RNG for player spawn, thus the relative direction of meld.RNG for whether canister point is inaccessible without grapple/flying, or inside enclosed trucks.LW changes to meld have basically added complexity while butchering its reliability: It's not an incentive to play fast, it's just rolling dice to see how much meld you end a mission with. Meld is the most random mechanic in the game aside from air combat. Your soldiers won't have 1 turn head start most of the time in the most feasible cases of getting meld. There is ALMOST no difference in timeout if the meld is the first 60 tiles, the results starts to deviate in the region between 60 ~80 tiles to have +1 timeout 50% of the time and no timeout change the other 50%, then in the region between 80~100 tiles: +1 becomes more dominant but you can still see 0 timeout difference sometimes so you can have the meld canister as far as 98 tiles for example WITH NO difference in timeout couple that with the fact that these very far meld canisters are unlikely to give audio cues and you are looking at either no change at all, or best case +1 timeout in the veryyyyy far meld canister that you are unlikely to get in the first place without some sort of recon. Now to the technical sides, to visualize the difference in timeout we need subtract the new timeout value from the old timeout value to get what kind of increase we are talking about, here is a graph that shows the difference in timeout between the two formulas Okay, I will refrain from continuing to discuss balance changes compared to each other, although I would like to mention that comparing the change in meld timer is highly correlated to the removal of the exploit while the Van Doorn voice pack isn't, but that's beyond the scope of our discussion now. Let's not mix things here, the change to compensate the removal of this exploit was the "increase" in meld timers NOT the price changes on the other projects' MELD costs because even WITH the exploit the old prices were very prohibitive.ītw I am trying to read the graph you posted, I dont see the 1 turn head start, both b15d and b15e timers start at 1 turn timeout at 0 tiles and they start to differentiate by 1 turn after about 10 tiles difference, the difference becomes hardly significant EVEN at the end of the graph where meld canister at 70 tiles far away expire AT EXACTLY THE SAME TIME while canisters at 73~75 have 1 turn timeout difference, I don't get where did you get the 3 turns per 20 tiles from? the difference is 1 turn MAX and more than 50% of the time it is not even there. Was the change in MEC augmentation costs and the foundry project related to removing this exploit in the first place? Does this mean that original prices were adjusted considering exploits that players use or what?
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