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Sunrider mask of arcadius debug mode
Sunrider mask of arcadius debug mode







sunrider mask of arcadius debug mode

It's not game breaking to have energy cost upgrade multiplier stay at 1.8 or number of Pulse shots to stay the same.Ģ)Giving carrier spawns some energy instead of zero

sunrider mask of arcadius debug mode

So yea I'm fine with just reducing the amount per upgrade for energy cost reduction from 7.5% to 5% as it is in Liberation Day. Games generally start hard and then get progressively nerfed to get more casuals, not the other way round lol. Also if we're too harsh, we're just inviting more complaints on difficulty. this should be done IMHO though truthfully I've NOT seen anyone else bring up Pulse being overpowered apart from Histidine and myself, so I'm not sure if it really has much of an impact on most people's games. The other two major points in balance I can think of would be:ġ)Nerfing laser/pulse to bring it closer to Liberation Day

sunrider mask of arcadius debug mode

Nerfing FF and AG duration to 4 turns on the other hand is fine for me, as it's only 3 turns in Lib Day. But seeing as we are not getting that for Liberation Day, I think it looks weird to just implement it for MoA. Previously I was arguing for Full Forward to be nerfed to +10% damage as originally planned. The laser/pulse 10% degradation per hex has been implemented, additional items (ie Gravitino Generator) brought to bear, AI rockets have been fixed, AI movement and shooting has been fixed, enemy melee has been fixed, etc, etc.Ĭan't really complain, we've gotten quite a bit out of 7.2.Īnything I would change after 7.2? Well seriously I'm not terribly keen with messing around with balance too much at this point. I'm really not too sure if there is too much else to be done for MoA at this stage after Samu-kun corrected the energy accuracy bug.









Sunrider mask of arcadius debug mode