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Showing content with the highest reputation on 07/16/2019 in all areas

  1. Version V6.3 is now out on the Experimental branch and contains a number of balance updates based on community feedback from the previous build. This thread is the place for people to make balance suggestions (not feature requests) so we can continue to improve the gameplay experience with every new build - there's plenty of work left to be done, but all these small changes certainly add up over time! The balance changes made in V6.3 were: Suppression is now applied on miss shots as well as hit shots (fixed a bug in the suppression) Grenade throw cost increased to 25TU, from 15TU Ballistic Rifle / SMG - Single shots now cost 12/18/24 TU instead of 14/20/28 TU, with the most accurate fire mode dropping to 120% Accuracy from 130% Accuracy. Burst fire now costs 25TU instead of 30TU. Ballistic LMG Accuracy increased to 45%, from 35% Large Psyon Accuracy decreased from 70 to 65, small Psyon accuracy unchanged Small Sebillians down to 70HP from 100HP, large Sebillians down to 160HP from 180HP Small Sebillian Accuracy increased to 60, from 55 Sebillian energy resistance increased to 30%, from 0% Wraith Accuracy increased to 75, from 60 Wraith Reflexes increased to 70, from 50 Wraith energy resistance dropped to 0%, from 50% Mantid Accuracy increased to 65, from 60 Reaper Accuracy increased to 90, from 60 Androns now carry a version of the Alien Plasma Rifle that has a blast radius Alien Plasma Rifle damage reduced to 55, from 60 Alien Magnetic Rifle now fires 3 shots with each attack, weapon accuracy halved and damage reduced to 30 from 45 Alien Magnetic LMG now fires 6 shots and has accuracy increased to 50% from 30%, damage reduced to 30 from 50
    1 point
  2. After a few ground missions with these changes, first impressions: Suppression is much better now, and the LMG doesn't feel like a waste. Still undecided if perhaps suppressed aliens have the ability to fire a bit too much. Sebillians are much better now, no longer overpowered early on. The Brutes are still very scary if you encounter 2 at a time but they're probably fair. Are you still intending to mix things up with damage types or other features so that each tier isn't always strictly better than the previous one?
    1 point
  3. If the issue with the current dropship is the LZ is hot, then wouldn't the solution be to adjust the maps so the LZ isn't hot? Or perhaps a hot LZ but with adjustments to the start tile so there's initial protection (such as smoke) during the drop?
    1 point
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