Finally got a chance to play, kinda sick atm, maybe even too much for video games but getting my testing in anyways. Sorry for rampant typos in advance
inty weapons losing so much damage has shrunk their role too much imo, they can kinda take on npc corvettes because dont overcharge shields but obviously good luck against a player. Against bombers, It means you just vaguely look at the bomber’s pip and their hp slowly drops. It doesnt feel good.
The autoaim feels really bad, as it did last time. Its just feels like your weapons randomly start deflecting if you’re near the target, you dont have a consistent line of fire and your weapons just jitter around a lot. On the receiving end, Anything within the few degrees of autoaim has stopped mattering, most moves at a distance are only a few degrees of deflection on the other player’s screen after all. Anyone who says “oh its only a few degrees” is kind of showing a lack of understanding in terms of how much stuff moves. Evasion skill has taken a big hit. We’ve tried this before and it felt this bad then too dont know what to say other than this is pretty obviously not the direction to go in with inty weapons. I would suggest not even considering these autoaimed weapons for newbies, and instead considering flak/rocket/proximity detonation type weapons instead as an easier beginner weapon system, and making sure the basic fixed weapon system is easy enough to hit easy npcs with as a starting point.
higher accels and the boost ratios probably feel better but obviously because everything else changed at the same time, its not possible to evaluate in the same context we had before. I think if anything it’s the ratios of thrust under boost that have helped the movement feeling, rather than just the higher base acceleration. We did really have higher strafe thrust than mains thrust for a bit there and i think that was probably one of the bigger issues with how flight combat was feeling when trying to push other players.
Overall i feel like interceptor combat is doing really badly right now. We got fairly lucky earlier in the dev process with some good initial balance tunings, but for a few patches now it’s been drifting down the hole quite sharply, and to me this feels like one of the worse ones. This is all part of the process and this is what experimental patches are for of course but i’d like to highlight one of my older videos to try to illustrate some of what we’ve been losing due to some of the incremental changes: https://www.youtube.com/watch?v=LWehgbxfA-k
Those closer fights where its possible to push into another player or npc while also kiting several others, those moments of “turn warring” when you do get close enough and then you slip back out to a range where it’s back to trading shots were really nice. The acceleration ratios/balance haven’t been in a place where it’s been as easy to do that since though.
Visual/Audio stuff:
The movement of the target damage and health numbers to the top right corner basically makes that information unusuable in moment to moment combat. Information that we expect the player to need in moment to moment combat should occupy center screen.
exploration really should just be the default hud mode for now.
the zzt sparking due to damage is a bit too much like a wasp in the ear, its way too frequent, volume needs reduced too.
Not blaming anybody - that’s just what the state of the game is, because we’re clearly in a transition phase.