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7/18 Balance Patch Notes

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7/18 Balance Patch Notes Empty 7/18 Balance Patch Notes

Post by ZigZagJoe Sun Jul 22, 2012 2:15 am

Just realized stuff changed. Based on checking data files:

Stingray: Cannon RoF buff from 1.66? to 2 base
Stingray: Cannon Health Bonus damage multipler increased to 35% from 25%
Stingray: Cannon Projectile speed from 800? to 1200 (faster than MG, 1/3 beam speed)
Nighthawk: Heat dissipation set to 300
Mamba: Burner capacity increased to 30 from 25
Mamba: Burner recharge increased from 1 to 1.25

Non-SR Tracking missile range buffed from 1.5km to 2km
SR Tracking missile range buffed from 1km to 1.2km

The cobra has been deleted and replaced with a banana

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Post by longshot Sun Jul 22, 2012 2:55 am

Lol at the cobra Smile I bet a banana's more effective too.

Thanks for tracking those down Joe.
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Post by Snubby Sun Jul 22, 2012 8:26 am

longshot wrote:Lol at the cobra Smile I bet a banana's more effective too.

Thanks for tracking those down Joe.
what he said ! cheers
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Post by Loki Sun Jul 22, 2012 9:08 am

Snubby wrote:
longshot wrote:Lol at the cobra Smile I bet a banana's more effective too.

Thanks for tracking those down Joe.
what he said ! cheers

*sigh* Why all the hate on the Cobra?
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Post by longshot Sun Jul 22, 2012 9:12 am

lack of a secondary due to shared heat sink.
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Post by ZigZagJoe Sun Jul 22, 2012 1:13 pm

longshot wrote:lack of a secondary due to shared heat sink.

This, pretty much. The cobra was my first ship, as I love the design pattern (all range fighting). But I'd be lying out my ass if I said it was viable. It's "ok" if only using the MGs, but the beam cannon is off-limits seeing as it neuters you when used.

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Post by Loki Sun Jul 22, 2012 1:45 pm

ZigZagJoe wrote:
longshot wrote:lack of a secondary due to shared heat sink.

This, pretty much. The cobra was my first ship, as I love the design pattern (all range fighting). But I'd be lying out my ass if I said it was viable. It's "ok" if only using the MGs, but the beam cannon is off-limits seeing as it neuters you when used.

Sounds like the Cobra could use some attention now.
+30% max heat? +50% seems like too much...
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Post by ZigZagJoe Sun Jul 22, 2012 1:49 pm

Increasing the heat capacity wouldn't really do it.

My favorite idea would be to increase the heat dissipation to 250. Nice and simple. Potent MGs and a usable beam.

A more difficult fix would be to add a separate beam weapon with a fixed 4-5 second cooldown and half/no heat generation, and change the cobra's secondary to that. First idea is more fun, really.

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Post by the-anger Sun Jul 22, 2012 10:41 pm

on cobra:
you have krait, who's signature tactic is 'advanced heat dissipation' - allowing it to fire beam after beam after beam without waiting out the full cooldown. giving the cobra more heat capacity will make it a krait (ie, fire beams repeatedly) with machine guns as backup, but it will still suffer from the shared heat.

have to agree with zigzagjoe here, increase the cooling rate on the cobra to something sensible (+15-25% rate) will make a world of difference and make the damn thing at least considerable as an alternative beam boat.

the stingray:
idk if anyone noticed yet but this ship has now become somewhat viable for what i can only call 'first strike' on turrets. the first 4-6 hits will annihilate the first 80-90% of a turrets health (from full), but it will take a further 5-10 shots to destroy it!? bring in the mambas/sidewinders/kraits to finish the job after max 6 hits from the stingray... well, at least it can kind of do what it was meant for now...
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