The tides are shifting, and commanders are off on a beach vacation. BalanceOut of combat repair speed reduced to 2x build speed (from 3x). Hunter
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Range 330 -> 400
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Torpedo speed 120 -> 200, turnrate 30k -> 20k
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AoE 40 -> 48
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Turret turn rate 150 -> 300°/s
LLT
Typhoon
Crusader
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Depthcharge damage 165 -> 180; fixed GFX
Skeeter
Scalpel
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Turret turn rate 120 -> 180°/s
Dominatrix
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Capture speed against target with 0% health increased to 3x normal (was 2x)
CommandersDue to technical issues, commanders are limited to four profiles, which can morph up to level 4. We hope to bring back the others soon! Commanders start at level 0 with no modules. They can morph to level 1 for no cost beyond that of the modules.
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Why do you write the most esoteric patch summaries.
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nice to see the game developing no changes to the Grizzly?
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Yay, the hunter is a real skirmisher now! Normally I'd worry about hunter deathballs, but considering how vulnerable they'd be to the big Banisher-like ship, it should be fine. OMGFloatLLT! Like the Dominatrix buff.
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I'm actually really starting to like the Scalpel + Halberd + Mace game.
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what exactly does "Capture speed against target with 0% health increased to 3x normal (was 2x)" mean? a target with 0% health is dead, no? (you mean something else obviously)
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It scales from 1x at full health to 3x at zero health.
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aha, i understand, thx. But why? The unit didnt need buffing.
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Probably just to make the "low-health units are more capturable" effect more substantial. Not that the unit needed a buff, but because gameplay effects like that need to be severe if they're going to be meaningful.
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Thank you for the update. Just one question: "Out of combat repair speed reduced to 2x build speed (from 3x)." As I understand, it means that con reparing units outside a combat zone (defined as? probably no damage taken since X seconds) repair more quickly than during a fight. I did not know this feature, which is not easily spotted in-game. How could we make it more apparent to make the game more intuitive?
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by increasing the speed back to 3x instead of nerfing it so it's unnoticeable
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The 3x repair speed change was one of the major reasons why we see so many more heavy units, as they can repair very fast. Before this, we were seeing combat repair only: IE, your HLT gets attack, you use all your cons to repair it. But people never retreated units for repairs. Now, healing your HLT helps less and there is a good reason to retreat your units. We like the mechanics this has introduced, but it's just a bit too fast on those really heavy units: They could go back to a nano and be back in battle in seconds.
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Maybe go the other way? Instead of nerfing the multiplier, nerf repair altogether? As in, keep non-combat repair at 3X combat, but cut all repair speeds in half.
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As the health of a unit approaches 0%, the capture speed of the Dominatrix approaches 3x. That's what it means. There are only two situations: 1. The unit was damaged in the last 10 seconds, thus you are repairing at 1/2 (?) your buildpower. 2. The unit was not damaged in the last 10 seconds, thus you are repairing at 2x your buildpower. So the difference is actually 4x faster repair.
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Domi and scalpel needed a buff? I did not know.
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Ah, so we're going from 6x combat-repair-speed to 4x combat-repair-speed? That sounds good.
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Well, the Domi buff discourages mass-domi and encourages using domi with other units to deal damage... so whether or not it needed the buff, it's a buff in a good direction. Dunno if Scalpel needed the buff, but "180° per second up from 120°" is not a huge buff. Rotation-fixes just make units less micro-intensive, which is generally a good thing (up to a point).
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Don't get me wrong, I like the idea behind faster repairs outside of combat zone. It is just that I got accross this thanks to this nerf and I wouldn't have noticed that otherwise. How can we make this apparent for new players?
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By making nano spray a different color when reparing in- and outside of combat zone?
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