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Topic Summary

Posted by: Corey
« on: April 08, 2017, 06:10:11 PM »

Yes. 2.2 already had those changes, save for the mistake with the red ones that Brig brought up. While other changes have been and will continue to be made for balance and other design reasons, the reduction in pulses itself should have no real impact on pacing or anything, it's a self-contained stability and graphical change. Anti-fighter weaponry is determined separately, since the amount of projectiles is really more relevant than pretty much any other factor for them.
Posted by: HobbesHurlbut
« on: April 08, 2017, 03:13:45 PM »

This is interesting. So, after the tweak, the pulse is equivalent roughly to two weapons in the abstract system.
Posted by: briG
« on: April 08, 2017, 02:49:06 PM »

They're going to double the damage of each pulse to compensate. That's why the issue of red lasers doing 1/2 damage of green lasers in the 2.2 demo is there. They just forgot to adjust them accordingly.
Posted by: kucsidave
« on: April 08, 2017, 02:04:14 PM »

and what I meant just forgot because of the annoyance is that we are going to (we basicly did) increase the damage/pulse so it will stay roughly the same
Posted by: HobbesHurlbut
« on: April 08, 2017, 01:24:01 PM »

We don't want to unecessarily draw out the battle time, as it would get really annoying really fast.
Also we are trying to rebalance stuff and nerf some overpowered units too, so the overall output might differ a bit.
sorry if my grammar is wrong sometimes, it is hard when my phone wants to correct every word into hungarian words...
What I meant by that is if you cut down the pulses by much without touching the ships' health and the damage is lowered by same amount for pulses taken away, it would increase the time it take for a ship to down another ship.

That's why I asked if the tweak would also look at the ships health if the damage output is affected.
Posted by: kucsidave
« on: April 08, 2017, 01:14:51 PM »

We don't want to unecessarily draw out the battle time, as it would get really annoying really fast.
Also we are trying to rebalance stuff and nerf some overpowered units too, so the overall output might differ a bit.
sorry if my grammar is wrong sometimes, it is hard when my phone wants to correct every word into hungarian words...
Posted by: HobbesHurlbut
« on: April 08, 2017, 12:37:06 PM »

It has been brought up that ships will be getting their pulses halved to reduce on FX needs.
Does this mean the damage output will be reduced proportionally?
Will the ships' health amount remain same?-> (example: a small battle can take 5 minutes to resolve, with the tweak it can take 10 minutes or so with same ships)
Antistarfighter ships are not included in the tweak (CR90, IPV-I, Lancer, and Asdroni), are there any other ship that would be exempted from the tweak?
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