Rixian Unity

Development area for FreeAllegiance's Community Core.
Dorjan
Posts: 5024
Joined: Sun Oct 07, 2007 9:56 am
Location: England

Post by Dorjan »

OK guys, time to admit it, we've $#@!ed up with Rix haven't we?

The faction is fun to play but it isn't balanced. No sane SG commander would use Rix (unless beating on a lesser squad). The reasons I give are what I feel are the cause of this:

1) The perks and nerfs of Rix balance perfectly, however the other Factions used in SGs [the ones which are well balanced to the rest of the game and/or are OP] have perks which amount to something over their nerfs.

A) Gun range and damage has been perked nicely.
This however has been countered by the lack of missiles. Something which is well balanced imo. Although it prevents Rix Sup from "spiking" with missiles it does give their EXP a massive advantage as they don't use missiles.

Also their HTTs are unique in the sense they can clear teles and the like which people argue isn't a "good" htt but I think the multi use in them balances it well.

B) The Econ of Rix. They have the 12 research time AND THAT'S IT.

Sounds great 12s doesn't it? Well it is. Allows the commander to only buy things when he needs it and allows him to save lots in the bank for a rainy day allowing him to react to enemy movements / tech better than any other faction. However Rix sup was given another Perk which I didn't mention above, SRs.

These are meant to help the "semi @#(!ty" figs get to where they're going and keep pressure up but they cost 500cr each. Now this means the Rixian econ, which has no perks, has now a strain on it for something which is meant to be a "perk".

So Again this "balances" but doesn't give Rix any real advantage any more, if SRs could be abused some more Rix Adv Figs would be as bad as SF for attacking cons/miners which might be all we need to bring Rix Sup up to Viable.

C) Rix tac, arguably the best Tac in the game and there isn't much of an argument.

Their SBs don't have to load missiles so they're stealthy

They can out range most bases scan range so can continue attacking without being eyed with a decent pilot.

Defending is very hard with Rix tac though, the combat pods CAN "spike" bombers but it would be the hardest to do it.

This is a good balance. The "best" offensive tac with the "worst" defensive tac.

Summary: As I've pointed out with A B and C Rix is very well balanced to itself. However when you start to compare it to other SG factions you quickly realise that Rix falls short.

Rix vs IC:

IC Econ Perks: Tougher Miners, Ripping Miners, Free Ships, Miners can offload anywhere.
IC Econ Nerfs: Ripping Miners, Slower Mining Speed, Lower Capacity, Easier to find miners, Higher Cost Upgrades, No refs.

Rix Econ Perks: 12s Research
Rix Econ Nerf: SR scout costs.

Some might say this balances but in reality we know it doesn't.
The cost of the Upgrade Nerf != The cost of the free ships which IC gets12 Research time is also countered by the Free Ship perk nearly (12s Research for something you have to wait longer than the research time IC has for the cash for isn't much of a perk, although yes there is less risk of losing the upgrade cash [but really how often does that happen]).The Ripping miners is more of a Perk than a Nerf really to any commander who has more than a few games experience and has any potential to being a good Commander.Considering how easy it is to find a miner anyway, ICs Sig nerf isn't all that bad when it comes to miners either.Constructors of IC, although taking longer to buy, are tougher than Rixs.The only nerf IC has over rix is the lack of Refs but this is another cost-saver IC have and IC get the ability to dock at their tech bases so this balances.
So for IC, a faction not known for their Econ (although fast quick teching) their Econ is far stronger than Rix.

If you compare combat:
IC Combat Perks: Weapons damage (10%), Missile damage(10%), More Hull(4.5%) and more energy.
IC Combat Nerfs: Larger hitboxes, Louder Signature(15%)

Rix Combat Perks: Weapon damage (15%), Weapon Range (20%), Turning on one axis.
Rix Combat Nerfs: No missiles, Turning on one axis.

So for 20% more range and 5% more damage (over IC) you lose missiles where their missiles are buffed and they're given more hull. And regarding the hitboxes, Rixian hitboxes are great 1vs1 but in a furball their figs are really easy to eat.

Other misc Stuff:
IC: SY ships are cheaper, still has missiles for Figb runs, more energy makes for acceptable SBing and better galv runs, heavy bases so can't be galved, missiles makes bombing that much easier although yes, rolling on with Rix is ofc easier assuming the IC bomber has to take down 3 tech bases and had turrets instead of hvys, RESCUE PROBES [yeah they cost 250 and are worth every penny and if you think otherwise you're an idiot]
Rix: HTTs can bomb, hasn't missiles for Figb runs, SBs are great.

This is just one comparison, if you do it to any other faction which is regulary used for SGs you'll see the difference too.

My suggestion I submit to the community and CC team is:
Lower the cost of the SR to 100cr (the reason I like to keep the SR scout separate from the normal is the signature difference. SRs have more sig for a reason and you don't want to nerf Rixs TP2 by removing the option of a lower Sig scout)Raise the yield or Capacity or Speed slightly.

Thank you for your time, any constructive thoughts on this matter are welcome below.
I decided to relive the days gone by in my new blog.
---
Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?
Cookie Monster wrote:QUOTE (Cookie Monster @ Jan 31 2012, 03:09 PM) True story.

Except the big about dorjan being jelly, that's just spidey's ego.
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Icky
Posts: 1436
Joined: Sat Jan 21, 2006 8:00 am

Post by Icky »

I disagree on Rix tac being worst to defend with - with a proper team it's one of if not the best. You have SFs that can drop probes and prox, and the CP don't miss and are immune to CMs.

You made some other valid points though. Reading this gave me a thought for a way to perk the SRs somewhat: a rix-exclusive Teleport Probe. It would be SR only, and have a very high sig but a longer lifetime (minutes maybe), and limited but still high energy. Similar cost to current TPs, maybe a little cheaper more like a RP. It would only be mountable on SRs but would allow quick movement of large numbers of fighters.
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
Dorjan
Posts: 5024
Joined: Sun Oct 07, 2007 9:56 am
Location: England

Post by Dorjan »

Icky wrote:QUOTE (Icky @ Nov 26 2010, 01:05 PM) I disagree on Rix tac being worst to defend with - with a proper team it's one of if not the best. You have SFs that can drop probes and prox, and the CP don't miss and are immune to CMs.
I did say arguably. And the reason is because although it is possible to co-ordinate as you said, the avg person in alleg (which CC is for) find it near impossible. But I did forget about the prox on the adv SFs.

My main focus here is that Rix as a whole is considered weak mainly because of the balance of their econ and their perks/nerfs.
Icky wrote:QUOTE (Icky @ Nov 26 2010, 01:05 PM) You made some other valid points though. Reading this gave me a thought for a way to perk the SRs somewhat: a rix-exclusive Teleport Probe. It would be SR only, and have a very high sig but a longer lifetime (minutes maybe), and limited but still high energy. Similar cost to current TPs, maybe a little cheaper more like a RP. It would only be mountable on SRs but would allow quick movement of large numbers of fighters.
Re-quoted so people don't focus on his other point.
I decided to relive the days gone by in my new blog.
---
Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?
Cookie Monster wrote:QUOTE (Cookie Monster @ Jan 31 2012, 03:09 PM) True story.

Except the big about dorjan being jelly, that's just spidey's ego.
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Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

Dorjan,

There are two issues here: SRs and Econ.

Econ is easy to fix vs IC, Dreg and Belters. Put resources to Scarce or Scarce+. You will see a 35% improvement in cash flow compared to your opponent.

For SRs, just get rid of them - there is no need to have a separate scout. All that's needed is a very low energy recharge for the scout and a huge sig charging device mounted in the cloak slot. The recharge rate for the charging device can be adjusted independently of everything so it won't affect any other aspect of the game. Scouts will light up like a christmas tree after the first rip but can still rip in figs and other scouts at a respectable rate.

Already implemented in Plus, tested over @#(!ton of games, works beautifully.

Tac: combat pods need to be evaluated. That's all there is to it. Right now heavy pods>combat pods even for dogfighting, which is silly. Edit: Nm, that's BS. Otherwise traditional prox + heavy pod camp with sfs should work, and commanders should tell their squad how to target a bomber using the chat trick.

And.... Nobody should ever mention "ripping miners" and "nerf" in the same sentence :P
Last edited by Spunkmeyer on Fri Nov 26, 2010 3:37 pm, edited 1 time in total.


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notjarvis
Posts: 4629
Joined: Tue Jun 03, 2008 11:08 am
Location: Birmingham, UK

Post by notjarvis »

Spunkmeyer wrote:QUOTE (Spunkmeyer @ Nov 26 2010, 02:09 PM) All that's needed is a very low energy recharge for the scout and a huge sig charging device mounted in the cloak slot. The recharge rate for the charging device can be adjusted independently of everything so it won't affect any other aspect of the game. Scouts will light up like a christmas tree after the first rip but can still rip in figs and other scouts at a respectable rate.
Won't that screw with nanning Bomb runs HTT runs and the like? People forgetting to load recharger or people loading too early and spoiling Bomb runs.

Just a thought.
Icky
Posts: 1436
Joined: Sat Jan 21, 2006 8:00 am

Post by Icky »

notjarvis wrote:QUOTE (notjarvis @ Nov 26 2010, 09:18 AM) Won't that screw with nanning Bomb runs HTT runs and the like? People forgetting to load recharger or people loading too early and spoiling Bomb runs.

Just a thought.
It would also give them infinite nannage once they were eyed, right?
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
HSharp
Posts: 5192
Joined: Fri Aug 11, 2006 11:18 am
Location: Brum, UK

Post by HSharp »

Rix Sup is awesome, Rix Tac is awesome, Rix Exp is awesome, Rix SY is awesome

The only reason Rix loses so much is because of the yaw/pitch perk/nerf, if you got rid of that then everyone would be able to use Rix ships and win easily.

The Rix perks outweigh the nerfs if you include their ships and unique tech.
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Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

notjarvis wrote:QUOTE (notjarvis @ Nov 26 2010, 08:18 AM) Won't that screw with nanning Bomb runs HTT runs and the like? People forgetting to load recharger or people loading too early and spoiling Bomb runs.

Just a thought.
The recharging device is mounted by default. There is no penalty to carrying it. You just need to activate it (cloak key) when you need to. Sure, if you activate it early you could get eyed.
Icky wrote:QUOTE (Icky @ Nov 26 2010, 08:21 AM) It would also give them infinite nannage once they were eyed, right?
Correct, but it's not been an issue. Only a moron runs out of energy while nanning anyway. Consider it an additional perk if you will, but it won't upset the balance.


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Heyoka
Posts: 864
Joined: Mon Aug 09, 2010 5:06 am
Location: Cottonwood, AZ

Post by Heyoka »

Rix is probably my favorite faction.

Thus, I am biased and would love to see them buffed, just slightly, so that they are more viable.

They're my favorite faction and I hardly ever play them. (Dreg a lot for me for some reason)
Dorjan
Posts: 5024
Joined: Sun Oct 07, 2007 9:56 am
Location: England

Post by Dorjan »

Rix is mine too, I love it to bits but you can't justify using them in a "serious" SG for the reasons above.

I disagree with Rix is awesome! HSharp, their econ is far weaker than any others. (Dreg get their 12.5% bonus or whatever it is, belters and giga are also very strong as everyone knows, IC above etc)

Please give evidence of why you think things are amazing and maybe prove it in a SG (go rix vs RT and prove they are awesome!) don't be like most of the people the CC team are telling to STFU in here most days by just sprouting opinion without even attempting reasoning
Last edited by Dorjan on Fri Nov 26, 2010 3:08 pm, edited 1 time in total.
I decided to relive the days gone by in my new blog.
---
Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?
Cookie Monster wrote:QUOTE (Cookie Monster @ Jan 31 2012, 03:09 PM) True story.

Except the big about dorjan being jelly, that's just spidey's ego.
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