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Posted: Tue Dec 09, 2008 5:23 am
by CronoDroid
Broodwich wrote:QUOTE (Broodwich @ Dec 8 2008, 02:54 PM) And as already mentioned other factions do not have srs at the opening so bitching at how this is a huge nerf to rix *coughcronocough* is really rather stupid
How is it really rather stupid? Does BIOS have HoD? Uh, does GT have 8K techbases? Uhh sorry I guess IC should lose ripping miners because Giga doesn't have them either.
It is a nerf to Rix, they are meant to be a strong STARTING faction. Who cares if their midgame miner killing abilities are "seriously buffed"? GT have a strong midgame when they get ints and @#(! up. Belters has a strong midgame. Rix's midgame is FINE as it is, it doesn't need a "massive perk" while taking away from the thing they do best: strong start game. They are meant to rapidly overwhelm the opposition at the start and cripple them before they get a chance to get tech up. While Rix still have a strong midgame and a strong endgame, it isn't enough to counteract the fact that most people CAN'T fly Rix.
If you don't want Giga to be owned by Rix...go IC? This is the nature of an RTS. Some factions do better against others. If you want to go Giga against Rix, then you're prepared for a tough battle. Rix are MEANT to be brutal. If we wanted a perfectly balanced game we'd just have one faction with 1.0 for every GA.
@Drizzo:
I also fail to see how they lose nothing from taking away SRs. You can't rip figs to scouts! Hello?!
Finally I bring up my original point: Why you gotta touch something that isn't broken? Why do you have to change something for no reason? Rix are not broken. They are not uber, they don't suck, they tread a very fine line of balance. With a good, smart team, they are rightfully uber. With a sucky team, they are rightfully sucky. In those big GoodCommanderX vs GoodCommanderY games, IC and Rix are almost perfectly matched.
The same cannot be said for countless other factions. BIOS and Belters are good with or without a team to back it up. You can succeed with those two factions even without a uber-whore team, in fact they're not meant to be whoring factions anyway. If you command Rix and you don't have the whore power to back it up, you will go pretty much NOWHERE. They are not an easy faction to fly, or else judging from their perks they would be the best faction.
To re-iterate: Don't fix what ain't broke. Why would you change a faction for absolutely no good reason?
Posted: Tue Dec 09, 2008 8:36 am
by Adept
CronoDroid wrote:QUOTE (CronoDroid @ Dec 9 2008, 07:23 AM) If you don't want Giga to be owned by Rix...go IC?
Finally I bring up my original point: Why you gotta touch something that isn't broken?
Sorry Crono, but I feel I have to disagree on both counts.
Rix is supposed to be balanced with every faction, not just for Rix vs. IC fights. Furthermore the "if its not broken, don't fix if" is not a good argument when we are trying to make something better. The SR scouts are a clumsy mechanism, and as with everything Community Core related, things can always be changed back if there are unforeseen consequences.
Posted: Tue Dec 09, 2008 2:55 pm
by CronoDroid
Let's put that into context shall we:
QUOTE This is the nature of an RTS. Some factions do better against others. If you want to go Giga against Rix, then you're prepared for a tough battle. Rix are MEANT to be brutal. If we wanted a perfectly balanced game we'd just have one faction with 1.0 for every GA.[/quote]
How are Rix SRs clumsy? They work...no more Sup rush, strong opening but you have to make sure they're utilised correctly or they'll burn a hole in your wad.
Plus the "if it ain't broke don't fix it" argument applies readily to the subject of game balance. There is no point changing things for no reason, it just adds another thing to be balanced. It doesn't make it better, this doesn't make the core better, it's just changing it for no reason. Change for the sake of change should be avoided. Rix isn't broken and it doesn't need fixing. It is not uber, and it doesn't suck. There is very little you can do to "fix" it if it isn't broken. If anything it's weaker than your usual faction, if you wanted to change something about Rix it should be the pitch rate.
Posted: Tue Dec 09, 2008 9:06 pm
by Psychosis
rix scouts suck, they get 1 gun, and no real perks to them, opening game, if your NOT in an SR or fig, your not working to your full potential.
honestly, ripping BASIC rix scouts to each other is kinda retarded, and will ruin rix's ability to push things early game, because rix scout < any other starting ship.
now, if you move adv scout to garrison, and allow a rix adv scout to have enough energy to rip in a fig, that would work.
So, my suggestions (TL;DR version)
move ADV scout to garrison
increase fig energy to 1 point above rix BASIC scout energy
rix basic scouts are able to rip 1.5 basic scouts to them (0 figs, 1 enh fig, 1.5 adv figs)
rix adv scouts can rip 2 adv scouts, or 1.5 figs (2 enh figs, 2.5 adv figs)
rix hvy scouts can rip 2 hvy scouts, or 1.5 figs (2 enh figs, 2.5 adv figs)
Posted: Tue Dec 09, 2008 9:10 pm
by Death3D
Brilliant. Get either enh cons or adv scouts. I love it.
Posted: Tue Dec 09, 2008 9:14 pm
by Psychosis
you really have the option, you can get adv scouts, and rip your figs to them preserving your offensive capabilities, or you can get enh figs, and play rix much like a standard faction, either way should be interesting
Posted: Tue Dec 09, 2008 10:40 pm
by Adept
It ties in nicely with the other scout suggestions too. I like it.
Posted: Wed Dec 10, 2008 5:13 am
by Vlymoxyd
I'd like to say that rix was the most cheesy faction on 1.25. There were no SR, all scouts could rip to all scouts and only enh and adv figs could rip to scouts. DN actually nerfed rix as one of its 1st change like every 1.25 based core did. With a smart team, having everyone in scouts that can rip to each other was amazing even without having figs that can rip. A scout, unlike a fig, can allow another scout to rip to it. I mean, on DN/CC, if you have 1 SR that catch a miner, you can rip 1 fig, then you're out of energy and gotta reload. If you try to swarm with SRs, it'll be expensive(and probably not worth it). Ripping 1 or 2 SR to the opening SR and then waiting for more energy to rip 3 figs works, but takes much more time than it did to rip 10+ persons all using scouts(and the 10 scouts have more gats than the 3 figs). Some comms, on 1.25, even bypassed the opening ops and rushed enh figs(with 12 sec research). Not having to pay $500 for SRs made rix econ much better early in the game. Going back to something like that cannot be considered as a nerf imo.
I think the old way fitted with rix better and was overally funnier, but there was just no reason to play anything but rix in those days(Beside some IC Tacspan).
Posted: Wed Dec 10, 2008 6:41 am
by juckto
QUOTE Carrier still has 2000 units of energy. When a basic fig rips in, it takes away 1201 units of energy. 2000-1201= 799. Meaning the carrier will have to regenerate 401 units of energy before a 2nd fig can rip in. So yes it might nerf rix carriers in that it might take extra second for the 2nd consecutive fig to be able to rip in. The 3rd, 4th, + figs should be able to rip in just as fast as before.[/quote]
402 units.
[/IB]
Posted: Wed Dec 10, 2008 8:44 am
by Psychosis
vly, no-one remembers 1.25, let them bring this back, and we can then explain to them in grueling details why rix is the way it is now