Rebalance Feedback

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Revision as of 11:13, 27 February 2009 by Kunta (talk | contribs) (Other)

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Intro

Explanation (READ THIS)

On this page you can give us feedback about the rebalance. In order to keep this organized and useful for us, you must follow the format given in the example below. If you don't see the item you want to comment about you can add it; however, if you add an item that is already on the page, I will delete your comment without looking at it. If people don't follow the format precisely this page will quickly be bogged down with unnecessary things and make it impossible for us to use.

Please be reasonable in the changes you demand, otherwise they most likely won't be used. Keep your how's to 1 line and your why's to 2 lines. Don't spam every item if there is a problem with a line of items, just name the item line or list the items together for the item name and explain their defect.

Example

  • Item Name
    • Signature using 4 ~
      • How you think the item should change.
      • Why you think the item should change.

Syntax:

* Item Name
** ~~~~
*** How you think the item should change.
*** Why you think the item should change.

Adding on behind someone else should look like this (note 2 returns between different items):

* Item Name 1
** Someone1
*** bla bla bla
*** bla bla bla
** ~~~~
*** How you think the item should change.
*** Why you think the item should change.


* Item Name 2
** ~~~~
*** How you think the item should change.
*** Why you think the item should change.


Weapons

  • Sniper Weaps
    • Churlish
      • I understand the changes to the elec usage for weaps, but snipers depend on Damage Per Hit, I am unable to find any high DPH weaps in test, please makje sure there are still good sniper weaps avaliable, not just weaps that can hold good RoF. (and the V2 dosen't count ;))


Laser

  • Bule Tracking Laser tech 5
    • Kunta 22:07, 26 February 2009 (UTC)
      • a size of 15 would be good
      • the wep is much too large for f2p light fighter use.
    • Tracking lasers are now all much larger.  f2p's in light fighters will just need to use a different type of weapon. - JeffL 00:09, 26 February 2009 (UTC)
  • Light of Truce
    • Demiser of D
      • Massively increase damage, elec use, and recoil.
      • Seeing as it is a sniper only weapon, the method employed of simply making it a + version of the Light of Peace simply doesn't work.
      • Rather, it should be a slightly more effecient weapon, with similar DPS, but a much lower firing rate, to match the sniper style.
    • Increased the size and thus the DPS by over 50%.  increased the recoil from 700ms to 1000ms, thus increasing the damage. JeffL 00:09, 26 February 2009 (UTC)
  • Blacklight
    • Kunta 22:07, 26 February 2009 (UTC)
      • Increase range to 220. Decrease size from 180 to 60 size. lower tracking to 30%. make graphic BLACK (black laser) hard to see
      • They are already a rare drop, but suck because of SUPERBLY low range (20) and huge size. This would make them sought after for cool looks

Energy

  • Venusian Magcannon
    • User:Dorin Nube
      • Reduce size drastically -reduce range if necessary for balance
      • The weapon is over half the capacity of a Vulture with RF20 and a Sup Combi, thus unusable. 850 base range is uneccessary and wasteful, and a good stat to reduce if that's what it takes to shrink the wep.


  • Mzungu pulse shotgun
    • Kunta 22:07, 26 February 2009 (UTC)
      • Make smaller size again.
      • Seems as if f2p have no hull space in light fighters and used to be 3 size
  • Faranji Paragon
    • User:Asmodeaan
      • Reduce Elec costs drastically, reduce damage per bullet if needed.
      • While it's size has been reduced considerably (232 to 77) ans the damage per bullet has been beefed nicely (52 to 65) the Elec has been boosted to astronomical proportions(288 to 884) and makes this weapon largely un-useable.

Heat

NO COMMENTS HERE YET. In other words, Heat is still UNFINISHED.


Mining

  • Abstructor
    • Demiser of D
      • Restore Close to old stats.
      • Its damage and elec were both roughly doubled, and its size decreased. However, it was intended to be an effecient lower damage weapon, but now it drains energy like none other, and in combo with the new energy stats it's become much less usable.
    • It's not intended to be an efficient low damage weapon, it's intended to be the gateway mining weapon.  The abstructor was greatly buffed from what it was before, just because it has more DPS with similar DPE does not mean it needs to be nerfed.  Just shoot it less often if you don't want to run out of energy. JeffL 00:23, 26 February 2009 (UTC)
      • The issue is, right now, MC boosts the damage on this by over 100%, making it do decent damage while being powerable. However, now, with energies being nerfed, elec is more important than ever, and its elec/sec is being DOUBLED.
      • If that is the case, then use energy/elec augs on the ship you want to power these weapons on instead of damage augs, since they are already getting a boost in damage. Also, I'm not convinced that all energies are getting "nerfed". I'm pretty sure some of them have come out better. Pip8786 15:30, 26 February 2009 (UTC)
  • I allready have a 50% regeneration aug on my ship. AND, my primary energy lost about 1/4th of its regen, effectively crippling it. Making the Abstructor less effecient overall, and require more elec to power at all is just icing on the cake! The Cyanide Cake!



  • Capital Armageddon Mining weps
    • User:Goldstar719
      • Remove Collisions from these weapons
      • Right now these weapons are behaving as if they were projectile weapons, you shoot your own slaves if they get in the way and they manage to hit each other as well as kill their fighters.
    • This bug should be fixed now, I think. JeffL 00:23, 26 February 2009 (UTC)
    • User:Dorin Nube
      • Decrease size
      • These weapons received such a large size increase that, when other essential gear is considered, a pair of them no longer fit into the only combat ships in which they are useable. (Based on 2x T16 weps in a T17 ship).
    • Magicsteve 20:08, 25 February 2009 (UTC)
      • Lower their size
      • Increasing the size of an already very large weapon by 75% is very unreasonable. Do you expect players to find an extra 300 hull in their ships to fit these weapons?
    • Sizes and overall power now reduced. JeffL 00:23, 26 February 2009 (UTC)
  • Excommunicator
    • Grunt 20:13, 20 February 2009 (UTC)
      • Reduce elec usage and damage.
      • A weapon that in my mind was suited to a zerker requires elec that one cannot aug for after this rebalance. Damage could to be scaled down in order to keep it balanced.
    • This was never intended as a zerker weapon, it just kind of ended up being used as one.  Physical, heat, energy, and laser are all now better types for zerkers since they have better DPE's. JeffL 00:23, 26 February 2009 (UTC)
      • The trouble being, physical pushes you back, preventing cosistant damage. Energy resist is common. Heat does MUCH less damage, and laser resist is ALLWAYS there. Mining is one of the few weapons many thing are not very resistant to.
      • Well maybe you can buy me a full set of new weapons that are good for zerkers then. I spent over 5b on Excoms because they were ideal for my setup and the AI I used them against. It makes no sense to me that you INCREASE the elec usage of these weapons AFTER the aug stacking "rebalance", so not only can I not power excoms with a ZWO, but I have trouble powering other weapons I use also. Beserker is an expensive class as it is, and I don't think it is fair that my main weapons are being made useless, just because of some incorrectly balanced statistics. Grunt 08:05, 26 February 2009 (UTC)

Surgical

Transference

  • Armada/Emp/Apprentice Wands
    • Trevor50
      • Emp Wand should have the most DPS by far. Then Armdada, then Apprentice.
      • Armada/Emp/App are to closely matched in dps. With a nice mod or 2 on one of the lower end weps, you can get more dps then the higher end wep. There is about 10 emp wand, 200 app wand, and hundreds of armada wands in the game. The dps should match the rarity.
    • I have made the Emperor's Wand a little bit better and the Armada wand a little bit worse.  Plus the Emperor's wand has the built in stats that improve healing. JeffL 00:34, 26 February 2009 (UTC)


  • Armada Chain Transference
    • Tregish 00:51, 20 February 2009 (UTC)
      • needs 360 degrees tracking
      • the armada chain transference is different than other shield transferences because it is engineer only; engineers in general don't heal a lot because they have lots of heavy drones on them. they also do not heal high damage per shot, and it is more profitable to pilot your ship while you are an engineer than to heal someone else that might think they need it. also, engi ships are big, and to heal a line of drones an engi would have to move 400 distance (rhino)
    • OK, I made it 360, but that also makes it a lot bigger. JeffL 00:34, 26 February 2009 (UTC)

Radiation

Physical

  • Rhino Cannon
    • Yugioh124 22:49, 19 February 2009 (UTC)yugioh
      • Stats similar to pre-nerf (give it some useful damage, make it a magcannon again?)
      • It currently is only useful for pushing stuff, which you can already do with an antitractor. It used to be a decent weapon for PvE, acting like a magcannon (same launch speed no matter the speed of your ship) and dealing fair phys damage.
  • Executioner Catapult
    • Demiser of d 20:14, 25 February 2009 (UTC)
      • Beef up the tracking by 100% or more.
      • Its a Sniper only weapon. But now,it has little to no tracking, unlike the old one, which makes it almost entirely useless. No decent sniper will try to hit with one of these things, the chances are just too low, and it would be too easy to dodge.

Shields

Tech 0-5

  • Mythos Web tech 5 mission obtainable
    • Kunta 22:08, 26 February 2009 (UTC)
      • the shield obviously needs more recovery and bank
      • this is a mission obtainable shield popular with f2p, probably not anymore with these stats

Tech 6-10

  • Vazaha Protectors
    • Kunta 22:08, 26 February 2009 (UTC)
      • Need considerable beef in bank and regen, not in tune with ruin gear
      • Vazaha shields all suck compared to normal ai base shields(they give -10% speed and are lower in bank than ai base shields vp4=3k bank ion wall=4k bank


  • Oversized Rush Paste
    • Kunta 22:08, 26 February 2009 (UTC)
      • Oversized rush paste needs much more more regen than what it does have and at least 2k bank
      • There would be no use of this item since the shield stats are nerfed. *side note*( no one uses rush paste normal anyways)

Tech 11-15

  • Giga Strep Paste
    • Signature using 4 ~
      • make it what it used to be or similar ...a big hull small bank shield but with awesome regen. Same thing for all other shields of this family (rush / strep paste... giga / OS etc)
      • Giga Strep used to be the best regen per sec shield, now it got less bank and below mediocre regen for double the elec cost (900 elec each shield tick)

Tech 16-19

Tech 20

  • Giga Misdirection
    • B1gshooter 04:52, 25 February 2009 (UTC) Starbawk
      • Giga MisD is suposed to be one of the better Regen based shields. It gives -10% speed and is 447 size. It takes ALOT of elect to support and now it's totally trashed.
        • Increase bank to be on par with Rhino hide and double or triple the regen. Seriously.. RH is Smaller, higher bank, more regen and all for less elec?! This isn't balance it's utter MADNESS
  • Mercurian Bulwark
    • Kunta 22:09, 26 February 2009 (UTC)
      • Recommended: The shield bank increase dramatically and regen be boosted just like all other shields were boosted. live stats: 8100 bank, 65 size, 200 per 3 seconds; test stats 8100 bank, 70 size, 190 per 3 seconds.
      • For its huge amount of money/items to make- it lacks shield bank and at 8100 shield in comparison to a mission item (protection of Tobal) It is no comparison. Mercurian Bulwark also has 190 regen every 3 seconds--thats 95 per 1.5 could be alittle higher all else stats are grand
      • I've also noticed that the regen electric is superbly low (under 20) compared to live server (200)
  • Gigantic Give and Take (stats as of 25 Feb)
    • Magicsteve 20:11, 25 February 2009 (UTC)
      • Decrease size
      • It seems that every item in game has had a size increase from this rebalance but no mention of any ship hull increases. This sheild is now useless for a large number of people due to its size being increased by 250+. Also it has almost no regen so is even less use for sheild monkeys who will outheal their own regen.

Hulls

  • Speed Ships
    • B1gshooter 00:31, 25 February 2009 (UTC) Starbawk
      • Without aug stacking, Hermes+, Hera(+), and other "Scout" ship aug setups are too slow
        • Not a super easy solution.. Beef Hermes/Hera or Increase base speed on ships like Wing-4, Ancient Scoutship and Locution


Light Fighter

  • Death Striker
    • B1gshooter 03:07, 20 February 2009 (UTC) Starbawk
      • Resists on DS are the essentially the same as the vulture. Please fix this obvious oversight.
        • Nerf resists on vulture, beef them on the DS or add a very steep (like the pax) weakness to the Vulture


Heavy Fighter

  • Lion
    • Ivelios 22:04, 19 February 2009 (UTC)
      • Get a bonus to electric tempering, rather than RoF malus and Damage bonus, perhaps a beef to damage as well.
      • The ship was designed before electric tempering was in, so +damage/-rof was used. As this is the hardest to obtain ship in game it deserves better stats, and due to the loss of aug stacking the effect of current inbuilt stats is not noticeable.


Freighter (Combat)

Freighter (Storage)

  • Singularity Sphere
    • B1gshooter 02:59, 20 February 2009 (UTC) Starbawk
      • SSphere was roughly 20x better than the thatch. It is now roughly 3x better. But it's still about 10x the cost...
        • Double the current base hull on ssphere to bring it back in line with it's build cost
    • Wasup999999 04:02, 25 February 2009 (UTC)
      • I completely disagree. In fact my SSphere is way higher than before. Assuming that base gear goes back to its oldish sizes, my personal SSphere went from 2,683,135 to 3,383,100 with the exact same gear (would get higher if I had all tras gear etc, but same ratio of increase ofc).
      • Assuming the base gear is set back to the general sizes of what it currently is on liberty.


  • Thatch
    • Wasup999999 04:04, 25 February 2009 (UTC)
      • Needs lower hull space, 6 heph thatch on my support char went from 339,862 to 1,087,635, so 1/3 hull cut.
      • For balance with SSphere
        • B1gshooter 22:37, 25 February 2009 (UTC)
        • Completely disagree. THe larger hulls are nessecary because aug stacking doesn't work. If you nerf the base hull, it'll be too small on non support charecters. Beef the SSphere and make them both equally bigger than they were, hopefully in line with the increased size of base gear. And wasup, don't delete my feedback please.

Capital Ship

  • EF Line (All of them)
    • B1gshooter 02:23, 25 February 2009 (UTC) Starbawk
      • Cap ships are getting more heat than any other class, and they were already underused. Shields and Elec bonus no longer stack with other augs or class skills. Shield bank has always been one of the draws of the EF line, but no longer.
        • Beef the inbuilt, make them stack or prehaps change them to a static +xxx ammount of shields. Who in thier right mind would use a capship as a dm if Paxes have more shields and better resistances?


  • EF Battlecruiser (and probably other EF ships although not confirmed)
    • User:Dorin Nube
      • Increase capacity and/or aug slots
      • The mining lasers specialized for this ship got a size increase of T13=73% &T16=55%. High bank energies which maximize the hull bonus got size increase up to 377% (CR), New aug math is more detrimental to these ships than others.


Energies

Tech 0-5

  • Mzungu Beteri
    • Zocon - 21 Feb 2009
      • Increase the tech level of it to 16 or higher, then reduce the size and weight to what should be balanced.
      • Making this change would keep the Mzungu Fluid useful to anyone instead of limiting it to requiring an engine and hull boosting aug.
    • demiser of d
      • Make it size 1.
      • its now over 200 size. Which is stupid, considering its INBUILT.
    • Yokokurama 05:50, 20 February 2009 (UTC)
      • Keep the weight at 25,000
      • 2,180,000 weight after rebalance. Really? Imagine how hard that is to turn if you are a 'Zerker with 6-10 weps on board. You also can't even have more than 2-3 weps on an MZ Fluid now because of the 200 size, and that's if your lucky or using small weps.


  • Mzungu bang Tech 5
    • Kunta 22:10, 26 February 2009 (UTC)
      • needs to be 28 size again
      • wayy too big for hotrod+ now


  • Gigantic Freon Fountain, etc
    • Kunta 22:10, 26 February 2009 (UTC)
      • lower sizes on gigantic mission obtainable energies back to 4n sizes (gigantic freon fountain, ion bank, etc).
      • normal freon fountain is only 11 size while the gigantic version is 72 size.


  • Larger ai base Energies in General
    • Kunta 22:10, 26 February 2009 (UTC)
      • Also It seems that bigger ai base energies, not mattering about tech level, all are far more powerful than smaller energies (doesnt depend on tech). Freon fountain in particular has a weak bank compared to its powerful partner ion bank just because of size.

Tech 6-10

  • Infernal Battery
    • Max235 23:22, 23 February 2009 (UTC)
      • Reduce production rate of solar radiations
      • Any other ship that a freighter using it would be filled with waste in about 5 seconds...


Tech 11-15

  • Vazaha Sparkle Cluster
    • Demiser of D
      • It is a rare ruin energy that requires nukes, But its regen was reduced by about 1/4th. Which seems to be more than most energies were nerfed.
      • As comparison, the faranji Energy 5, a non fuelled energy, lost 13 of its 150 regen, and became smaller, to boot.
      • Further comparison: The F6, assuming it followed the curve the F5 did, now has the same bank, is MUCH smaller than before, and has 155 regen. The VSC is fueled, lost woot, 4 size, and has 8 more regen than the F6 does. Epic Fail. I think you forgot its POWERED.

Tech 16-19

  • Fire of the Gods
    • Tregish
      • Regen should be beefed (at least slightly)
      • Though it is one of the most common energies, it is a fueled energy, and it uses promethium, which decays along with being used. even if the bank is lowered, the regen of fueled energies were meant to be significantly higher than normal ones


Tech 20

  • Crystaline Reserve
    • B1gshooter 02:55, 20 February 2009 (UTC)Starbawk
      • Size 500? Whack.. not even DMs have that kind of spare hull now. And it's not inline with the size on the Myriad CR either.
      • Reduce the size by about 50% to bring it in line with the Myriad CR


Overloaders

Tech 0-10

  • celestica's mod Tech 4 mission item
    • your mother and i
      • To make the size 5 size and beef regen to match shield's bonused regen
      • live server it is 4 size, but its just huge for no reason at 16 size. light fighters cannot fit a thing at the f2p level.. I am sure there is more where this came from.


Tech 11-20

  • Astronomica's Mod
    • Yugioh124 22:49, 19 February 2009 (UTC)yugioh
      • Either remove entirely or make it comparable to the OS5/ZWO.
      • It actually LOWERS DPS, making it lower than you would have without an OL. It prevents DMs from using their special OLs, and others from doing reasonable damage.
  • OS5
    • Bluejayek
      • Decrease size
      • size was changed from 16 to 46, it is too big to be useful on light fighters for SD's trying to power weapons and thus should be reduced in size. Also, the tooltip is bugged, it says its damage/rof stats twice.

Base

  • All Base Gear
    • Trevor54
      • All base gear needs to be reduced significantly in size, and 80% less Weight.
    • Wasup999999 04:09, 25 February 2009 (UTC)
      • Make the base gear back to correct size then edit the balance sheets for bases so they are in line as wanted for other stats. Similar weights would also make sense, no one's going to want to run around in a massively fat transport ship moving one piece of gear.
      • For ease of balance (due so transdims etc don't have to be rebalanced as well)


Weapons

Shields

  • Base Shields
    • Trevor54
      • For example the anni shield has just as much regen as a giga misd, All Shields have very low regen


Energies

Other

  • Rosemaries
    • Demiser of d 02:12, 27 February 2009 (UTC)
      • Return them to their former strength
      • They used to be able to barely dent people, now people going through W3 can get wtfpwned, because they do about 2-3x as much damage as they used to.
    • Kunta 16:13, 27 February 2009 (UTC)
      • all ai got extra aug slot i believe. Being that this has happened, can admins also make 2 range augs at most/2 damage augs/2 regen augs/2resist augs at most on regular ai?
      • also if they were beefed, how about give them a higher level? Since I believe copper leveling is nerfed (as it should be)