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~~腕武器関連~~
■近接攻撃による移動について
ブレードによる加速後の硬直(減速)を増やす案に賛成
ブレードの攻撃力補正を増加させる場合と比べ、各ユーザーがこれまで作ってきたブレード武器をそのまま使用できるため
■高速連射武器の使用頻度の低減について
高速連射武器及びそれらを構成するパーツへのデメリット付与は反対
カスタマイズの自由度を下げる恐れがある
単発高威力武器に何らかのメリットを付与することで武装の選択肢を広げるほうが良いと考える
(弾丸の大きさによる命中率の高さをより顕著にする、命中時に相手をより押し出して走行を妨害しやすくする、命中時に機体を硬直させるなど)
~~アシスト装備関連~~
■MSSHおよびKRSMの利用頻度の改善について
攻撃力の増強や使用回数の増加に賛成
妨害性能を高めることで、利用頻度の改善に繋がると考える
また、KRSMに関しては爆風の範囲をMSSHと同様にすることでも利用頻度の改善に繋がると考える
■dc0101、dc0102の利用頻度の改善について
ブレーキ性能増強以外の性能の付与に一部賛成
推力やコーナリング性能を付与した場合の重量によっては、利用頻度が改善されない可能性があるため
例えば、ブレーキ性能増強以外に推力・旋回推力の最低値(それぞれ22、58)を付与したとき、dc0101(dc0102)の重量が150を超えてしまうと、既存のスラスターパーツの下位互換となってしまう
(元々、重量を割いてまでブレーキ性能を向上させるメリットがあまりない)
SSA-Sysと同様に重量を0にするだけでも、利用頻度の改善に繋がると考える
■ミサイル系および機雷の利用頻度改善について
使用回数の増加に賛成
妨害性能を高めることで、利用頻度の改善に繋がると考える
ミサイル系のアシストパーツに関しては、至近距離で発射した場合に誘導がかからない場合があるため、必ず誘導がかかるようにすることでも利用頻度の改善に繋がると考える
~~走行関連~~
■無限にブーストを行うことに対してのデメリット付与について
デメリット付与に反対
無限にブーストする機体は何かしらのパラメーターを犠牲にしない限りトップスピードを上げにくく、オーバーライドの恩恵も少ないため
■サイドブーストの使い勝手向上について
消費エネルギーを減少させる案に賛成
現時点でのサイドブーストのエネルギー消費量では、ブーストと併用したときにエネルギーが枯渇しやすいと感じたため
以上、ご検討のほどよろしくお願いいたします
Arm weapons for close-range attacks are kinda.. in a bad spot and its good that you guys recognize that. Combat blades in general aren't used, if at all, and the damage buff is a nice change. I personally would like to see a 70% damage increase to feed the "high-risk, high-reward" play style.
Now on the subject of reducing the merit of using close-range attack weapons for movement, I haven't a say in that other than not to make any debuffs to it that would inadvertently push people to leave the game because their method of play is now compromised. I personally don't use that method of movement often, but i do see some sort of changes needed to be made eventually.
I do have to say that making high-speed-automatic weapons and the extreme over usage of them is at least being addressed. I'll wait to see the potential changes to voice my opinion further, as having a control is a much better talking point on this specific matter and the previous, than trying to find out what sticks, you know?
Assists huh? Yes. Finally changes to the artillery assists that make them more usable some what in the game. Increasing their assist usages by just 1 point would be okay, but if damage is to be increased, then I think leaving them where they are at with the current uses is okay.
The addition of more passive stat boosts would be nice, though could brake assist be improved to provide a noticeable difference to braking? Because it seems to have minimal effect on braking as a whole... that could be just because of the heavier builds I make but I digress.
I, again, can't say much for this other than to wait and see it in action before giving a further opinion of the changes, though its nice that side boost is finally getting touched on with lower energy costs. Makes it a more viable build strategy.
As for my opinion of what could be changed, the FOV of 02-Horizon could be adjusted to not be so zoomed in, as its very very hard to use with such an extreme close up of where you're aiming.
The addition of new maps and weapon and assist types would be nice eventually, as it stands from the first game (Break Arts: Cyber Battle Racing) to the second, you can't make a lot of the creative, fun, and unique mechanics and weapons from the first game in BA2. That was a little bit of a letdown to me but the endless customization is worth it. It would be nice to have some of those weapon and assist types back in BA2 in some later update or so.
対策1:近接攻撃の攻撃力強化 (3割~5割程度?)
反対。
単純な火力強化ではAMP SAVERで相殺され、だからと言ってENを増量しても盾運用としてしか使われないと考えるため。
対策2:近接攻撃時の加速を移動に使いづらくする
(例:使用後の硬直(減速)を拡大するなど)
一部反対。
選択肢を狭める調整は好ましくないため、安直に減速量を増やす方法は反対。
提案内容1:威力に伴ってブレード使用時の加速量を増やす
高い加速力を手に入れるためには攻撃力=重量を要求するようにし、尚且つ攻撃手段としても(付属的に)使えるようにする。
提案内容2:ブレード使用時の半誘導、完全誘導の挙動変更
誘導モジュール搭載時に使用した場合、相手に近づくように正常にブレードホーミングがかかるように挙動を変更。
現状、ブレードと誘導モジュールの使い勝手はかなり悪く、接近時にかなり挙動がブレるので攻撃が非常に当てづらい。
それらの欠点を改善し、多少のデメリットを瞑っても誘導性能の恩智を受けられるようにする。
高速連射武器について
対策1:AMP SAVERに微量のデメリットを追加
(例:最低値の重量追加、冷却や消費エネルギー関連のマイナスを付与、など)
反対。
選択肢を狭める調整は好ましくないため、安直にデメリット追加は反対
提案内容1:武器用エネルギー容量の重量増加量の緩和
高火力武器の運用時はEN容量分重量が増加=同重量におけるDPSが低下するため、
それらのデメリット緩和を行うことにより高火力武器の選択肢の幅を広げる。
提案内容2:弾速、弾丸消失時間の調整
高速連射武器は張り付いて攻撃することが多く、近距離での使用が多い印象を受ける。
高連射高DPSを確保する場合、中~遠距離では弾速や生存時間を補助しないと使いづらいレベルにまでエミッターの性能を落とし、完全張り付き用攻撃にする。
MSHおよびKRSMについて
対策1:攻撃力の増強(150%程度?)、使用回数の増加(+1回)
賛成。
1レースにおけるイレギュラー要素として「たまに装備してる人がいる」「高速機体では警戒が必須」になると思うため。
dc0101、dc0102について
対策2:ブレーキ性能増強以外の性能の付与
反対。
現状の性能では重量に対しリターンに釣り合っていないため、他性能で補っても搭載するメリットが薄いため。
提案内容1:基礎ブレーキ性能の低下、及び該当ASSISTの軽量化
ブレーキを使用しないスタイルでは現状のまま問題ない性能とし、ブレーキを多用する場合はブレーキASSISTで好みのブレーキ性能に調整出来るようにする。
ミサイル、機雷について
対策3:使用回数の強化(+1程度?)
一部賛成。
使用回数よりも1回の使用時に複数発発射されて妨害効果をより高くした方が効果が大きいと思うため。
無限ブーストに関して
対策1:ブーストを使い続けることのデメリットの追加
(例:ブーストを吹かし続けると時間経過で消費エネルギーが増える、など)
(無限から長時間へ移行させるという考え方)
保留。
無限ブーストの次は容量を少し確保した高回復軽量機が台頭してくる可能性があるため。
対策2:根本的に無限ブーストのメリットを低下させる
(例:無限に可能な構成にすることで、最高速が犠牲になる、など)
反対。
選択肢を狭める調整は好ましくないため、安直にデメリット追加は反対。
提案内容1:順位補正、オーバーライド時のメリット増加
無限ブーストに関しては「オーバーライドのメリットが薄い」「順位補正のEN回復が丸ごと無駄」という弱点を抱えている。
そのため、無限ブースト使用時の弱点を際立たせる方向でかじ取りをすると良いと思う。
サイドブーストについて
対策:消費エネルギー量の減少
賛成。
現状使用しない方が良いほどになっている為純粋強化は賛成。
提案内容1:サイドブーストと通常ブーストのEN容量を別枠にする
現状ブースト時の消費ENとサイドブースト時の消費ENが同じEN容量を参照しているため、サイドブーストの使用がブースト使用時間の減少と言う致命的なデメリットになっている。
そのため、サイドブーストの消費ENは別枠で補う方法で通常ブーストと干渉しない方法に分ける事で気軽に使用可能にしたい。
他要望
・トラップ武器腕の性能調整要望
複数発発射トラップモジュールや弾丸サイズ強化モジュールの追加をして欲しい。
オンラインでのトラップ使用割合が低く感じるため、新しい選択肢やそもそもの使いやすさを強化するモジュール等を追加してほしい。
・構えエミッター、爆発エミッターの選択肢追加要望
現状、爆発エミッター、構えエミッターはそれぞれ1つずつしか存在せず、
選択肢が実質1つのみであるため、差別化を図った別エミッターの追加をして欲しい。
ーーー2020/12/23追記ーーー
・MODに関して
バージョン分割などの棲み分けは大いに賛成。
スクリーンショットの投稿含め、棲み分けがされていない状況は避けてほしいと考えている。
・構え武器のスコープについて
他コメントにある視野角の調整機能は個人的には反対。
扱いやすくなりすぎると構え武器の想定されている(と思われる)コンセプトからは離れると考えている。
・サイドブーストに関して
他コメントにあるサイドブーストによる誘導解除など、回避手段としてのサイドブーストのテコ入れには個人的には反対。
サイドブーストが必須という環境になり、選択肢の幅が狭まってしまう懸念があるため。
・腕武器に関して
他コメントにあるデータ重量の下限、上限を狭めるテコ入れは大いに反対。
武器の選択肢の幅を狭め、バリエーションを大きく減らすため。
・#a00701、#910702(被弾時エネルギー吸収モジュール)に関して
日本語コミュニティーにて議題に挙がっていたため記載。
現状、当モジュールを採用する価値が低く、サイドブースト同様死にパーツとなっている。
その為、何らかのテコ入れが必要と考えている。
提案内容1:エネルギー容量の価値を上げ、相対的な価値を上げる
例として、ブースト中は消費に対して回復が上回っていてもエネルギーが減るようにし、EN容量の確保が必須となる環境にするなど。
(ただし、上記調整例は選択肢が狭まるため個人的にはこの方法は好ましくない)
提案内容2:スマホ版BAの耐久消費ブーストの仕様に変更
ブースト時にエネルギーが不足している際に、該当モジュールを搭載している場合、自機のシールド耐久値を変換率に応じてエネルギーとして肩代わりするモジュールに仕様変更する。
被弾という受動的な回復ではなく、能動的に扱えるパーツにすることで採用しやすくする魂胆。
ーーー2020/12/23追記ここまでーーー
以上になります。
よろしくお願いいたします。
Besides managing the community, I have been building an unofficial version of the game (which I'm sure you can see in the server logs) that was really close to completion. I've built over 50 new parts with the help of several amazing people, created multiple new systems that aim to balance the multiple types of propulsion that are currently available, worked on making assists more potent by imposing certain limitations on their usage and have basically managed to strike a great balance between creativity, fun, and build diversity. At the time of this post, I was fixing the thumbnails and part previews for the latest part additions.
Why am I saying all this? It's clearly irrelevant since the game is being updated.
I have worked on Break Arts II for so long, and I would like to contribute. I've been a part of this community since the day that the game was released, and there's nothing I want more than seeing this game succeed. People that have played these test versions can confirm that I've been tirelessly working, putting lots of time and effort into making Break Arts II the game I knew it could be if given the attention it deserved.
Now that my plans for the mod are dead, a large portion of the community, me included, are sad to see it go. It can no longer be maintained while the game gets updated, but I've already fixed most of the issues outlined in this post. I would like to divert my efforts and experience from working on this mod into working with the team that develops the game, or at least getting a chance to show you how we've fixed most issues, and share the work I've put into it while things were quiet.
I strongly believe that most of the changes outlined in this post are just band-aid fixes into deeper problems that plague the game's balance. I believe that I've done a great work of fixing most of them, so I'd like to encourage the developer of the game to reach out to me either via steam, or my discord (CloudCluster#0097). I'm confident that I'm speaking for all the western community when I say that we'd love you to try the still incomplete mod, see where it currently stands, and get some inspiration from it. We've been building and testing several systems throughout these 2 years. At the very least, I'd like to represent everyone that have played this game for so long, and have the opportunity to showcase my work and prove to you that this game could become even better than you originally imagined.
Thank you for your time, and I hope I'll hear from you soon,
CloudCluster
https://imgur.com/1z6dsmi
About the changes though:
"Enhancement of close-range attack power"
The enhancement of close-range attack power looks good, but would it increase energy consumption along or is it in a separate way?
"Make it harder to use close-range attack acceleration for movement"
Making it harder to use close-range attack will surely damage too much of the blade users, as they already have a bad time due to on-line ping and hitbox.
"Add a slight level of demerit to the AMP SAVER"
I don't like this too much, i feel like maybe lowering the cost of energy reserves would be a better choice, as it would also provide a bigger possibility to have burst weapons.
"Assist Equipment-related"
"Increase attack power, increase no. of uses (+1)"
That's good, i have nothing against it, and i can confirm the low frequency of use.
"Grant functions/abilities other than brake enhancement"
I think this module issue is it's cost per effectiveness, maybe if the power of braking was doubled, it would be more widely used, personally, i use it a lot for combat, but the weight really affects when it comes to keeping up afterwards, so some improvement on the cruising speed, cornering ability or lowering the cost would be good as well.
"Increase no. of uses"
Missile-type weapons doesn't really need any changes at all, they are already quite strong, same goes for mines.
"Driving-related"
"Addition of demerit to continuously using boost"
Infinite-boosting is quite good compared to normal boosting outside of the mod scenario, we have fixed this issue by adding a system which instead increases the boost speed the faster you go, but aside from this option, i can see that working out without too much issues with the community, if the increase in consumption is slow and gradual.
"Essentially reduce the merit of using boost"
With the mod scenario, that was not needed, as the system already made it balanced, and with the demerit of unlimited boost, i don't think it is needed to reduce the merit of using boost at all.
"Decrease energy used"
I really like this, the side boost really needs some buff in order to get use more often, personally, i use it often in combat.
Back to mod talk, just like CloudCluster said above, we really hope that you can at least test out the mod. We all love BreakArts, and i really hope that we all can work together in the future, for the better of BreakArts and it's wonderful community.
Thank you for your attention.
https://imgur.com/a/JHqDOdt
Cloudcluster kept in touch with the BA community, he listened to the community and what we felt needed to be changed/balanced in the game. Cloudcluster spent countless hours working on the mod to make the community happy and for them to all have fun. I support Cloudcluster and all of those who devoted much of their effort and time into this mod. We all love BreakArts, so can't we all work together to make BreakArts 2 even better.
I know for a fact, that those who worked to the bone in this mods development and those who just wanted to build with the new parts, would be heartbroken and depressed to see all their countless hours of hard work go down the drain.
As someone who focuses on maintaining the title of fastest among my peers in the server, updating the game and removing the potency of Sword Boosters will needlessly slow the game down. Over the past 6 months I've been helping the balancing team with improving the foundation of this game we all love. Whether that be through input on how certain mechanics should be balanced or developing a calculator that determines a mech's top speed for Cloud to use in the mod. After all of this time the community has developed something that we are very happy with, and that's just balancing.
Cloud has put in so much effort to add onto the game with new parts which allow for much more mech customization, and while I've never been that good at designing mechs myself, I would be heartbroken to see the effort put in go to waste in light of some "balance changes".
What I'm getting at here is that the community has been working on balancing for a very long time now, and the changes outlined in this post will effectively throw out all of the effort put into the game by the community. I urge you to reconsider these changes and look to work with Cloud on the update so that you don't do end up making an irreversible change that kills the game.
CloudCluster has been working tirelessly on the Revolution Mod, and to let all that work go to waste would be shameful. There is over a year of work on the mod, all of it well spent, and so it would be the best idea to continue support for this amazing development. This mod was made for the sole purpose of keeping BA alive, and none of us want to see BA or the mod die, which is why we all ask that you hear us. Please, work with Cloud. Both of you are great with your contributions to this series, and together nothing would stop you.
However, beyond that, of the few things I can comfortably comment on, I did not enjoy the propositions for the unlimited boost changes. I personally do not like either option, mostly because unlimited boost builds tend to have a lower shield rating from personal experience. That being said, I might be biased here because I love the idea of going fast.
Similarly with the side boost propositions, while I'm not in disagreement with the changes, I feel that they still will not be utilized. In most set-ups that I have seen, side boosting seems to either displace the mech too far from its original position, or not enough. Having modules that allow the user to finely tune their side boost thrust may help. A more radical idea might be to add some sort of guard frames on a side boost to give them more of a combative edge by negating a portion of the damage.
Thank you for your time.
As an admin on the BA2 Discord Server alongside Cloud, I would also like to request the dev either reach out to us to have a discussion on the game's current state, or to check out the mod that we've been tirelessly working on for the past two years or so. Many of the proposed changes would not help to balance the game and would instead most likely hinder it. You may remember that both myself and another member of the Discord server previously chatted with the developer about the western meta, and so I would like to provide my insight once again into the current state of the game. I will discuss the proposed changes one at a time, so as to make things easily understandable.
"Arm Weapon-related" – As you say, close range combat is considerably lacking in the base version of the game. Despite being more efficient to build than many projectile weapons, the difficulty of landing hits with combat blades makes them unusable. We would agree to say that close combat blades need improving. The problem with the proposed changes is that they do not fix the inherent issue of the blades: hitboxes. As it stands it’s difficult to consistently hit an opponent that is moving at high speed as a result of the hitbox of the blade. Lowering the amount of shot speed on blades and increasing the damage will only make the combat blade experience worse, as the attack damage won’t matter if you can’t land hits. We have plans for the mod to implement an entire system specific to combat blades only, and were in discussions about a charge ability that would increase the blade size dependent on the charge. This would make previously unimportant stats like half-life and energy reserve more useful and increase build variety.
Making changes to blades as a whole will negatively impact any mech using sword shot speed for increased mobility. Whilst I understand the developers personal view of the mechanic, a large number of the active players in the western community continue to use these builds because of the enjoyment provided by an additional step in the gameplay. Both Measure 2, and the proposed change to the amp saver module, would most likely result in many existing mechs being rendered unusable and many players would likely stop playing the game. We know this to be true because a previous update to the game with similar changes had to be reverted, as the western community began to die off.
At this point I would assume that the main reason close combat blades and shot speeds are considered an issue is due to the prevalence of “sword boost” or “SB” mechs and the advantages they have over other mechs in the base game. This is an understandable concern, and was actually the catalyst for the creation of the mod. In order to balance SB within the meta of the game, I designed a system we call “Gears” that Cloud was able to implement. This system has successfully elevated non-SB mechs to a point where SB no longer dominates the meta. Let me explain how.
The Gears system checks every mech before a race to see if the mech is equipped with a SB blade. If it is, then the Gears system will not activate. If it isn’t then the Gears system will activate. As the mech boosts, if it hits a certain speed threshold, it will continue to cycle up through gears. Each new gear that the mech reaches provides a speed bonus additive to their current speed. In the “automatic” Gears system there are 6 gears total. At the top gear a mech will be able to reach high speeds comparable to an SB mech. The caveat is that hitting the deceleration zone or stopping resets the Gears count back to 1. This means that a level of skill is still required to balance out the benefits of the newly acquired speed.
This leads into the section of “Driving-related” proposals. You comment that you want to “attach some sort of demerit to using unlimited boosts” and “make it easier to consider other driving methods”. I believe that adding a demerit to the base game boosting is an unwise decision, as slowing the game down will make for a lesser experience for players. In the Gears system, however, we have already addressed the issue of using unlimited boosts. Whereas the proposed changes would make prolonged boosting less appealing, we have instead made alternative mech types equally appealing. This has been done through the addition of a “Manual” Gears system. This system means that to progress through each gear you must input an “upshift” or “downshift”. Doing so with the correct timing provides an additional increase in speed, whilst doing so incorrectly penalises the player. In Manual there are 7 gears, making it faster than Automatic if the player is mechanically skilled enough to reach the top 7th gear. We have also balanced it so that continuous/high uptime mechs are unable to reach the upper end of the gears, providing an incentive for players to go for lower uptime, but high speed boost mechs.
This Gears system means that, not only did we not have to nerf any pre-existing builds or play-styles that people enjoy using, but we have also increased build variety in such a way that SB/Sword Boost mechs are not the objectively best way to build, and are instead are one of several viable build styles. I would go so far as to say that the current development version of the mod has already fixed the imbalances present in the base version of the game and has provided an improved experience for non-SB players that want to race competitively.
"Assist Equipment-related" – This too has been looked at extensively during the development of the mod, and to increase the viability of assists we implemented an assist slot system. This means you have 5 “slots” available on a given mech, and each assist is assigned a number of slots. More powerful assists take up more slots on the mech, while those that are less frequently used take up less slots. This incentivises the use of less powerful assists. We also adjusted the number of charges for some assists to make them more viable in the current meta, and adjusted dataloads to make it easier for mechs to equip assist modules whilst still providing challenge to build around. We also added new assists such as a variable zoom for the Horizon scope, and made the Kageri emitter usable online at an extreme cost. This allows for even more niche mechs to be competitively viable.
Alongside these new systems, we have added many new parts to improve both customisability and quality of life for players, including new custom head designs, new weapon amplifier designs such as swords, mirrored copies of existing parts that have been asymmetrical since the launch of the game. New joint parts were also added to increase creative and aesthetic builds and build variety. All of these things have been added whilst sticking closely to the original aesthetic and design of the game so as to remain tasteful and respectful of the developers intended vision.
Cloud and I have been members of the western Break Arts community since the games initial release several years ago, and hope to see the community continue to grow and reach new heights. We hope the developer will get in touch so we can discuss the mod and future updates more directly, we have a strong passion for the game and only want the best for it.
https://imgur.com/a/SR9Q7FX
対策1:近接攻撃の攻撃力強化 (3割~5割程度?)
→さほど大きな意味を持たないかと思われます。攻撃力がAMP SAVERとOV131で25%単位での調整が可能になっているため、単純な攻撃力上昇であればそれで事足りそうです。
対策2:近接攻撃時の加速を移動に使いづらくする
(例:使用後の硬直(減速)を拡大するなど)
→そもそも攻撃武器のはずであるブレードで加速するというのが若干違和感を覚えるところがあったので調整には賛成です。ただ、cbr版のETC系武器のように攻撃できない代わりに走行や耐久に振るカスタムも欲しいとは思っていますので、(今回の調整では不可能でしょうが今後のメジャーアップデートにて)そのようなモジュールの追加に期待したいです。
高速連射武器の調整について
対策1:AMP SAVERに微量のデメリットを追加
→単純なデメリット付与の調整は反対です。高速連射武器の強みとしてエラー付与が狙いやすいというものがあり、これを削るとエラー狙いの戦術に影響が出かねません。おそらく純粋な火力狙いとしては単発高火力武器の運用が想定されていると考えられます。しかし、単発高火力武器はエネルギーに割く重量のせいで同重量の高速連射武器と比べDPS低下が起きているのが現状です。実際、現環境ではダメージエラー付与+高DPS連射武器が恐らく最もダメージ効率の良いビルドとなっています。ですので、エネルギー周りが改善されれば単発高火力武器の運用も現実的となりそうです。
ロケット系アシストの調整について
対策1:攻撃力の増強(150%程度?)、使用回数の増加(+1回)
→賛成です。これらキャノン系アシストには必ずしも積み得とは言い切れない、いわゆるロマン砲としての魅力もあるため、強化に関しては大いに歓迎できると思われます。また、レースでのイレギュラー要素として低耐久高速機ではケアを要求するケースが増えるかと思われます。
ブレーキ系アシストの調整について
対策2:ブレーキ性能増強以外の性能の付与
→反対です。どちらかといえば、ブレーキング性能はSSA-Ast同様重量0モジュールとしてアーティストごとに好みの調整が出来るようになった方が良いかと考えております。その際、別の性能が付いていると余計と感じてしまう可能性が高いです。
ミサイル系アシストおよび機雷アシストの調整について
対策3:使用回数の強化(+1程度?)
→賛成です。また、単純なサブ武装に留まらず妨害系が充実しても面白いかもしれません。
無限ブーストの調整について
案1:ブーストを使い続けることのデメリットの追加
案2:根本的に無限ブーストのメリットを低下させる
→いずれについても反対です。既に無限ブーストには有限ブーストと比較してトップスピードの低さ、OR時の恩恵が皆無という弱点が存在しています。このうちトップスピードの低さを加速ブレードで補うというビルドも見られるため、そちらの調整をするのであればこちらも多少改善されるかと思われます。逆に高出力ブーストのメリットが存分に生かせるようになればよいのかなとも考えています。
サイドブーストの調整について
対策:消費エネルギー量の減少
→大いに賛成です。また、BREAK ARTSの戦闘という面にフィーチャーするのであればサイドブーストで敵弾の誘導を切れるようにするというのも考えられそうです。現状コーナリングだけであれば通常のステアリング性能を向上させればよく、緊急的な横への移動手段としてのサイドブーストの必要性が感じられません。ただ、だからといってコーナリング関連の弱体化は望んでおりません。
総じて、現在のアセンを使えなくする調整よりは新たに対抗しうるアセンが増える調整の方が好ましく感じます。しかし、加速ブレードについては(非modであれば)ガチ環境で高速機として運用するならほぼ必須と考えられる(レース募集の際に加速ブレードの有無が問われるレベル)性能であり、これに関しては弱体化もやむなしと考えています。
また、今回の調整では対象外ですが、今後のメジャーアップデートにて開発リソースやQR、GP設定の都合上難しいとは思いますがcbr版のBascArenaのような戦闘に特化したコースやThe Beginningのような初心者向けのレースコース、GEAR FORTRESSのような一風変わったギミックのあるコース、あるいはミラーコースの追加も欲しいなと考えています。
現在のチュートリアルコースであるfor RacerV27は(恐らく元ネタであるポール・リカール・サーキット同様)バックストレートに設けられたシケインやM字のテクニカルゾーンなどテクニックを要求されるエリアもあり、比較的難易度の高いコースであると考えらえます。現状の6コースであればCRYSTAL RIVERが最も走りやすいコースなのではないでしょうか。この辺りも検討をお願いしたいです。
以上、よろしくお願いします。
追記:海外で開発されているmodに関して、導入の是非に関しては個人の嗜好によるものでしょうし何とも言えませんが、そもそも知名度がかなり低いのが問題であるように感じられます。ワークショップに反映できるようにする等ある程度アクセスできるようになればな、と感じます。
This is untrue. We've made the game more balanced through our mod than it is in the base game. We've actively worked against the current meta whilst aiming to allow for those existing builds to still be usable, albeit less dominant.