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Pirate Galaxy Remnants - Issues, Fixes and suggestions.

Jaax

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Askone
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Jxmiee
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Clan
The Resurgence
Before reading please understand that I am talking from the perspective of the Askone server.

I would also like to add that i'm speaking directly to the developers or anyone who knows exactly what is going on.


Communication / Lack off communication from the developers:
As the pilots we do not have concrete information about what the developers actually want from this update, forcing players to form their own opinions from the little the developers/gms have given us to work with. For example; I had been told that the bosses are not supposed to be running around the entire planet, but in a certain area of where they spawn, however another party said otherwise.
We also do not know how long the developers are wanting us to spend on this update, but considering the merely 3% power we gain from gold blueprints I wouldn't expect it too be much. Is this the END GAME content? A glorified Sirius 2.0 update for tau-ceti variants?
Also some general bench marks of how long the developers expect the pilots to shoot SC/XC units for to kill them.
Every single update has promised shooting within a squad of 5 will reap the best rewards, however I can tell you from the very first update flying solo is the best.

Features? Bugs? or stupidity?
First question, are the XC (boss units) supposed to literally travel across the entirety of Erebos and every other planet, dragging endless units onto the pilots whilst we also have to deal with something like 25 strong attack droids and 10 units the boss spawns. (In a squad of 5-7 as the devs have suggested many times)?

Second question, are the bosses supposed to randomly stun you with no visual warning, pattern or anything like that with a very powerful stun charge inside of orbital strike spam, sticky bomb spam etc? (The bosses have literally stunned 15+ of us at once) if so why? why create a boss that has no counter play, patterns or weakness'. It's almost like you want us to pod 10 times so we have to buy energy, spam gravitons etc.

Third question, why make the update for extra HP? I could see an argument for the SC units as they were a breeze to kill however the XC units again have a global mega strong stun and spam a thousand orbital strikes, mines, stickybombs, units and attack droids on us, too the point where they are literally unkillable.

I'd like to add that I understand you guys are testing and adjusting stuff but I would like to remind you that nearly everyone playing this update have invested in membership and possibly some boosters, it is not a good look for you to be using us as guinea pigs as our money is wasted before our eyes as we had purchased these boosters before the majority of the changes making the experience 10x worse.


I have asked my alliance to send in their feedback on what they would change personally, you can read that below:

1783691143954.png1783691160251.png1783691422883.png1783693054879.png1783692599968.png

Main problems with the update:
- Pilots want counter play and skill to be apart of shooting units, learning mechanics, how a boss works, when orbitals, stuns etc are going to drop.
- The cortex blueprint system is a big part of the problem, feeling like there will be never be an end to the grind, could use tweaking.
- Completely random/unpredictable AI, taking you across the entire map, I would suggest the correct way would be pilots having to clear the area of mantis before killing said unit instead of dragging us around the entire map.
- Reason to get the blueprints, there are only two main reasons to grind remnant bps 1. Conquest/OTB (Ceta-cea) 2. Asura reactor (Most people have already got all the asuras they want) there is lack off content to actually use the new items on, as I have suggested in the past please add another 1-2 TC/Oort conquest planets, perhaps a new reactor planet? New pvp mechanic? anything.

everything until this point has been community feedback that me and countless other pilots have expressed.

What I personally want to see from pirate galaxy:
-PvP planet, doesn't have to be anything special just an arena like the vega one. Could do some sort of leader board.
- Conquest tweaks, from the amount of areas, to how many ores an area spawns especially towards the end, most conquests are decided in the last 15 mins of the conquest because the last two heat areas spawn the majority of ores, so the early - mid game (macro game) doesn't matter and it mostly comes down to micro.
On top of that, The system of the items of a ship balancing it is very lazy and stupid, you are unable to change armour or speed of the ship. This leads to ships becoming outdated or overpowered. It could be as easy as, oh emperor is not being played at all in Clan vs Clan (because it's a mediocre ship) lets buff the armour by 5-10% and see if it sees some more use!
- Colossus changes, I think 2 hours is too much time commitment for most players, I think changing to to 1 hour would be better and perhaps host colossus on an extra day for more PvP - Also, please make vega/antares/sol 55 show up less often as they are really terrible and to my knowledge no one enjoys playing them

Item balance / Tweaks
Drones: Has been suggested many times but from the once limited amount of drones, there are now so many more, I think a 4th active drone slot could be good.
Scope shifter - Complete joke item, 0 counter play and makes you unable to play for the entire duration has an ABSURDLY long up time. Suggested fix: Cut uptime in half and tweak accordingly
Aim scrambler - Strong aim scrambler being the only viable option in PvP due to long/balanced being complete garbage also is just a worse damage inverter
Damage inverter (PVP ONLY) - This item does not need to heal you in a PvP scenario it makes you invincible...
Stun dome - After the changes this item has become the best item in conquests, I do not hate that it takes some amount of skill to time your ability correctly and you can make big plays however it is defiantly too strong and the power should be tweaked by around 20%
Bomb/OS - I think the burst on these items especially bomb might be a little high and could be tweaked a bit, a lot of the gameplay is just whoever gets their bombs or orbitals off first/better, would be nice to see other ships like veiled quartz not get 1 shot instantly and see more ships on the battle field

Ship Balance / Tweaks:
Black granite OP: Insane burst, good dps with beacon, unkillable. Should not be a tank ship and also put out this much damage / area control
Griffon: Highest HP in the game whilst also providing the highest DPS in the game?
VQ: needs more hitpoints it just insta dies if it tries to bomb
Locust: more hitpoints too squishy as a ship that needs to bomb, has prot so not as bad
Generally stun are also just too op as covered before, I don't want to spend more time covering every ship thats too OP or weak but these are some thoughts.

I would be happy to discuss or give more suggestions regarding the game, especially in the PvP/Conquest department or give a more detailed list on what could be buffed, nerfed, changed or added to give more variety and an enjoyable experience.
 

Jaax

Active member
Joined
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Messages
89
Reaction score
111
Server
Askone
Main Pilotname
Jxmiee
Rank
99
Clan
The Resurgence
Also forgot to add about how impossible it is too see your screen or what's going on with 100 rep/attack turrets, rfs etc, also planets like commerce central and techna upon others completely camouflage orbitals or other things, also more feedback:
1783694114675.png
 

Jackal

Well-known member
Joined
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Messages
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Aurora
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Jackal
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Item balance / Tweaks
Drones: Has been suggested many times but from the once limited amount of drones, there are now so many more, I think a 4th active drone slot could be good.
Scope shifter - Complete joke item, 0 counter play and makes you unable to play for the entire duration has an ABSURDLY long up time. Suggested fix: Cut uptime in half and tweak accordingly
Aim scrambler - Strong aim scrambler being the only viable option in PvP due to long/balanced being complete garbage also is just a worse damage inverter
Damage inverter (PVP ONLY) - This item does not need to heal you in a PvP scenario it makes you invincible...
Stun dome - After the changes this item has become the best item in conquests, I do not hate that it takes some amount of skill to time your ability correctly and you can make big plays however it is defiantly too strong and the power should be tweaked by around 20%
Bomb/OS - I think the burst on these items especially bomb might be a little high and could be tweaked a bit, a lot of the gameplay is just whoever gets their bombs or orbitals off first/better, would be nice to see other ships like veiled quartz not get 1 shot instantly and see more ships on the battle field

Ship Balance / Tweaks:
Black granite OP: Insane burst, good dps with beacon, unkillable. Should not be a tank ship and also put out this much damage / area control
Griffon: Highest HP in the game whilst also providing the highest DPS in the game?
VQ: needs more hitpoints it just insta dies if it tries to bomb
Locust: more hitpoints too squishy as a ship that needs to bomb, has prot so not as bad
Generally stun are also just too op as covered before, I don't want to spend more time covering every ship thats too OP or weak but these are some thoughts.
While I do think some of the concerns are legit, most of the solutions you are proposing are not properly thought leading to future problems.
Even if your intention is to only address Askone problems these changes will inevitably impact other servers as well.

Reworking again the burst and AoE logic of specific components like Bombs or OS and tweaking specific ships is a huge deal, many players like myself are really happy with how the PvP feels right now. We have lots of viable ships with decent flexibility between offensive and defensive options, item combinations and so on.

For example:
  • Stun Domes can be countered with better positioning, prots, defensive items and even other stun domes.
  • AoE items can be countered with deflector droids, allies cover, clouds, stuns and positioning.
  • Scope has no counterplay but reducing it by half will affect ships like the Black Opal, which is not very popular due to its difficulty, instead I would prefer adding a new effect to an existing item like the Repair Target (worst engi item at the moment), "deactivating" negative effects on the ship for the duration of the item (like the protector against stuns but for clouds, scopes...). Even other variants that have longer active times could be used as "cleansing modules" instead of just a mediocre repair module.
  • Quantum Leap is far better than the normal afterburner because it gives more speed overall to any ship and the ability to jump through walls, that's why I said that nerfing the cooldown a little bit is just more than enough. This will nerf only a few ships and the only one without afterburner is the Griffon.
  • Taunt has 2 negative effects on the enemy ship and I think with only the damage increase the module is still really good, giving the reduced repair effectiveness to the Thermo is better, helping other ships that are not very popular like the Emperor and the Parsec a decent side buff without touching the hp/speed ratios.
In summary, I prefer to tackle things separately, dealing first with the problems of the current update before jumping into the next topic, in this case game balance, specially considering Askone has a unique meta and it does not represent the majority of the playerbase opinions.
 

Jaax

Active member
Joined
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Messages
89
Reaction score
111
Server
Askone
Main Pilotname
Jxmiee
Rank
99
Clan
The Resurgence
While I do think some of the concerns are legit, most of the solutions you are proposing are not properly thought leading to future problems.
Even if your intention is to only address Askone problems these changes will inevitably impact other servers as well.

Reworking again the burst and AoE logic of specific components like Bombs or OS and tweaking specific ships is a huge deal, many players like myself are really happy with how the PvP feels right now. We have lots of viable ships with decent flexibility between offensive and defensive options, item combinations and so on.

For example:
  • Stun Domes can be countered with better positioning, prots, defensive items and even other stun domes.
  • AoE items can be countered with deflector droids, allies cover, clouds, stuns and positioning.
  • Scope has no counterplay but reducing it by half will affect ships like the Black Opal, which is not very popular due to its difficulty, instead I would prefer adding a new effect to an existing item like the Repair Target (worst engi item at the moment), "deactivating" negative effects on the ship for the duration of the item (like the protector against stuns but for clouds, scopes...). Even other variants that have longer active times could be used as "cleansing modules" instead of just a mediocre repair module.
  • Quantum Leap is far better than the normal afterburner because it gives more speed overall to any ship and the ability to jump through walls, that's why I said that nerfing the cooldown a little bit is just more than enough. This will nerf only a few ships and the only one without afterburner is the Griffon.
  • Taunt has 2 negative effects on the enemy ship and I think with only the damage increase the module is still really good, giving the reduced repair effectiveness to the Thermo is better, helping other ships that are not very popular like the Emperor and the Parsec a decent side buff without touching the hp/speed ratios.
In summary, I prefer to tackle things separately, dealing first with the problems of the current update before jumping into the next topic, in this case game balance, specially considering Askone has a unique meta and it does not represent the majority of the playerbase opinions.
I agree with everything you said, but I just want the bomb/os damage to be decreased flat out by 10-20%, and I was talking askone only for the remnants side of things. But yeah focus is on remnants, gave some other ideas for the future.
 

ExTrEeMeSt

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ExTrEeMeSt
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Morach
  1. Bp droprate multiplier for squads, currently people get 1 bp per yellow cosistantly solo but like 2-3 bps in a 4 man squad, should be the opposite where squads should get more bps per person compared to solo

  2. Reduce the bosses rocket and taunt in Vega, rockets can insta kill when crit and with taunt blasters do way too much damage
 

Jaax

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Messages
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Jxmiee
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The Resurgence

ExTrEeMeSt

Member
Joined
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Messages
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Server
Askone
Main Pilotname
ExTrEeMeSt
Rank
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Clan
Morach
Allow 1 set of drones to be installed on all ships, instead of having drones for all ships/swapping drones every time you swap ship.

With this update ur swapping ship every 15-30 mins, like most I got one set of drones and swap them every time.
Leveling drones for a 100 ships isn't an ideal solution ..
 

Jackal

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They can add something like a Drone Preset Tab, if you have X drone slots in that ship the Preset (6 drones in total) could be installed in order (you can slot them by priority for example), so you can benefit from it even if some ships have some drone slots locked.
Being able to swap up to 6 drones with 1 click is game changing right now XD
 

space mercenary

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.Loxus.
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Before reading please understand that I am talking from the perspective of the Askone server.

I would also like to add that i'm speaking directly to the developers or anyone who knows exactly what is going on.


Communication / Lack off communication from the developers:
As the pilots we do not have concrete information about what the developers actually want from this update, forcing players to form their own opinions from the little the developers/gms have given us to work with. For example; I had been told that the bosses are not supposed to be running around the entire planet, but in a certain area of where they spawn, however another party said otherwise.
We also do not know how long the developers are wanting us to spend on this update, but considering the merely 3% power we gain from gold blueprints I wouldn't expect it too be much. Is this the END GAME content? A glorified Sirius 2.0 update for tau-ceti variants?
Also some general bench marks of how long the developers expect the pilots to shoot SC/XC units for to kill them.
Every single update has promised shooting within a squad of 5 will reap the best rewards, however I can tell you from the very first update flying solo is the best.

Features? Bugs? or stupidity?
First question, are the XC (boss units) supposed to literally travel across the entirety of Erebos and every other planet, dragging endless units onto the pilots whilst we also have to deal with something like 25 strong attack droids and 10 units the boss spawns. (In a squad of 5-7 as the devs have suggested many times)?

Second question, are the bosses supposed to randomly stun you with no visual warning, pattern or anything like that with a very powerful stun charge inside of orbital strike spam, sticky bomb spam etc? (The bosses have literally stunned 15+ of us at once) if so why? why create a boss that has no counter play, patterns or weakness'. It's almost like you want us to pod 10 times so we have to buy energy, spam gravitons etc.

Third question, why make the update for extra HP? I could see an argument for the SC units as they were a breeze to kill however the XC units again have a global mega strong stun and spam a thousand orbital strikes, mines, stickybombs, units and attack droids on us, too the point where they are literally unkillable.

I'd like to add that I understand you guys are testing and adjusting stuff but I would like to remind you that nearly everyone playing this update have invested in membership and possibly some boosters, it is not a good look for you to be using us as guinea pigs as our money is wasted before our eyes as we had purchased these boosters before the majority of the changes making the experience 10x worse.

I have asked my alliance to send in their feedback on what they would change personally, you can read that below:

View attachment 55332View attachment 55333View attachment 55334View attachment 55336View attachment 55335

Main problems with the update:
- Pilots want counter play and skill to be apart of shooting units, learning mechanics, how a boss works, when orbitals, stuns etc are going to drop.
- The cortex blueprint system is a big part of the problem, feeling like there will be never be an end to the grind, could use tweaking.
- Completely random/unpredictable AI, taking you across the entire map, I would suggest the correct way would be pilots having to clear the area of mantis before killing said unit instead of dragging us around the entire map.
- Reason to get the blueprints, there are only two main reasons to grind remnant bps 1. Conquest/OTB (Ceta-cea) 2. Asura reactor (Most people have already got all the asuras they want) there is lack off content to actually use the new items on, as I have suggested in the past please add another 1-2 TC/Oort conquest planets, perhaps a new reactor planet? New pvp mechanic? anything.

everything until this point has been community feedback that me and countless other pilots have expressed.

What I personally want to see from pirate galaxy:
-PvP planet, doesn't have to be anything special just an arena like the vega one. Could do some sort of leader board.
- Conquest tweaks, from the amount of areas, to how many ores an area spawns especially towards the end, most conquests are decided in the last 15 mins of the conquest because the last two heat areas spawn the majority of ores, so the early - mid game (macro game) doesn't matter and it mostly comes down to micro.
On top of that, The system of the items of a ship balancing it is very lazy and stupid, you are unable to change armour or speed of the ship. This leads to ships becoming outdated or overpowered. It could be as easy as, oh emperor is not being played at all in Clan vs Clan (because it's a mediocre ship) lets buff the armour by 5-10% and see if it sees some more use!
- Colossus changes, I think 2 hours is too much time commitment for most players, I think changing to to 1 hour would be better and perhaps host colossus on an extra day for more PvP - Also, please make vega/antares/sol 55 show up less often as they are really terrible and to my knowledge no one enjoys playing them

Item balance / Tweaks
Drones: Has been suggested many times but from the once limited amount of drones, there are now so many more, I think a 4th active drone slot could be good.
Scope shifter - Complete joke item, 0 counter play and makes you unable to play for the entire duration has an ABSURDLY long up time. Suggested fix: Cut uptime in half and tweak accordingly
Aim scrambler - Strong aim scrambler being the only viable option in PvP due to long/balanced being complete garbage also is just a worse damage inverter
Damage inverter (PVP ONLY) - This item does not need to heal you in a PvP scenario it makes you invincible...
Stun dome - After the changes this item has become the best item in conquests, I do not hate that it takes some amount of skill to time your ability correctly and you can make big plays however it is defiantly too strong and the power should be tweaked by around 20%
Bomb/OS - I think the burst on these items especially bomb might be a little high and could be tweaked a bit, a lot of the gameplay is just whoever gets their bombs or orbitals off first/better, would be nice to see other ships like veiled quartz not get 1 shot instantly and see more ships on the battle field

Ship Balance / Tweaks:
Black granite OP: Insane burst, good dps with beacon, unkillable. Should not be a tank ship and also put out this much damage / area control
Griffon: Highest HP in the game whilst also providing the highest DPS in the game?
VQ: needs more hitpoints it just insta dies if it tries to bomb
Locust: more hitpoints too squishy as a ship that needs to bomb, has prot so not as bad
Generally stun are also just too op as covered before, I don't want to spend more time covering every ship thats too OP or weak but these are some thoughts.

I would be happy to discuss or give more suggestions regarding the game, especially in the PvP/Conquest department or give a more detailed list on what could be buffed, nerfed, changed or added to give more variety and an enjoyable experience.
the item balance that you suggest was discussed hundred of times back in the pvp update for cqs and the items were left like they are in the present because the comunnity accept those changes in the ptr, also keep in mind even if your are talking from askone those changes are going to impact all the servers because the meta game have to be the same for all the severs. I don't understand why there are so many post for changes in the components when the developpers asked for our opinion
 

Jaax

Active member
Joined
Aug 15, 2020
Messages
89
Reaction score
111
Server
Askone
Main Pilotname
Jxmiee
Rank
99
Clan
The Resurgence
the item balance that you suggest was discussed hundred of times back in the pvp update for cqs and the items were left like they are in the present because the comunnity accept those changes in the ptr, also keep in mind even if your are talking from askone those changes are going to impact all the servers because the meta game have to be the same for all the severs. I don't understand why there are so many post for changes in the components when the developpers asked for our opinion
Okay seen two posts like this, the only reason I mentioned "Speaking from the perspective from the Askone server" is because I am aware different servers, feel & play differently. Again, if you read the thread you would see I was speaking about Askone specifically for remnants.
 
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