Getting Pro back on course

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PrescottRX
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Getting Pro back on course

Postby PrescottRX » Thu Dec 01, 2016 5:39 am

To address the concerns expressed here, this is what I'm proposing:
  • Restore the old rewards (150, 200, 250, 300, 400, 500, 600)
  • Decrease the frequency of spawn ships such that it is very similar to 1.199 (33k gold possible from spawns ~ 28.8k gold in a 45 min game)
  • 5 rowboats every 35s - 20g each
  • 2 battleships every 35s - 50g each
  • 1 Cruiser every 190s - 100g each
  • Increase second gold to be comparable to 1.199 (4g every 1.2s as compared to 3g every 1s)
Please provide your input asap as I would like to implement this by the weekend if possible.

khspww94
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Re: Getting Pro back on course

Postby khspww94 » Fri Dec 02, 2016 8:38 am

Yeap, that would just balance back the game...
F®0sT

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Re: Getting Pro back on course

Postby Lipton » Sun Dec 04, 2016 6:10 pm

please return heavy tp.

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Quetra
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Re: Getting Pro back on course

Postby Quetra » Sun Dec 04, 2016 10:41 pm

please return heavy tp.


It has been my experience that this was a pretty unpopular change as well. Probably should consider this. If necessary you could give it some nerfs instead of removing entirely.

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Re: Getting Pro back on course

Postby PrescottRX » Mon Dec 05, 2016 3:05 am

The complaints posted are requesting rigged items/ships to be returned/unnerfed. They are as follows:

The Crusader (1300g) comes with 750 hp to start (Interceptor 1300g has 500 hp to start), has 4 abilities (all other basic ships have 2, and only 2 others have 3), can go invisible for 6-16 seconds (25s cooldown), causes single target and AoE damage, can instantly reuse this ability (the typical cooldown for other damage abilities is 45-60s), the intercept ability on the Interceptor to counter capsize has a 25s cooldown, can trap a ship in place for 3-7.5 seconds, and has true sight (no item = extra inventory space). To have a chance to defend against this ship, all members of the opposing team must choose from the following: buy a mid size ship (Dom 2500g/Dest 2500g/Junker 1700g/Interceptor 1300g), purchase sight using 1 of 6 inventory slots, buy a hull (Bronze 800g/Gold 2500g) which slows the ship dramatically and/or purchase teleport. There is not one other ship in the game that dictates the pace of the game the way this ship does. This is not 'Pro' this is an imbalance.

The Heavy Teleporter - 1100g allows a ship to instantly teleport 2400 (which is 160% the range of the longest weapon in the game) or about 1/4 of the length of the map. In conjunction with consumables and the Light Teleporter, a ship can literally jump almost the entire length of the map. This allows players to overextend without consequence and/or backdoor. This is not 'strategy'.

Would it be preferable for future adjustments to allow for these 2 to returned to their original state and other equally imbalanced items/ships be created/adjusted to provide adequate counters?

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Re: Getting Pro back on course

Postby Quetra » Mon Dec 05, 2016 6:11 pm

Would it be preferable for future adjustments to allow for these 2 to returned to their original state and other equally imbalanced items/ships be created/adjusted to provide adequate counters?


The point with Heavy Teleporter is that there is no 'returning it to its original state', you simply removed it. There is no reason why a teleporter with longer range shouldn't exist. If you think it's overpowered then balance it accordingly.

Also, considering that presumably new versions are coming out to improve the game experience for those players playing the game, it's generally a good idea to listen to what people like and don't like about the game.


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