CC_11 Changelog

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DasSmiter
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Location: Stillwater, Oklahoma

Post by DasSmiter »

Here's the changlog for CC_11

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Changes from CC_10 to CC_11
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****Key - (New value) [Old value] <Notes> ****

Global
   - Expansion
     - Pulse Probe has been split into PP 1 and PP 2.  PP 1 is available in the slot of the old PP and has a 3k scan range.  PP 2 is available with adv expansion and has a 5k scan range.

Iron Coalition
   - Supremacy
     - A close mapped hit box has been put in for the IC fig model

Belters
   - Garrison (Starbase)
     - Hvy Scouts fuel has been changed (12) [15]

Bios
   - Expansion
     - Interceptor mass changed (18) [16]
     - Interceptor fuel changed (17) [19]
     - Hvy Interceptor mass changed (18) [14]

Dreghklar
   - General
     - Several new models have been put into use

Ga'Taraan
   - Tactical
     - Gauss Gun now does half it's damage through direct hits instead of the full damage being aoe

Omicron Hive
   - General
     - Addition of a turret to all small ships except basic scouts
     - Cost of a techbase increased (15000) [10000] <This brings their costs in line with IC>
     - Scout scale reduced by 10% (17.1) [19]
     - Fighter scale reduced by 10% (16.2) [18]
     - Interceptor scale reduced by 10% (15.3) [17]

Technoflux
   - General
     - TF's accel has been reduced (1.0) [1.15] <TF still has an inherent accel bonus from the lowered mass>
     - New models have been put into use
Edit pkk:
Jan 21st: Added scale changes of OH

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Global cc_11b changes
   - Shipyard
     - Hunter-Killer 1
                Damage reduced to 250 [400]
                Missiles per rack reduced to 6 [10]
                Countermeasure resistance reduced to 3.5 [5]
         - Hunter-Killer 2
                Damage reduced to 300 [500]
                Missiles per rack reduced to 8 [10]
                Countermeasure resistance reduced to 4 [5]
         - Hunter-Killer 3
                Damage reduced to 350 [550]
                Missiles per rack reduced to 10 [12]
                Countermeasure resistance reduced to 4.5 [5]
Last edited by DasSmiter on Mon Jan 24, 2011 6:34 pm, edited 1 time in total.
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spideycw
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Post by spideycw »

What's with the guass cannon change?
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NightRychune
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Post by NightRychune »

You understand that the pulse probe change only effects exp vs. tac scenarios, and only barely, right? Successful miner defense with ints against tac doesn't involve pulsing out all the stealths and then chasing them down, it involves either camping approach alephs or staying on point defense for a miner with multiple scouts, and then killing the SFs as fast as possible when they make their run.

The thing I recall most people whining about hasn't changed at all: ints will still be able to fly into a sector, drop a pulse, and eye every miner/con/bomber there with pp1 at the mid-game level. Having a 6.7k limit instead of a 12k limit on spotting those things won't make any difference whatsoever in terms of actual gameplay.

I also don't understand the omicron tech base change. Omicron is not IC, and this only exacerbates the problem with Omicron where it has a very weak early game due to very poor basic figs, and now it's forced into remaining in that period for a longer period of time. It also confuses me as Omicron suffers additional research costs anyway because all of the small ship turret weapons need to be individually purchased.

I'm also very surprised at the gauss cannon nerf, considering how expensive it is to get for a faction playing tac - which has always had issues with effectively defending their economy mid-game against brutal force.

I am even more surprised at the lack of any shipyard changes whatsoever. We have gone six months with Shipyard - particularly missile destroyers - in the state it is in, which is widely acknowledged by the community as being overpowered to the point where people don't want to play with shipyard enabled at all. That seems like a pretty major issue to me, and for it to go unaddressed at all with such a long period between releases is rather shocking.
Adept
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Post by Adept »

I wonder rather how come Gauss hasn't been changed earlier. 10 meter AoE with full damage... no deviation, lead indicator and super fast projectile.
Last edited by Adept on Tue Jan 18, 2011 8:01 pm, edited 1 time in total.
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TheCorsair
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Post by TheCorsair »

spideycw wrote:QUOTE (spideycw @ Jan 19 2011, 06:57 AM) What's with the guass cannon change?
adept thinks it's stupid
http://www.freeallegiance.org/forums/index...st&p=550792

what else does adept think is stupid?

lets just play on faircore
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Shizoku
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Post by Shizoku »

Perhaps because it's one of the weakest tacs in the game, and it's a super expensive novelty tech. Which is no longer worth researching.
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Adept
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Post by Adept »

Shizoku wrote:QUOTE (Shizoku @ Jan 18 2011, 10:02 PM) Perhaps because it's one of the weakest tacs in the game, and it's a super expensive novelty tech. Which is no longer worth researching.
Gauss is not worth it if you have to hit with it, or do only half damage?
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OTDT_Hunter
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Location: Montana

Post by OTDT_Hunter »

Are you naturally $#@!ing retarded or did you hit your head a lot when you were little?

Gauss was fine the way it was because it made atleast one TAC a useful tech eventually.

Fix the damn sy if anything.

Also PP1-2 is just blame dumb.
Last edited by OTDT_Hunter on Tue Jan 18, 2011 8:16 pm, edited 1 time in total.
DasSmiter
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Post by DasSmiter »

The PP change isn't meant to solve all PP issues (that would better be solved by taking the thing out). Its a small change meant for enh exp v enh tac

Gauss hasn't been nerfed at all, unless you were relying on the aoe to solve all your issues for you. Even if you can't aim at all it still does good damage

The SY changes are coming up rather soon anyways. I invite you to check back soon for the HK changes discussion.
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HSharp
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Post by HSharp »

Or you could make everyone (but Adept) happy by having your does half damage AoE, but direct hit does 25% more damage then now!
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