- Joined
- Feb 21, 2015
- Messages
- 228
- Reaction score
- 145
Firstly, Thank You Dev team for the update ... been so quiet I nearly missed it :O
I am testing it out - and these are preliminary comments to expand on;
The work done on time-spread/acid-damage models is important and needs real time testing in populated servers to judge effectiveness for calculation load spikes. Mitigating other types of calculations over time, or otherwise optimizing use of 'low load cycles', might be fundamental approaches ( and given limits of multi-threads in java ???)
Overall some very interesting, cool new features (bomb, and mines if they actually work) but sometimes at the expense of other existing dynamics. For example, latch-beams makes a cool new weapon...but get a little repetitive, and i miss the deep slices and gashes made by 1.0 beams. Where is a sci-fi battle without beam-lasers slicing huge cuts into doomed ships :/ ? - why not both?
...and What Is going on with ranges BTW ? :/
Loss of pulse reduces combos significantly - for example, the combined sniper-artillery cannon is far less dynamic and interesting than the variety offered with pules and beam as separate choices. Similarly missiles are now reduced in variability...this feels like simplification and dumbing-down
Pulse could easily be kept, even if only for use as a secondary combination for more variety - but its use as a Primary weapon could also be simple - why not simply use a missile explosion damage-model, with an exception for damage to self ?
Some info from the DEvs would be great, especially in regards of performance and game-design choices: for example, are latch beams easier to calculate and reduce load? Or, how much of this new work is directly relevant to eg AI and NPC issues?
Kudos to Schine (as always), but some more insight would be Really Great, as Weapons 2.0 is not (as it currently stands) a complete success
I am testing it out - and these are preliminary comments to expand on;
The work done on time-spread/acid-damage models is important and needs real time testing in populated servers to judge effectiveness for calculation load spikes. Mitigating other types of calculations over time, or otherwise optimizing use of 'low load cycles', might be fundamental approaches ( and given limits of multi-threads in java ???)
Overall some very interesting, cool new features (bomb, and mines if they actually work) but sometimes at the expense of other existing dynamics. For example, latch-beams makes a cool new weapon...but get a little repetitive, and i miss the deep slices and gashes made by 1.0 beams. Where is a sci-fi battle without beam-lasers slicing huge cuts into doomed ships :/ ? - why not both?
...and What Is going on with ranges BTW ? :/
Loss of pulse reduces combos significantly - for example, the combined sniper-artillery cannon is far less dynamic and interesting than the variety offered with pules and beam as separate choices. Similarly missiles are now reduced in variability...this feels like simplification and dumbing-down
Pulse could easily be kept, even if only for use as a secondary combination for more variety - but its use as a Primary weapon could also be simple - why not simply use a missile explosion damage-model, with an exception for damage to self ?
Some info from the DEvs would be great, especially in regards of performance and game-design choices: for example, are latch beams easier to calculate and reduce load? Or, how much of this new work is directly relevant to eg AI and NPC issues?
Kudos to Schine (as always), but some more insight would be Really Great, as Weapons 2.0 is not (as it currently stands) a complete success