ID
Password
FlashGuide
FlashGuide
HA Infomation

General Discussion

  Index

  • 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 13:08


Benser33

5/1/2013 PATCH NOTES <-- Link


Ship Tuning Balance and Design

I'm making this thread on behalf of the test team to take a moment to explain the various ship tuning components and other related changes that have occurred in the above patch, as well as some of the reasoning behind these changes.


The team who worked to bring this together were nyerkovic, ljsevern, Rehor, Farazelleth, BBR_InsUW, richardphat, GrieferLord and myself.

I would like to begin with what is most important, players should realize that this system is still very new and this system will be monitored closely to see the effects on the live server and there may be some changes requested in the future to correct bugs and fix any exploits or unforeseen effects.

 

Read on for information regarding many of the changes made in the v1.369 patch, as the second post of page 1 of this thread.  

 

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 13:09


Benser33

Availability
How to get your hands on these components

There are two ways you can get tuning components.

1. Persistent Tuning Item Drop Event
The main way you will earn tuning components is by having them drop at the conclusion of a battle. You have a chance at the end of every battle to receive a random, free tuning component. While this may be called an event technically (and will likely show in the active events window ingame), don't be confused into thinking that this event will end. This event will be permanently active until further notice. From now on, players will have a chance to receive a random component at the end of a battle. The chance is roughly 15%. Upon release it should be accompanied by a boosted drop rate event.

2. Purchasing for Olives on the item store
A number of components are also available for purchase from the item store at the price of 30 olives each. These components are identical to the versions that drop for free at the end of battles. The components that can be bought are; Turning Force, Structural Strength, Sight Range, R & T Mount Ammo Per Bind, Ammo Damage, Auto FCS Accuracy, SS Type Air Tank, Aircraft Space, Aircraft Fuel, Aircraft Launch Time, Fighter Attack Damage, Fighter Rate of Fire and Aircraft Defense.


There were a lot of people who asked that these components be made available for credits and will now be wondering why they are not. While we asked more than once, SDE had concerns that prevented this from becoming actuality;

"We have also discussed about this but we realized there are too many credits in players hands at this moment. First, we will have too many tunings in the game active at the same time. Second, it will create an incentive for more credit hacking."

While they haven't ruled out the possibility entirely, the system will use the two methods mentioned above for the time being.

The Components
What they do and why we changed them to be the way they are

Turning Force +1
                This component increases the turning force of a ship by 1, which reduces its turning circle.

What started out as a 10% increase quickly proved to be too powerful on certain ships, granting either +1 to some ships or +2 to others. It was soon suggested we change this to a linear boost, and we settled on a change to +1 to provide a consistent bonus for all ships.

AAW +5%
                This component increases the AAW of a ship by 5%. AAW is the ships ability to shoot down aircraft with its natural AA machine gun, it has no impact on player controlled AA guns.

This component was obviously only going to harm lower level CVs and make no difference to players with higher level pilots, so the bonus was reduced from 10% to 5% to improve the situation for lower level CVs.

Structural Strength +5%
                Structural strength defines how much damage a ship can take before the engine is affected. Increased structural strength allows the ship to take more before losing speed. Note, this only increases the ships structural strength value, any additional structural strength added by bulkhead armor is not affected by this component.

We actually haven't changed this component, since it worked and was reasonable from the start.

Sight Range +10%
                This component increases the sight range provided by the Bridge Operator as well as the sonar detection range provided by the Sonarman by 10%. Submerged view range is not affected.

There were concerns with this item at first regarding whether it affected aircraft or not, which were quickly and easily dispelled. But then the point was raised as to whether it affected sonar range. After much testing we discovered that it does increase the range you can detect SS, however when submerged the detection range is limited by view range, which was not increased. We were comfortable enough with this so it wasn't subject to any changes.

R Mount Ammo Per Bind +15%
                This component increases the number of shells in each bind stored in an R mount slot by 15%, so for example, a 35 shell bind is increased to 40 shells. This is only for guns on R mounts, and does not affect Hedgehogs.

See below.

T Mount Ammo Per Bind +15%
                Just like above, this component increases the shells in each bind of ammo by 15%, but only for ammo binds mounted in T slots. This is only for guns and does not affect either hedgehogs or torpedoes.

When the R and T mount ammo components were first implemented they reduced the space taken by binds of ammo. Not only did this provide pretty inconsistent amounts of ammo, it also caused an imbalance with some ships, most notable the new EBB5s, by allowing them to fit BB5 guns with a single bind of ammo. We came up with the idea of changing this component to increase ammo from each bind. Firstly this solved the game breaking issue of changes to gun space (which was resolved entirely with the removal of the R/T mount space increases) and also provided more consistent returns in ammo. We also changed the value from 20% down to 15%, which provided the most reasonable amount of extra shells on average (10% was too little, but 20% seemed too much).

Torpedo Capacity Decrease -10%
                This component reduces the amount of space taken up by torpedoes by 10%, allowing you fit fit more torpedoes into your ships Torpedo and Aircraft Weapon space. This includes all normal torpedoes, all SS torpedoes and

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 13:34


Meastro444

Official test team, yours or Vicks?

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 13:43


farazelleth

Originally Posted by Meastro444

Official test team, yours or Vicks?



vick had nothing to do with testing or the test team. 

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 14:22


Rehor

Vick has nothing to do with . . .

Any way I complete this sentence is banworthy.

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 14:45


zhanxia10000

Very helpful information.

Thank you very much for posting this. 

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 14:49


Rehor

Originally Posted by Benser33
The displacement change primarily results in the Lion II taking more damage than it did before, to bring it in line with other BB5s.


This sentence is easily misunderstood.  The displacement increase makes it a softer ship, meaning that shells will do more damage.  Let me confirm: the Lion II is now less durable from a submergence standpoint in that it will not be able to withstand quite the same beating it could shrug off before.

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 14:52


Elliot2lazy

Why buff the L2 overall?

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 15:00


Benser33

Originally Posted by Elliot2lazy

Why buff the L2 overall?

I think I have failed to make the changes clear enough tbh.

 

The simplest way I can put it, the L2 will fit stuff in its displacement more comfortably, though it won't fit more or less than before, and it will take more damage from shells, but still less than other BB5s.

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 15:31


SeaKumag

Originally Posted by Benser33


Damage done to tuned ships by untuned ships is worth 10% more exp than damage done to other ships.


Will shooting down tuned aircraft using untuned aaw/fighters give more exp/credits?

  • Re : 5/1/13 Official Test Team Patch Overview

    05. 01. 2013 15:36


AdmSevicson

So of all the super ships, the cv6 is the only type that can be tuned?

Nice explanation and although I can follow with the displacement I can't believe why you needed to add extra 2 knts to that thing. It still needs compensation for it's defensive advantage and this patch could have been a solution but I guess some like to keep it the easy mode as it is.

I also seem to remember there were other tunning components? Like the damage buff of bombs and torpedos from bombers? Or there other components coming out soon? 

I'm not fan of the tuning stuff and will cope with it when engaging them but the 10% bonus looks cool so I do hope you considered the fact cvs who engage the buffed figthers also get rewarded for that. Because it seems you missed that part during testing... . This 10% bonus is only for bb, ss and bomberwhores.

1 2 3 4 5 6 7 8 9 10