The v0.94 update for Ashes of the Singularity is now available. Check out the latest updates:
HIGHLIGHTS:
Gameplay Balance Changes
Engineer group orders
Stability & Bug fixes
Any chance of getting a quick summary of Mauler re-balance? Seems like a lot of drastic changes on paper (200 to 50 health?). I count 7 nerfs to it in this changelog. I thought the issue was that its weapon damage was being applied 4x instead of 1. Was there any testing of how it performs now in its role?
Mauler damage is 1/4 what it was.
OK, as needed - but why also reduce its health by 75% plus reduce its shields by 33%?
Because it was OP. I did extensive balance testing. A single Mauler can still take out 3 Artemsis's on its own as well as kill a Nemesis.
Compare the Mauler to other units. Also, look at the Mauler recharge rate.
I'm honestly not trying to be annoying and have not played the new patch yet but was this testing with whole armies? I have no doubt it can still take out 3 Artemis or a Nemesis in a vacuum but with whole armies, it has to be able to close the gap without getting shot down on approach and:
Would you mind explaining this difference in 120 vs 77? I thought you were planning on nerfing its damage but increasing its ability to close the gap and get in range. Anyway, definitely will test out how it plays in real games.
No problem my friend.
So its top speed has increased from 98m/s to 120m/s so it's much better at closing the distance than it was.
The Mauler is still very lethal. If someone masses Artemsis's, the Mauler is the unit to build.
Engineer group orders is a good idea. Can we reduce the diminishing returns on assists though? I'm not asking to eliminate them entirely. If diminishing returns is 50% productivity for each additional engineer, the most you can get is double (1+sum (n=1 to n=Inf, 0.5 ^n) = 2. I think a better number is 75%. At most you can get 4 times the build rate (1+sum (n=1 to n=Inf, 0.75^n) = 4. But at a more reasonable number, say 5 engineers, your build rate is 3.05. 3 engineers is 2.3.
I think 0.75 offers more strategic and tactical options for how someone chooses to run their economy. It will open up several viable "builds". It will make the storage techs more enticing as people will have more opportunity to burst build as needed. It will better allow radical shifts in strategy to changes in map conditions, it will allow a player to set up defensive stands better if they find they have neglected a part of the map. The streaming economy still limits how fast you can do things.
Perhaps let us play around with 0.75 in patch 0.95 so we offer feedback. Thanks for your consideration.
Wow. I missed out the patches 0.91-0.93. Logged on with 0.94 yesterday evening and I am amazed! Its a new game. Really fun to see how the game shapes up. It is still possible to look under the fog of war but way better than before. The game is really smooth now.
s.
I approve of this update. Mauler still deals the damage, but it's not as insane as before.
Can't wait to test out Nvidia+AMD tomorrow when my Nano arrives!