Star Sonata
http://www.starsonata.com/forum/

March 5th 2009 - Dev Update 5.5 (Mini)
http://www.starsonata.com/forum/viewtopic.php?f=9&t=30988
Page 2 of 3

Author:  trevor54 [ Wed Mar 04, 2009 6:07 pm ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

Check on base gear Size? Will weight be fixed?

Author:  Sharky99x [ Wed Mar 04, 2009 6:27 pm ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

When will base gear be fixed ?

Base shields are still 2 mil down from a previous 30+ mil

I didnt even bother looking at the weight and size to see if thats fixed yet.

Author:  trevor54 [ Wed Mar 04, 2009 6:57 pm ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

Sharky99x wrote:
When will base gear be fixed ?

Base shields are still 2 mil down from a previous 30+ mil

I didnt even bother looking at the weight and size to see if thats fixed yet.



Really? Good Rebalance LOL

Author:  Antilochus [ Wed Mar 04, 2009 7:06 pm ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

On live for radar 19/20, I can kill the t19 AI easily with five DWOs on a zebra which fires the bullets over a fairly wide range given the size of the zebra. Once I had it targetted, my bullets would form a silhouet around the AI so it was easy to see where it was going and finish it off. (Couldn't find the t20 AI).

So if my bullets can hit these AI without someone lighting it up first with a flare, r19/20 will be trivially easy. It was my understanding that with the new collision code I wouldn't be able to hit these AI unless I was able to see them, but from the dev responses here so far, I guess that's not the case. Now I'm worried :(

Author:  SimonV2 [ Thu Mar 05, 2009 2:16 am ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

the ai in The Dark have no weaps, so i dont see how they could become hostiles without you seeing them.

Author:  Grunt [ Thu Mar 05, 2009 2:48 am ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

When I logged on test yesterday, base gear was the same size as it currently is on live.

And killing the t19 Dark AI aren't hard to kill at all. I solo that place on my zerker. The only thing you require for that place is patience. :wink:

Author:  Max235 [ Thu Mar 05, 2009 4:02 am ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

pip8786 wrote:
DONE:
Rebalance shields
Check the size of all base gear

Base shields still have a stupid low regen.
Will it be increased ?
i hope so...
184 regen on achilles prot is stupid.
Only a charger (2000regen) can make a base serious ?


Another point.
I checked the new base capacitors.
+1.8m for an achilles base.

I'm ok. but now you need to make augs works for that bonus too.
I got a 2anda barricade mastery t16 base and it has hardly 1.9m shields.
If bases has now No regen and no bank... what's the point ?

Author:  trevor54 [ Thu Mar 05, 2009 8:06 am ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

Grunt wrote:
When I logged on test yesterday, base gear was the same size as it currently is on live.


So? Just because they reduced the size, doesn't mean it should be worse than some non-base items.

Author:  Dorin Nube [ Thu Mar 05, 2009 9:57 am ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

Max235 wrote:
pip8786 wrote:
DONE:
Rebalance shields
Check the size of all base gear

Base shields still have a stupid low regen.
Will it be increased ?
i hope so...
184 regen on achilles prot is stupid.
Only a charger (2000regen) can make a base serious ?


Another point.
I checked the new base capacitors.
+1.8m for an achilles base.

I'm ok. but now you need to make augs works for that bonus too.
I got a 2anda barricade mastery t16 base and it has hardly 1.9m shields.
If bases has now No regen and no bank... what's the point ?



Just a note to devs on this subject. My level 1100 gunner was able to solo dps a normally equipped anda base (anda cap, charger, prot, mining damp+, etc.) with decent (but not uber) augs on it even while an achilles base and three other anda bases where healing it. One of the anda bases was specialized for healing with angel augs and such. Keep in mind that the gunner was not even optimized for base killing, or anything else for that matter since its augs are no good on test and half its gear was left behind due to capacity restrictions on test. Of course, nobody was shooting back at me since it was my own base.

I'm just making you aware of the situation, not complaining. If this is how you want it to be, that's fine with me. I'm just passing on the results of my test.

EDIT: I just tried it again with same ship shooting the Achilles base this time. The achilles base had 3 ares augs and 2 athenas, but it only had an andaman charger equipped. All other gear was standard Achilles, including a cap. It had several ambro and anda bases healing it. I took it to half shields in under a minute.

Author:  pip8786 [ Thu Mar 05, 2009 10:17 am ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

The problem is that Base gear is currently using the same formulas as regular gear, just with a small bonus for being base gear. We need to increase that bonus or just make a separate sheet alltogether for the base gear, in my mind. The issue here is that Jeff is on vacation through the weekend, but hopefully we can fix it next week while he's here (before the real reset).

Author:  Max235 [ Thu Mar 05, 2009 10:23 am ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

We don't only need to increase base shield regen, but there's something to be done about shield bank...

An adamantium full base on live can have about 40m shields...

On test 2m... just the same as any tech 16-20 base... does it seem normal ?

EDIT

Author:  pip8786 [ Thu Mar 05, 2009 10:41 am ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

Max235 wrote:
We don't only need to increase base shield regen, but there's something to be done about shield bank...

An adamantium full base on test can have about 40m shields...

On live 2m... just the same as any tech 16-20 base... does it seem normal ?


There are now base capacitors, I think that's where Jeff is putting a lot of the bank. Again, I don't really know enough about what he was doing to bases though.

Author:  Qu4NtuM [ Thu Mar 05, 2009 11:55 am ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

I got engines 20 by going 300ish. It's more about not getting stuck in anything rather then pure speed.

Author:  Grunt [ Thu Mar 05, 2009 12:09 pm ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

trevor54 wrote:
Grunt wrote:
When I logged on test yesterday, base gear was the same size as it currently is on live.


So? Just because they reduced the size, doesn't mean it should be worse than some non-base items.

That wasn't the point of my comment. I was merely mentioning that you wouldn't require to take up one thatch for one piece of base gear.

I agree that base gear does require a large beef, and that the base gear is kept the same size. Afterall, size of gear doesn't really matter that much once its on a base; the only thing required is that we can actually pack it/move it.

Author:  SimonV2 [ Thu Mar 05, 2009 12:12 pm ]
Post subject:  Re: March 5th 2009 - Dev Update 5.5 (Mini)

pip8786 wrote:
The problem is that Base gear is currently using the same formulas as regular gear, just with a small bonus for being base gear. We need to increase that bonus or just make a separate sheet alltogether for the base gear, in my mind. The issue here is that Jeff is on vacation through the weekend, but hopefully we can fix it next week while he's here (before the real reset).


yeh, thats what needs done, they work off of different scales altogether, with size being the least important aspect, instead of a big deal like in ships.

Page 2 of 3 All times are UTC - 5 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/