Old 13.09.2011, 22:34   #41
mikedig
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I hope I am not the only one who would like an easy to find post where things like " critical defense ' and " critical offense " are a bit better explained. In the moment i have no clue how to evaluate these two things.
On another note, i thought last update was your best, except for the increase in hp for lines and escorts, but to go now the other way and reduce them but increase the hp for strikes even more put you guys right back in the" how stupid" category
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Old 13.09.2011, 22:36   #42
Lubby
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so i leveled all my weapons to level 12....and now u gonna say me that u introduce new better weapons???
so why did I used all the cubits for the old ones ????

seems not fair to me sorry
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Old 13.09.2011, 22:41   #43
Bridger
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Quote:
Originally Posted by Cyres View Post
@Bridger:

just go ahead and reset my account to lvl 1, wipe all skills to lvl 0, give me just a non-advanced Raider, and the past cubits I got from donations, then tag on a permanant -50% xp gained, forever (as my penalty, for reseting account, since the Devs think gaining XP is a benifit in BSO)

Scorpia server:
Cyres
lvl 68
have no clue as to the frakking player ID since it's no longer posted anywhere.
XP earned = 4556110 if that helps

I'll be on Aquaria playing on a fresh lvl 1 char, but I'll cheack my E-mails, and these boards for your answer to my reset request.
I'm sorry, but as I'm fairly sure I've said before, I don't believe we have the capability to do this on the Live servers at this time - and I don't think adding such a capability is currently on any schedule.
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Old 13.09.2011, 22:41   #44
HopeOfSafeHarbor
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Daumen runter Lines worthless now

My question: Are you retiring the line class and going all strike?

Ok so let me get this straight, after giving strikes more avoidance, better avoidance engines and reducing lines accuracy you're now taking away lines armor and increasing strike's penitration. So basically what you're saying is one strike will easily be able to kill a line inside the line's optimal range when both are standing still. That 20% reduction in accuracy and the 50% reduction in our avoidance debuff hurt bad. Strikes running full avoidance engines are invincible, flak's ineffective (They can stay within 500m), PD would take minutes to take down a strike which could easily DC pack off the damage or run away at low HPs.

What mega ship in the world would have 8 or 9 inaccurate guns and no defense, furthermore what jet plane would get hit by something 10 times their mass moving well beyond 100m/s relative to them and not be completely destroyed? If our guns are that inaccurate, that huge and firing those extremely fast and massive ammo 1 hit should be a kill on any strike. To be honest before the 31st patch most things were fine even though 1 strike with good equipment could on occasion kill a line before we even had to make them DC pack once. Post patch now strikes running full avoidance engines can easily tear down an escort, sure wallet warriors had to level up avoidance engines which is (maybe?) your point for this patch but still escorts are defined by you as the "anti-strike," so why should they always die 1 vs 1 to a strike half their level with the same amount of cubits invested in each ship?

My question: Are you retiring the line class and going all strike? I have spent money on this game but until you get some common sense or at least make your own definitions to the ship classes match the battle scenarios you won't get my money nor money from thousands of other people.
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Old 13.09.2011, 22:42   #45
zalebird
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Böse SHIPS design MUCH

how about fixing the part were cylons line can sawy back and forth to hit a target with all there guns comparded to my 5
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Old 13.09.2011, 22:45   #46
.Noble.
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well as i promised in other post that i will adapt everything still saying .. this update and upgrade will not stop anyway and for more game fun its important .. but AP reduction of escort and line will not do any balance work i think.

where strike getting their power back .. i am happy with that .. hell i dont want to see my tauron server no. 1 strike pilot (Arena) flying hellbird which is not even advance .. that sux .. no fun fighting with him lolz

but as i said AP reduction of escort and line its not logical by considering their cost and size, i can tell that after next update , u guys start thinking again about this .. at the end all i can do wait for update and on. ..

(this is last post on this issue)
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Old 13.09.2011, 22:54   #47
Bridger
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Quote:
Originally Posted by Canuck View Post
Ok, love the idea, but I have a question:
By the sounds of it, I would prefer this set-up rather than what I currently have. I fly with the short-range, Tornado Cannons, and would prefer the additional Critical Offence instead of an additional 10-15 meters of optimal range. Does this mean I will have to buy new cannons? Or will my Tornados be adjusted accordingly?
No, these will be new cannons and missile launchers.

They're not actually part of the balance changes, just a new range of weapons, but as I'm working on them alongside the other stuff I thought I'd better mention them otherwise I'd be painted as a dishonest evil mastermind actively scheming against our players. Again.

Quote:
I also fly with the Nova Launcher. Could you be more specific into what you mean by a 'dogfight' launcher? What if I don't want that, but I am already invested in the lvl8 version of my launcher?

When these are updated, will pilots have the option to change to what they would prefer, or would they be stuck with what they've got?
The plan in this case will be to replace the existing Nova/Ruiner rather than add a new system, as the new warheads would make them obsolete.

So, assuming this change goes ahead, when the Update is applied you'd have a Level 8 version of the new launcher. The default stats would be similar to the existing Strike launchers, but probably with some combination of shorter range/shorter minimum range/higher rate of fire/more agile missiles.

There would also be new missile warheads. If you buy and use those, the former-Nova/Ruiner would behave very similarly to how it does now (and these warheads would also be useable by other Strike launchers, turning any of them into something more like a Nova/Ruiner while they are the selected ammo type).
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Old 13.09.2011, 23:00   #48
illi_am
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new stuff... always good. thanks for giving us a chance to comment on your plans instead of complaining after

with so many new choices and options could you please increase the capacity of our holds?
im at the point where everything i want to use/switch regularly is causing me to loose loot drops because there is simply no room. double the size, 50 to 100, would cover you for a few more patches eh?

as has been stated, the hull options would serve better as non hp giving. as much as i would like to fill my marauder with new and improved gear i would appreciate some use from what i already have, even if some of it is resigned to the new bigger hold for good.

btw, i liked that nova's are dumbfire. it is the only weapon that took real skill to master. but hey ho.
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Old 13.09.2011, 23:02   #49
Bridger
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Quote:
Originally Posted by mikedig View Post
I hope I am not the only one who would like an easy to find post where things like " critical defense ' and " critical offense " are a bit better explained. In the moment i have no clue how to evaluate these two things.
The formula is very similar to the 'to-hit' one:

Chance of a critical hit = <base chance for crit> + (<Critical Offense of weapon> x <constant>) - (<Critical Defense of target> x <constant>)

The <base chance for crit> is currently 5%.

(Also, there are caps in place. The minimum and maximum values are currently 1% and 10%. So no matter how much Critical Defense a target has, there's always at least a 1% chance of a crit, and no matter how much Critical Offense a target has, there can never be more than a 10% chance of a crit.)

The chance is checked for every successful hit, and if a crit is scored, the damage is generated as normal and then doubled.

Quote:
On another note, i thought last update was your best, except for the increase in hp for lines and escorts,
Strikes got the same % increase when upgraded, and the HP values of Strike Hull Plating were also increased.

Quote:
but to go now the other way and reduce them but increase the hp for strikes even more put you guys right back in the" how stupid" category
Erm, sorry, but we don't currently have any plans to increase HP of Strikes. Or am I missing something?
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Old 13.09.2011, 23:03   #50
zalebird
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Quote:
Originally Posted by zalebird View Post
how about fixing the part were cylons line can sawy back and forth to hit a target with all there guns comparded to my 5
sorry for the doulbe post but you do relise the sleek clyons lins ships are design allmost for it right and fix my dam blind spot on my jotunn its enberissing to get taking out by a lower lvl escort
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