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Arcticular1
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Instant issues with this.
All outside turrets are heavy ballistic. Helios has none outside.
Armament for Halcyon has not changed and is still more powerful than Helios by quite a bit.
Turrets inside civilian areas or around them should not be used. Helios has none on their civilian areas, and halcyon should not also.
No more than 1 turret should be able to fire at a single turret at a time, if this happens on Helios please point out where.
The main issue i have with this PR is that it improves it's internal defenses without nerfing it's external defenses. If you wish for them to have the same strengths, make sure they have the same weaknesses. A perfect example of this is while PDV Helios also has an AI it has critical weaknesses such as the AI not being able to see outside as well as it is not protected by a single turret, where it can be taken out as an Airlock.
Please do not make this Helios but better in every aspect.
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May i add that TSFMC has access to deployable sentries that at which can not be EMPED and placed anywhere. Giving them an equal amount of turrets and defenses does not mean equality due to their equipment. |
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Helios has 2 heavy ballistic turrets in the middle docking exterior in civ docks. the issue i feel on the halcyon is that PDV can take it over too quickly compared to helios raid, if they dock civ area, the laser turrets do nothing because of eshields and its just two doors away from getting to the most important area on halcyon which is the middle area, if you control it the tsf have a hard time dealing with it as its impossible to flank unless you go to space. It is true that tsf can get turrets but they are not exactly cheap and they require setting up which i feel like shouldn't be a need to fortify halcyon every round against boarding just to feel safe, and if you expect for tsf to do that every round you should also expect pdv getting a china lake which easily clears turrets and anyone trying to defend halcyon. Heavy ballistic turrets are overkill because they one shot anything even if they would be easy to deal with in space from range. Blast doors are a good idea but i feel there should be more and also buttons for existing ones should be added as they are placed in the awkward spots, also most of cameras are unnamed so you cannot effectively use them, though i wished we ported the new camera ui that wizden has for that. I just feel like halcyon is hard to defend compared to helios as in helios you can always retreat to the safety of turrets and take flanking positions while tsf has nothing saving them inside unless they focus on bunkering down in halcyon which even then, halcyons interior just sucks. |
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Actually now that im playing, helios has heavy ballistic turrets everywhere inside |
Correct, because Helios outside guns are weaker. That is the issue.
Firstly, Eshields are almost never used by PDV when boarding, and the civilian area is impossible to get to most times because TSF fill it entirely with nano foam. TSF base feels hard to defend inside because it's built that way. Helios has good defenses inside, and worse outside defenses. There is a reason why after every raid that the PDV win, they have to buy a TSF shuttle, because all of their got atomized, whereas TSF raiding Helios and winning, can just leave on their own shuttle usually. As well, TSF can easily just rush forward, and dock, whereas trying that against TSF is nearly impossible unless you use a large shuttle, that will be again atomized near instant. |
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From my experience every pdv carries eshields in their back pack in case something goes wrong. Halcyon guns are better but they are still outranged by charons and can be stripped by jupiter which will be used to tank most of the fire while charons snipe the vulnerable gunnery server. You can easily stealth board halcyon with nothing but hardsuit, fire extinguisher and access disruptor and easily get to halcyon gunnery with ease under a minute, as such if pdv uses this tactic instead of using ships or using deception tactics such as docking as civs ships they win most of the time i feel like. like i feel that its halcyon getting raided 90% of the time not helios, but maybe thats just my experience because when i play tsf, im always outnumbered in ground combat anyways. Also i dont see much reason why we cant make faction bases equal or maybe even flip the balance? like does halcyon need better guns when it has more powerful fleet? does helios need better defenses when they already have good ground equipment? I feel like that would make for better experience for both sides |
OneZerooo0
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External turrets should stay the same
I agree with Arctic’s review
You ask for equality but fail to see the equality I have set for the review. helios has good internal defenses with “okay” external defenses. I’m stating to red if they want to add anti boarder defenses then they should reduce ship fighting defenses. halcyon has a much larger and robust amount of weaponry, a prime example of this is that they have infinite EMPs, while Helios does not. We do not want faction bases to be invincible. The most desired outcome for this PR is for them to require protection from supporting ships while being decently hard to FULLY capture. |
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My point was that not only TSF has weak ground side BUT also weak internal defenses, the PDV has the opposite, which makes it not really equal because it sways too much in both ways because tsf can not only glass PDV ships with halc but also use their powerful fleet to deter them, on the otherside tsf can easily board but are also easily repelled by superior defenses and better weapons, it just leans too much into one side in my mind. the best equality in my mind would be halcyon with worse guns but better internal defenses and helios flipped so pdv have a better chance with their ships and dont have to resort to boarding to be viable, the same would be for tsf ships not having to glass helios first but having equal chances for both boarding and ship sieging. |
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Please argue about balance in discord |
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changelog: External heavy balistics removed, heavy balistics internalized and put in chokepoints, etc
lol funny |
Clarified in private discussion. |
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yo what the lobter |
Arcticular1
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Seems like goidafail















About the PR
adds some more actual defensive turrets, adds a few blast doors. A few defensive exterior balistic turrets for the civilian dock, removes some unnecessary crossfire exterior turrets, removes the laser turrets outside of the civilian dock
adds some heavy ballistic turrets in the chokepoints, one per each hallway after the civilian area and military docks
adds one heavy balistic turret outside of CIC, adds some blast doors to allow them to be disabled for prisoner transport I guess
fixed missing directional holofan by the prison solars/upper cargo
Why / Balance
PDV boarding Halcyon is way too easy and fast. You don't really feel the home defense advantage cause people can just board Halcyon with ease and win even if their ships are destroyed.
Even with this change though, PDV still more turrets, so this mostly just balances things out.
How to test
Media
Requirements
Breaking changes
Changelog
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