The Praedian Records

J.G. Phoenix

Current Projects

Chapter 2 1st Draft 30%

Remnants of the Elders

Yamato 60%
Hermes 5%
Yorktown 80%
Victorious 30%
Maya 5%
Blücher 70%
Prinz Eugen 10%
Seydlitz 85%
Lützow 10%
Magdeburg 5%
Prinz Heinrich 5%
Konigsberg 5%
Type 34 Destroyer 90%
Type 36 Destroyer 80%

M.A.S.S. Builder: Property Damage Changes

Vermillion is always ready to address some very specific gripes from the M.A.S.S. Builder playerbase. This one’s interesting to me personally because I’ve also felt downright compelled to mix in all damage types and not lean too heavily into any specific themes.

I play on Very Hard, leave me alone.

I don’t know anything about “God of Thunder Swordmaster Machines” or “Fire Breathing Dragon M.A.S.S.” but I do know that if I had things my way, my builds would mostly include normal and fire based damage, with lightning where it’s appropriate. The ice element doesn’t fit into most of my design themes and yet I always have it somewhere just to balance out the weapons. It usually goes on chainguns or missiles because that sticks out the least for me.

Here’s where things are currently heading:

  • Removed elemental disadvantages from the game, there are now only either neutral or advantage with property damages.
  • Every enemy now has almost the same property damage resistance with every property damage. Property advantages will only result in around 5% to 10% more damage when correct element is used now. Players who bring multiple elements can still take advantage of it, but they aren’t forced to or be punished now.
  • Architecture and tech nodes now make property damage much more effective than before. Players who don’t invest in property damage will now have around 30% less damage when using weapons with property damage in comparison to raw damage while those investing an architecture node (such as Revenant) will make this number back to 0% less damage. This should allow players to specifically use Architectures and Tech nodes to counter the lowered damage and perform as well as other methods of play through property debuffs.
  • Balance special debuffs to match the new powers as best as we can.
  • M.A.S.S. type enemies (including in PvP) is not effected by any status effects, but their property damage resistance are now lower than Quarks.

My original thought was to make elemental disadvantage less noticeable generally by shifting the damage gap more to the right (less damage reduction for disadvantage and more for advantage), but that idea wasn’t node based, it was more of a universal game tweak.

The more I think about it while looking over the notes, the more I prefer Vermillion’s approach. Customization through the node system is a better way to go, and makes use of more of the game’s mechanics. This, as opposed to just tweaking values universally which could inadvertently push the node system well past what the devs intended.

Of course, they’re aware that certain elements in PvE can get wildly overtuned very easily:

Now your question might be, “What if one property is extremely effective in PvE, how will you fix this? It’s always a problem of either too strong or too weak with their special effects like BURN being meta once again?”

We’d like to answer that with “Let them be too strong, as M.A.S.S. Builder development has been going on, we don’t think balance is required in PvE. Players must be able fulfill their fantasy and have fun with the game. To the abyss with balancing, fun comes first.”

And they’ve promptly chucked that concern out a window. My feelings on that were mixed until I thought back on games at the far end of the spectrum (New Gundam Breaker). Things could get silly, but that won’t detract from the fun as a whole, and if it starts to, Vermillion will do what they always do and quickly address it.

So kudos.

A Short Break

I’ve never been so glad to have a short break from everything. It’s been a rough week and I need at least a day to recharge.

Everything’s still on track as far as I can tell. I’ll either do a general update on Sunday or save that for next week. Those seem like they should be either in the middle of the month or toward the end and right now I’m leaning middle of the month.

I guess both works, too.

Anyway, on with the resting.

C: for All and All for C:

I’ve had to reinstall or reconfigure so many things in the last 24 hours I’m too drained to even ‘rage’ about it. I’m just … tired. So tired. I’m still catching up on things on the side but today was mostly putting files on my computer back in order and testing.

As of this writing, I’m still in the middle of that.

On the bright side, I guess I accomplished my goal? I freed up more than 100gb on the C: drive, which is great. I didn’t learn anything that would actually be useful later on, though. That’s the awful part. Normally when I’m having technical issues, they last just long enough for me to pick up some useful information I can use later on. That way it doesn’t feel like a waste of an entire day. This is just a case of using a workaround I already know and hate and picking up the pieces afterward.

Anyway, that’s all there is for today, so back to it.

Uchuu Senkan …

Uchuu Senkan …

Uchuu Senkan …

Yamato

… and Shikishima.

Sadly there was no fighting in space. Clan Battles was pretty fun tonight. I actually started out in the Shikishima and only swapped over to the Yamato once W-P-A’s Phoenix showed up (I’m W-P-O’s Phoenix). We like to pair up these ships when we can get away with it and tonight was one of those nights. Lots of stupid, high-calibur fun and nonsense.

Footage

I got a bit more footage but the update is tomorrow so I don’t know if I’ll have time to record the better games for posterity. Pains will be taken and efforts will be made.

The Ball is Rolling

My sleep schedule is also in tatters again, but that’s nothing new or particularly noteworthy.

Anyway, I wasn’t able to post at all yesterday so I’m doing an extra one today, that extra one actually being the last part of Fleeing Victory Chapter Two that just went up. I had the scene mostly figured out for a while now but needed the time and the focus to write it. With that done I’m hoping to get past the ‘character reintroduction’ phase and into the main thrust of things.

Aside from Fleeing Victory I’m almost done with the outline for Lydia’s Golden Treasury Chapter 2 (the new one). It wasn’t going to be as crucial to the overall plot as it is now, but sometimes things just work out. The next item Enya’s going to be dealing with is almost the opposite of the Armor of the Unburdened, and something she’ll be very interested in.

I tend to use LGT chapters to not just highlight items but also characters, and one character that could use some attention for Chapter 2 is Felka, so she’ll get some much needed development there, too. I’m not sure when the 1st draft will be done, but I’m starting on it this week.

Lastly, I’ve got a lot of studying to do over the next few months, mainly programming stuff. I’ll be writing about some of what I pick up here on the blog just like I planned. And that’s all for now.

Fleeing Victory Chapter Two Part Three

“Back up! Hurry!”

Casey was shaken out of his daydream when Alice hit the brakes on their scouting vehicle. She hadn’t been the one calling out on the battalion’s primary channel just now, though.

Casey knew the voice; it was the gunner for the front-most scout. As soon as he caught sight of them, a flash of yellow dove down onto the vehicle, causing it to bounce on the spot. A plume of fire and smoke erupted from the impact, and for brief, terrifying moment, Casey feared the worst.

“Automated gun!” The next report came over the airwaves–from that same insanely lucky pair up front, no less.

“Get out of there,” Casey called out to them as the two leaped from the flaming wreck and ran like mad. They were practically tripping over themselves–and getting perilously close to the corrupted crystal mounds along the path–to reach the relative safety of the 203rd’s light tanks.

By the time they were clear of the immediate danger, another shot struck their vehicle and blew it up. The explosion sent thick, hot air racing past Casey and far down the line of vehicles in the tunnel.

Just when Casey was about to ask the lieutenant for his orders, the man himself instructed the units at the front. “This is Intrepid 1 to the van. Intrepid 21, standby to take point. Intrepid 7, move up and take out that gun. Acknowledge.”

“Intrepid 21 scout vehicle, acknowledged,” Alice sent back, “Holding here. Over and out.” While Ricard was the leader of Intrepid 21, they were now divided into two independent crews, one in the light tank, Chaser, and the other in a scout car.

Intrepid 7 was another matter. Theirs was one of a handful of tanker teams that hadn’t been reconstituted after the attack on Munica’s colossus weapon. Matteo, Luca, and their swift, brawler of a light tank named Daring were the original Intrepid 7 from the start of the war. Casey and Alice both knew what kind of shenanigans to expect from them.

“Intrepid 7 acknowledges. Over and out.”

Daring pulled ahead of them in the long line of vehicles and deployed its long mechanical arms for the coming exchange. The arms had the tank’s skirt armor attached to them, so they hung like small shields off the side of each arm. Once they were close enough, Daring grabbed onto the smoldering wreck and moved it out of the way. Next, the arms folded over the turret, leaving just the gun barrel exposed to return fire.

“Intrepid 7 to Intrepid 21. Give us one minute and we’ll have the way clear for you~ Over.” Matteo said. He was talking to–flirting with Alice in particular. No one in Intrepid 21 had any doubts about that.

Daring suddenly moved up into nearly the exact spot the scout vehicle was when it had first been hit. Its gun elevated to line up whatever was waiting at the top of the incline, but the tank quickly reversed and pulled back out of the line of fire. It wasn’t a moment too soon, as a shot came down and struck the ground, sending up rock and loose parts from the first wreck. Without wasting any time, Daring pulled forward again, this time ready to fire back. As soon as Intrepid 7’s light tank came to a halt, its gun fired. Then, just as the smoke from the muzzle was beginning to disperse, Daring quickly backed up again, narrowly avoiding another shot from the automated gun.

“That’s definitely a 37mil,” Luca informed the rest of the 203rd.

Casey shrugged, seeing as Daring had already secured itself and its crew against that caliber of gun emplacement. While Munica’s anti-tank guns could punch through a light tank’s armor with relative ease, it was extremely unlikely that they would be able to make it through two separate sets of armor spaced as far apart as the skirt armor on the tank’s mechanical arms and the hull armor at the front of the vehicle. Even so, not getting hit at all had proven to be the best tactic for this fight.

Daring jerked forward again and fired another shot, then quickly retreated in the brief window it had, completely avoiding the return shot. If the weapon they were facing had been manned, they might have had the good sense to hold their fire and bait Daring out into the open before firing. Instead, the automated gun fired the moment it was reloaded, creating perfect three second intervals for Daring to weave its attacks into. This was a weakness of automatons that the Cordaeans had centuries of experience with. Using their own predictable behavior against them was enough to turn a stalwart defender into little more than a bump in the road.

Daring quickly moved back to the foot of the inclined and fired up at the gun emplacement, scoring a hit on the gun barrel itself. The light tank didn’t back off this time, and there was no return fire.

“Target neutralized. Moving to the top of the hill to check for additional guns. Over.”

“Copy that, Intrepid 7,” Lieutenant Rog replied, “Give 21 some space to get by after you clear the area. Over.”

“Hey, is everything alright up there?”

Casey laughed hearing Ricard chime in. He wasn’t sure if his friend was worried about the actual enemies in the tunnels with them, or Matteo making moves on Alice while he was half a dozen vehicles behind them. He had his suspicions, though. “Oh yeah, we’re fine, man. We’ll be out of these tunnels in no time if that’s the best they’ve got for us.”

“Clear comms,” Lieutenant Rog said warningly.

“Intrepid 7 to Intrepid 1: We’ll make sure the road is good and clear, sir. Over and out.”

Someone was beginning to sigh into the channel before realizing their mistake and cutting the transmission.

“Heh.” Casey felt the same. He cupped his hands over his mouth and yelled, “Well get to it then ya showoffs!”

Clan Battles 3/13

This one started an hour late which threw my schedule off. It also wasn’t with the competitive divs (the W-P-O divs). Lastly, there was some connectivity problem on the backend of P.R. which kept me from writing this post even longer. Despite all of that, things went reasonably well. I even got some game footage I can record this coming week when I find the time.

The Highlights

  • Preussen: Still fun
  • Yamato: Still King

There’s other news but I’m going to be trying to keep posts limited to one or two topics max going forward and just make more posts. I noticed while doing category searches that there’s way too much overlap with how I tend to group updates together. Better if things are kept fully separate as often as possible.

I may still do the occasional ‘news’ post, but once a week tops.

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