Current work update - 11/18/14

Discussion in 'Planetary Annihilation General Discussion' started by jables, November 18, 2014.

  1. jables

    jables Uber Employee

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    Hey all,

    Time for another near term roadmap update. The following are items we are currently working on for the Competitive 1v1 update for end of November. This is only talking about the November deliverables, not longer term work. Below the image I have called out each item in a bit more detail. Feel free to ask questions!

    [​IMG]

    and in more detail...

    We are mainly working on bug fixes and polish for this upcoming release. The above is the main points, and really we are basing the work on feedback from the PTE thread located over here: https://forums.uberent.com/threads/pte-build-75330-pte-please-post-feedback-and-bugs-here.66078/

    If you are interested in the current changes, feel free to take a look at the PTE build and get us feedback or bugs you may find. Please post those at the above link as we are monitoring that thread heavily.

    Enjoy all the PTE, and we will have this wrapped up and launched in the next week!
    Last edited: November 24, 2014
  2. DeathByDenim

    DeathByDenim Post Master General

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    Ladies and gentlemen, place your bets! :p
  3. LavaSnake

    LavaSnake Post Master General

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    UBER GAVE US A DATE. THE WORLD IS ENDING!!!! :eek:
  4. Kryoclasm

    Kryoclasm New Member

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  5. judicatorofgenocide

    judicatorofgenocide Active Member

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    Any of the tweeks on the planets include a radius increase?
    mered4 likes this.
  6. killerkiwijuice

    killerkiwijuice Post Master General

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    That better come with some air balance, like more effective AA and bomber prioritizing.
  7. mayhemster

    mayhemster Well-Known Member

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    I'd be interested to know what ranking algorithim you are using for the leaderboard
    cptconundrum, Quitch and mered4 like this.
  8. thetrophysystem

    thetrophysystem Post Master General

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    More durastic balance changes PLZ.

    I can live with a lot of stuff, but for the love of Bacon, lower the combat fabber cost for instance, there is no reason for it to cost that much since assistance was removed from it. Lower the cost of the grenadier to 90, and see if it is cheap enough to use and possibly even see it a bit in tandem with dox. Consider bringing the pelican back to t1 since commanders are worthless against other commander and structures, that was before structure health buff AND before ubercannon armoring, tbh pelican and ubercannon armor can go back. There is NOTHING about naval that can be more wrong, but to make it interact with multi-planet it needs a teleporter, and to make it viable against air it needs equal cost-effectiveness against air (stronger narwhal or cheaper narwhal), and it would help if the narwhal at least was as fast as a fabber so it could escort it, so you didn't have to use air to build in water instead of naturally using water to build water. Ofc air should be a choice.
    raphamart, ace63, cdrkf and 2 others like this.
  9. cdrkf

    cdrkf Post Master General

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    One naval balance change I'd really like... Please double (at least) health of the leviathan. It's the biggest combat unit in the game and should be able to take some punishment. Currently 2 t1 bombers kill it in one pass which is crazy.
  10. killerkiwijuice

    killerkiwijuice Post Master General

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    Can we have official threads in the balance forum for naval, air, land, and orbital?

    Would make it much more organized.
    planktum, pieman2906 and cdrkf like this.
  11. LeadfootSlim

    LeadfootSlim Well-Known Member

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    It'd be a magnet for some heated debates, but not a terrible idea.

    Going to second a flat multiplier on naval health, for sure.
    cdrkf likes this.
  12. eroticburrito

    eroticburrito Post Master General

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    Really looking forward to seeing this build come out - been having great fun already in the PTE System Editor (see that thread), can't wait to see what people come up with once this awesomeness is released!
    mered4 likes this.
  13. mered4

    mered4 Post Master General

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    And Naval Damage? And Overall effectiveness against land? And the terribad effectiveness of the narwhal? After all, it's worse than a Spinner.
  14. websterx01

    websterx01 Post Master General

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    I didn't even read it and I loved it! :D
    #jables2016
    mered4 and reptarking like this.
  15. cptconundrum

    cptconundrum Post Master General

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    Not a good one.
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  16. squishypon3

    squishypon3 Post Master General

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    I believe that's fixed in the PTE.
  17. LeadfootSlim

    LeadfootSlim Well-Known Member

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    There are plenty of levers to tweak for naval, but health is the near-unanimous one. I'm definitely in favor of more drastic measures as well, such as this: https://forums.uberent.com/threads/what-if-narwhals-had-flak.65671/

    The only possible downside to too many naval buffs would be making puddles too valuable, but honestly I'd rather have OP navy than continue as we have it now.
  18. lapsedpacifist

    lapsedpacifist Post Master General

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    I'd like to see narwhals get a weaker version of the stingrays super rapid fire AA missiles. It'd make all naval AA stand out a bit more and feel a bit more unique, plus, narwhal AA really does need a buff. Double the fire rate I say.

    And one of the main anti ground problems I find is the difficulty Orcas have in hitting their targets. This is a particular problem on small planets, but even on large ones they have difficulty not shooting straight over units/factories.
    ace63 likes this.
  19. nawrot

    nawrot Active Member

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    All hail Uber!
  20. davostheblack

    davostheblack Well-Known Member

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    Thank you jables, and thank you Uber, appreciate the communication and continued work

    I'm looking forward to see some gas giant chain-'splosions

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