 to 80%

Crystal:
Remove 30% attackspeed bonus
Add 400 flat all damage

DMAT-90:
Increase to +800 flat

Eldorado SE-24:
Increase all base stats (Health shield armor regen) to 10

Explorer 062:
Increase speed to 140%

Horror Pumpkin:
Increase energy damage from 75% to 120%
Reduce kinetic damage from 120% to 75%

Jupiter:
Increase speed to 160%

Orbiter:
Increase base speed to 50%
Let it explode with an EF upon death

Player Nexar Fighter:
Increase speed from 18% to 30%

Player Nexar Shadow:
Increase damages to 175%
OR
Increase speed from 6% to 20%

Portal:
Increase cooldown from 20 to 30%

Prophecy:
Increase energyAdd from 65 to 165

Rocket Sled:
Increase cooldown to 40%

TheDepraved
#72117 by bolbi Sun Jul 02, 2017 1:46 am
Looks good to me, only thing I'm unsure of is the PvP damage reductions on Beams, I'm fine with 50% reduction, I just thought the last update removed the 35% reduction is all I'm confused about. Could be wrong haven't fact checked yet. Also aren't the cooldowns of teleport and vindiport currently the same, pre-changes? Oh and are you serious about the creampuff thing?

" 'Whatever you want people to do for you, do the same for them.'
(International Standard Version, Luke 6.31)"
#72118 by TheScythe Sun Jul 02, 2017 2:06 am
The update before last update removed pvp penalties for beams. The last update then added pvp reductions again, paired with increases to base damage such that the overall damage remained pretty much the same.

Eg 100k damage with no penalty became 150k base damage with 35% penalty.

The previous update changed vindicator teleport from 4 to 5 seconds. The update before that changed it from 2.5 to 4.

Portal teleport was always at 4 seconds.

TheDepraved
#72119 by declan_winter Sun Jul 02, 2017 2:32 am
Hey wish I had time to commentate on all of this, but I'm leaving for a week in a day, so I won't have time for now. Thanks for all the hard work though! My honest opinion as a tanky player though; most of these weapons didn't need big ol' nerfs. They really weren't that troubling. Also, Pixi Launcher is still gonna be terrible :S

As a whole though, it seems like most of these big weapons being set back will serve an important purpose, and that's to undo what has been done: power creeping through buffs, to set main-stream weapons back into the normal. I also like how some of the burst weapons like the Plasma Blaster are being made proper burst weapons! (Won't Plasma Blasters/Horror Seeds power use have to be nerfed to suit that?)

Show respect even to people who don't deserve it, not as a reflection of their character, but a reflection of yours :)
#72120 by Myorum Sun Jul 02, 2017 2:47 am
Question: Does reload time result in rate of fire?
So lower reload time increases damage and higher decreases damage per second?
I'll base my review on this assumption.

I'll review weapons and ships i used/tested or saw problems with while fighting versus them.
I'll base my suggestions on the ships/weapons strength compared to the other ones.
I'll also try to keep what makes the weapons/ships unique so they remain diverse.

I'll do my best to keep my corrosive preference out of the way and review everything independent.
My comments are made in the same order the weapons and ships are listed in the thread opening.
In case something is missing I'll add it at the end of the respective list below.

I hope following commentators will follow this so we have an equal base to discuss :)

Weapons:

Acid Spore:
To suggested dmg reduction seems to strong for me, considering the high power use and the slow moving speed, making it not quite easy to aim accurately. Also sometimes it tends to shoot at strange directions.
Considering there arent any corrosive beams or projectors that can be freely used on every ship, this is the best alternative thats out there. Following this I'd either leave it like it is, based on the mentioned facts, or change it to something of the following if im too inclined to it based on my setup:
Reduce direct damage tech from 200% to 130%
Decrease reload time by 20%
OR
Reduce direct damage tech from 200% to 150%
Increase speed by 30%

Astrolance:
Reduce dot time from 10 seconds to 7 seconds
Don't reduce the base dot, maing it more difficult to stack it should be enough.

Blood-Claw S-28 Smart Gun:
Reduce projectile speed 20%
Increase power use 100%
Increase debuff duration to 8 seconds
With the 2 nerfs an improved debuff mechanic seems fair to me.
I'll suggest the same for all smart guns.

Corrosive Lightning:
Reduce base rof 25%
Increase dot tech from 35% to 60%
I wouldnt reduce the dot duration and neither increase the power use, cause its an important farming weapon for vorsran. And based on my experience hitting someone once is often enough atm to kill him. Reducing the speed with that it stacks seems fine for me, combined with a nerf to the tanker, to which I'll comment further below.

Electro Field:
Add projectiles tech
(Only when the dmg debuff per projectile makes it about the same damage as the direct damage elite tech)
Increase elite tech energy debuff 5% for maximum 50% over 2s
Reduce damage by 20%
Increase power use by 200%
Since it does the most damage when u hit someone with its center and is far less dangerous if u only hit with a few projectiles, a damage nerf is way more target-aimed than reducing the AOE. Its also the reason i suggest only a moderate damage nerf, as well as keeping the increased resistance debuff reserved for the elite tech. Also a higher power use is absolutely needed, considering the damage the power use is ridiculously low.

Flak Cannon:
Reduce base reload time from 233 to 200
Reduce power use 20%
I have to say at first that I'm not that experienced with this weapon, but based on the few times i saw it, it seems to do quite good damage, so higher fire rate combined with lower power use seems fine for me, as long as it stays in about the same dmg amount as nox spray and doesnt goes higher.
I think burn instead of dot isnt needed. Also i comment cause I'd like to avoid overbuffing.

Golden Gun: Flak Shell:
Add 3 seconds shield regen stop
Increase reload time by 15%
Whenever i see this weapon in PvP it does quite a good amount of damage, so a slight nerf without more base damage seems more appropriate, since it can kill u quite fast when well aimed.

Golden Ram Missiles Se-24:
Remove missiles after death of the user
Add PvP penalty of -25%
Reduce damage 50%, add +100% dependant bonus from golden flak cannon
This variant seems more appropriate than the reload debuff, cause it keeps the rams useful but makes spamming them way less attractive. Also dealing damage after u died is unfair.

Hell Fire:
Return double helix firing pattern
Based on my experience this should be fine.

Hell Flames:
Increase base reload time by 30% from 50 to 65
Reduce dot tech from 100% to 50%
Increase power cost 20%
Reduce specialBonus from 100% to 50%
Considering how extremely high the burn damage gets in a very short time, its definitely the most broken weapon in the entire game, so a heavy nerf is a MUST. I participated in tests of people where it easily reached over 100k burn in under 2 seconds, way higher when u get longer or an art set especially for this goal is used. In one of these tests i died (300k shield and 50k health) after 2 tics.

Hunter-Killer Launcher:
Increase reload time by 10%
Reduce debuff time from 10 to 8 seconds
This seems me more target-aimed to avoid spamming, but keep it a valuable debuffer. Reducing the speed would it make reöatively easy to avoid it and thus it would lose a lot of use.

Kinetic Phase Blade:
Reduce aim arc by 30%
Reduce direct damage tech from 75% to 40%
Increase maximum focus by 200%
This seems sufficient to me, since its not that hard to avoid it in PvP with a bit experience.
And the reduced damage/increased focus require more rate of fire or a longer focus time, which results in a reduced damage over short time periods or an otherwise weakened ship.

Larva Lightning:
Set PvP damage to 100%
I would like to know where its set at the moment. Based on my experience it should get a PvP nerf. If that is achieved that way, fine, otherwise adjust it to reduce the damage by 20%.

Noxium BFG:
Reduce armor debuff by 50%
Increase debuff duration to 8 seconds
I never observed any sort of aim assist while using it, and even if, it tends to shoot strange sometimes, just like Acid Spore. So removing aim assist wont be needed. Instead u should nerf the armor debuff, the reached values are ridiculously high if u ask me.

Noxium Spray:
Reduce reload time by 10%
Reduce burn tech to 600%
A reduce of 50% combined with only 10% lower reload time seems more appropriate to me, cause otherwise the direct damage gets increased too much.

Particle Gun:
Reduce projectile speed by 20%
Reduce base damage by 35%
Increase power cost by 50%
The main advantage of this weapon is that u dont have to aim manually. But for that it does too much damage. So reduced damage and less strong reduced power cost should get a better result. Also results the lower speed in reduced range while moving towards someone or away. I wouldnt remove the elite tech so people can choose between burn or higher direct damage.

Photonic Blaster:
Reduce burn elite tech to 600%
Reduce base damage by 15%
I think 600% burn damage are fine if u additionally reduce the base damage. I would keep the increased attack speed elite tech since a damage nerf makes it a bit less powerful too. Since im going to make a comparison to corrosive teeth, i want to remark that photons are easier to aim, because they dont spread.

Piercing gun:
Reduce base range by 30%
Increase range tech to 300%
Increase speed tech to 75%
Based on my experience u could instead of reducing the range, also reduce the rate of fire, that would result in the following suggestion. It would offer a choice that I'd deem equally fine.
Reduce base rate of fire by 30%
Increase range tech to 200%
Increase speed tech to 75%

Piraya:
Remove fishies after death of the user
Instead of the suggested increased lifetime and removed bonus damage i suggest the aforementioned, because u can nova the fishies and the range isnt that high. But dealing damage after death is unfair.

Plankton Siphon Gland:
Reduce attack speed tech from 50% to 30%
Reduce range tech from 75% to 40%
Reduce the leech from 40/60 to 20/30 in PvP
I wouldnt remove the 360 degrees aim arc and let it be with a not increased focus. That, to keep the basic mechanics of the weapon. Instead i would heavily nerf the healing mechanics for PvP so that a player cant stay alive that easily while damaging others. As mentioned at the start, i like to keep the way the weapons work intact but adjusting them to make the use fairer.

Prismatic Crystals:
Remove pvp penalty
Repair bugged projectile tech not affecting spread
If the repair results in an increased spread this seems fine for me. Otherwise i would keep the PvP nerf.

Railgun:
Increase power use 20%
Reduce rof tech from 50% to 30%
Increase range 20%
A bit higher power use and stronger reduced increased attack speed elite tech than suggested and the higher range seems fine for me.

Ram Missiles X-22:
Reduce range by 10%
Reduce number of hits by 20% from 5 to 4
Remove missiles after death of the user
Add PvP penalty of -25%
Reduce damage 50%, add +100% dependant bonus from golden flak cannon
Same Reason as for the Golden Ram Missiles.

Snow Cannon:
Increase PvP penalty from -35 to -50%
Repair bugged pvp Dot modifiers OR reduce all dot techs by 50%
When repairing the modifiers results in a reduced dot then u dont have to nerf the dot.

Spike Strips:
Bring back spike lifetime cap
Increase friction factor by 30%
Reduce damage by 30%
Reduce AOE 50%
Implement a maximum lifetime seems very important to me and i wouldnt increase the speed because they are dangerous enough atm. The idea with the increased friction is cool, but a damage nerf is needed additionally to the reduced AOE, because they deal too much damage for the fact, that u cant nova them.

Spore 83-X Smart Gun:
Change damage type to have corrosive
Reduce projectile speed 20%
Increase Power use 100%
Increase debuff duration to 8 seconds
Remove resistance debuff elite tech
Same as with the Bloodclaw. I suggest to give it the same debuff duration as the other smart guns and remove the elite tech, so u can use an other elite tech additional to the debuff like on the others.

Teeth:
Reduce burn elite tech to 600%
I suggest the same value as for the photonic blaster and keep like there the increased attack speed elite tech so u can use both weapons either with burn or versus shields. That i dont recommend a slight dmg debuff for the teeth has the simple reason, that based on their spread, its a bit harder to deliver the damage.

Teleport Device:
Im fine with how the teleporter works atm and dont see any need to change something.

Vindicator Teleporter:
I would keep it like it is. Same reason as for the normal teleporter.

Void Tentacles:
No need to remove the aim assist, they already dont hit that reliable so they are fine like they are.

X-27 Smart Gun:
Increase power cost 100%
Reduce speed 20%
Keep the debuff time at 8 seconds so its the same like the other smart guns.

X-32 Constructor:
Zlattes are fine like they are, no need to change them.

Plasma Blaster:
Increase base damage by 100%
Increase reloadTime by 100%
Was forgotten in the list, should get the same changes as Horror seeds.

Horro Nuke:
Reduce healing debuff elite tech duration to 10 seconds
Was forgotten in the list.

Golden Flak Cannon:
Reduce base reload time from 233 to 180
Reduce power use by 20%
Was forgotten in the list. Stronger reduced reload time.

Plasma Flares:
Reduce base damage by 80%
Being able to stop all projectiles, including Death Cloud and Acid Spores, is a very strong ability.
It shouldnt be able to do a lot of damage additionally.

Ships:

C8 Noxium:
Reduce basic cooldown to -10%
I dont see any need to make it armor AND shield build able like the vindicator.
If u absolutely have to improve it i suggest cooldown.
But its already a good ship,

Creampuff:
Increase all damage to 200%
That seems ridiculously unfair to me. If u wanna make it an interesting reward increase it a bit but not that much, like i suggested above.

Crystal:
I would keep the crystal as it is, its an interesting ship and removing the attack speed bonus would take a lot of its appeal. No need to change something.

Eldorado SE-24:
Reduce base cooldown to -10%
No need to change more than that, or u make a way too strong ship with the (as I assume) intention to make money.

Orbiter:
Increase base speed to 50%
Let it explode with an EF upon death
I like the idea with the explosion upon death a lot :)

Player Nexar Blade:
Reduce base health 10%
Increase base shield 20%
I think that way its more balanced.

Player Nexar Vindicator:
Reduce base shield by 10%
Reduce base health by 10%
Reduce base armor by 10%
Reduce speed bonus to 5%
Same as for the Blade, seems more balanced to me.

Prophecy:
Increase energyAdd from 65 to 150
I think 150 should be enough, also that way it doesnt go over 150 like every other ship, with the exception of the special ship Creampuff.

Tanker:
Reduce speed in PvP to -30%
Increase shield regen to 10
Reduce base cooldown in PVP to -10%
That seems fair and should be enough to make it less overpowered in PvP.
Reducing the movement in PvE would be unfortunate for systems like Vorsran.

I hope that balances everything a bit better out without changing the basic mechanics too much, so that we keep a versatile variation of different weapons and ships.
Last edited by Myorum on Sun Jul 02, 2017 3:13 am, edited 2 times in total.

That which we call a rose would smell as sweet by any other name.
Best Arts-Thread
#72122 by TheScythe Sun Jul 02, 2017 3:41 am
@declan_winter

Any suggestions to improve pixi launcher to usable levels? If anyone else has used this weapon would be good if you could chip in too - apart from myself i have only seen 3-4 players use it seriously in the past year - and both were under level 60.
Also, almost all the nerfs are primarily based around the fact that they are minimal skill weapons, could you elaborate on how and why the nerfs are unnecessary?

And thanks, power use for seeds burst change should be increased. 70% should be fine, considering that the change will make it more difficult to use, aswell as the fact that overall dps remains unchanged - just the instantaneous burst damage.

TheDepraved
#72124 by Fluffy Bunny Sun Jul 02, 2017 3:54 am
I really think its fair now that Ive read and understood it, but I would like to point out that Teleport should use more energy cuz people just Spam it and there is no way to catch people who TP near you zap you and tp away before you can chase them or defend yourself when they TP right on top of you


thats my only Criticism
#72125 by Adell Sun Jul 02, 2017 4:00 am
Nooo please not the tanker I have spent a lot of flux and steel for tanker with corrosive lightning and plankton siphon gland please don't Nerf them :( :cry:
#72126 by TheScythe Sun Jul 02, 2017 4:30 am
@Myorum

reloadTime is the variable used to represent the duration inbetween consecutive shots fired.
if time is 400ms, then thats 2.5 rps, if its increased by 25% to 500ms, then thats 2 rps, or a 20% decrease in rps.

Acid Spore:
What do you think of this (alternative) change to acid spore which was also being considered:
Increase base damage and dot by 25%
Reduce damage and dot techs to 50%
One thing to remember: even if spore is being used for direct damage, the dot is still present..and vice versa.

Astrolance:
Reducing the duration by 30% will increase the dot stacked per second by 43%, changing it will reduce that to an extra 29% a second, but shorter dot duration.

Corrosive Lightning:
When a weapon becomes too important, is when its time to take it back a notch..the fact that its so good for vorsran should be exactly part of the reasons why its reduced - after all if one thing is the best, then we shouldnt preserve that, but equalize it with competing/alternative tactics.
Changing duration to 4 seconds will make it stack just as fast with flats, but reduce the total dot by 20%. For %arts, it will increase the stack rate by 25%, but keep the total dot the same. All the while making it more difficult to keep the stack on a target.

Electro Field:
Add projectiles tech
Comparing direct tech with projectiles: direct does 14% less against shields, but probably somewhere between 50 and 150% more against armor (using approx values), I can run through an exact calculation later. Severely reducing the AOE is to make it significantly harder to use, and more skill-centric - right now it has a coverage similar to siphon - which makes it rather easy to get a hit.

Flak Cannon:
Right now the only kinetic burn is shadowbombs, and even that is 50-50 with energy. Something still to consider

Golden Gun: Flak Shell:
Key point being "when well aimed" - skilled gunsmanship should be rewarded heavily. The weapon isnt exactly very powerful when you dont get perfect hits.

Ram Missiles:
Since flak dot will vanish after death, the special bonus route seems much better allround. Thanks, lets see what others think too.

Particle Gun:
Reducing base damage would be illogical considering its a problem when using flat artifacts...
And you can also get increased direct damage by using triple damage type with tech, and omni flats.

Photonic Blaster:
Reduce burn elite tech to 600%
Reduce base damage by 15%
I think 600% burn damage are fine if u additionally reduce the base damage. I would keep the increased attack speed elite tech since a damage nerf makes it a bit less powerful too. Since im going to make a comparison to corrosive teeth, i want to remark that photons are easier to aim, because they dont spread.

Piercing gun:
How about reducing the range and fire rate by 15% each?

Piraya:
Right now it kills very fast with the 200% pvp damage - it shouldnt be there. Increasing the duration will still give it good overall damage, but for one allow the target to react by weaponswitching to nova..if they dont want to do that then they can take damage for the whole 15 seconds.

Plankton Siphon Gland:
The suggested focus buff can be removed, there is no mechanic ingame to specify different leech factors for pve and pve.

Snow Cannon:
Reason for alternative suggestion, is if repairing the bugged code will take significantly longer than a simple workaround - result is the same.

Spike Strips:
Increased friction will counter the speed, and the reduced range will then nerf its coverage furthermore. Right now you can fire and forget it in a place for ages, it should be a localised area denial system that makes it dangerous to get very close - aslong as you are nearby. This will benefit skilled use, and heavily weaken the spamming fire and forget tactic.

Photonic blaster and corrosive teeth:
There is a native spread for both weapons. Removing the rof tech is fine - just use the projectiles tech. Just means you get increased spread along with increased dps.
The respective burns are reduced - reason being that it is its own damage type. Which currently results in strong direct and dot damage. There are other weapons which can be used for high burn.

Void Tentacles/Noxium BFG/Acid Spore:
aim assist removal will mean the weapon shoots exactly where you aim it, no help. Which in some cases is a good thing, the assist can actually make you miss the target you are directly aiming at.

Plasma Blaster:
Was not forgetten, deliberately omitted.

Horror Nuke/Golden Flak cannon:
Was forgotten in list, will update.

Plasma Flares:
Will require testing and more feedback, how high is the damage currently?

Ships:

C8 Noxium:
Cooldown will primarily buff players using a hp2sh convert even further by stacking with Q elite tech..not necessary.

Crystal:
Its native weapon is strengthened using omni flat damage, and should be reflected via the ship bonuses.

Eldorado SE-24:
Already has the 10% cooldown, which evidently isnt enough.

Tanker:
How can you only let it be slower in pvp? Its an impossible/unreasonable mechanic to code. Should simply just let it be weaker in pve..Theres no reason to preserve something thats extremely good at that task simply because its good at it..like mentioned earlier thats exactly why it should be changed.

Thank you very much for your indepth feedback Myorum

TheDepraved
#72129 by Flandre Scarlet Sun Jul 02, 2017 5:32 am
How about a 25-50% DoT boost to Death Cloud? It's still good for pve up to certain point, but unlike other weapons, it doesnt scale up with your level progression, thus ending in a not so useful weapon over level 120
#72130 by Luibis Sun Jul 02, 2017 6:21 am
30% of weapon change are funny :D i read and laugh. You want nerf weapons (ships) what juse ppl who farm lot and get best arts in game to make look this weapons very good. How many times you nerf cl? this is only weapon what can juse in vorsan to kill mobs (becoz lags) i dont care about pvp nerf i dont play it. And much more examples but dont want waste time on this funny BALANCE
#72131 by Chris22 Sun Jul 02, 2017 6:48 am
First rule of nerfs.... nerf anything i use drastically :D . Unfortunately because I use my farm vors setup in pvp luib they are nerfing the pve farm vors setup as well sorry for that ;) .

The fact that you want to make the slowest ship in the game already even slower tells me everything i need to know about you sythe. You should take a tanker into a dom match sometime and then let me know just how fast the tanker is in there. Make sure to make a video of it so we can all laugh at you when you say how fast the tanker is that you feel the need to make it even slower.

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AstroFlux is a MMO space shooter with numerous weapons, upgrades and abilities. Explore the galaxy and collect space junk to gain resources for new technologies.