Yeah, strong items (orbi, aggrobomb, mine to mention only them) are way too random to me as well, but alas that's nothing new.
Scrambler has been nerfed true, but i still see some tanks/quartz able to make all my SBs miss for 20-30 seconds, so i guess it ain't that bad, although i do not play many scramblers ships myself, but for different reasons.
Protector nerfed? Definitely not true. Protector before was like 30-50% weaker and it had longer cooldown and a long perforator, that had nearly no cooldown, could go 100% through it
The Hunter is OP, true, but that's not because of an non-existent protector nerf. When hunter came out, a single rocket or orbi, or even a critical strong sniperblaster could take a strong protector off. Nowadays, a long protector takes from 50% to 75% from a strong orbi, so protector is definitely not the reason.
Emperor was Hunter's nemesis, true. But at that time, emperor had more HP than a granit and a dominator, and was effectively the ship with the most HP in the whole game. It needed a nerf and got a well-deserved one, and it is now a very good ship still.
What really made the Hunter OP is the fact that it suddenly became the fastest ship in the game, while poenari got its HP buffed and its speed reduced, and locust got its hp reduced as well. On top of that stuns got changed, and the hunter is pretty much the only ship that didn't really care about the stun not being a total stop for 30 seconds since it has the speed to outrun you even without a stun. Kill its speed, and suddenly it becomes a lot more weaker to the likes of poenari and obsidian. And i also know some players that left the game right after pvp adjustment sadly, for the reason that it was very obvious that hunter was gonna stay OP for a while and diversity in PvP reduced, despite new ships coming.
I agree also that some items, especially aggrobomb really need some love, but i hope those will be fully adressed when comes the time for CQ update or PVP update 2. And if i'm still around at that time you can expect some walls of texts from me
I'm not sure i got the point about pve tho, i'm killing units as fast as before on all old systems
I agree with that. Prot is nerfed. Prot hp works great in PvE, but sucks in PvP. I did a PvP - Parsec Storm vs Emperor. I won 3 times, he won 1 time (Calon tech) it is not only Prot, Shield is also weaker in PvP..either that or we're crazy^^Prot is nerfed, not only me but also other PvPer people would agree if they were here.
I was always in touch with Hunter vs Emp PvP.
I have played both and what I can say surely is that Emp was still rocking after they nerfed it and it was not second biggest hp ship in game anymore but last months it happens what I wrote above. It's faster than Emp and in close combat it has way high firepower, simply goes thro Rd and takes down prot also very fast.. faster than before. Before hunter needed buff and speed to remove prot fast.
Emp can't outrun it, if even it manages, it has speed actu and will get things back faster and will ab to u again with stun or Rd ready..
So close combat doesn't work vs it(which is not logical), running does not work vs it .. that ship is broken.
So no fun for me anymore.
I agree with that, aggrobomb isn't strong at all and cooldown is way too long. It's not fair against OS cooldown. We totally need adjustments there.I did not want to come here because I had enough of asking things to you but this is my last try to let you hear my voice.
Playing game for years and from what I have seen is that basically after you created first RDX prototypes all you did was to leave most of older prototypes outclassed and as result > nearly useless.
Dominator, Terrorizer, Storm parsec..
Recently BG and maybe even more ships joined club which I maybe dont remember at this moment.
I understand you want people buy new prototypes but each ship has its fan.. When you make something less effective than was, you leave people frustrated and you indirectly make them quit.
Recently you came up with new mess : scrambler, protector, OS, bomb..
I heard from GM that people complained how OP scrambler was. Well.. okey but dont you think it is nerfed way too much ?for examplec crits or lots of hits in a row on scrambler is out of logic honestly.
Still dont know why did you nerf protector as well. Some GM's and some people say its same but you can go ask people who had BG, Poe or Emp as their favourite ship and you will get answer.
Bomb and OS damage is way too random. Sometimes it deals one bar, sometimes around 50%.
So guys, I dont know what you up to but I play this game mostly because of fun I want to have in PvP.
You nerfed defensive items and as result Hunter became BROKEN and I can explain why I think so.
Lets put TC pvp aside because I know its still fresh system and it needs work.
As its name and description says Hunter is assassin with range, deadly hit & run machine.
In every logical RPG game assassin class has burst damage, its very fast, good in escaping and has burst damage but on one go, it can kill only enemies with low health or unaware enemies with medium health.
Again I repeat : on one go.
Here Hunter, paper runner ship kills ships with some defense like Emperor thro RD without running.
With old prot Hunter was not able to do that.
It needed to run a lot and use its stun and speed actu advantage to take tough ship like Emperor down.
It was logical.
Hunter is not heavy assault ship with big guns & big armor to take down other brawler without running.
Its hit & run assassin, it has to run a lot to kill ships with medium or high defense.
Now Hunter looses vs Emp only if latter one abuses Ifrit and Hunter pilot is not skilled enough to outrun and negate it from range..
So I dont know if you care to read and analyze this guys.
Ships getting outclassed, who knows what ship will be useless after new RDX comes in, items are messed up and unfairly nerfed, giving only certain class huge advantage.
Game does not give me back enough fun to make it worth for money I pay for it.
So honestly I dont want to play regularly & buy any golds anymore till you fix items (at least prot) which was unfairly nerfed without even asking or letting players know anything.
Good Luck
They have greatly nerfed tank items and that's why only ships like hunter dominates.I agree with that. Prot is nerfed. Prot hp works great in PvE, but sucks in PvP. I did a PvP - Parsec Storm vs Emperor. I won 3 times, he won 1 time (Calon tech) it is not only Prot, Shield is also weaker in PvP..either that or we're crazy^^
So honestly I dont want to play regularly & buy any golds anymore till you fix items (at least prot) which was unfairly nerfed without even asking or letting players know anything.
So, i feel like in the need to give some short story long over this, most likely, katana, its just saying all of this because he lost some pvps, few days ago i did some pvps with him vs his emp, and he played quite bad bad, some times i even killed him before he used prot or RD, or he run away in situations which made no sense, emp can still do a 50/50 in a hunter with no problem, but it also requires doing it well, its really possible that u see most of those hunter people as good pvp players, so this is it feels like a really hard ship to beat, but when u see bad hunters, they just die instantly because the ship is really glass cannon, but there are a lot more ships that are viable to kill hunter or such, just see at locust, poenari, marlstone, chormi, etc, just by the fact that the ship u used is not op anymore with more life than dominator, doesnt mean that prot is nerfed at all i do really like to understand how u can make such statements when prot is still one of the most used and op skills of the game, u just have to see the amount of people that use ships with them, if it was that nerfed people should stop using themEmp can't outrun it, if even it manages, it has speed actu and will get things back faster and will ab to u again with stun or Rd ready..
So close combat doesn't work vs it(which is not logical), running does not work vs it .. that ship is broken.
So no fun for me anymore.
If you think that's the case, let players keep leaving game cause of unbalance between items.So, i feel like in the need to give some short story long over this, most likely, katana, its just saying all of this because he lost some pvps, few days ago i did some pvps with him vs his emp, and he played quite bad bad, some times i even killed him before he used prot or RD, or he run away in situations which made no sense, emp can still do a 50/50 in a hunter with no problem, but it also requires doing it well, its really possible that u see most of those hunter people as good pvp players, so this is it feels like a really hard ship to beat, but when u see bad hunters, they just die instantly because the ship is really glass cannon, but there are a lot more ships that are viable to kill hunter or such, just see at locust, poenari, marlstone, chormi, etc, just by the fact that the ship u used is not op anymore with more life than dominator, doesnt mean that prot is nerfed at all i do really like to understand how u can make such statements when prot is still one of the most used and op skills of the game, u just have to see the amount of people that use ships with them, if it was that nerfed people should stop using them
also a little tip, when u doing a 1v1 dont use protector and rd at same time it does not work
about aggrobomb, i never felt the way to buff aggrobomb is just to increase damage, since that doesnt look like the actual only purpose of this skill, since its from a tank class, but some adjustements could be so needed in it, also, u say that "they greatly nerfed tank items" so thats why hunter dominates, since when in this game tank was good in 1v1 anyway and it was a counter of hunter???
also kingsub, i find normal that a parsec will win an emperor normally, it have perforator... it should really burn you down and you should not win many matches vs that ship so...
As you can see in my short post i wrote about the situation, u can see how i mentioned a item like the aggrobomb refering that an adjustement its needed, but most likely not in damage itself but in something else, items that in my opinion need adjustement? (so u can see i dont think all items are balanced equally), materializer, stun charge, stun dome, aggrobecaon, aggrobomb, taunt, shield, and those are just examples.If you think that's the case, let players keep leaving game cause of unbalance between items.
To answer to fra592 opinion, Long perfo isn't item for PvP, cause it doesn't penentrate opponent's armor totally. Items in PvP went tru changes, and they do not fit well, as well as classes that are getting outclassed.
Also destro, if you like how these updates are, you are the only one to agree to have PvP in game. Cause rest of players don't PvP, neither they have fun in any of unbalanced PvP. There are very few that practice sometimes out of huge boredom they have.
If items are considered good, let them stay as they are and players slowly leave after tc4 is out and done.
I agree on this and while ago I had same idea about what you wrote about speedy ships having too much advantage on Askone.As you can see in my short post i wrote about the situation, u can see how i mentioned a item like the aggrobomb refering that an adjustement its needed, but most likely not in damage itself but in something else, items that in my opinion need adjustement? (so u can see i dont think all items are balanced equally), materializer, stun charge, stun dome, aggrobecaon, aggrobomb, taunt, shield, and those are just examples.
Yes, i do enjoy PvP right now, and i do it a lot more than before (when only viable ships were emperor and such), now i do see more variety, but in 1v1 PvP, the amount of variety is always limited because of how the game is design itself, its mostly impossible to make all ships good in 1v1 PvP. In the other hand, u can see how in PvP wars or Conquests, a lot more ships enter the scene being some of them super effective when in 1v1 they are not good at all, i dont think all ships should be viable in all roles, being some more useful in PvE, others in 1v1 PvP, others in farming, others in Conquests, etc. I find it great that each ship have a variety of roles that can fit, not making all of them perfect for all content of the game, otherwise, it would be even easier to just do all in-game with a single ship u like, instead of trying and testing other ships.
I might be possitive, but i still find the PvP we actually have better than what we had before, also as i mentioned to some people privately in game or other programs, the ships used or the ones classified as "OP" change a lot depending on the server, since u know my main account is in aurora and the idea and concepts around PvPs and the good ships vary a bit. That also happens because of the difference on playstyle between servers, mentioning again how Askone is based in a Run/CD fight, meanwhile other servers like aurora and gaia is more like a full all-in with not much running, we can even see in a video that Kapljeu uploaded few days ago, how in Korell they do PvP in Prosperus to simulate an area more similar to an arena, where running is not so big option, letting some ships enter the scene and having others a bit nerfed.
The way i would call pvp done in askone, its like open free world PvP, where there are no limitations of running and such, this makes speedy ships and classes like that really shining while leaving other type of ships completely out of the scope.
Said that i do hope it can be understood that making fun wasn't the objective directly, but sometimes its also important to realize other strategies and ships instead of being stuck in same ship expecting to mostly beat everything (keep in mind that in fights like Emp vs Hunter, emperor have an skill that is not being used, which adds even more reasons why hunter should have a little advantage compared to Emperor, even tho we can see many times how emperor is able to stand or even beat hunter).
Apart from that, its also important to mention that not all ships should be great versus all the others, as i did told Katana, ships like Poenari or Marlstone excels into countering Hunter, then hunter might have advantage versus Veiled and Emperor for example, and then those last two are good into countering Poenari and Marlstone. Thats normally what is called as a Trinity in games and its quite common in MMO's, which makes ships counter others and those ships being countered by the one that dies vs the other.
If anyone had the time and pacience to read this long essay, thank u
So they are still working on dino storm update? Aye man...devs team seems to be a small groupI am wondering about how the dino storm update goes... Because when they finish it then they will working again in the most waited update since it was announced and the main topic of this thread: CQ rework
Only have to wait...
Yes, they are 6 developers since 2013-2014 and because of that they have to do all the things that it isn't only the game development that makes the company running.So they are still working on dino storm update? Aye man...devs team seems to be a small group
Thank you for explainYes, they are 6 developers since 2013-2014 and because of that they have to do all the things that it isn't only the game development that makes the company running.
They have explained this here (2016, for PG community) and also here (2019, for DS community).
Also the problem was that the developer Kyosarc who was the main coder for the CQ Rework, leaved the company in March and leaving the update at 60% done. If Kyosarc hadn't leave, at this time we sure would have this QoL update implemented already...
But this and adding that DS is having a lot of issues related to game balance. They needed to do a balance update that I think it is like "PvP Overhaul Part 1 Update" for Pirate Galaxy but this time for Dino Storm.
Then, they incorpored in May a new developer @Gruni what needed to learn a lot of things properly of SS and their game mechanics and one of his first tasks was the "Galaxy-NEWS System" that was introduced in the past update.
So this is why the biggest game updates takes a long (all of this that I know was said by @Highway in public topics).
EDIT: Also the american servers on their three games was having a lot of lag in the previous months. One of these servers was Gaia of Pirate Galaxy. You can look here how many messages have this thread that me and Highway was talking about this big problem that get finally fixed in July.
So... that is why. These reasons are understanded by some pilots and not for others. And even me get some sad because the game that I like so much and have played since 2010, takes a long to be updated. But it is as it and the developers do the best...
I am wondering how the win and lose rewards will scale...
Conquest Cryonite reward will scale based on participants in a clan and their levels. The cronite a clan can give its members will also be based on the player level and limited by a period it can be given out. (eg. Player level X can get X cryonite per week)The question here really is how the Cryos will scale....
1. Currently this is not planned as you will see in the enlist board what players have enlisted and what ships they will use. Mockup below:Questions for current topic as conquest has been delayed, to make it a little more lively and clear:
1. Is it decided yet that we will have different Orbit instance before conquest start?
2. Conquest runtime is made to be 45 minutes, did you consider making it 1 hour (maybe too long but still fun)?
3. Will Mining Tickets be obtainable by normal shooting or some special missions for clan (since maximum is 10)? How many of them can be obtained per day?
4. Is nullifying energy consumption for Conquest considered yet? Since Colossus is Battle planet as well, and we got it, and I can say it's a lot more fun to spend time fighting than refilling.
5. Are you slowly thinking of preparing new Official Game Trailer moments soon aside of conquest part of it?
@gonzaabel Great summary here. Thanks for the writeup for the community!Yes, they are 6 developers since 2013-2014 and because of that they have to do all the things that it isn't only the game development that makes the company running.
They have explained this here (2016, for PG community) and also here (2019, for DS community).
Also the problem was that the developer Kyosarc who was the main coder for the CQ Rework, leaved the company in March and leaving the update at 60% done. If Kyosarc hadn't leave, at this time we sure would have this QoL update implemented already...
But this and adding that DS is having a lot of issues related to game balance. They needed to do a balance update that I think it is like "PvP Overhaul Part 1 Update" for Pirate Galaxy but this time for Dino Storm.
Then, they incorpored in May a new developer @Gruni what needed to learn a lot of things properly of SS and their game mechanics and one of his first tasks was the "Galaxy-NEWS System" that was introduced in the past update.
So this is why the biggest game updates takes a long (all of this that I know was said by @Highway in public topics).
EDIT: Also the american servers on their three games was having a lot of lag in the previous months. One of these servers was Gaia of Pirate Galaxy. You can look here how many messages have this thread that me and Highway was talking about this big problem that get finally fixed in July.
So... that is why. These reasons are understanded by some pilots and not for others. And even me get some sad because the game that I like so much and have played since 2010, takes a long to be updated. But it is as it and the developers do the best...
Yay, that's great to hear I may even guess right, who that 'dedicated fan' is I am sure that the trailer will be outstanding and is going to beat all the trailers, either official and all of fan-made ones Thumbs up!5. There might be soon a new trailer that replaces the old official one. A dedicated fan is on it
Thanks you @gonzaabel for pointing out that these questons where answered before.
You welcome! I want to be of help so I will do what I can@gonzaabel Great summary here. Thanks for the writeup for the community!
Great to hear this! It will be a great update that will enhance a lot and make more fair the conquests!Development on the conquest rework is progressing again and we want to first finish each new feature (even when many are interconnected) as complete as possible so that they can get into early testing. This can hopefully help to keep the testing phase in the end shorter and in parallel while the development continues.