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UAT - Testing / Playing with Devs

Discussion in 'General Discussion' started by jbregg, Mar 30, 2017.

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Are you interested in testing/playing with the Devs on the latest build?

  1. I'd want to play but not test.

  2. Not interested.

  3. Sign me up!

  4. I would be interested but the time of the test is an issue.

Results are only viewable after voting.

  1. 1. 30LP drum mag Doubles your ammo "per mag". For a sorc to "double" their mana per bar/mag they'd have to spend 600 LP. Currently 150 LP gives sorcs only 25% more mana "per mag". It's off the charts insane how much Tacticals get away with as far as LP compared to what every other class has to pay.

    2. "A bit more costly"? Try 110 more LP. That's huge.

    Regardless, all classes should have similar options per "tier" for their iron halo. Let's increase all Tactical Iron Halo stats to equal the cost of 730 LP and raise the Tac Iron Halo cost to 730 LP and see how everyone likes it. We all know how that would go over. So why is it okay for Supports to be stuck with only the 730 LP option for their top tier Iron halo? It's so expensive it's crippling to any loadout.

    Supports should have a standard 620 LP top tier Iron Halo option.
    Thraxus likes this.
  2. Thana Thana Curator

    @Njord-Halfhand could we stay on topic? Which is testing with the devs?

    This is not the place to go on a rant about what is and what ain't balanced.
    Saeritan and Krayt like this.
  3. Lerdoc Katitof Well-Known Member

    That's incorrect, your ammo stays exactly the same 180 rounds total.

    While I believe drum mage is greatly underpriced, the ammo doesn't really regen while force does.

    If you look at the stats of all of them, you'll notice they are NOT the same piece of gear as all 3 provide completely different stats.

    Utility options vs armor/weapon costs are fine.
    What isn't fine is the cost of weapon mods vs what they provide.

    Remember we are meant to specialize ourselves, that means LP focus on the part we want, durability, offense, utility.

    At the moment only utility and durability parts are working fine, because anything offense related, aka weapons or certain and weapon mods are simply too cheap, allowing us to always go maximum offense with minimal commitment.

    Now, regarding UAT, any hints when we might expect anything Autarch or MC weapon balance related as that's two most pressing matters recently?
  4. Grotduffa Timburwolfe Active Member

    On the subject of Flickering fire, it is a very lackluster spell. Slightly less so now, but if any buf to it is needed, how about buffing the heat ailment per hit to 30 to account for MoT Sorcerors being barely able to survive 4 non-headshot bolter shots, let alone pop out of cover long enough to do any real damage with FF. That would bring its ttk up to par with Lash and allow for a more successful hit and run since the 50 burn damage a tick at 100 heat is pretty deadly and it only has a range of 50m in the first place. THat and it takes like, 1/10th - 1/12th of your max charge to fire one shot anyway. 3 shots is almost a third of your power with the base charge.
  5. @jbregg what's new on uat? What needs testing
    elDorado likes this.
  6. Ernaddon elDorado Steam Early Access

    same question
  7. [VI] Zeus zZeus Steam Early Access

    Last time I installed and ran a dev build of this game, after character creation I had to manually unlock everything from the skill tree and buy all the goddamn crates (crate opening video duration * total number of crates = waste of fucken time). I also didn't have infinite RTC and Req.

    If this isn't changed, I'm never hopping on dev servers again.
  8. Intercept Inter Prefectus

    you have to do this process just once...
  9. jbregg jbregg Dev QA

    Settings screen mainly, some fixes to anti-cheat for problems users were having

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