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Post by Officer Genious on Aug 23, 2016 21:51:43 GMT -5
I'm not gonna update the game lol. Boarders and rammers are now at a huuge disadvantage. Strength and warrior were the only ways to defeat high level xenos (or breach your Hull and escape) on Impossible Difficulty. Now, it is almost impossible. Mathematically, its impossible to be successful in ram vs certain xeno/level/ship combinations now, and to be successful in boarding you would need Pilot at 60% of your level to have enough Warrior and Strength, as any less will risk boarding failure vs a high level terrox. And even then you might fail, because board damage to your ship increases for gun vs board as you level up regardless of your skills, which is why I always stuck with ramming after lv100 or so. I think that to balance this new update, there should be some modifications to current board and ram upgrades and officers (shuttles, leviathan, military, exo suit etc), as well as maybe a modification to the board damage code so crew losses becomes more sustainable on high levels and you don't need 300%lv Warrior. Just my opinion though. Yeah, I'm sorry I have to completely disagree with you on this. I actually think you're mathematically analysis isn't fully considering the impacts of ST RPG's symmetrical combat system. Ask yourself -- why were the Strength and Warrior builds so critical to defeating high level Xeno? The answer is that Xeno levels didn't count Strength, just like the player. So if you didn't build Strength and Warrior, you could end up at a disadvantage against the Xeno who's point spend was more effective per level. HOWEVER! The changes in 6.1.1 are indeed symmetrical as is the rest of ST RPG math ... so it is still every bit as balanced. Keep in mind, we didn't release this without testing hundreds of thousands of battles against Xeno and normal ships. I'm sorry you see so many modification requirements that we are not able to detect from early tester feedback or from our own calculations and simulations. I'll certainly be watching for feedback from people who've played a lot of v5, and also am already getting great feedback about v6. I understand that not everyone likes the games they play to evolve and change over time, but it is a necessary route for us with the game coming up on 6 years old. Thanks for playing! I'm sorry you're going to miss all the exciting new features planned for the v6 series of updates. Wait what new features for v6?
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 23, 2016 23:33:28 GMT -5
Strength now count into the level. That is the biggest one.
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Post by Officer Genious on Aug 24, 2016 7:00:37 GMT -5
Strength now count into the level. That is the biggest one. Yeah, he made it sound as if there was more to it though...
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Post by stratego on Aug 24, 2016 11:12:13 GMT -5
Strength now count into the level. That is the biggest one. Yeah, he made it sound as if there was more to it though... I think that they are planning something
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Post by fallen on Aug 24, 2016 11:38:45 GMT -5
stratego - a major change in enemy captain builder and AI improvements? It is now v6, so more is always coming.
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Post by Deleted on Aug 24, 2016 11:45:12 GMT -5
Strength now count into the level. That is the biggest one. Yeah, he made it sound as if there was more to it though... Well, strength counting torwards lv is huge. Especially for a boarder/rammer like myself who invested 300% of my level in Warrior and Strength. Despite the symetrical effect, this update will make the game quite a bit more difficult for players like myself, as one will not be able to invest nearly as much in those two skills, and because enemies only invest in them at 60% of their level, they will be less affected. But, maybe, I overreacted, just a little. Nothing wrong with a more challenging game, and I still love playing Star Traders.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Aug 24, 2016 13:51:42 GMT -5
I just noticed that one of my captains suddenly shot up to Level 177 post-update. Pre-update, I think the highest level I've ever gotten to was around 90, LOL~
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Post by Zer0Winds on Aug 24, 2016 17:44:55 GMT -5
How much strength did that character have pre-update?
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 24, 2016 23:33:47 GMT -5
Yeah, he made it sound as if there was more to it though... Well, strength counting torwards lv is huge. Especially for a boarder/rammer like myself who invested 300% of my level in Warrior and Strength. Despite the symetrical effect, this update will make the game quite a bit more difficult for players like myself, as one will not be able to invest nearly as much in those two skills, and because enemies only invest in them at 60% of their level, they will be less affected. But, maybe, I overreacted, just a little. Nothing wrong with a more challenging game, and I still love playing Star Traders. Definitely will be interesting, but I don't think it will be thgat important. With the right build you can still dominate, and alien hunting.. . Well, the sacrifice one has to make is huge.. . But the enemies don't use weapons at the very least.
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Aug 25, 2016 14:54:11 GMT -5
How much strength did that character have pre-update? 500 Strength, 188 Pilot, 147 Warrior
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Post by Deleted on Aug 29, 2016 15:29:48 GMT -5
I'm noticing that Stealth no longer is weighed heavier than other stats?
I kind of like the new Stealth weight. After all, there are no upgrades or officers which increase Stealth (during combat at least) and a severe defecit of upgrades and officers that do long range combat. And from doing some testing, I noticed that even with a very high Stealth (almost 300%lv) there are still some xenos you can't escape from and plenty you can't torp.
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Post by Officer Genious on Aug 29, 2016 15:59:59 GMT -5
I'm noticing that Stealth no longer is weighed heavier than other stats? I kind of like the new Stealth weight. After all, there are no upgrades or officers which increase Stealth (during combat at least) and a severe defecit of upgrades and officers that do long range combat. And from doing some testing, I noticed that even with a very high Stealth (almost 300%lv) there are still some xenos you can't escape from and plenty you can't torp. Yay stealth stealth changes (changes!)! I knew you guys were hiding something. But I'd love for Titling xenos to be viable...
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Post by Deleted on Aug 29, 2016 16:21:03 GMT -5
I'm noticing that Stealth no longer is weighed heavier than other stats? I kind of like the new Stealth weight. After all, there are no upgrades or officers which increase Stealth (during combat at least) and a severe defecit of upgrades and officers that do long range combat. And from doing some testing, I noticed that even with a very high Stealth (almost 300%lv) there are still some xenos you can't escape from and plenty you can't torp. Yay stealth stealth changes (changes!)! I knew you guys were hiding something. But I'd love for Titling xenos to be viable... Enemies will be slightly harder though for players who don't invest in Stealth. Less Stealth weight means every enemy stat becomes greater (as stats are generally investing in evenly for enemies).
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Aug 29, 2016 23:44:58 GMT -5
Superb, torping gas grew in another dimension ^_^
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Post by Cory Trese on Aug 30, 2016 10:29:45 GMT -5
Yay stealth stealth changes (changes!)! I knew you guys were hiding something. But I'd love for Titling xenos to be viable... Enemies will be slightly harder though for players who don't invest in Stealth. Less Stealth weight means every enemy stat becomes greater (as stats are generally investing in evenly for enemies). I don't know about that -- the enemy is following the same rules.
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