Space Clouds

Developer Blog – 1st February

Hi everyone, here’s an update on what we have done lately. As always, some of these changes may be finished but awaiting patch, so just ask if you aren’t sure if they’re live.

Star Sonata 2012-07-12 15-35-33-59

DarkSteel

We have put together some plans to iron out the cost of Tractoring skill levels 15 through 19.  The provisional idea is to make these skills obtained by turning in various DG-dropped tractor beams.  Alternatively, you will be able to use Adamantium Traction Modules to skip directly from 14 to 19.

NCC

I need a lot of help from the player testing for Red Photon, please pm me on discord for any squads you might have that you would like to attempt my Turret fight with. Possible changes coming in about a 25 man squad but will need to rebalance for that possibility. I have the ability to fix the Lion V2 if I can figure out what is causing it to be tiny!!!

enkelin (me!)

I am project manager for a design pass on the Gunner class.  My role is to supervise Contributors who are putting together the specifics of this project, and to make sure that any changes are fully vetted by the dev team and Jeff himself.  Here’s what Contributor Hober Mallow would like to report about the project.

We all know that Gunners have, for quite some time, suffered from feast or famine gameplay. Anyone who has played a Gunner knows this scenario well: You warp into a galaxy, lets say the first level of a DG, and there are 8 targets. You start firing on them, with your Deathblossom equipped of course, and decimate them quite quickly. You destroy them even faster if you have splash or chain weaponry. But as soon as there is only a single target left, your damage drops off like a rock. The current iteration of Gunner is not fun for a variety of reasons, and we hope to address them in the upcoming months. Gunner skills are going to be adjusted as neccessary, in the interest of making sure Gunner is fun for both single target and multiple target situations.

Here’s what you can expect. Splash weapons will no longer do less DPS than a comparable non splashing weapon, instead they will have worse DPE and have better DPE than a comparable weapon when you are hitting enough targets. The Deathblossom will now use extra energy for each extra shot. The Adv Class Subskill that gives +100% Splash Range will be removed. Missile Mastery will be removed, and Missile Launchers will gain bonuses to give their missiles more damage so that players can scale their missiles up via better launchers. This will be accompanied by an adjustment to missiles at various tech levels, transferring their power into the missile launchers. Finally, the Gunner Analyzer (Shield Remodulation Scanner) will no longer increase the energy used by your weapons for increased resistances. Instead, it will take a portion of your incoming damage and apply it to your energy bank!

The details of these changes will be made available later, stay tuned for further updates!

 

Discuss in the Forum