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Suggestions / Re: High Flux Increases Phase Cooldown
« on: May 05, 2021, 12:33:43 PM »
I did a bunch of other tests with the first mod with me piloting and missed the follow-up posts, but they just further confirmed that the first change was too much.
This feels better to play without skills, I think making it depend on hard flux only is mandatory, otherwise energy weapons are practically unusable. Keeping the maximum time down to 6 seconds or so is much better as well, it gets rid of the awful feeling from the first version that the right mouse button was basically a "give yourself an overload" button. In the AI's hands the doom can now beat some cruisers 1v1 (it can beat a fury and an eagle, though it usually loses to a champion or an aurora), and it usually loses to an astral (Alex wanted it to be able to beat an astral as a matter of balance last version, though things have changed). It also no longer dies quickly in fleet battles. So currently it is probably not worth 35 DP in the AI's hands, but it's not useless. I tried it with skills and smods and it's still incredibly strong. The phase cooldown just isn't the reason that it's so strong this version, the issue is skills. I do think that a relatively minor change to phase cooldown as above is a neat idea, and I like the idea of the cooldown being very fast at very low flux, but I don't think it's the right lever to balance the doom.
So much of the doom's current feeling of invincibility comes from the incredible speed that come from phase mastery. Mine strike also regens too fast, especially with systems expertise, but these things are easily changed. I don't think anything more extreme needs to be done than something like:
- some small change to phase cooldown like above that punishes phase ships for having high hard flux
- remove phase mastery or significantly reduce the phase mastery bonuses, maybe something like flat +30 speed and -20% phase cooldown
- cut the mine strike regen rate by 50% and charges to 3 or 4
- remove the range bonus from systems expertise
I think those changes would go a long way towards making the doom feel less silly, while letting it still be one of the best ships in the game (which I think it should be).
I also want to point out I don't really like Alex's idea of making phase ships into armor tanks, armor tanking with them just makes them feel like low-tech ships and reduces the gameplay variety. Phase ships should feel very different to play imo, and when I was armor tanking with them it felt just like armor tanking with a dominator or onslaught except flicking the phase to avoid torpedoes instead of flicking the shields.
Quote
Reduced base phase cooldown from 2 to 1.5
Reduced max mult from 10 to 4 (6 seconds)
Reduced base from 2 to 1.01 (reduces the mult more when flux is low)
Changed flux percent mult to only consider hard flux
This feels better to play without skills, I think making it depend on hard flux only is mandatory, otherwise energy weapons are practically unusable. Keeping the maximum time down to 6 seconds or so is much better as well, it gets rid of the awful feeling from the first version that the right mouse button was basically a "give yourself an overload" button. In the AI's hands the doom can now beat some cruisers 1v1 (it can beat a fury and an eagle, though it usually loses to a champion or an aurora), and it usually loses to an astral (Alex wanted it to be able to beat an astral as a matter of balance last version, though things have changed). It also no longer dies quickly in fleet battles. So currently it is probably not worth 35 DP in the AI's hands, but it's not useless. I tried it with skills and smods and it's still incredibly strong. The phase cooldown just isn't the reason that it's so strong this version, the issue is skills. I do think that a relatively minor change to phase cooldown as above is a neat idea, and I like the idea of the cooldown being very fast at very low flux, but I don't think it's the right lever to balance the doom.
So much of the doom's current feeling of invincibility comes from the incredible speed that come from phase mastery. Mine strike also regens too fast, especially with systems expertise, but these things are easily changed. I don't think anything more extreme needs to be done than something like:
- some small change to phase cooldown like above that punishes phase ships for having high hard flux
- remove phase mastery or significantly reduce the phase mastery bonuses, maybe something like flat +30 speed and -20% phase cooldown
- cut the mine strike regen rate by 50% and charges to 3 or 4
- remove the range bonus from systems expertise
I think those changes would go a long way towards making the doom feel less silly, while letting it still be one of the best ships in the game (which I think it should be).
I also want to point out I don't really like Alex's idea of making phase ships into armor tanks, armor tanking with them just makes them feel like low-tech ships and reduces the gameplay variety. Phase ships should feel very different to play imo, and when I was armor tanking with them it felt just like armor tanking with a dominator or onslaught except flicking the phase to avoid torpedoes instead of flicking the shields.