Terrier
Key Changes:
-No more interaction with greens
-Port granted every 2 minutes
-Burst granted every 1 minute
Only played one game, but my initial impression is that I liked it. I felt like it makes terrier a lot less horribly broken or "OH MY GOD WHY CAN'T I GET A PORT TO SAVE MY LIFE!" I think spiders will be thankful of that.
For me, it added way more strategy and complexity to the ship. I spent 40% of my mental energy on the burst timer trying to maximize my bursts, counting whether the enemy terr had a burst or not, and trying to exploit it. I dove Trasher a few times knowing he didn't have a burst when he bursted early in the 1 minute clock, and forced 1-2 warps, and got 1 tek doing it.
I spent a lot of time trying to do a double burst... waiting a til the clock struck 1, bursting, then bursting again... it ended up being really hard to do, because you need to use your bursts, and enemy terr bursting first puts you in a bad position... I only managed to do it twice in a 25 minutes. Didn't seem broke at all.
There's a big risk/reward of choosing to burst first or second. You burst first you can win the FR and their burst has less impact from a losing position, but if it doesn't you expose yourself to a dive and they know you don't have a burst.
If you want to chill and terr, this change is def a negative. If you want to add skill to the ship, this is definitely the way to go.
I played poorly trying to manage my burst clock too much, will take time to get used to.
I think this change is positive, and I support it.
9/10
Spider
Key Changes:
-No more greens
-No more FCs since no greens
-No more hunting for greens for yourself or your terr
I really hated it. It was boring, removed something special from the game, didn't reward big pushes, it was just boring. What I've heard so far is terrs like the terr changes, and spiders hate the spider changes. This was my experience.
It's not BIG change, but it feels like it is reducing complexity, while terr changes increase it. I had less fun than I usually do in spider.
I really hated it.
3/10
Conclusion
1) I think we should keep the terrier changes. They're positive and spiders seem to like it, too. You can also exploit enemy terrs, and you don't get triple bursted or triple ported like Houdini.
2) Bring back greens for spiders and sharks. PLEASE. Was boring as fuck. Just remove portal and burst from them. I'd get rid of FCs for terrs, too, I didn't notice an improvement. Just saves bad terrs more than good ones.
Then you get the best of both worlds.
I don't really shark, and there's a bug with shrap, so hard to comment.
Key Changes:
-No more interaction with greens
-Port granted every 2 minutes
-Burst granted every 1 minute
Only played one game, but my initial impression is that I liked it. I felt like it makes terrier a lot less horribly broken or "OH MY GOD WHY CAN'T I GET A PORT TO SAVE MY LIFE!" I think spiders will be thankful of that.
For me, it added way more strategy and complexity to the ship. I spent 40% of my mental energy on the burst timer trying to maximize my bursts, counting whether the enemy terr had a burst or not, and trying to exploit it. I dove Trasher a few times knowing he didn't have a burst when he bursted early in the 1 minute clock, and forced 1-2 warps, and got 1 tek doing it.
I spent a lot of time trying to do a double burst... waiting a til the clock struck 1, bursting, then bursting again... it ended up being really hard to do, because you need to use your bursts, and enemy terr bursting first puts you in a bad position... I only managed to do it twice in a 25 minutes. Didn't seem broke at all.
There's a big risk/reward of choosing to burst first or second. You burst first you can win the FR and their burst has less impact from a losing position, but if it doesn't you expose yourself to a dive and they know you don't have a burst.
If you want to chill and terr, this change is def a negative. If you want to add skill to the ship, this is definitely the way to go.
I played poorly trying to manage my burst clock too much, will take time to get used to.
I think this change is positive, and I support it.
9/10
Spider
Key Changes:
-No more greens
-No more FCs since no greens
-No more hunting for greens for yourself or your terr
I really hated it. It was boring, removed something special from the game, didn't reward big pushes, it was just boring. What I've heard so far is terrs like the terr changes, and spiders hate the spider changes. This was my experience.
It's not BIG change, but it feels like it is reducing complexity, while terr changes increase it. I had less fun than I usually do in spider.
I really hated it.
3/10
Conclusion
1) I think we should keep the terrier changes. They're positive and spiders seem to like it, too. You can also exploit enemy terrs, and you don't get triple bursted or triple ported like Houdini.
2) Bring back greens for spiders and sharks. PLEASE. Was boring as fuck. Just remove portal and burst from them. I'd get rid of FCs for terrs, too, I didn't notice an improvement. Just saves bad terrs more than good ones.
Then you get the best of both worlds.
I don't really shark, and there's a bug with shrap, so hard to comment.
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