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  • future projects

    04. 18. 2011 23:43

mailman
While we're working on MN now (with a little of SN in between) I have been asking sde as
to what will be next after this. MN will be taking a while still though.

Future projects:
1. Fighter rework and BB5 gunsets (combined into 1 project, should be doable)

**all confirmed by sde

MM

p.s. please focus on the MN right now, the sooner we can work on these things.
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  • Re : future projects

    05. 17. 2011 18:15

XtremCarnage
its easy to implement cv6 fighters and bombers

make them take up alot of space, then buff cv6 space so they can carry enough of
them.

if anything i think subs should be done after the mn and sn balance because when ss5
and 6 come out they are gonna be stupidly overpowered

  • Re : future projects

    04. 25. 2011 20:39

V2CxBongRipz
Yes... I am sick of capture the flag. At the least buff GB1 with 20 bb 8 cv maximum with
the option to start @ 22 players with an increased time limit. That alone will raise exp
per battle and battle times abit. The exp % (120%) will also have to be tweaked abit for
increased ship totals. Bringing team deathmatch back will atleast spice thinks up abit for
those of us that are sick of GB2. I know i play NF less and less because of it myself and
I'm sure there are others who feel the same way.

  • Re : future projects

    04. 25. 2011 19:40

Ur_0gag
Hmm if they dont have ideas concerning about loading sys may be they could look into other
games to see something very useful here.

  • Re : future projects

    04. 25. 2011 09:09

Gtdawg
"what we need is incentives to play different game modes"

I would love something like this.

Perpetual battle modes, larger maps, different game play would be great to see.
However, I know that Yuno has made it abundantly clear that they want GB2 to be
used for leveling.

  • Re : future projects

    04. 25. 2011 02:01

shamo
what we need is incentives to play different game modes

playing gb2s over and over again gets really boring.

  • Re : future projects

    04. 24. 2011 20:55

Ur_0gag
How about the current loading system. Rooms wait too long just because of lack of CVs
available not to mention rooms being disbanded because of this, before touching anything
else this must be the priority because this kills the game fast more than any thing else now.

  • Re : future projects

    04. 24. 2011 15:06

f0xd1e
angus do not make 14.96" guns....for alsace.

call them 16" i do not want no pussy splash sprite lol

i want the big shell splash sprite for my BB5.

  • Re : future projects

    04. 24. 2011 14:29

richardphat
Fighter rework would be an extremely difficult task to work with.

With the unintelligent ability patch, they "balance" without taking in consideration and
stupidly buff without testing at all, no aaw test or other planes bombers,scout.

I am telling this, if we dont rollback and keep working with the new fighter system,
good luck looking the good value to nerf the AP defense for the fighter.

Because then you would need to reduce from 20-30 AP defense down to 10-20.

This sounds utterly retard but you got no choice to do it, when fighter true ability is
almost 2 or 3 or 4 times higher than bombers ability.

As a result, the unintended supernatural resistance buff was made. Though this is a level
based game, the point is not to turn into almost god like mode for higher cv players.

Correct me if I am wrong, but if a lower cv control and micro his planes against a non
skill higher cv, the lower cv should be able to win "in a specific context". But with this
failure ability patch,
good luck killing the planes even with micro or outnumber.


Yet, we didn't talk how a simple T1 or any other T2,3,4 could hump a high aaw ship with no
problem. Wasn't the AAW of a ship prevent for planes to fighter camp?

Especially US ship who are meant to have best aaw in order to prevent planes from fighter
camping way easier against them. Now you could see fighter at sea lvl next to a sodak,
with no problem .


Yet, you are able to do it with poor maintained crew which is absolutely wrong.

Also, didn't Soblue said there appears to have no caps in fighter ability now? Tell me how
we're going to balance it.

  • Re : future projects

    04. 24. 2011 10:41

bloodsky
Can we balance SS? Mainly the gap between SS23, have SS improve more in increments more
then whole load at once.

  • Re : future projects

    04. 21. 2011 12:39

jermz11
Can't wait to see what develops From these projects :)
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