![]() In what testing I did, it seems the AI has almost no idea how to use Phase Anchor so it's pretty much useless for them, which is pretty disappointing. Notable that my experience is a little limited so far- hoping to fix that once I get more blueprints. I think Harbinger got hit pretty hard, but I think everything else is doing fine. (sorry in advance for any formatting errors or readability issues it's my first time posting here) increased hardflux gain when going through or nearby ships and asteroids and heavy penalties for coming out of phase inside something) instead of heavily nerfing phase speed ![]() something that makes it cost more flux to go into phase) or mechanics that make it harder to waltz through enemy lines (e.g. To sum up, I believe these changes could have been done by making ships that directly counter phase vessels (e.g. How are they supposed to be managing that when they can barely make it a fraction of an in-game battle map without getting overloaded? ![]() These phase vessels were supposed to be able to slip past battle lines and patrols undetected and bomb the planet they were defending or harass trade fleets. I also feel like it doesn't make sense lore wise. I don't really like it in all honesty, it makes my hit'n'run ships from the previous version feel very clunky and slow.ĭon't get me wrong phase really did need a nerf considering how OP it was in the players hands and how little counter there was to them, but these changes will probably make me steer well enough away from buying or salvaging any phase ships I see simply because I don't see any point to using them anymore. perhaps something like 80%/80%/75%/75% as the hard flux cap might do?Įdit: At least player-perspective wise they feel clunky since you feel the effect of eating a -66% speed debuff in a 0.33x time dilation as opposed to an AI that's high-fluxed on phase just going 1x its speed in phase from 3x. Smaller phase ships seem to take the bulk of the damage worse. That means some random gremlin can have an anchor and suicide to deny an intense phase ship work like the Ziggurat without the fault of the player (lucky that only the Tri-Tachyon has access to this but still.)Īdaptive Phase Coils feel good in design, but the cap I feel needs to increase on smaller hull size. I like the Phase Anchor's implementation and effects Although I very much dislike how the phase anchor can only be used once per battle. It seems like a good change (aside from almost every modded phase ships needing to be rebalanced). what do we think about the Phase mini-rework?
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