Posted: Thu Dec 04, 2014 8:08 pm
Alright boys here's my roughdraft of Peenix Rework:
(subtitled: good $#@!ing god this faction sucks)
Faction Global Attributes:
Hull will be nerfed to .85
Shields will be perked to 1.3
Shield repair will be perked to 1.05
He Yeild will be perked to 1.1
Cost will be reduced to .9
Signature will be nerfed to .9
Ripcord will be nerfed to .85
Accel will be nerfed to .95
Faction Specials:
INTs and HVY Ints have 75 less HP before faction modifiers
Can build Transceivers which cost $15000 and provide $500/min in paydays and build on He3 rocks. Do not require techbase.
Phoenix New Tech:
Mini-shield 1, 2:
Grants 50, 100 HP with Small Shield regeneration speed. +.25 sig, can be mounted on SFs, INTs, or Figs.
New Ship:
Skirmisher:
Tech: SF and INT research (ADV sf and HVY int required for ENH Skirmisher)
HP: 300, 450 for ENH
Shields: Mini shield only
Signature: .65
Missiles: Any SF missile. Can only have 1 hunter loaded at a time.
Booster: any INT booster + Hyperboost
Guns: Sniper and/or Minigun, 2 slots (no UTIL)
Cloak: Heavy cloak only
Ripcord: No.
Energy: enough for 15 seconds of hvy cloak 1, 25 at enh.
Ammunition: Same as INT/HVY INT
Max Thrust: Same as INT/HVY INT
Base Mass: 30
Armor Class: Medium
Scan Range: 1000m
Drop Slot: Pulse Probes, EMP Mines
Max Speed: 100/110 m/s.
Design Principle: Hybrid between SF and INT. Its role is to hunt down probers and SBs as well as provide a hard-to-see escort craft for stealth bombers and/or HTTs. Can also augment offensive and defensive roles by providing a "mobile probe" effect, hiding and picking off a nan or two before the bbr enters into the camp or before the team shows up to attack the miner.
Vanguards:
Tech: ENH Fig and INT research (ADV fig and HVY int required for ENH Vanguard)
HP: Same as current
Shields: Mini shield only
Signature: 1
Missiles: Dumbfires, same loadout as fighter
Booster: any Fig booster
Guns: Vulcan Canons, Gat, Minigun, Dis 2 slots (ENH may mount mini-AC)
Cloak: None
Ripcord: Yes, 15 seconds base
Energy: 0 is fine
Ammunition: Same as INT/HVY INT
Max Thrust: Same as ENH/ADV FIG
Base Mass: 50
Armor Class: Light
Scan Range: 600m
Drop Slot: Minepack, Laser Blossoms
Max Speed: 70, 100 m/s
Role: The role of the Vanguard is to be the primary forward presence when attacking. Interceptors will tend to be more effective at defending as they will be considerably more agile as well as quicker in-and-out of the fight while Fighters will be more versitile on the attack being able to mount Galvs and quickfires and react more quickly to changing situations thanks to their faster ripcord times. Most of the time Vanguards will take the place of Hvy Ints when force bombing or force capping is happening. Their light hull (as opposed to medium) will, along with their sluggish handling, will render them as poor choices for most forms of bbr defense as full AC will generally trump their miniAC or Vulcan canons. Basic Vanguards will also be slow and unsuited for long-range sorties.
Rearguard:
Tech: ENH Fig and SF research (ADV fig and ADV sf required for ENH Rearguard)
HP: 300
Shields: Med Shield
Signature: 1.25
Missiles: Any SF or Fig missile, SF capacity
Booster: None
Guns: Mini AC, Sniper, 1/2 slots Basic/ENH
Cloak: None
Ripcord: Yes, 10 seconds base
Energy: Same as SF, ADV SF
Ammunition: Same as ENH/ADV FIG
Max Thrust: Same as ENH/ADV FIG
Base Mass: 60
Armor Class: Light
Scan Range: 1500m
Drop Slot: None
Max Speed: 100, 125 m/s
Role: the Rearguard's role is to provide a strong defensive ship that engages enemy bomb runs at long range. The goal is to force people who are attempting to bomb Sup/Tac to bring escorts rather than using AC bbrs. They're loud and don't maneuver very well but pack a long-range punch.
Special Tech:
Vulcan Canon:
Research is now Gat 2 and Mini 2 for Vulcan Canon 1. Vulcan Canon 2 requires Mini 3 and Gat 3 as well as Vulcan 1.
Laser Blossom:
Research is now Prox 2 and Dis 2 for Laser Blossom 1. Blossom 2 requires Prox 3 and Dis 3 as well as Laser Blossom 1.
Hyper Boost:
Research is now Afterburner 2 and Sig 2 for Hyper Boost 1. Hyperboost 2 requires Afterburner 3 an Sig 3 as well as Hyperboost 1.
(subtitled: good $#@!ing god this faction sucks)
Faction Global Attributes:
Hull will be nerfed to .85
Shields will be perked to 1.3
Shield repair will be perked to 1.05
He Yeild will be perked to 1.1
Cost will be reduced to .9
Signature will be nerfed to .9
Ripcord will be nerfed to .85
Accel will be nerfed to .95
Faction Specials:
INTs and HVY Ints have 75 less HP before faction modifiers
Can build Transceivers which cost $15000 and provide $500/min in paydays and build on He3 rocks. Do not require techbase.
Phoenix New Tech:
Mini-shield 1, 2:
Grants 50, 100 HP with Small Shield regeneration speed. +.25 sig, can be mounted on SFs, INTs, or Figs.
New Ship:
Skirmisher:
Tech: SF and INT research (ADV sf and HVY int required for ENH Skirmisher)
HP: 300, 450 for ENH
Shields: Mini shield only
Signature: .65
Missiles: Any SF missile. Can only have 1 hunter loaded at a time.
Booster: any INT booster + Hyperboost
Guns: Sniper and/or Minigun, 2 slots (no UTIL)
Cloak: Heavy cloak only
Ripcord: No.
Energy: enough for 15 seconds of hvy cloak 1, 25 at enh.
Ammunition: Same as INT/HVY INT
Max Thrust: Same as INT/HVY INT
Base Mass: 30
Armor Class: Medium
Scan Range: 1000m
Drop Slot: Pulse Probes, EMP Mines
Max Speed: 100/110 m/s.
Design Principle: Hybrid between SF and INT. Its role is to hunt down probers and SBs as well as provide a hard-to-see escort craft for stealth bombers and/or HTTs. Can also augment offensive and defensive roles by providing a "mobile probe" effect, hiding and picking off a nan or two before the bbr enters into the camp or before the team shows up to attack the miner.
Vanguards:
Tech: ENH Fig and INT research (ADV fig and HVY int required for ENH Vanguard)
HP: Same as current
Shields: Mini shield only
Signature: 1
Missiles: Dumbfires, same loadout as fighter
Booster: any Fig booster
Guns: Vulcan Canons, Gat, Minigun, Dis 2 slots (ENH may mount mini-AC)
Cloak: None
Ripcord: Yes, 15 seconds base
Energy: 0 is fine
Ammunition: Same as INT/HVY INT
Max Thrust: Same as ENH/ADV FIG
Base Mass: 50
Armor Class: Light
Scan Range: 600m
Drop Slot: Minepack, Laser Blossoms
Max Speed: 70, 100 m/s
Role: The role of the Vanguard is to be the primary forward presence when attacking. Interceptors will tend to be more effective at defending as they will be considerably more agile as well as quicker in-and-out of the fight while Fighters will be more versitile on the attack being able to mount Galvs and quickfires and react more quickly to changing situations thanks to their faster ripcord times. Most of the time Vanguards will take the place of Hvy Ints when force bombing or force capping is happening. Their light hull (as opposed to medium) will, along with their sluggish handling, will render them as poor choices for most forms of bbr defense as full AC will generally trump their miniAC or Vulcan canons. Basic Vanguards will also be slow and unsuited for long-range sorties.
Rearguard:
Tech: ENH Fig and SF research (ADV fig and ADV sf required for ENH Rearguard)
HP: 300
Shields: Med Shield
Signature: 1.25
Missiles: Any SF or Fig missile, SF capacity
Booster: None
Guns: Mini AC, Sniper, 1/2 slots Basic/ENH
Cloak: None
Ripcord: Yes, 10 seconds base
Energy: Same as SF, ADV SF
Ammunition: Same as ENH/ADV FIG
Max Thrust: Same as ENH/ADV FIG
Base Mass: 60
Armor Class: Light
Scan Range: 1500m
Drop Slot: None
Max Speed: 100, 125 m/s
Role: the Rearguard's role is to provide a strong defensive ship that engages enemy bomb runs at long range. The goal is to force people who are attempting to bomb Sup/Tac to bring escorts rather than using AC bbrs. They're loud and don't maneuver very well but pack a long-range punch.
Special Tech:
Vulcan Canon:
Research is now Gat 2 and Mini 2 for Vulcan Canon 1. Vulcan Canon 2 requires Mini 3 and Gat 3 as well as Vulcan 1.
Laser Blossom:
Research is now Prox 2 and Dis 2 for Laser Blossom 1. Blossom 2 requires Prox 3 and Dis 3 as well as Laser Blossom 1.
Hyper Boost:
Research is now Afterburner 2 and Sig 2 for Hyper Boost 1. Hyperboost 2 requires Afterburner 3 an Sig 3 as well as Hyperboost 1.