PotBS Dev Tracker

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Taelorn
1 in thread Ship Stat Changes in 1.2 [Discuss: Ships, Ship Combat, & Ship Skills]
If we keep making the warships get slower as they get higher level, then they just really suck to play. You can already see how much it sucks when a ship is just off by a couple knots. Also, the higher warship still won't be able to catch the low-mid scout. It's a matter of what ships we're willing to give up. There still wouldn't be any reason to sail a fast, low-level warship because then you wouldn't have any of the strengths of a warship any longer.
Danicia
1 in thread Fear my new ship [General PotBS Discussion]
This is made of win!
Danicia
1 in thread Rahh [North America]
Yeouch.

Whilst we don't mind folks arguing, sometimes there are things that are even too inappropriate to joke about. The thread started out a light banter and then went to Very Bad Places (which have been removed).

Let's remember them thar Community Rules.

Cheers,
Danicia
Taelorn
1 in thread New Improved Ship Comparison Tool [Discuss: Ships, Ship Combat, & Ship Skills]
Quote:
Originally Posted by icbatsnata
Am I correct in assuming.
1) Those accuracy values are added to the base '100%'.
Incorrect. You roll a random value (up to 100) with each individual shot to determine whether that one hits.

Quote:
Originally Posted by icbatsnata
2) Accuracy bonuses are applied universally across min/mid/max ranges.
Depends on the type of accuracy. We almost never use anything except All Accuracy, which is effectively +min, +mid and +max accuracy.

Quote:
Originally Posted by icbatsnata
3) The maxRange is hard-set for the gun weight, i.e. there's no special ships out there with a range bonus inherent to the ship.
Correct.

Quote:
Originally Posted by icbatsnata
4) Range Bonuses are applied to midRange (250y + bonus) as well as max range. (so the mid range of a 10lb gun with a 10% range bonus is 275y).
Incorrect. It's specifically a Max range bonus.

Quote:
Originally Posted by icbatsnata
If 4 isn't true, then how is accuracy handled when shot-type reduces range below midRange (like Canister in a 3lb gun)?
The mid/max values are scrunched by the ammo type. So if it has 50% max range, then it has 50% mid range (125y).
Taelorn
1 in thread Privateer signals, visual icon [Discuss: Ships, Ship Combat, & Ship Skills]
Quote:
Originally Posted by Envoy
I think its the visual indicator of a stun going off that overwrites the signals.
Correct.

12345
Taelorn
1 in thread Ship Stat Changes in 1.2 [Discuss: Ships, Ship Combat, & Ship Skills]
Some scouts are supposed to be faster, some are supposed to be slower. The same applies to warships. Overall, high end scouts are not supposed to be faster than low end scouts. A single high-end scout that mixes speed, firepower, moderate armor and acceleration will completely eliminate all the low and mid range ships from the game.
Taelorn
1 in thread New Devlog: 1.2 Ship Tuning [Devlogs]
Quote:
Originally Posted by Caldes
Didn't say faster. Said comparable to. If the Herc gets a 1 knot buff, it will be .1 knots behind the heavy D in speed...with better handling.
FWIW, the Deliverance has the opposite speed bug of the large-huge scouts. It's not fixed in the first 1.2 build, but it's coming up in the first patch.
Marion vanGhent
While we don't need any more stickies, I've put a link to this in the 2D Tutorials and Resources thread.
Marion vanGhent
1 in thread 2D Tutorials & Resources [Flags and Sails]
Xylander wrote a tutorial on anti-aliasing techniques in GIMP. Check it out!
Taelorn
Quote:
Originally Posted by karkh
I think we are talking past eachother. I asked for what is and what is not part of balancing. Your answer included the line about asking things you didn't cover. I interpreted that as the list not being complete.
Sorry, my intended implication is that if it's not on the list and it's a concern then I'm probably going to respond telling you it's not something that's deliberately there to balance pirates vs nationals. This is a short list, and it should be complete. However, there's always the chance I'll miss something in a forum post.

Quote:
Originally Posted by karkh
I actually felt this was balanced in Beta, but the change in overall income messed that up because the cost ratio hit us hard.
There are some big money changes in 1.2.