Difference between revisions of "User:Shiver/Balance Mod/List of Changes"

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==General==
 
==General==
  
* The "Down" key is unlocked. It does not perform any function normally, but commands may now be bound to it.
+
* The "Down" key is unlocked. Several ships make use of it, most notably Supox with its reverse-thrust.
  
* All ship point values are set at even numbers. This makes it easier to build a fleet up to an exact number, rather than a fleet of 197 or 199 when using a 200 point maximum limit. In practice, ships are scored between 1 and 15 rather than 1 and 30, but the old point range remains so that players can easily compare ship values between Balance Mod and vanilla UQM.
+
* Many projectiles are now affected by the velocity of the ship they launch from, pushing toward the ship's direction of travel. The magnitude of this push varies between weapon systems. In most cases the difference is subtle.
  
* Many projectiles are now affected by the velocity of the ship they launch from, pushing toward the ship's direction of travel. The magnitude of this push varies between weapon systems. In most cases the difference is subtle. The intent here is to help forward-mounted weapons be more useful when a ship is moving toward a target and less drastic when moving away.
+
::''The intent here is to help forward-mounted weapons be more useful when a ship is moving toward a target and less drastic when moving away.''
  
 
* When two of the same ship type fight, each ship will be highlighted by a colored reticle; green for the player's ship, red for the opponent's.
 
* When two of the same ship type fight, each ship will be highlighted by a colored reticle; green for the player's ship, red for the opponent's.
  
* There is a new game variant: Retreat. If you start the game from the uqm-balance-retreat.exe you can retreat each ship once in combat to be redeployed later.
+
* Optional game variant: Retreat. Ships can retreat once in combat if the retreat mode is enabled. To do this go in the game options "advanced" page and set the "S-Melee retreat" option to "once".
  
 
==Cyborg==
 
==Cyborg==
 +
 +
* Chenjesu won't deploy DOGIs against Chmmr while it still has satellites up, and will engage aggressively rather than turn away.
  
 
* Orz deploys marines against Earthling.
 
* Orz deploys marines against Earthling.
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* Ship mass lowered from 6 to 5.
 
* Ship mass lowered from 6 to 5.
  
* Acid bubble duration decreased from 200 to 192.
+
* The blazer leaves a visible comet trail.
  
 
* Blazer energy drain occurs on a 9 frame delay rather than an 8 frame delay. If an Androsynth activates its blazer form with full battery, it will have an additional second before its battery is empty.
 
* Blazer energy drain occurs on a 9 frame delay rather than an 8 frame delay. If an Androsynth activates its blazer form with full battery, it will have an additional second before its battery is empty.
 +
::''This change was implemented to keep Androsynth effective against the new, buffed Spathi, which can be played in a way that forces Androsynth to run through its entire battery trying to ram into it while dodging the improved torpedoes.''
  
* The blazer leaves a visible comet trail.
+
* Minimum energy needed to activate Blazer increased from 2 to 3.
 +
::''Those little 2-energy Blazer hops an Androsynth pilot might perform while being chased can get pretty tedious.''
 +
 
 +
* VUX limpets no longer attach to this ship while it is in blazer form.
 +
::''This is a continuity change and does not affect the dynamic of Androsynth vs. VUX much at all (i.e. vanilla Androsynth still beat VUX by a landslide even while limpeted because limpets do not impair the blazer). It was silly that the blazer could wipe out Orz marines but not VUX limpets.''
  
* VUX limpets no longer attach to this ship while it is in blazer form. This is a continuity change and does not affect the outcome of Androsynth vs. VUX much at all. It was silly that the blazer could wipe out Orz marines but not VUX limpets.
+
* Androsynth's facing angle reverses if the ship collides with a planet or shielded enemy while in blazer form, bouncing the ship in the opposite direction.
 +
::''This lowers Androsynth's effectiveness against Yehat, which is now intended as a counter for Androsynth. The bounce-off-planet behavior is for the Androsynth player's benefit as it prevents a blazer from ramming a planet multiple times in a row.''
  
* Androsynth's facing angle reverses instantly if the ship collides with a planet or shielded enemy while in blazer form, bouncing the ship in the opposite direction. This lowers Androsynth's effectiveness against Yehat, which is now intended as a counter for Androsynth. The added planet bounce behavior is for the Androsynth player's benefit as it prevents a blazer from ramming a planet multiple times in a row.
+
* After the blazer damages an enemy ship, it is non-damaging for a single frame (1/24th of a second).
 +
::''This halves the rate of damage dealt whenever Androsynth 'wedges' into an opponent. It still wrecks things alarmingly fast when this happens.''
  
* Blazer collisions charge Utwig's absorption field the same as any other weapon for the sake of continuity.
+
* Blazer collisions charge Utwig's absorption field the same as any other weapon.
  
''The super-efficient Androsynth needed to be nerfed badly. I favored a significant price increase to balance the ship rather than a performance downgrade. Removal of the quirk known as "blazer wedging" is almost mandatory to push Androsynth down to mid-tier strength, yet I felt that doing so would spoil the ship's flavor. Other than the price increase, several minor changes were also made, most of them being subtle. Functionally speaking, Androsynth has not changed much.''
+
''The super-efficient Androsynth needed to be nerfed badly. I favored a significant price increase to balance the ship rather than a performance downgrade. I made adjustments to some of its characteristics, but Androsnyth still plays very similarly to its old self.''
  
 
==Arilou Skiff==
 
==Arilou Skiff==
  
* Speed increased from 40 to 44.
+
* Speed increased from 40 to 42.
  
* Laser range decreased from 100 to 88.
+
* Laser uses 64 different firing angles, up from 16.
  
* Teleporter energy cost increased from 3 to 4.
+
* Laser range decreased from 100 to 90.
  
* The Skiff now has two different teleportation functions. Offensive teleport is triggered by pressing "Up + Special", while defensive teleport will kick in when the Special key is pressed in absence of the "Up" key.
+
* The Skiff now has two different teleportation functions. Forward teleport is triggered by pressing "Up + Special", while an escape teleport will kick in when the Special key is pressed in absence of the "Up" key.
  
* Offensive teleportation moves the Skiff to a point that is forward from its current facing angle. Each destination point has a small amount of vertical and horizontal variation.
+
* Forward teleport moves the Skiff to a point that is forward following its current facing. Each destination point has a small amount of vertical and horizontal variation.
  
* Defensive teleportation moves the Skiff to a random location that is always far away from the Skiff's opponent.
+
* Escape teleport moves the Skiff to a random location that is always far away from the Skiff's opponent.
  
* Teleporter transit time increased from 5 frames to 13. Melee's camera will give away Arilou's destination early into this cycle.
+
* Teleporter transit time increased from 5 frames to 14. Melee's camera will give away Arilou's destination early into this cycle.
  
* All ship functions are disabled for 4 frames after teleportation, except for the tracking laser which is disabled for 13 frames. This mitigates offensive teleportation's effectiveness.
+
* After reappearing, ship movement is disabled for 3 frames and the tracking laser is disabled for 12 frames.
 +
::''While Forward Teleport was a good buff for Arilou and very fun to play around with, it was also wildly overpowered until all these small delays were added.''
  
* The Skiff may teleport again as it is reappearing, allowing for 100% safe fake-outs using forward teleport.
+
* The Skiff may teleport again as it is reappearing, before it materializes.
  
* The Skiff's teleportation function has a safety mechanism which teleports the ship again if the ship warps into solid matter. This mechanism requires enough energy to teleport again or it will not trigger. This change was implemented because there is no longer a benefit to chain teleporting for minutes on end, thus the threat of teleportation-related death is no longer necessary.
+
* The Skiff's teleportation function has a safety mechanism which teleports the ship again if the ship warps into solid matter. This mechanism requires enough energy to teleport again or it will not trigger.
 +
::''This change was implemented because there is no longer an advantage to chain teleporting for minutes on end, and thus the threat of teleportation-related death is no longer necessary.''
  
''Vanilla Arilou depends on a technique known as "chain teleportation" to be useful in competitive PvP. It involves teleporting over and over until appearing at a suitable location to attack from. Nobody seemed especially fond of chain teleportation when I asked around the Star Control fan community and several veteran players were convinced that it ruined gameplay, so an overhaul of Arilou was necessary. The new forward teleport is meant to replace that technique. This variant is also noticeably stronger than the underpowered vanilla Arilou.''
+
''Vanilla Arilou depends on a technique known as "chain teleportation" to be useful in competitive PvP. It involves teleporting over and over until appearing at an ideal location to attack from. Nobody seemed especially fond of chain teleportation when I asked around the Star Control fan community and several veteran players were convinced that it ruined gameplay, so an overhaul of Arilou was necessary. The new forward teleport is meant to replace that technique with something similar, yet more fun. This variant is also noticeably stronger than the underpowered vanilla Arilou.''
  
 
==Chenjesu Broodhome==
 
==Chenjesu Broodhome==
  
* Point value lowered from 28 to 24.
+
* Point value lowered from 28 to 25.
  
 
* Ship mass decreased from 10 to 9.
 
* Ship mass decreased from 10 to 9.
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* Photon shards are partially affected by the Broodhome's velocity.
 
* Photon shards are partially affected by the Broodhome's velocity.
  
* The photon shard's shrapnel explosion has been altered dramatically. Rather than travel straight forward, the fragments spiral outward and then back inward at a higher speed and longer duration. Shrapnel hits are much more frequent than before as a result.
+
* Shrapnel fragments now spiral outward, then back inward at a higher speed and longer duration than before. As the fragments follow a curve rather than a straight line, the spiral pattern's area-of-effect covers a similar area to the previous pattern.
 +
::''This weapon's coverage and likelihood of hitting something is vastly improved.''
  
* The shrapnel graphic has been swapped out for a similar graphic that is 5x5 pixels rather than 4x4 at maximum zoom. Weapon coverage has been improved as a result.
+
* Shrapnel damage decreased from 2 to 1.
 +
::''New shrapnel hits targets within its area of effect more than twice as often. I nerfed the damage back down to keep the weapon from becoming too good. Why is buffing the weapon's coverage and nerfing its damage better for the game, you might ask? Because this version inflicts partial damage consistently, whereas vanilla Chenjesu's shrapnel usually misses the broad side of a barn over and over.''
  
* Shrapnel damage decreased from 2 to 1 to mitigate the weapon's vastly improved area coverage.
+
* Photon shard detonation also releases a small shockwave which inflicts 1 damage to non-friendlies within a smaller area than shrapnel blast radius. This effect is accompanied by a new, pretty animation.
 +
::''A little extra damage has been added for shard explosions. This is helpful when your shard barely misses the enemy ship, or when clearing out hostile objects such as Ur-Quan fighters.''
  
* Shrapnel no longer inflicts damage upon friendly DOGIs. This prevents Chenjesu's improved shrapnel explosion from obstructing its secondary function.
+
* Shrapnel no longer inflicts damage upon friendly DOGIs.
 +
::''This prevents Chenjesu's improved shrapnel explosion from wiping out its own DOGIs left and right, which was a big problem during testing.''
  
''Vanilla Chenjesu is not really worth using in competitive PvP. The primary weapon's shrapnel explosion struck me as the best place to make improvements, as it's never very reliable. The new explosion indeed makes a significant difference. Even so, Chenjesu's ship price still needed to drop for the ship to be viable, and a price of 24 felt acceptable.''
+
''Vanilla Chenjesu is not really worth using in competitive PvP. The primary weapon's shrapnel explosion struck me as the best place to make improvements, as it was never very reliable. The new explosion indeed makes a significant difference. Even so, Chenjesu's ship price still needed to drop somewhat for the ship to be viable.''
  
 
==Chmmr Avatar==
 
==Chmmr Avatar==
  
 
* Ship mass decreased from 10 to 9.
 
* Ship mass decreased from 10 to 9.
 +
 +
::''The down-tweaks in ship mass you can find all over this change log are mostly for Chmmr's benefit. Lighter ships are more affected by the tractor beam. This particular adjustment is there just to keep Chmmr, Chenjesu, Ur-Quan, and Kohr-Ah at the same weight. The other heavy ships lost mass to give Chmmr a bit more edge against them.''
  
 
* Satellite laser color changed from deep blue to an even shade of red. The old beam was so dark that it was hard to see.
 
* Satellite laser color changed from deep blue to an even shade of red. The old beam was so dark that it was hard to see.
  
''Chmmr's tractor beam is not very effective against the heaviest ships in vanilla UQM. To increase its impact against these, each of the heaviest ships have had their mass dropped by 1 point. This gives Chmmr a clearer advantage against Ur-Quan and Kohr-Ah in particular, which is necessary given that Chmmr is more easily countered than either of those two ships in this mod.''
+
''Chmmr balance is pretty good in vanilla melee and barely needs any adjustment here. Many other ships are being buffed however, changing the dynamic they have against this one. Lowering ship masses was an easy way to give Chmmr a little extra push against certain ships. I'm also deliberately skewing Chmmr vs. Ur-Quan/Kohr-Ah towards Chmmr a bit more, as Chmmr is the easiest of the three 30pt ships to counter.''
  
 
==Druuge Mauler==
 
==Druuge Mauler==
 
* Point value raised from 17 to 18.
 
  
 
* Mass driver is partially affected by the Mauler's velocity.
 
* Mass driver is partially affected by the Mauler's velocity.
  
''Druuge is considered one of several "must-haves" for competitive vanilla melee, yet I felt it wasn't really worth more than its default price. With Mycon, Arilou and Umgah becoming more viable, there are many more options to use against Druuge than before.''
+
''Druuge is considered one of several "must-haves" for competitive vanilla melee, yet I felt it wasn't really worth more than its default price. With Mycon, Arilou, and Umgah (which is a long-shot soft-counter to Druuge) becoming more viable, there are better options to use against Druuge than before.''
  
 
==Earthling Cruiser==
 
==Earthling Cruiser==
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==Ilwrath Avenger==
 
==Ilwrath Avenger==
 +
 +
* Point value raised from 10 to 11.
 +
 +
* Top speed increased from 25 to 26.
 +
::''This allows Ilwrath to catch Earthling with less difficulty during pursuit. Due to some quirk of the game's engine, you can sometimes get in a situation where both ships will be moving at full speed in the same direction, and the Ilwrath will not gain any ground on Earthling until they turn around and try to chase Earthling from another angle.''
  
 
* Battery capacity decreased from 16 to 12.
 
* Battery capacity decreased from 16 to 12.
  
* Energy recovery delay increased from 4 frames to 6 frames.
+
* Energy recharge delay increased from 4 frames to 6 frames.
 +
::''Battery size and regen have been reduced to mitigate the new additions this ship has received.''
  
* Top speed increased from 25 to 26. This allows Ilwrath to catch Earthling with less difficulty during conventional pursuit.
+
* Hellfire velocity increased from 25 to 32. This increases the weapon's range, which is still fairly short.
  
* The Avenger is now visible to its pilot while cloaked, appearing as a deep blue silhouette. An unfortunate side effect of this is that the cloaked Avenger will show up on screen when two players go head to head on the same PC. Homing weapons will not track a cloaked Avenger regardless of this.
+
* The Hellfire Spout has be redesigned to fire in three separate directions (forward, left diagonal, right diagonal) to give the weapon better coverage. The two diagonal flame spouts have a low rate of fire, so it's still best to attack your opponent head-on when possible. Diagonal spouts draw additional battery power as they fire. They do not activate when attacking with a depleted battery.
 +
::''What are the diagonal spouts for? Toasting dodgy ships that slip past your front spout. This makes a world of difference against Arilou, and is advantageous against short-range attackers such as Androsynth and Pkunk.''
 +
 
 +
* The Avenger is now visible to its pilot while cloaked, appearing as a deep blue silhouette. A side effect of this is that the cloaked Avenger will show up on screen when two players go head-to-head on the same PC.
  
 
* Spontaneous re-facing towards an opponent no longer occurs when an Avenger fires its Hellfire Spout in a cloaked state.
 
* Spontaneous re-facing towards an opponent no longer occurs when an Avenger fires its Hellfire Spout in a cloaked state.
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* Cloaking Device energy cost decreased from 3 to 2.
 
* Cloaking Device energy cost decreased from 3 to 2.
  
* Hellfire velocity increased from 25 to 35. This increases the weapon's range.
+
''Balance Mod Ilwrath has received the royal treatment. Originally I began to tinker with this ship because a frequent sparring partner of mine had figured out how to consistently trick the ship's auto-turning capability (that thing that kicks in when a cloaked Ilwrath attacks) to miss its mark. I might have gotten a little carried away, but the new additions are quite fun and the ship fills the same roles it once did in vanilla melee.''
 
 
* The Hellfire Spout has be redesigned to fire in three separate directions (forward, left diagonal, right diagonal) to give the weapon better coverage. The two diagonal flame spouts have a very low rate of fire, so it's best to attack your opponent head-on when possible. Diagonal spouts do not activate when attacking with a depleted battery. Energy expenditure matches the number of projectiles fired.
 
 
 
''Originally I began to tinker with Ilwrath because a frequent sparring partner of mine had figured out how to consistently trick the ship's auto-turning capability (that thing that kicks in when a cloaked Ilwrath attacks) to miss its mark. Auto-turn was removed for this reason, but afterward Ilwrath proved to be hopeless in combat without that capability. This led to an overhaul of the cloaking device. Diagonal Hellfire Spouts were added to make Ilwrath more effective against the new Arilou in particular, though they do seem quite useful in general. Battery capacity and energy regeneration have been trimmed down substantially to mitigate the many buffs this ship has received. I might have gotten a little carried away, but the new Ilwrath fills the same roles it once did in vanilla melee.''
 
  
 
==Kohr-Ah Marauder==
 
==Kohr-Ah Marauder==
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* Buzzsaws are partially affected by the Marauder's velocity while the primary weapon button is held down.
 
* Buzzsaws are partially affected by the Marauder's velocity while the primary weapon button is held down.
  
* Buzzsaw energy cost increased from 6 to 7. These things are stupidly effective and this change should force Kohr-Ah players to ration out their energy more carefully.
+
* Buzzsaw energy cost increased from 6 to 7.
 +
::''These things are stupidly effective and this change should force Kohr-Ah players to ration out their energy more carefully.''
  
* FRIED cloud hitpoints decreased from 100 to 6. FRIED can now be shot through with big guns, though it will still melt every projectile it meets upon contact.  
+
* FRIED cloud hitpoints decreased from 100 to 6.
 +
::''Individual FRIED clouds can now be neutralized with enough firepower, though they will still melt every projectile they meet upon contact.  
  
''The downtweaks to Kohr-Ah's weapons should help rein it in. This ship was a little too good in vanilla UQM.''
+
''The downtweaks to Kohr-Ah's weapons should help rein it in. This ship was a just little too good in vanilla UQM.''
  
 
==Melnorme Trader==
 
==Melnorme Trader==
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* Both Melnorme weapon systems are partially affected by the Trader's velocity.
 
* Both Melnorme weapon systems are partially affected by the Trader's velocity.
  
* A blaster pulse suspended in front of the Trader will now break down correctly when hit by massive burst damage. In vanilla melee these had to be beaten twice over by other projectiles for them to break down. Previously, a suspended red pulse would inexplicably win against another Melnorme Trader's in-motion red pulse rather than cancel out.
+
* New feature: Holographic Targeting Aid. When toggled on, the Trader sends out holographic tracers which replicate its primary weapon's firing path to help its pilot aim better. This feature is only detectable to its pilot. Press 'Down' to toggle this feature on and off.
 +
::''Melnorme is known to be difficult to play and this aim-assist feature mitigates that.''
 +
 
 +
* When a blaster pulse is suspended in front of the Trader, it will now break down correctly when hit by massive burst damage.
 +
::''This is a continuity tweak. In vanilla melee these had to lose all their hitpoints twice over in an instant for them to break down. A suspended red pulse would inexplicably withstand another Melnorme Trader's in-motion red pulse rather than cancel out with it.''
  
 
* Confusion pulse hitpoints lowered from 200 to 50.
 
* Confusion pulse hitpoints lowered from 200 to 50.
 +
::''What does 50 damage? Kohr-Ah FRIED, at least when it connects with another player's projectile. I gave Kohr-Ah--which has received some nerfs--a new minor advantage against Melnorme.''
  
 
* Confusion disables the other player's "Down" key for its duration.
 
* Confusion disables the other player's "Down" key for its duration.
  
* Confusion disables Ur-Quan's autoturret for its duration.
+
''Melnorme has been priced up slightly due to its strong all-around performance at high level play. This remains nearly the same ship as before, even with the targeting aid.''
 +
 
 +
==Mmrnmhrm Transformer==
 +
 
 +
* X-Form turn delay lowered from 2 to 1.
 +
::''This gives Mmrnmhrm better results against flanking ships in particular. Teleport-backstabs from the new Arilou are a threat to the original X-Form, and this change prevents that.''
  
''Melnorme has been priced up slightly due to its strong all-around performance at high level play. Ship characteristics are essentially the same.''
+
* Laser range set to 148, very slightly longer than before.
 +
::''Someone figured out Slylandro could hit Mmrnmhrm from beyond range by a smidge, which needed a solution.''
  
==Mmrnmhrm Transformer==
+
* Missiles are partially affected by the Transformer's velocity.
 +
::''This adds some speed when the X-Form is moving toward an opponent and subtracts it when moving away. The missile kiting strategy should be a bit less one-dimensional this way.''
  
* Point value raised from 19 to 20.
+
* Missiles travelling above normal speed slow down as they turn away from their launch angle.
  
* X-Wing turn delay lowered from 2 to 1.
+
* Missile velocity decreased from 80 to 78.
  
* Laser range set to 144. It is ever so slightly longer than before.
+
* Y-Wing acceleration increment decreased from 10 to 5. It is still rather fast, even at half strength.
  
''The X-Wing's improved turn rate gives Mmrnmhrm additional leverage against flanking ships.''
+
''The small nerfs to Y-Form should hopefully make match-ups involving Mmrnmhrm more dynamic and interesting.''
  
 
==Mycon Podship==
 
==Mycon Podship==
  
* Point value lowered from 21 to 16.
+
* Point value lowered from 21 to 15.
 
 
* Top speed decreased from 27 to 26. This has an effect on Mycon vs. Kohr-Ah, allowing pursuit by Kohr-Ah to be a little easier.
 
  
''Vanilla Mycon is grossly overpriced. My preference to solve this was to drop the ship's price rather than improve its characteristics. The rationale here is that melee is a fighting game where damage inflicted is always permanent, with Mycon being the one exception, and it being able to heal itself means this ship in particular is at a high risk of becoming broken and ridiculous if any of its characteristics receive a boost. Additionally, I felt Mycon was pretty fun exactly the way it was.''
+
''Vanilla Mycon is grossly overpriced. My preference to solve this was to drop the ship's price rather than improve its characteristics. The rationale here is that Mycon is the only ship which can heal during combat, which puts this ship at a higher risk of breaking the game if any of its characteristics get a boost. I also feel that Mycon is pretty fun the way it is.''
  
 
==Orz Nemesis==
 
==Orz Nemesis==
  
 
* Point value lowered from 23 to 22.
 
* Point value lowered from 23 to 22.
 +
 +
* Crew count increased from 16 to 18.
 +
::''This change was added more recently. Too often Orz would lose so much crew taking out Ur-Quan that Earthling or Thraddash could snipe it afterward.''
  
 
* Howitzer is partially affected by the Nemesis' velocity.
 
* Howitzer is partially affected by the Nemesis' velocity.
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* Marines lead their target by a longer distance during pursuit.
 
* Marines lead their target by a longer distance during pursuit.
  
* New feature: Marine Recall Signal. When used, all marines currently out in space turn green and retreat back to the Nemesis. The signal is triggered by pressing "Special + Down". This gives the Nemesis more flexibility in how marines may be deployed.
+
* New feature: Marine Recall Signal. When used, all marines currently out in space turn green and retreat back to the Nemesis. The signal is triggered by pressing "Special + Down".
  
 
''With Androsynth's price raised to 20, Orz has become much more viable. Nevertheless, marines have been improved in a few ways because vanilla marines are underwhelming at high level play.''
 
''With Androsynth's price raised to 20, Orz has become much more viable. Nevertheless, marines have been improved in a few ways because vanilla marines are underwhelming at high level play.''
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* Respawn chance begins at 80% and drops by 18% per respawn.
 
* Respawn chance begins at 80% and drops by 18% per respawn.
  
''The Fury's respawn ability has been tweaked to make Pkunk more effective. You won't see 10+ respawns anymore, but it will respawn more often on average.''
+
* 'Nitwit' returned to the insult repertoire.
 +
 
 +
''The Fury's respawn ability has been tweaked to make Pkunk less random and generally more effective. You won't see 10+ respawns anymore, but it will respawn more often on average.''
  
 
==Shofixti Scout==
 
==Shofixti Scout==
  
* Point value raised from 5 to 6.
+
* Mendokusai dart velocity decreased from 96 to 84.
  
* Mendokusai dart speed decreased from 96 to 92.
+
* Mendokusai darts are partially affected by the Scout's velocity.
  
* Mendokusai dart duration decreased from 10 to 9.
+
* Energy recharge rate slowed; recharge delay increased from 9 frames to 11 frames.
 +
::''These dart nerfs impair Shofixti's ability to win fights without its Glory Device.''
  
* Mendokusai darts are partially affected by the Scout's velocity.
+
* Glory Device damage is '''halved'''. It also will inflict 1 more point of damage if the extra isn't lethal.
 +
::''The Glory Device is still a threat to many ships despite being nerfed so heavily. It is an effective finisher of many enemies when they are heavily damaged (short-ranged ships in particular). The weird rule given to this weapon helps it be useful while leaving Arilou with a decent chance to defeat Shofixti via fake-out maneuvers. Balancing Shofixti and Arilou against each other has been unpleasant to say the least.''
 +
 
 +
* Glory Device inflicts extra damage vs non-ship objects; it can still break Chmmr satellites if they're close enough.
  
* Glory Device is damage halved. If the enemy ship is within optimal range (inside the area covered by the explosion graphic), this weapon inflicts 8 damage flat rather than 6/7/8/9 depending on the exact distance. The Glory Device will otherwise inflict 0-5 damage depending on the opponent's proximity.
+
* Glory Device is negated by Yehat and Utwig shielding.
  
* The Glory Device is now negated by Yehat and Utwig shielding.
+
* Ship's central hotspot moved closer to actual center.
 +
::''This helps Arilou's tracking laser connect with this ship. The weapon has accuracy problems when a small ship's hotspot is off-center.''
  
''Shofixti needed a serious beating from the nerf bat. It was far too deadly in a wide variety of different situations. The new Shofixti is indeed very weak, and being the cheapest ship in the game, it's right where it should be. Note that the Glory Device is still threatening to a wide selection of ships even after being halved in potency.''
+
''Shofixti needed a serious beating from the nerf bat. It was far too deadly in a wide variety of circumstances for 5 points. Furthermore, since the game is designed for the Glory Device-user to choose its next ship second following a mutual destruction, a kill from the Glory Device means a strong advantage of picking a counter ship going into the next match. The new Shofixti is indeed weak, and being the cheapest ship in the game, it's about where it should be.''
  
 
==Slylandro Probe==
 
==Slylandro Probe==
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* Point value raised from 17 to 18.
 
* Point value raised from 17 to 18.
  
* The lightning weapon's maximum range has been capped. It is now roughly equivalent to the Chmmr, VUX or Mmrnmhrm lasers. As you know, Slylandro lightning will zig-zag in different directions. Sometimes the ship will unleash a lightning bolt which doesn't zig-zag very much at all, giving it unusually long range. The fluctuating weapon range could be abused by firing from outside an opponent's reach repeatedly until scoring enough long shots to beat them. This tactic would lead to boring, unbalanced combat.
+
* When fighting against Chmmr, Mmrnmhrm, VUX, or Yehat, the lightning weapon has a maximum range cap that prevents this ship from out-ranging those opponents. Capped lightning also has a slightly longer duration, which mitigates some of the impairment caused by this range cap.
 
+
::''The variable weapon range could be abused by firing from beyond an opponent's reach repeatedly until scoring enough long-shots to beat them. Against ships such as Chmmr, this exploit would lead to boring, unbalanced combat.''
* Lightning duration is longer. The minimum distance a lightning streak will cover is higher on average.
 
  
* Lightning seeks out enemy ships regardless of whether they are cloaked or not. This is to keep Slylandro effective against the new Ilwrath.
+
* Lightning seeks out enemy ships regardless of whether they are cloaked or not.
 +
::''This change keeps Slylandro effective against the new Ilwrath, which has better weapon range and coverage.''
  
''Slylandro was consistently devastating in vanilla melee. With Spathi repurposed specifically to counter this ship, pricing Slylandro up higher seemed unnecessary. The lightning weapon's reach has been tweaked but if you've never tried to abuse vanilla Slylandro's theoretical maximum range then you won't even notice the difference.''
+
''Slylandro was consistently devastating in vanilla melee. With Spathi repurposed specifically to counter this ship, pricing Slylandro up much higher seemed unnecessary. The lightning weapon's reach has a cap now but if you've never tried to abuse vanilla Slylandro's theoretical maximum range then you won't even notice the difference.''
  
 
==Spathi Eluder==
 
==Spathi Eluder==
Line 227: Line 269:
 
* Point value lowered from 18 to 16.
 
* Point value lowered from 18 to 16.
  
* The peashooter has been converted into a flak gun. It now fires three projectiles forward at different angles. Projectile velocity is lower than before. This weapon consumes 3 energy per shot and has a 5 frame cooldown.
+
* The front cannon now fires three projectiles forward in a slight spread. Projectile velocity is lower than before. This weapon consumes 3 energy per shot and has a 5 frame cooldown.
  
* Flak gun is significantly affected by the Eluder's velocity.
+
* Front cannon is significantly affected by the Eluder's velocity.
  
 
* Torpedo speed increased from 32 to 40.
 
* Torpedo speed increased from 32 to 40.
  
* Torpedo duration reduced from 30 to 24.
+
* Torpedo duration reduced from 30 to 25.
  
 
* Torpedo initial homing delay removed. The weapon is more responsive against enemies at short range as a result.
 
* Torpedo initial homing delay removed. The weapon is more responsive against enemies at short range as a result.
  
''Spathi has been repurposed to act as a destroyer of flanking ships. This has been achieved by improving the ship's torpedoes. Once considered to be a poor fleet addition in PvP, this ship can now take on the dreaded Slylandro. The new forward-mounted gun is a step up from before, but it is still relatively weak.''
+
''Spathi has been repurposed to act as a destroyer of flanking ships. This has been achieved by improving the ship's torpedoes. Once considered to be a poor fleet addition in PvP, this ship can now take on the dreaded Slylandro. The new cannon is a step up from before, but it is still relatively weak.''
  
 
==Supox Blade==
 
==Supox Blade==
Line 243: Line 285:
 
* Point value lowered from 16 to 14.
 
* Point value lowered from 16 to 14.
  
* Gob launcher is partially affected by the Blade's velocity.
+
* Battery size decreased from 16 to 12.
 +
::''Supox's sustainable rate-of-fire has been reduced a bit to help fit the ship into a slightly lower point value.''
 +
 
 +
* Gob projectile is partially affected by the Blade's velocity.
  
* The "Down" key causes Supox to accelerate backwards. "Special + Up" no longer performs this function. Lateral thrust remains exactly the same.  The Blade may now accelerate in reverse and rotate at the same. The cyborg has been programmed to press "Down" where it would previously use "Special + Up".
+
* Gob projectile is wider, making it easier to score hits with. The new graphic appears barely different from the original.
  
* Reverse or lateral acceleration causes exhaust to spawn.
+
* The "Down" key causes Supox to accelerate backwards. "Special + Up" no longer performs this function. The Blade may now reverse-accelerate and rotate at the same.
 +
::''I added the "Down" key to melee specifically to make Supox's reverse thrust ability more intuitive.''
  
* Battery size decreased from 16 to 12.
+
* Reverse acceleration causes exhaust to spawn.
  
* Energy recovery delay increased from 4 to 5.
+
* New ability: Directional Boost. The Blade propels itself very fast in a given direction for a moment, then decelerates back down to its conventional top speed. Most homing weapons stop tracking the Blade while it is in this state, with exception to fighters, marines, floating crew, and tracking lasers. Boost costs 6 energy and stalls battery regen while active. To activate, press 'special' plus any directional keys. Boost replaces sideways thrust.
 +
::''Sideways thrust is only marginally useful in PvP. It's better against the AI; so many ships will chase straight after you, letting you shift into just the right angle to strike an opponent who can't hit back. This doesn't happen much in PvP, so I don't feel bad replacing the ability with a better one.''
  
''I added the "Down" key to melee specifically to make Supox's reverse thrust ability more intuitive. Aside from that, Supox's sustainable firepower has been cut for the purpose of fitting the ship into a slightly lower point value.''
+
''Supox has been overhauled to behave more like a flanking ship, as the original had no real niche before.''
  
 
==Syreen Penetrator==
 
==Syreen Penetrator==
Line 260: Line 307:
  
 
* Particle blaster is partially affected by the Penetrator's velocity.
 
* Particle blaster is partially affected by the Penetrator's velocity.
 +
 +
* Maximum crew capacity lowered from 42 to 32.
  
 
* Siren song energy cost increased from 5 to 8.
 
* Siren song energy cost increased from 5 to 8.
  
* Siren song cooldown increased from 20 to 24.
+
* Siren song cooldown increased from 20 to 22.
  
 
* Siren song potency decreased from 8 to 6.
 
* Siren song potency decreased from 8 to 6.
  
* Siren song potency against other Syreen Penetrator vessels is set to 2. This was done to make the outcome of a Syreen mirror match less arbitrary.
+
* Siren song potency against other Syreen Penetrator vessels is set to 2.
 +
::''This was done to make the outcome of a Syreen mirror match less arbitrary. Both ships calling and gathering each other's entire crew while hurling shots at each other got pretty silly, usually leaving the winner with more crew than they started with.''
  
 
''Vanilla Syreen was thought to be overpowered, though not tremendously so. The siren song has been toned down considerably for the purpose of pushing the ship into the role of a medium-low value ship.''
 
''Vanilla Syreen was thought to be overpowered, though not tremendously so. The siren song has been toned down considerably for the purpose of pushing the ship into the role of a medium-low value ship.''
Line 277: Line 327:
 
* Ship mass decreased from 5 to 4.
 
* Ship mass decreased from 5 to 4.
  
* Battery capacity decreased from 24 to 14.
+
* Battery capacity decreased from 24 to 16.
  
* The mark VI blaster has been transformed from a long range "plinker" to a set of short range, rapid-fire guns. The new projectile has a speed of 72 and a duration of 10 frames. Cooldown between shots is 3 frames. Two projectiles fire at a time, each consuming 1 energy. A new sound effect has been attached to this weapon.
+
* The Mark VI Blaster has been transformed from a long range "plinker" to a set of short range, rapid-fire guns. The new projectile has 72 velocity, and a duration of 10 frames, and a cooldown of 3 frames. Two projectiles fire at a time, consuming 2 energy per shot. A new sound effect has been attached to this weapon.
  
 
* Blaster shots are significantly affected by the Torch's velocity.
 
* Blaster shots are significantly affected by the Torch's velocity.
  
* Afterburner will consume 2 energy per 3 continuous frames of afterburn.
+
* Afterburner will consume 2 energy per 3 frames of afterburn, lowering energy consumption.
  
 
* Afterburner flame puff hitpoints increased from 1 to 2.
 
* Afterburner flame puff hitpoints increased from 1 to 2.
  
* Afterburner flame puff duration increased from 48 to 96.
+
* Afterburner flame puff duration increased from 48 to 60.
  
 
* Afterburner flame puff fade animation starts earlier and occurs more gradually.
 
* Afterburner flame puff fade animation starts earlier and occurs more gradually.
  
''Star Control's most broken ship has been given much attention. The previous main gun has been replaced by another weapon with less range and more damage potential. The new torch is somewhat flimsy, yet fast and versatile.''
+
''Star Control's most broken ship has been given much attention. The original Torch out-ranges most other ships with its blaster, and has a higher top speed than anything due to its afterburner; this allows it to slowly and painfully pick apart most other ships. The new blaster fixes this problem. The new Torch is now somewhat flimsy, yet fast and versatile.''
  
 
==Umgah Drone==
 
==Umgah Drone==
 
* Point value raised from 7 to 8.
 
  
 
* Ship mass increased from 1 to 2.
 
* Ship mass increased from 1 to 2.
Line 301: Line 349:
 
* Antimatter cone substantially increased in size.
 
* Antimatter cone substantially increased in size.
  
* Turn delay increased from 4 to 5.
+
* Turn speed slows while the Drone's antimatter cone is active. In this state, turn delay is 10 instead of 4.
  
 
* Battery capacity decreased from 30 to 24.
 
* Battery capacity decreased from 30 to 24.
Line 309: Line 357:
 
* Retropropulsion speed decreased from 160 to 120.
 
* Retropropulsion speed decreased from 160 to 120.
  
''The new antimatter cone is a big help for the Umgah Drone. Initially the larger cone was too powerful, and the ship's turn rate had to be lowered to compensate. Changes to retropropulsion were applied to make the ship easier for less skilled players to control, though Umgah remains one of the more challenging ships to play as.''
+
''The new antimatter cone is a big help for the Umgah Drone. Initially, the larger cone was too powerful, and the ship's turn rate had to be messed with to compensate. Changes to retropropulsion were applied to make the ship easier for less skilled players to control, though Umgah remains one of the more challenging ships to play as.''
  
 
==Ur-Quan Dreadnought==
 
==Ur-Quan Dreadnought==
Line 315: Line 363:
 
* Ship mass decreased from 10 to 9.
 
* Ship mass decreased from 10 to 9.
  
* Fusion bolt energy cost decreased from 6 to 5.
+
* Fusion bolts are partially affected by the Dreadnought's velocity.
  
* Fusion bolts now launch in an alternating pattern between the front, left arm and right arm of the Dreadnought. The pattern loops like this: Center-Left-Center-Right. If the Dreadnought's battery is full or empty, the pattern will reset back to center.
+
* Fusion bolts use a wider sprite, roughly double their previous width.
 +
::''Wide projectiles are easier to land hits with.''
  
* Fusion cannons are significantly affected by the Dreadnought's velocity.
+
* Fusion bolt duration increased from 20 to 21 frames.
  
* Fighters are given a much longer time of ~17 seconds to return to the Dreadnought before expiring once their attack period is over.
+
* Fighters are given a much longer timer of ~22 seconds to return to the Dreadnought before expiring once their attack duration is over.
  
 
* In addition to dodging planets, fighters also evade asteroids and enemy ships rather than crashing into them and dying.
 
* In addition to dodging planets, fighters also evade asteroids and enemy ships rather than crashing into them and dying.
  
* Fighters no longer die from friendly fusion bolts they come into contact with when making a return trip to the Dreadnought.
+
* Fighters fan out from each other if they are too close together.
  
* Fighters fan out from each other if they are too close together.
+
* Fighter beam weapon has 64 firing angles rather than 16.
  
* The fighter's beam weapon has 64 firing angles rather than 16.
+
* Fighter beam weapon connects instantly with its target.
  
* The fighter's beam weapon connects instantly with its target.
+
* Fighter beam weapon range is extended from 44 to 52.
 
* The fighter's beam weapon range extended from 44 to 52.
 
  
* Fighter weapon cooldown increased from 8 to 24. This may appear to be a crippling penalty at first glance. The vanilla Ur-Quan fighter is heavily impeded by firing angle limitations, a delay between firing and scoring a hit, and a likelihood of eventually crashing into the enemy ship and dying; all of these flaws have been rectified, and this change is needed to keep the new beam under control.
+
* Fighter attack cooldown increased from 8 to 14.
 +
::''This may appear to be a harsh penalty at first glance. The vanilla Ur-Quan fighter is heavily impeded by firing angle limitations, a delay between firing and scoring a hit, and a likelihood of eventually crashing into the enemy ship and dying; with all of these flaws rectified, this change is needed to keep the new fighter beam under control.''
  
* Fighters will attack with a different, energy-siphoning laser that kills 1 crew and drains 1 energy. This beam is light cyan in color and has its own new sound effect and collision graphic. This prevents Utwig--a ship which already excels against Kohr-Ah and Chmmr--from dominating Ur-Quan and improves fighter performance across the board.
+
* Fighters will not attack a shielded enemy ship.
 +
::''This makes Utwig--a ship which already excels against Kohr-Ah and Chmmr--less effective against Ur-Quan.''
  
 
* Fighters are a light shade of yellow-green in color rather than brick red to match the Dreadnought itself.
 
* Fighters are a light shade of yellow-green in color rather than brick red to match the Dreadnought itself.
  
* Autoturret added! This weapon periodically fires a single damage, super accurate homing projectile at nearby threats if they are close enough. The effective range of this weapon is quite short. Small enemy projectiles are high priority targets while large projectiles such as Kohr-Ah buzzsaws are ignored. The enemy ship is a low priority target. Autoturret cooldown is 22 frames. This weapon consumes one point of energy per shot.
+
* New Feature: Point-Defense Turret. This module periodically fires a single damage, super-accurate homing projectile at nearby enemy ordnance. It only fires on smaller threats that it can potentially stop such as Earthling missiles, ignoring larger objects such as Kohr-Ah buzzsaws. Being strictly a defensive measure, this module does not fire on enemy ships. The turret consumes 2 energy per shot and has a cooldown of 22 frames.
 +
::''This provides the Dreadnought with a small measure of protection, which the other 30-pt ships have (satellites, FRIED) and Ur-Quan needs to remain effective at that cost. No more Dreadnoughts losing half their crew chasing down Earthling, or being hard-countered by Mmrnmhrm missile spam.''
  
''Ur-Quan has received a massive overhaul. Rather than price it down to 20 or 18 as Ur-Quan is worth in vanilla melee, it has received substantial buffs to its capabilities to bring it up to the level of Kohr-Ah and Chmmr. Orz is this ship's intended hard counter. A few other ships can achieve varying degrees of success against Ur-Quan as well.''
+
''Ur-Quan has received a massive overhaul. Impressive as it may seem at first blush, the original Dreadnought becomes seriously underpowered for its cost as player skill increases. Rather than price it down to ~20 pts as Ur-Quan is likely worth in vanilla melee, it has received substantial buffs to its capabilities to bring it up to the level of Kohr-Ah and Chmmr. While the changes may initially seem extreme, #uqm-arena regulars agreed that large-scale adjustment was needed to keep it at 30 pts. Lowering the point value of this ship was not desirable for thematic reasons; the Ur-Quan are the Big Bad of Star Control and deserve a top-tier ship. This ship's intended hard counter is Orz, for anyone wondering; the space marines have enough hitpoints to withstand a few shots from the turret and climb aboard. A few other ships can achieve varying degrees of success against Ur-Quan as well.''
  
 
==Utwig Jugger==
 
==Utwig Jugger==
  
* Point value raised from 22 to 24.
+
* Point value raised from 22 to 23.
 +
 
 +
* Crew count increased from 20 to 22.
 +
::''A small boost to help Utwig tussle with Kohr-Ah. This should be fine, as more crew gives no real advantage versus Utwig's counters (limpets, confusion).''
  
* Maximum battery size increased from 20 to 24. Starting energy remains at 10. This improves effectiveness against Kohr-Ah and Chmmr, while having a negligible effect on all other match-ups.
+
* Maximum battery size increased from 20 to 24. Starting energy remains at 10.
 +
::''This improves effectiveness against Kohr-Ah and Chmmr, while having a negligible effect on all other match-ups.''
  
* The absorption field charges up normally during Androsynth blazer collisions. It will also bounce the blazer backwards.
+
* Absorption field charges up normally during Androsynth blazer collisions. It will also bounce the blazer backwards.
  
* The absorption field negates and absorbs Shofixti Glory Device explosions.
+
* Absorption field negates and absorbs Shofixti Glory Device explosions.
  
* The absorption field no longer charges up by 10 points per frame when touching a Chmmr satellite. Although this was clearly a bug, removing it admittedly does not make much of a difference when Utwig and Chmmr are fighting as Chmmr satellites still rapidly charge up a shielded Utwig's battery.
+
* Absorption field no longer charges up by 10 points per frame when touching a Chmmr satellite. Although this was clearly a bug, removing it admittedly does not make much of a difference when Utwig and Chmmr are fighting as Chmmr satellites still rapidly charge up a shielded Utwig's battery.
  
 
* Energy lances are partially affected by the Jugger's velocity.
 
* Energy lances are partially affected by the Jugger's velocity.
  
''Utwig is best known among veteran melee players as the killer of 30pt ships which is itself easily countered. Its price has increased to make it less of a "must-have". Additionally, the new Ur-Quan is no longer a viable target for Utwig. Nerfs to Kohr-Ah and one subtle buff to Utwig should make the Utwig vs. Kohr-Ah match-up more approachable for non-experts. Various changes aside, Utwig remains very similar to its vanilla counterpart.''
+
''Utwig is best known among veteran melee players as the killer of 30 pt ships which is itself easily countered. I've increased its price to make it less of a "must-have". Additionally, the new Ur-Quan is no longer a viable target for Utwig. Nerfs to Kohr-Ah and some subtle buffs to Utwig should make the Utwig vs. Kohr-Ah match-up more approachable for non-expert players. Various changes aside, Utwig remains very similar to its vanilla counterpart.''
  
 
==VUX Intruder==
 
==VUX Intruder==
  
* Point value raised from 12 to 14.
+
* Point value raised from 12 to 13.
 +
 
 +
* Ship mass decreased from 5 to 4.
 +
''This gives the ship more 'bounce' when colliding with large ships, which helps it get away from Utwig after warping in right next to it.
  
* Battery capacity decreased from 40 to 34.
+
* Battery capacity decreased from 40 to 36.
  
* Energy recovery delay decreased from 8 frames to 7 frames.  
+
* Energy recharge rate improved; recharge delay decreased from 8 frames to 7 frames.
  
* The "ambush" warp in ability is improved somewhat. The maximum distance an Intruder may spawn from the enemy ship is reduced. As before, VUX Intuders will rarely ever get the drop on an opponent which is already in motion at the start of combat.
+
* The maximum distance an Intruder will spawn from an enemy ship is reduced, improving its "ambush" capability slightly. As before, VUX Intuders will rarely ever get the drop on an opponent which is already in motion at the start of combat.
  
* Limpet energy cost increased from 2 to 3.
+
* For each limpet deployed, energy recovery stalls slightly. This effect is cumulative; dumping an entire battery's worth of limpets will stall recovery for longer.
 +
::''Limpet energy cost has been scaled up slightly to match the ship's faster battery.''
  
* Limpet duration decreased from 80 to 72 frames.
+
* Limpet effect on enemy top speed and acceleration is diminished slightly.
  
* A limpet's effect on enemy top speed and acceleration is diminished.
+
* Limpet color adjusted from green to turquoise.
 +
::''This makes limpets more visually distinct from floating crew during Vux vs. Syreen matches.''
  
 
* Limpets no longer attach to the Androsynth Guardian while it is in blazer form.
 
* Limpets no longer attach to the Androsynth Guardian while it is in blazer form.
  
* New feature: Immobilization. Once an enemy ship's top speed drops to 8, that ship's other movement characteristics (turn delay, acceleration delay, acceleration increment) will also hit rock bottom and the ship will become almost totally immobilized. A different "chomp" sound effect has been attached to all limpet collisions that occur at or beyond this point of immobilization to make it obvious. This feature was implemented as a time-saving mechanism; normally it would take as many as 100 limpets to effectively shut down a ship's turning capability.
+
* New feature: Immobilization. Once an enemy ship's top speed is reduced to 8, that ship's other movement characteristics (turn delay, acceleration delay, acceleration increment) will also hit rock bottom and the ship will become almost totally immobilized. A different "chomp" sound effect has been attached to all limpet collisions that occur at or beyond this point of immobilization to make it obvious.
 +
::''This feature was implemented as a time-saving mechanism. It would normally take as many as 100 limpets to effectively shut down a ship's turning capability. Fights where a VUX has already won will end faster as a result.''
  
''VUX limpets have been toned down. Ships which would be doomed against VUX the moment they pick up a single limpet in vanilla UQM still are, while the rest put up a better fight. The laser is a bit more usable due to increased energy recovery, making VUX play less one-dimensional. Limpet immobilization causes fights which the VUX has already won to end much faster. The VUX price raise coincides with Utwig's, which is widely considered VUX's favorite prey.''
+
''VUX limpet nerfs are there to add some granularity to how impaired a ship is as it picks them up. Ships which are doomed the moment they pick up a single limpet (Utwig, Yehat) in vanilla UQM still are, while others put up a better fight. The laser is more usable due to increased energy recharge, making VUX play less one-dimensional. This ship's price raise coincides with Utwig's, which is widely considered VUX's favorite prey.''
  
 
==Yehat Terminator==
 
==Yehat Terminator==
Line 393: Line 453:
 
* Twin pulse cannons are partially affected by the Terminator's velocity.
 
* Twin pulse cannons are partially affected by the Terminator's velocity.
  
* The shield negates Shofixti Glory Device explosions.
+
* Shield negates Shofixti Glory Device explosions.
  
* The shield bounces Androsynth's blazer form backwards.
+
* Shield bounces Androsynth's blazer form backwards.
  
* The shield no longer triggers redundantly while it is already in effect. Previously the shield was very wasteful of energy.
+
* Shield no longer triggers redundantly while it is already in effect. Previously the shield system was very wasteful of energy if its button was held down.
  
* Shield energy cost is 3.
+
* Energy recharge stalls during shield duration.
  
* Shield duration is 16.
+
* Energy recharge stalls for 8 frames after shield deactivates, as well. This effect is non-cumulative.
  
* Shield cooldown is 8.
+
* Shield energy cost is 2, duration is 7 frames. Add one extra frame of invulnerability if battery is not currently stalled.
  
* Energy recovery does not occur for the entire length of shield duration + shield cooldown.
+
* Ship's central hotspot moved closer to actual center.
  
''Vanilla Yehat was never very much fun in net melee. Any player familiar with the shield tapping technique could keep a fight going for a very long time. The new shield is more player-friendly, somewhat less powerful and dramatically less irritating. The ship's price has also plummeted as even the original Yehat was not worth its cost. Changes to weapon relativity have occured across the board and Yehat in particular benefits from this.''
+
''Vanilla Yehat was never very much fun in net melee. Any player familiar with the shield tapping technique could keep a fight going for a very long time. The new shield is more player-friendly, less powerful, and less irritating. The ship's price has also plummeted as even the original Yehat was not worth its cost. Changes to weapon relativity have occurred across the board and Yehat in particular benefits from this, as its strafing gravity whip attacks are more effective.''
  
 
==Zoq-Fot-Pik Stinger==
 
==Zoq-Fot-Pik Stinger==
Line 417: Line 477:
 
* Scattergun is partially affected by the Stinger's velocity.
 
* Scattergun is partially affected by the Stinger's velocity.
  
* Tongue length increased substantially. The difference can only be discerned when the camera is fully zoomed in. All hit detection in Star Control is done with full zoom graphics whether you see them or not, so only the largest tongue image was altered.
+
* Tongue length increased. The difference can only be discerned when the camera is fully zoomed in. All hit detection in Star Control is done based on full-zoom sprites whether you see them or not, so only the largest tongue image set was altered.
  
''To increase the ship's power in general and reliability against Mycon in particular, the Stinger has been given a few uptweaks accompanied by a price increase. ZFP was not nearly as good as Shofixti in vanilla UQM. Price and stat changes between the two ships have hopefully evened things out a bit.''
+
''To increase the ship's power in general and usefulness against Mycon in particular, the Stinger has been given a few uptweaks accompanied by a price increase. In vanilla UQM, ZFP was nowhere near as good as the less expensive Shofixti. Price and stat changes between the two ships have hopefully evened things out a bit.''

Revision as of 08:07, 16 June 2020

General

  • The "Down" key is unlocked. Several ships make use of it, most notably Supox with its reverse-thrust.
  • Many projectiles are now affected by the velocity of the ship they launch from, pushing toward the ship's direction of travel. The magnitude of this push varies between weapon systems. In most cases the difference is subtle.
The intent here is to help forward-mounted weapons be more useful when a ship is moving toward a target and less drastic when moving away.
  • When two of the same ship type fight, each ship will be highlighted by a colored reticle; green for the player's ship, red for the opponent's.
  • Optional game variant: Retreat. Ships can retreat once in combat if the retreat mode is enabled. To do this go in the game options "advanced" page and set the "S-Melee retreat" option to "once".

Cyborg

  • Chenjesu won't deploy DOGIs against Chmmr while it still has satellites up, and will engage aggressively rather than turn away.
  • Orz deploys marines against Earthling.
  • Ur-Quan does not launch fighters against cloaked Ilwrath.
  • Utwig and Yehat use their shields to defend against the Androsynth blazer.

The Cyborg is not at all the focus of Balance Mod. Any improvements to artificial intelligence which do occur are made on a whim.

Androsynth Guardian

  • Point value raised from 15 to 20.
  • Ship mass lowered from 6 to 5.
  • The blazer leaves a visible comet trail.
  • Blazer energy drain occurs on a 9 frame delay rather than an 8 frame delay. If an Androsynth activates its blazer form with full battery, it will have an additional second before its battery is empty.
This change was implemented to keep Androsynth effective against the new, buffed Spathi, which can be played in a way that forces Androsynth to run through its entire battery trying to ram into it while dodging the improved torpedoes.
  • Minimum energy needed to activate Blazer increased from 2 to 3.
Those little 2-energy Blazer hops an Androsynth pilot might perform while being chased can get pretty tedious.
  • VUX limpets no longer attach to this ship while it is in blazer form.
This is a continuity change and does not affect the dynamic of Androsynth vs. VUX much at all (i.e. vanilla Androsynth still beat VUX by a landslide even while limpeted because limpets do not impair the blazer). It was silly that the blazer could wipe out Orz marines but not VUX limpets.
  • Androsynth's facing angle reverses if the ship collides with a planet or shielded enemy while in blazer form, bouncing the ship in the opposite direction.
This lowers Androsynth's effectiveness against Yehat, which is now intended as a counter for Androsynth. The bounce-off-planet behavior is for the Androsynth player's benefit as it prevents a blazer from ramming a planet multiple times in a row.
  • After the blazer damages an enemy ship, it is non-damaging for a single frame (1/24th of a second).
This halves the rate of damage dealt whenever Androsynth 'wedges' into an opponent. It still wrecks things alarmingly fast when this happens.
  • Blazer collisions charge Utwig's absorption field the same as any other weapon.

The super-efficient Androsynth needed to be nerfed badly. I favored a significant price increase to balance the ship rather than a performance downgrade. I made adjustments to some of its characteristics, but Androsnyth still plays very similarly to its old self.

Arilou Skiff

  • Speed increased from 40 to 42.
  • Laser uses 64 different firing angles, up from 16.
  • Laser range decreased from 100 to 90.
  • The Skiff now has two different teleportation functions. Forward teleport is triggered by pressing "Up + Special", while an escape teleport will kick in when the Special key is pressed in absence of the "Up" key.
  • Forward teleport moves the Skiff to a point that is forward following its current facing. Each destination point has a small amount of vertical and horizontal variation.
  • Escape teleport moves the Skiff to a random location that is always far away from the Skiff's opponent.
  • Teleporter transit time increased from 5 frames to 14. Melee's camera will give away Arilou's destination early into this cycle.
  • After reappearing, ship movement is disabled for 3 frames and the tracking laser is disabled for 12 frames.
While Forward Teleport was a good buff for Arilou and very fun to play around with, it was also wildly overpowered until all these small delays were added.
  • The Skiff may teleport again as it is reappearing, before it materializes.
  • The Skiff's teleportation function has a safety mechanism which teleports the ship again if the ship warps into solid matter. This mechanism requires enough energy to teleport again or it will not trigger.
This change was implemented because there is no longer an advantage to chain teleporting for minutes on end, and thus the threat of teleportation-related death is no longer necessary.

Vanilla Arilou depends on a technique known as "chain teleportation" to be useful in competitive PvP. It involves teleporting over and over until appearing at an ideal location to attack from. Nobody seemed especially fond of chain teleportation when I asked around the Star Control fan community and several veteran players were convinced that it ruined gameplay, so an overhaul of Arilou was necessary. The new forward teleport is meant to replace that technique with something similar, yet more fun. This variant is also noticeably stronger than the underpowered vanilla Arilou.

Chenjesu Broodhome

  • Point value lowered from 28 to 25.
  • Ship mass decreased from 10 to 9.
  • Photon shards are partially affected by the Broodhome's velocity.
  • Shrapnel fragments now spiral outward, then back inward at a higher speed and longer duration than before. As the fragments follow a curve rather than a straight line, the spiral pattern's area-of-effect covers a similar area to the previous pattern.
This weapon's coverage and likelihood of hitting something is vastly improved.
  • Shrapnel damage decreased from 2 to 1.
New shrapnel hits targets within its area of effect more than twice as often. I nerfed the damage back down to keep the weapon from becoming too good. Why is buffing the weapon's coverage and nerfing its damage better for the game, you might ask? Because this version inflicts partial damage consistently, whereas vanilla Chenjesu's shrapnel usually misses the broad side of a barn over and over.
  • Photon shard detonation also releases a small shockwave which inflicts 1 damage to non-friendlies within a smaller area than shrapnel blast radius. This effect is accompanied by a new, pretty animation.
A little extra damage has been added for shard explosions. This is helpful when your shard barely misses the enemy ship, or when clearing out hostile objects such as Ur-Quan fighters.
  • Shrapnel no longer inflicts damage upon friendly DOGIs.
This prevents Chenjesu's improved shrapnel explosion from wiping out its own DOGIs left and right, which was a big problem during testing.

Vanilla Chenjesu is not really worth using in competitive PvP. The primary weapon's shrapnel explosion struck me as the best place to make improvements, as it was never very reliable. The new explosion indeed makes a significant difference. Even so, Chenjesu's ship price still needed to drop somewhat for the ship to be viable.

Chmmr Avatar

  • Ship mass decreased from 10 to 9.
The down-tweaks in ship mass you can find all over this change log are mostly for Chmmr's benefit. Lighter ships are more affected by the tractor beam. This particular adjustment is there just to keep Chmmr, Chenjesu, Ur-Quan, and Kohr-Ah at the same weight. The other heavy ships lost mass to give Chmmr a bit more edge against them.
  • Satellite laser color changed from deep blue to an even shade of red. The old beam was so dark that it was hard to see.

Chmmr balance is pretty good in vanilla melee and barely needs any adjustment here. Many other ships are being buffed however, changing the dynamic they have against this one. Lowering ship masses was an easy way to give Chmmr a little extra push against certain ships. I'm also deliberately skewing Chmmr vs. Ur-Quan/Kohr-Ah towards Chmmr a bit more, as Chmmr is the easiest of the three 30pt ships to counter.

Druuge Mauler

  • Mass driver is partially affected by the Mauler's velocity.

Druuge is considered one of several "must-haves" for competitive vanilla melee, yet I felt it wasn't really worth more than its default price. With Mycon, Arilou, and Umgah (which is a long-shot soft-counter to Druuge) becoming more viable, there are better options to use against Druuge than before.

Earthling Cruiser

  • Point value raised from 11 to 12.
  • Point-defense laser no longer fires upon planetary bodies.
  • Fixed a defect present in vanilla UQM: Point-defense laser will no longer inflict 2 damage per strike against Umgah while that ship's antimatter cone is active.

The default Earthling is already balanced and fun. It has been left alone for the most part.

Ilwrath Avenger

  • Point value raised from 10 to 11.
  • Top speed increased from 25 to 26.
This allows Ilwrath to catch Earthling with less difficulty during pursuit. Due to some quirk of the game's engine, you can sometimes get in a situation where both ships will be moving at full speed in the same direction, and the Ilwrath will not gain any ground on Earthling until they turn around and try to chase Earthling from another angle.
  • Battery capacity decreased from 16 to 12.
  • Energy recharge delay increased from 4 frames to 6 frames.
Battery size and regen have been reduced to mitigate the new additions this ship has received.
  • Hellfire velocity increased from 25 to 32. This increases the weapon's range, which is still fairly short.
  • The Hellfire Spout has be redesigned to fire in three separate directions (forward, left diagonal, right diagonal) to give the weapon better coverage. The two diagonal flame spouts have a low rate of fire, so it's still best to attack your opponent head-on when possible. Diagonal spouts draw additional battery power as they fire. They do not activate when attacking with a depleted battery.
What are the diagonal spouts for? Toasting dodgy ships that slip past your front spout. This makes a world of difference against Arilou, and is advantageous against short-range attackers such as Androsynth and Pkunk.
  • The Avenger is now visible to its pilot while cloaked, appearing as a deep blue silhouette. A side effect of this is that the cloaked Avenger will show up on screen when two players go head-to-head on the same PC.
  • Spontaneous re-facing towards an opponent no longer occurs when an Avenger fires its Hellfire Spout in a cloaked state.
  • Cloaking Device energy cost decreased from 3 to 2.

Balance Mod Ilwrath has received the royal treatment. Originally I began to tinker with this ship because a frequent sparring partner of mine had figured out how to consistently trick the ship's auto-turning capability (that thing that kicks in when a cloaked Ilwrath attacks) to miss its mark. I might have gotten a little carried away, but the new additions are quite fun and the ship fills the same roles it once did in vanilla melee.

Kohr-Ah Marauder

  • Ship mass decreased from 10 to 9.
  • Buzzsaws are partially affected by the Marauder's velocity while the primary weapon button is held down.
  • Buzzsaw energy cost increased from 6 to 7.
These things are stupidly effective and this change should force Kohr-Ah players to ration out their energy more carefully.
  • FRIED cloud hitpoints decreased from 100 to 6.
Individual FRIED clouds can now be neutralized with enough firepower, though they will still melt every projectile they meet upon contact.

The downtweaks to Kohr-Ah's weapons should help rein it in. This ship was a just little too good in vanilla UQM.

Melnorme Trader

  • Point value raised from 18 to 20.
  • Both Melnorme weapon systems are partially affected by the Trader's velocity.
  • New feature: Holographic Targeting Aid. When toggled on, the Trader sends out holographic tracers which replicate its primary weapon's firing path to help its pilot aim better. This feature is only detectable to its pilot. Press 'Down' to toggle this feature on and off.
Melnorme is known to be difficult to play and this aim-assist feature mitigates that.
  • When a blaster pulse is suspended in front of the Trader, it will now break down correctly when hit by massive burst damage.
This is a continuity tweak. In vanilla melee these had to lose all their hitpoints twice over in an instant for them to break down. A suspended red pulse would inexplicably withstand another Melnorme Trader's in-motion red pulse rather than cancel out with it.
  • Confusion pulse hitpoints lowered from 200 to 50.
What does 50 damage? Kohr-Ah FRIED, at least when it connects with another player's projectile. I gave Kohr-Ah--which has received some nerfs--a new minor advantage against Melnorme.
  • Confusion disables the other player's "Down" key for its duration.

Melnorme has been priced up slightly due to its strong all-around performance at high level play. This remains nearly the same ship as before, even with the targeting aid.

Mmrnmhrm Transformer

  • X-Form turn delay lowered from 2 to 1.
This gives Mmrnmhrm better results against flanking ships in particular. Teleport-backstabs from the new Arilou are a threat to the original X-Form, and this change prevents that.
  • Laser range set to 148, very slightly longer than before.
Someone figured out Slylandro could hit Mmrnmhrm from beyond range by a smidge, which needed a solution.
  • Missiles are partially affected by the Transformer's velocity.
This adds some speed when the X-Form is moving toward an opponent and subtracts it when moving away. The missile kiting strategy should be a bit less one-dimensional this way.
  • Missiles travelling above normal speed slow down as they turn away from their launch angle.
  • Missile velocity decreased from 80 to 78.
  • Y-Wing acceleration increment decreased from 10 to 5. It is still rather fast, even at half strength.

The small nerfs to Y-Form should hopefully make match-ups involving Mmrnmhrm more dynamic and interesting.

Mycon Podship

  • Point value lowered from 21 to 15.

Vanilla Mycon is grossly overpriced. My preference to solve this was to drop the ship's price rather than improve its characteristics. The rationale here is that Mycon is the only ship which can heal during combat, which puts this ship at a higher risk of breaking the game if any of its characteristics get a boost. I also feel that Mycon is pretty fun the way it is.

Orz Nemesis

  • Point value lowered from 23 to 22.
  • Crew count increased from 16 to 18.
This change was added more recently. Too often Orz would lose so much crew taking out Ur-Quan that Earthling or Thraddash could snipe it afterward.
  • Howitzer is partially affected by the Nemesis' velocity.
  • Top speed increased from 35 to 36.
  • Marines lead their target by a longer distance during pursuit.
  • New feature: Marine Recall Signal. When used, all marines currently out in space turn green and retreat back to the Nemesis. The signal is triggered by pressing "Special + Down".

With Androsynth's price raised to 20, Orz has become much more viable. Nevertheless, marines have been improved in a few ways because vanilla marines are underwhelming at high level play.

Pkunk Fury

  • Respawn chance begins at 80% and drops by 18% per respawn.
  • 'Nitwit' returned to the insult repertoire.

The Fury's respawn ability has been tweaked to make Pkunk less random and generally more effective. You won't see 10+ respawns anymore, but it will respawn more often on average.

Shofixti Scout

  • Mendokusai dart velocity decreased from 96 to 84.
  • Mendokusai darts are partially affected by the Scout's velocity.
  • Energy recharge rate slowed; recharge delay increased from 9 frames to 11 frames.
These dart nerfs impair Shofixti's ability to win fights without its Glory Device.
  • Glory Device damage is halved. It also will inflict 1 more point of damage if the extra isn't lethal.
The Glory Device is still a threat to many ships despite being nerfed so heavily. It is an effective finisher of many enemies when they are heavily damaged (short-ranged ships in particular). The weird rule given to this weapon helps it be useful while leaving Arilou with a decent chance to defeat Shofixti via fake-out maneuvers. Balancing Shofixti and Arilou against each other has been unpleasant to say the least.
  • Glory Device inflicts extra damage vs non-ship objects; it can still break Chmmr satellites if they're close enough.
  • Glory Device is negated by Yehat and Utwig shielding.
  • Ship's central hotspot moved closer to actual center.
This helps Arilou's tracking laser connect with this ship. The weapon has accuracy problems when a small ship's hotspot is off-center.

Shofixti needed a serious beating from the nerf bat. It was far too deadly in a wide variety of circumstances for 5 points. Furthermore, since the game is designed for the Glory Device-user to choose its next ship second following a mutual destruction, a kill from the Glory Device means a strong advantage of picking a counter ship going into the next match. The new Shofixti is indeed weak, and being the cheapest ship in the game, it's about where it should be.

Slylandro Probe

  • Point value raised from 17 to 18.
  • When fighting against Chmmr, Mmrnmhrm, VUX, or Yehat, the lightning weapon has a maximum range cap that prevents this ship from out-ranging those opponents. Capped lightning also has a slightly longer duration, which mitigates some of the impairment caused by this range cap.
The variable weapon range could be abused by firing from beyond an opponent's reach repeatedly until scoring enough long-shots to beat them. Against ships such as Chmmr, this exploit would lead to boring, unbalanced combat.
  • Lightning seeks out enemy ships regardless of whether they are cloaked or not.
This change keeps Slylandro effective against the new Ilwrath, which has better weapon range and coverage.

Slylandro was consistently devastating in vanilla melee. With Spathi repurposed specifically to counter this ship, pricing Slylandro up much higher seemed unnecessary. The lightning weapon's reach has a cap now but if you've never tried to abuse vanilla Slylandro's theoretical maximum range then you won't even notice the difference.

Spathi Eluder

  • Point value lowered from 18 to 16.
  • The front cannon now fires three projectiles forward in a slight spread. Projectile velocity is lower than before. This weapon consumes 3 energy per shot and has a 5 frame cooldown.
  • Front cannon is significantly affected by the Eluder's velocity.
  • Torpedo speed increased from 32 to 40.
  • Torpedo duration reduced from 30 to 25.
  • Torpedo initial homing delay removed. The weapon is more responsive against enemies at short range as a result.

Spathi has been repurposed to act as a destroyer of flanking ships. This has been achieved by improving the ship's torpedoes. Once considered to be a poor fleet addition in PvP, this ship can now take on the dreaded Slylandro. The new cannon is a step up from before, but it is still relatively weak.

Supox Blade

  • Point value lowered from 16 to 14.
  • Battery size decreased from 16 to 12.
Supox's sustainable rate-of-fire has been reduced a bit to help fit the ship into a slightly lower point value.
  • Gob projectile is partially affected by the Blade's velocity.
  • Gob projectile is wider, making it easier to score hits with. The new graphic appears barely different from the original.
  • The "Down" key causes Supox to accelerate backwards. "Special + Up" no longer performs this function. The Blade may now reverse-accelerate and rotate at the same.
I added the "Down" key to melee specifically to make Supox's reverse thrust ability more intuitive.
  • Reverse acceleration causes exhaust to spawn.
  • New ability: Directional Boost. The Blade propels itself very fast in a given direction for a moment, then decelerates back down to its conventional top speed. Most homing weapons stop tracking the Blade while it is in this state, with exception to fighters, marines, floating crew, and tracking lasers. Boost costs 6 energy and stalls battery regen while active. To activate, press 'special' plus any directional keys. Boost replaces sideways thrust.
Sideways thrust is only marginally useful in PvP. It's better against the AI; so many ships will chase straight after you, letting you shift into just the right angle to strike an opponent who can't hit back. This doesn't happen much in PvP, so I don't feel bad replacing the ability with a better one.

Supox has been overhauled to behave more like a flanking ship, as the original had no real niche before.

Syreen Penetrator

  • Point value lowered from 13 to 12.
  • Particle blaster is partially affected by the Penetrator's velocity.
  • Maximum crew capacity lowered from 42 to 32.
  • Siren song energy cost increased from 5 to 8.
  • Siren song cooldown increased from 20 to 22.
  • Siren song potency decreased from 8 to 6.
  • Siren song potency against other Syreen Penetrator vessels is set to 2.
This was done to make the outcome of a Syreen mirror match less arbitrary. Both ships calling and gathering each other's entire crew while hurling shots at each other got pretty silly, usually leaving the winner with more crew than they started with.

Vanilla Syreen was thought to be overpowered, though not tremendously so. The siren song has been toned down considerably for the purpose of pushing the ship into the role of a medium-low value ship.

Thraddash Torch

  • Crew count increased from 8 to 10.
  • Ship mass decreased from 5 to 4.
  • Battery capacity decreased from 24 to 16.
  • The Mark VI Blaster has been transformed from a long range "plinker" to a set of short range, rapid-fire guns. The new projectile has 72 velocity, and a duration of 10 frames, and a cooldown of 3 frames. Two projectiles fire at a time, consuming 2 energy per shot. A new sound effect has been attached to this weapon.
  • Blaster shots are significantly affected by the Torch's velocity.
  • Afterburner will consume 2 energy per 3 frames of afterburn, lowering energy consumption.
  • Afterburner flame puff hitpoints increased from 1 to 2.
  • Afterburner flame puff duration increased from 48 to 60.
  • Afterburner flame puff fade animation starts earlier and occurs more gradually.

Star Control's most broken ship has been given much attention. The original Torch out-ranges most other ships with its blaster, and has a higher top speed than anything due to its afterburner; this allows it to slowly and painfully pick apart most other ships. The new blaster fixes this problem. The new Torch is now somewhat flimsy, yet fast and versatile.

Umgah Drone

  • Ship mass increased from 1 to 2.
  • Antimatter cone substantially increased in size.
  • Turn speed slows while the Drone's antimatter cone is active. In this state, turn delay is 10 instead of 4.
  • Battery capacity decreased from 30 to 24.
  • Retropropulsion will consume energy for every other consecutive zip, halving energy consumption.
  • Retropropulsion speed decreased from 160 to 120.

The new antimatter cone is a big help for the Umgah Drone. Initially, the larger cone was too powerful, and the ship's turn rate had to be messed with to compensate. Changes to retropropulsion were applied to make the ship easier for less skilled players to control, though Umgah remains one of the more challenging ships to play as.

Ur-Quan Dreadnought

  • Ship mass decreased from 10 to 9.
  • Fusion bolts are partially affected by the Dreadnought's velocity.
  • Fusion bolts use a wider sprite, roughly double their previous width.
Wide projectiles are easier to land hits with.
  • Fusion bolt duration increased from 20 to 21 frames.
  • Fighters are given a much longer timer of ~22 seconds to return to the Dreadnought before expiring once their attack duration is over.
  • In addition to dodging planets, fighters also evade asteroids and enemy ships rather than crashing into them and dying.
  • Fighters fan out from each other if they are too close together.
  • Fighter beam weapon has 64 firing angles rather than 16.
  • Fighter beam weapon connects instantly with its target.
  • Fighter beam weapon range is extended from 44 to 52.
  • Fighter attack cooldown increased from 8 to 14.
This may appear to be a harsh penalty at first glance. The vanilla Ur-Quan fighter is heavily impeded by firing angle limitations, a delay between firing and scoring a hit, and a likelihood of eventually crashing into the enemy ship and dying; with all of these flaws rectified, this change is needed to keep the new fighter beam under control.
  • Fighters will not attack a shielded enemy ship.
This makes Utwig--a ship which already excels against Kohr-Ah and Chmmr--less effective against Ur-Quan.
  • Fighters are a light shade of yellow-green in color rather than brick red to match the Dreadnought itself.
  • New Feature: Point-Defense Turret. This module periodically fires a single damage, super-accurate homing projectile at nearby enemy ordnance. It only fires on smaller threats that it can potentially stop such as Earthling missiles, ignoring larger objects such as Kohr-Ah buzzsaws. Being strictly a defensive measure, this module does not fire on enemy ships. The turret consumes 2 energy per shot and has a cooldown of 22 frames.
This provides the Dreadnought with a small measure of protection, which the other 30-pt ships have (satellites, FRIED) and Ur-Quan needs to remain effective at that cost. No more Dreadnoughts losing half their crew chasing down Earthling, or being hard-countered by Mmrnmhrm missile spam.

Ur-Quan has received a massive overhaul. Impressive as it may seem at first blush, the original Dreadnought becomes seriously underpowered for its cost as player skill increases. Rather than price it down to ~20 pts as Ur-Quan is likely worth in vanilla melee, it has received substantial buffs to its capabilities to bring it up to the level of Kohr-Ah and Chmmr. While the changes may initially seem extreme, #uqm-arena regulars agreed that large-scale adjustment was needed to keep it at 30 pts. Lowering the point value of this ship was not desirable for thematic reasons; the Ur-Quan are the Big Bad of Star Control and deserve a top-tier ship. This ship's intended hard counter is Orz, for anyone wondering; the space marines have enough hitpoints to withstand a few shots from the turret and climb aboard. A few other ships can achieve varying degrees of success against Ur-Quan as well.

Utwig Jugger

  • Point value raised from 22 to 23.
  • Crew count increased from 20 to 22.
A small boost to help Utwig tussle with Kohr-Ah. This should be fine, as more crew gives no real advantage versus Utwig's counters (limpets, confusion).
  • Maximum battery size increased from 20 to 24. Starting energy remains at 10.
This improves effectiveness against Kohr-Ah and Chmmr, while having a negligible effect on all other match-ups.
  • Absorption field charges up normally during Androsynth blazer collisions. It will also bounce the blazer backwards.
  • Absorption field negates and absorbs Shofixti Glory Device explosions.
  • Absorption field no longer charges up by 10 points per frame when touching a Chmmr satellite. Although this was clearly a bug, removing it admittedly does not make much of a difference when Utwig and Chmmr are fighting as Chmmr satellites still rapidly charge up a shielded Utwig's battery.
  • Energy lances are partially affected by the Jugger's velocity.

Utwig is best known among veteran melee players as the killer of 30 pt ships which is itself easily countered. I've increased its price to make it less of a "must-have". Additionally, the new Ur-Quan is no longer a viable target for Utwig. Nerfs to Kohr-Ah and some subtle buffs to Utwig should make the Utwig vs. Kohr-Ah match-up more approachable for non-expert players. Various changes aside, Utwig remains very similar to its vanilla counterpart.

VUX Intruder

  • Point value raised from 12 to 13.
  • Ship mass decreased from 5 to 4.

This gives the ship more 'bounce' when colliding with large ships, which helps it get away from Utwig after warping in right next to it.

  • Battery capacity decreased from 40 to 36.
  • Energy recharge rate improved; recharge delay decreased from 8 frames to 7 frames.
  • The maximum distance an Intruder will spawn from an enemy ship is reduced, improving its "ambush" capability slightly. As before, VUX Intuders will rarely ever get the drop on an opponent which is already in motion at the start of combat.
  • For each limpet deployed, energy recovery stalls slightly. This effect is cumulative; dumping an entire battery's worth of limpets will stall recovery for longer.
Limpet energy cost has been scaled up slightly to match the ship's faster battery.
  • Limpet effect on enemy top speed and acceleration is diminished slightly.
  • Limpet color adjusted from green to turquoise.
This makes limpets more visually distinct from floating crew during Vux vs. Syreen matches.
  • Limpets no longer attach to the Androsynth Guardian while it is in blazer form.
  • New feature: Immobilization. Once an enemy ship's top speed is reduced to 8, that ship's other movement characteristics (turn delay, acceleration delay, acceleration increment) will also hit rock bottom and the ship will become almost totally immobilized. A different "chomp" sound effect has been attached to all limpet collisions that occur at or beyond this point of immobilization to make it obvious.
This feature was implemented as a time-saving mechanism. It would normally take as many as 100 limpets to effectively shut down a ship's turning capability. Fights where a VUX has already won will end faster as a result.

VUX limpet nerfs are there to add some granularity to how impaired a ship is as it picks them up. Ships which are doomed the moment they pick up a single limpet (Utwig, Yehat) in vanilla UQM still are, while others put up a better fight. The laser is more usable due to increased energy recharge, making VUX play less one-dimensional. This ship's price raise coincides with Utwig's, which is widely considered VUX's favorite prey.

Yehat Terminator

  • Point value lowered from 23 to 18.
  • Top speed increased from 30 to 32.
  • Acceleration adjusted to build up more evenly toward the Terminator's new top speed.
  • Twin pulse cannons are partially affected by the Terminator's velocity.
  • Shield negates Shofixti Glory Device explosions.
  • Shield bounces Androsynth's blazer form backwards.
  • Shield no longer triggers redundantly while it is already in effect. Previously the shield system was very wasteful of energy if its button was held down.
  • Energy recharge stalls during shield duration.
  • Energy recharge stalls for 8 frames after shield deactivates, as well. This effect is non-cumulative.
  • Shield energy cost is 2, duration is 7 frames. Add one extra frame of invulnerability if battery is not currently stalled.
  • Ship's central hotspot moved closer to actual center.

Vanilla Yehat was never very much fun in net melee. Any player familiar with the shield tapping technique could keep a fight going for a very long time. The new shield is more player-friendly, less powerful, and less irritating. The ship's price has also plummeted as even the original Yehat was not worth its cost. Changes to weapon relativity have occurred across the board and Yehat in particular benefits from this, as its strafing gravity whip attacks are more effective.

Zoq-Fot-Pik Stinger

  • Price raised from 6 to 8.
  • Top speed increased from 40 to 42.
  • Scattergun is partially affected by the Stinger's velocity.
  • Tongue length increased. The difference can only be discerned when the camera is fully zoomed in. All hit detection in Star Control is done based on full-zoom sprites whether you see them or not, so only the largest tongue image set was altered.

To increase the ship's power in general and usefulness against Mycon in particular, the Stinger has been given a few uptweaks accompanied by a price increase. In vanilla UQM, ZFP was nowhere near as good as the less expensive Shofixti. Price and stat changes between the two ships have hopefully evened things out a bit.