Star Sonata
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March 9th 2009 - Dev Update 6
http://www.starsonata.com/forum/viewtopic.php?f=9&t=31145
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Author:  Russell [ Tue Mar 10, 2009 2:42 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

Pax Astro needs a hull beef.

The pax is used as a fast freighter and scanner vessel as well as a combat vessel.

Currently my scanner ship cannot undock with the ENIAC OMEGA aboard.
Larger freighters are just too slow to do the job.

Other freighter hulls which are used both for combat and for freighters include: Didus, P.Cele, P.Seren, P.Christmas, P.Prismaticus, Paximinus, NCC bulk, NCC special, the bulk and the bulk+ .

Author:  Mofouler87 [ Tue Mar 10, 2009 3:27 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

Well the bulks got a beef in space i know that so meh....

Author:  trevor54 [ Tue Mar 10, 2009 3:41 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

Emp wand Does less dps than a forceful modded Armada Wand.

can we get a beef? the 3% efficient that the wand add's is getting way to much of a number in the spreadsheets.

Author:  villiroth [ Tue Mar 10, 2009 3:53 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

cba to read through 5 pages, but could you make a note to look at UZ gear?

Even if it means lowering drop rates I think it should still be better then OS gear (shields and energys atleast). My Rend is fine but my Rhide got a near 50% nerf to regen even though it only regens every 3.75 secs.

Author:  kunta [ Tue Mar 10, 2009 4:21 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

since Faranji Stinger has a built in laser weapon of more than half its hull AND since the laser does shit damage to REAL ai with resist, AND since the Fstinger has shitty hull, AND since the Faranji Stinger runs outta elec too easy on its gay laser, AND since it has no use of being a slave because of 0% energy resist, I feel alot of changes are needed

Since it has 0% energy resist it is basically locked to being a player ship
the extract is 3.2b and it it tech 16 and it leaves you being able to kill rosemaries and 1 BG at a time

I'd suggest 4 augs and to get rid of that shitty laser and add hull

Author:  yugioh124 [ Tue Mar 10, 2009 4:28 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

kunta wrote:
since Faranji Stinger has a built in laser weapon of more than half its hull AND since the laser does shit damage to REAL ai with resist, AND since the Fstinger has shitty hull, AND since the Faranji Stinger runs outta elec too easy on its gay laser, AND since it has no use of being a slave because of 0% energy resist, I feel alot of changes are needed

Since it has 0% energy resist it is basically locked to being a player ship
the extract is 3.2b and it it tech 16 and it leaves you being able to kill rosemaries and 1 BG at a time

I'd suggest 4 augs and to get rid of that shitty laser and add hull


Ugh, I never checked my FStinger seer after the nerf, gotta do that. But I disagree with removing the laser, it is very useful for a pre-w20 seer. Just shrink it, and tell the balancesheets it is really hard to get to make up for the nerf that shrinkage would bring.

Author:  kunta [ Tue Mar 10, 2009 4:30 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

yugioh124 wrote:
kunta wrote:
since Faranji Stinger has a built in laser weapon of more than half its hull AND since the laser does shit damage to REAL ai with resist, AND since the Fstinger has shitty hull, AND since the Faranji Stinger runs outta elec too easy on its gay laser, AND since it has no use of being a slave because of 0% energy resist, I feel alot of changes are needed

Since it has 0% energy resist it is basically locked to being a player ship
the extract is 3.2b and it it tech 16 and it leaves you being able to kill rosemaries and 1 BG at a time

I'd suggest 4 augs and to get rid of that shitty laser and add hull


Ugh, I never checked my FStinger seer after the nerf, gotta do that. But I disagree with removing the laser, it is very useful for a pre-w20 seer. Just shrink it, and tell the balancesheets it is really hard to get to make up for the nerf that shrinkage would bring.


you may be forgetting that overloaders die now so why not use a different weapon? and this is not about seer.

Author:  yugioh124 [ Tue Mar 10, 2009 4:34 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

Well, admins said the laser would be beefed to make up for it, please tell me they didn't forget about it? It is a great high-damage, high-RoF weapon, besides the annoying DBH there are only a few other choices, none nearly as good.

Author:  kunta [ Tue Mar 10, 2009 4:42 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

Please tell me how to power that type of weapon with a hull like so (not being invisible SD maybe) (aug stack yugioh) and let me know what level is possible to get with laser damage only please

Author:  Demiser of D [ Tue Mar 10, 2009 4:44 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

yeah, supposively inbuilt weapons are supposed to be 50% better.

And does anyone have a bule saudaron in item and shipforms? Hopefully either it got beefed, the extract reduced, or both.

Author:  Bluejayek [ Tue Mar 10, 2009 5:26 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

I heard voomy say that missiles are getting their dmg halfed, that seems like a little bit much.

Little bit at a time, maybe 25% to see if its ok. If you drop it too much it'll just end up being too low, and off the agenda for being fixed because it already has been.

Little steps at a time would be best.

Author:  The Voomy One [ Tue Mar 10, 2009 5:29 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

Only missile that will get it's damage halfed is the Drop missile.

Author:  Bluejayek [ Tue Mar 10, 2009 6:07 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

The Voomy One wrote:
Only missile that will get it's damage halfed is the Drop missile.

Thanks for clarifying, It was your post in the flame topic on misc that got me.

How much can we expect say large AP missile dmg to decrease by?

Author:  trevor54 [ Tue Mar 10, 2009 6:35 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

may i ask what rarity the Armada wand is given by the formula? and what the emp wand is given because something went wrong in the formula. with well over 200 armada wands and maybe 10 emp wands in game, I see a big difference in the amount, But not in the stats

Author:  jk782p1 [ Tue Mar 10, 2009 9:21 pm ]
Post subject:  Re: March 9th 2009 - Dev Update 6

Hey, (not the kind for horse) :| could you guys recheck the vp1-9 because i dont think they have rebalanced sheilds

* vp1 have 3.3k
*vp2 have like 2. something
vp3 have another 2. something
vp4 has 3k sheilds
and so on

so when you guys get a chance just check it over

Thx :mrgreen:

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