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  • SN things to do (recap)

    04. 13. 2011 05:32

mailman
New thread to compile some general things from the previous one (which was cluttered a lot).

Please discuss this before we can make a proposal based on the discussion results here.

I gathered the ideas here in short (personal opinion included):

Starting with the BB stuff:

All
Submergence adjustment: please discuss a possible percentage/value I can give to the devs

BB3

IM especially needing a submergence nerf (maybe more than others ?)
Durability maybe an option also (22400 -> 20000 for instance ?)

BB4

12" this seems overpowered. With current damage and spread, range is to long. Could be
adjusted to 43 angle, that reduces the range slightly. Changes to shells will mess up
other ships.

BB5
Swap ranges of the 100 and 110 guns ? That way the extra damage for the 110's can be
accepted ?

BB6

Turning force increase.
Range is currently supposed to be in between nebby and kaiser. Will be very hard or even
impossible to really tweak it in the millimeter categore of changes. Hope we can stay away
from that.

P.S. IM, KS and Stalingrad (with 12") share shells. This will make it difficult to
adjust anything on them. If we agree that all ships will work with a damage nerf on those
shells we can do it, otherwise we will need to stay away from the shells as much as we can)

  Index

  • Re : SN things to do (recap)

    04. 14. 2011 08:57

Willg210
You say that speed doesn't matter in line fights (If you are just running then it doesn't,
but if you are attacking it does to a certain extent), so why even bother nerfing the
speed? Why not have it go 39/40 like most of the other BB5s?

  • Re : SN things to do (recap)

    04. 14. 2011 07:48

ljsevern
"Speed is important, otherwise everyone would just AW all of their ships, your argument
isn't valid."

I was talking about large BB rooms; I.e. HA.

Speed obviously is more important in isolated situations, which is meant to be SN's
weakness; Except it doesn't have the weakness of poor armour penetration like KM, and
poor damage; So something must be nerfed in that respect.

Line fighting wise, obviously KM is king. However, with more consistant average range on
the 110 guns (the range is nearer the "top end" KM H44 range than the bottom end), the
amazing armour penetration, the higher angle.

If you think speed is such a huge issue in large BB rooms, clearly you don't know what
you are talking about. HA is all about armour in large rooms; If you can put on armour to
bounce your tiers ships at Max angle, you do it.

Remember, we are talking about balancing these for skilled players in competitive gaming
environments; I.e. Fleet Wars/Fleet Leagues and Harbour Assault. Obviously, you take
into account GB and 1 vs 1, and a few isolated situations, but the most important things
is ships being balanced for fleet events and HA.

Game balance is always in flux; Changing as fleet events and HA limits change, as
playstyles change, as game mechanics change, as game modes change and also as new
content is added.

  • Re : SN things to do (recap)

    04. 14. 2011 06:54

KinLuu
Well, if you can aim, a rushing SY is nothing but 54k of dmg running around at 42kn.

Good food.

  • Re : SN things to do (recap)

    04. 14. 2011 06:50

Willg210
And a good player can't exploit 5 knots of extra speed to a greater effect?

35 Knots with a gunset designed for GB is just asking to be rushed.

  • Re : SN things to do (recap)

    04. 14. 2011 06:42

KinLuu
Because the increase in range is very noticable?

A good player can and will abuse this range difference with devastating effects.

If you can not, the problem is on your end.

But I believe that 35kn is to slow - the ship would be forced into purely defensive
play.

  • Re : SN things to do (recap)

    04. 14. 2011 06:39

Willg210
Whats your justification for making it 5 knots slower than a SY for a barely noticeable
increase in range? How does that sound balanced at all?

Speed is important, otherwise everyone would just AW all of their ships, your argument
isn't valid.

  • Re : SN things to do (recap)

    04. 14. 2011 06:28

ljsevern
That could work out to be balanced KinLuu, but I would be interested to see how it plays
with:-

Buff lvl 100 gun range. -> Speed should be 37 with +1 turning
Nerf lvl 110 gun range. -> Speed should be 35 with +1 turning

Mainly to help with the lower ranged nations playing against them; As an off set for the
extra range and amazing armour penetration.

  • Re : SN things to do (recap)

    04. 14. 2011 06:20

KinLuu
----
Coaesystems is destroying BB5 rooms.
----

Estrelle is as well.

A good player in a SN BB5 is a nightmare to fight against. It is overpowered in BB
rooms.

It might have some issues in GB though.

My balancing ideas would be:

Buff lvl 100 gun range. -> Speed should be 39
Nerf lvl 110 gun range. -> Speed should be 37

That would make the ship good in both BB rooms and GB, but OPed in neither.

  • Re : SN things to do (recap)

    04. 14. 2011 05:45

ljsevern
"I'd say playing in BB1-5 rooms is better testing than doing range tests etc on the test
server.

Does the montana have a hitbox anywhere near as big? Does the montana go 37 knots?
Does the Montana have a turning force of 18?"

Again, speed doesn't have a huge impact in line battles. Turning force won't be a huge
issue
when you have that much range against it. It is more of an issue against ships closer to
their range. A good SN BB5 player shouldn't let a Montana get in range.

I know exactly how an SN BB5 translates into BB Rooms. I've seen exactly how it
translates.
Coaesystems is destroying BB5 rooms.

Once i'm done with my holiday and uni work, i'll be grinding to it this summer, and if no
nerfs are made, i'm going to be disgusted and laughing at how easy it is.

I do find it funny as you are using the argument that I'm not experienced enough
because I don't have the SN BB5. Kind of proves the length of your argument.

  • Re : SN things to do (recap)

    04. 14. 2011 02:11

SOAR
I'm gonna throw my 2cents into this. I have played the soviet line to level 95 and here
are my current thoughts.

-IM
The guns for this ship are fine in terms of damage and range, if a nerf is needed, nerf
the spread a little. That should take care of balancing issues, after a submergeance nerf
is put on it.

-Stalingrad
The 12'' guns are definitely OP. I think a range nerf of some type is needed. I
understand that adjusting the shells would affect 2 other ships, but I don't think a
simple angle reduction is sufficient. The damage is also pretty high with the 12'', but I
think the sufficient nerf lies with the range. I also think the 16'' guns should be
brought up to Iowa range. The ship also seems pretty fast, perhaps a 1~2knt nerf, and a
+1 turning buff exchange.

-S.Soyuz
Now I haven't played this ship yet, but based on what I've seen, it is slow, big, and
doesn't turn well. So I definitely believe that the 110 guns should not be nerfed.

Anyways, I hope my opinion helps.
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