Posted: Wed Mar 13, 2013 10:26 pm
This version will mainly address DM mode, or ("development off")
DM
Intentions:
replace adv scouts, with heavy scouts
replace ints, with heavy ints
replace enh fighters, with adv fighters
adv stl remain
gunships remain
ADD
Giga:
lxy fighter
lxy interceptor
lxy stl fighter
lxy scout
Belters:
Omnifighters
GT:
mustang
pt bomber
Phoenix:
vanguard
Tech:
replace all tech with mark 3 tech, or mark 2 if that is the highest available
EXCEPT
countermeasures, cm 1
use hunter 2, dumbfire 2, quickfire 2, seeker 2, lightning 1, zeus, antibase 1, hvy sig cloak 1
FIX
TF guns, and other assorted DM missing items, ic is missing adv stl, oh is missing adv stl, etc.
I have noticed, that in DM mode, the faction global attributes do not apply, such as pw damage+ or ship hull -, essentially every faction is on a level playing field, assuming the ship attributes are equal
ADDED Hvy Bombers, and HTTs.
This could let you start a "DM" with full tech, base killing abilities, and turning base invulnerability off, could teach teams how to counter, full tech, with offensive ships, like bombers or even htts, this could be a "quickstart" game, where you get the good stuff immediately, and if you coordinate hard enough you blow up the other team's base and the game is over.
In theory action would be fast and furious. pods off would make it insane, turn pods on, you've got potential for an interesting attack-counter attack game
General tweaks
BIOS
Fighters, move first gun up higher to tighten projectile groupings, autogen hitbox
IC
sf/sb move gun models to nose, use lwepemt2, rwepemt2, narrow tail fin, autogen hitbox
bomber/gunship move gun models to nose, use lwepemt, rwepemt, autogen hitbox
Gigacorp
Lxy Bombers, add 1 more antibase missile for total of 6
Lxy HTTs, increase mass to 120, was 90 (+33%), in comparison GT AP mass is 180
increase thrust to 1800, was 1350 (+33%)
increase reverse thrust to 0.75, increase side thrust to 0.75
Lxy scouts, add emp mines to dispenser list
Rix
remove pp from adv sfs and sfs, and sbs
TF
adv scout nan on gun 1 and gun 2
hvy scout: assign nan to gun 1, and gun 2
remove pp from adv sf and sf
TTs
I was going to reduce damage of SRM EMP, but now I see some issues with certain factions with their station shield GA and it's not worth it. TTs are kind of crappy, doable, but eyed immediately, most likely.
The other night I had Dreg Hvy Ints, MG3, I pushed an expansion next to an ic OP, vs IC SUP, and we capped it with TTs. My entire team of 6 or 7 was in that sector. Is that OP? Range between bases was like, 3 km. OMG TTs are OP. Not really. They're slow. The only way they ever should be sucessful is complete sector domination, combined with constructor pushes, which is exactly what I had done.
HTTs are now sucessor to TTs, meaning, once you have researched HTTs, TTs are no longer available.
TT requires ADV EXP to begin research. This will slow down some faction's HTT development. Other factions it won't matter. The reason I moved TT to ADV EXP is because some people think it is OP for basic EXP.
Carriers, cost 4000, was 5000
you can't send these into a sector all alone and expect good results anymore,
sup and tac don't need drones that can enter enemy space and take forever to be killed
as they are, it's a viable home rip, or a coordinated miner attack, or an escort ripcord to defend friendly miners, nothing more
if you want the "good" carriers, enhanced carriers are still buffed to hell.
Now the "BIG" changes. I have nerfed miniguns versus utility and medium hull. I have created a booster tree for expansion only. No more can you swap boosters with SUP and EXP. They are completely separate.
SHOTS/SEC DAMAGE/SHOT 1 MINIGUN INT DAMAGE/SEC HVY INT DAMAGE/SEC
MINIGUN 1 12.5 4 50 100 150
MINIGUN 2 12.82 5 64.1 128.2 192.3
MINIGUN 3 12.5 6.25 78.125 156.25 234.375
1 GAT ENH FIG ADV FIG
GAT 1 10 3.2 32 96 96
GAT 2 10 4 40 120 120
GAT 3 10 5 50 150 150
INT TRIGGER = 18 seconds (IC and OH 21.6 seconds)
HVY INT TRIGGER = 12 seconds (IC and OH 14.4 seconds)
Int, MG1, 42 seconds kill basic miner
Int, MG2, 33 seconds
Int, MG3, 27 seconds
HVY, 3 MG1, 28 seconds kill basic miner
Hvy, 3 MG2, 22 seconds
Hvy, 3 MG3, 18 seconds
Fig, 2 Gat1, 33 seconds
Fig, 2 Gat2, 26 seconds
Fig, 2 Gat3, 21 seconds
Adv Fig, 3 Gat1, 22 seconds
Adv Fig, 3 Gat2, 18 seconds
Adv Fig, 3 Gat3, 14 seconds
These values assume pw damage is 1.0, 100% accuracy, 1056 HP on basic miner, and 0 KB
not taking into account medium shield HP, ship hull GA or faction hull GA
not taking into account missile damage
Does everybody see how more efficient fighters are against miners? Good.
Even so, I am going to try a 5% damage nerf on minigun versus utility hulls.
This gives early game factions with no lt ints, a better chance to get tech.
Enhanced Miners are definitely worth the money.
Adjusted MiniGun damage wc_03
DM05
utility: was 0.25, change to 0.2 (-5% damage versus miners and constructors and carriers)
EFFECT:
Int, MG1, 53 seconds kill basic miner
Int, MG2, 41 seconds
Int, MG3, 34 seconds
Hvy, MG1, 35 seconds kill basic miner
Hvy, MG2, 27 seconds
Hvy, MG3, 23 seconds
Solo kills are still possible.
DM05
medium hull: was 0.75, change to 0.65 (-10% damage versus medium hull)
EFFECT:
-10% damage versus Ints, Gunships, Bombers, HTTs, PT Bombers, Mustangs, Guardians, Omni fighters, Vanguards
Hvy Int, MG3, damage versus medium hull = 152/second
Hvy Scout, Nan3, repair versus medium hull = 150/second
Int, MG2, damage 83.33/sec vs med hull
Scout, Nan2, repair 120/sec
Hvy Int, MG2, damage 124.995/sec vs med hull
scout, nan2, repair 120/sec
hvy int, mg1, damage 97.5/sec vs med hull
scout, nan1, repair 90/sec
int, mg1, damage 65/sec vs med hull
scout, nan1, repair 90/sec
hvy, mg3, damage 152/sec vs med hull
scout, nan2, repair 120/sec
The effects would dictate that lt ints, and ints shoot the nans, or some nans, before trying to kill a bomber
Where as- heavy ints in theory could spike, but only if a numbers advantage existed, and only if they
attack it simultaneously, and only if they have mg2 or mg3. Otherwise, if outnumbered by nanites, heavy ints could not spike the bomber or
htt out from under nans, especially if it is nan3.
Keep in mind KB was not considered in the figures here, nor pw damage, in theory if you had a few good kb ints,
then perhaps it would be possible, and I think 3 miniguns SHOULD do slightly more damage than its equivalent nanite level
AND that 2 miniguns DO NOT do more damage than its equivalent nanite level
And of course this 10% change will effect how ints engage other interceptors. It makes you consider, is it worth dogfighting with
another light int in a skirmish, if it will burn up more ammo? Maybe yes, maybe no.
I changed nothing else about minigun in wc_03. It retains its effectiveness versus light hulls and other hulls etc.
SIDE EFFECT:
pulse laser shares DM05, and as such has 5% utility damage nerf and 10% medium hull damage nerf
This is not bad considering, GT fighters were stockpiling fuel and missiles as they no longer need ammo
Afterburner 1
Afterburner 2
Afterburner 3
I've added a booster tree to the expansion tech path. The reason for it, is simple. Interceptors with Booster 1 are good.
Interceptors with Booster 2 are great. Hvy Interceptors with Booster 3 are insane.
The combination of more efficient Booster 2, or more efficient Booster 3 with higher thrust, makes them too good at everything.
Afterburner 1 compared to Booster 1, will have lower thrust, with the same burn rate.
Afterburner 2 compared to Booster 2, will have the same thrust, with a quicker burn rate.
Afterburner 3 compared to Booster 3, will have higher thrust, with a quicker burn rate.
I am increasing interceptor thrust values from 300, to 400. It means they have
better acceleration. The side effect is it limits their top "cruise" boosting speed. I think that in order
to create some semblance of fairness, no ship should be going 450 mps. I think 300mps or slightly over should be the
limit. A benefit to a higher thrust, is ints also slow down from 250 mps faster so it is easier to engage rather than
overboost. Also their side and reverse thrust ability will be improved by changing the thrust value.
When you combine the ship thrust change, with the new boosters, you get the following:
IC
Lt Int Afterburn1 227mps for 13 seconds
Int Afterburn1 242mps for 17 seconds
Hvy Afterburn1 272mps for 17 seconds
Hvy Afterburn2 293mps for 15 seconds
Hvy Afterburn3 313mps for 14 seconds
It would seem as you attempt to go faster than the ships base speed, it takes more fuel? to sustain that higher speed.
So on one hand, ints are capable of faster speed with the afterburner upgrade, but the trade off is a penalty in how long
you can light up your booster. And even though I like ints how they are. They dominate everything.
In comparison I have some fighter values
IC
Enh Fighter Booster1 220mps for 12 seconds
Enh Fighter Booster2 220mps for 15 seconds
Enh Fighter Booster3 220mps for 18 seconds
Adv Fighter Booster1 264mps for 14 seconds
Adv Fighter Booster2 264mps for 18 seconds
Adv Fighter Booster3 264mps for 22 seconds
Adv Fighter Hvy Booster 336mps for 11 seconds
These are IC values. This is not taking into account ship speed GA or faction speed GA.
You need to remember. The values listed on the booster is theoretical maximum speed. You never reach the actual value
because of fuel reloads. Probably figure that 95% of these values is maximum speed in the game.
SUPREMACY
change thrust of Booster 3 to 900, was 1125
change rate of consumption to 0.00072215, 15% more efficient than Booster 2
change thrust of Hvy Booster to 1350, was 1800 (150% of Booster 1)
change rate of consumption to 0.00094435
DM
Intentions:
replace adv scouts, with heavy scouts
replace ints, with heavy ints
replace enh fighters, with adv fighters
adv stl remain
gunships remain
ADD
Giga:
lxy fighter
lxy interceptor
lxy stl fighter
lxy scout
Belters:
Omnifighters
GT:
mustang
pt bomber
Phoenix:
vanguard
Tech:
replace all tech with mark 3 tech, or mark 2 if that is the highest available
EXCEPT
countermeasures, cm 1
use hunter 2, dumbfire 2, quickfire 2, seeker 2, lightning 1, zeus, antibase 1, hvy sig cloak 1
FIX
TF guns, and other assorted DM missing items, ic is missing adv stl, oh is missing adv stl, etc.
I have noticed, that in DM mode, the faction global attributes do not apply, such as pw damage+ or ship hull -, essentially every faction is on a level playing field, assuming the ship attributes are equal
ADDED Hvy Bombers, and HTTs.
This could let you start a "DM" with full tech, base killing abilities, and turning base invulnerability off, could teach teams how to counter, full tech, with offensive ships, like bombers or even htts, this could be a "quickstart" game, where you get the good stuff immediately, and if you coordinate hard enough you blow up the other team's base and the game is over.
In theory action would be fast and furious. pods off would make it insane, turn pods on, you've got potential for an interesting attack-counter attack game
General tweaks
BIOS
Fighters, move first gun up higher to tighten projectile groupings, autogen hitbox
IC
sf/sb move gun models to nose, use lwepemt2, rwepemt2, narrow tail fin, autogen hitbox
bomber/gunship move gun models to nose, use lwepemt, rwepemt, autogen hitbox
Gigacorp
Lxy Bombers, add 1 more antibase missile for total of 6
Lxy HTTs, increase mass to 120, was 90 (+33%), in comparison GT AP mass is 180
increase thrust to 1800, was 1350 (+33%)
increase reverse thrust to 0.75, increase side thrust to 0.75
Lxy scouts, add emp mines to dispenser list
Rix
remove pp from adv sfs and sfs, and sbs
TF
adv scout nan on gun 1 and gun 2
hvy scout: assign nan to gun 1, and gun 2
remove pp from adv sf and sf
TTs
I was going to reduce damage of SRM EMP, but now I see some issues with certain factions with their station shield GA and it's not worth it. TTs are kind of crappy, doable, but eyed immediately, most likely.
The other night I had Dreg Hvy Ints, MG3, I pushed an expansion next to an ic OP, vs IC SUP, and we capped it with TTs. My entire team of 6 or 7 was in that sector. Is that OP? Range between bases was like, 3 km. OMG TTs are OP. Not really. They're slow. The only way they ever should be sucessful is complete sector domination, combined with constructor pushes, which is exactly what I had done.
HTTs are now sucessor to TTs, meaning, once you have researched HTTs, TTs are no longer available.
TT requires ADV EXP to begin research. This will slow down some faction's HTT development. Other factions it won't matter. The reason I moved TT to ADV EXP is because some people think it is OP for basic EXP.
Carriers, cost 4000, was 5000
you can't send these into a sector all alone and expect good results anymore,
sup and tac don't need drones that can enter enemy space and take forever to be killed
as they are, it's a viable home rip, or a coordinated miner attack, or an escort ripcord to defend friendly miners, nothing more
if you want the "good" carriers, enhanced carriers are still buffed to hell.
Now the "BIG" changes. I have nerfed miniguns versus utility and medium hull. I have created a booster tree for expansion only. No more can you swap boosters with SUP and EXP. They are completely separate.
SHOTS/SEC DAMAGE/SHOT 1 MINIGUN INT DAMAGE/SEC HVY INT DAMAGE/SEC
MINIGUN 1 12.5 4 50 100 150
MINIGUN 2 12.82 5 64.1 128.2 192.3
MINIGUN 3 12.5 6.25 78.125 156.25 234.375
1 GAT ENH FIG ADV FIG
GAT 1 10 3.2 32 96 96
GAT 2 10 4 40 120 120
GAT 3 10 5 50 150 150
INT TRIGGER = 18 seconds (IC and OH 21.6 seconds)
HVY INT TRIGGER = 12 seconds (IC and OH 14.4 seconds)
Int, MG1, 42 seconds kill basic miner
Int, MG2, 33 seconds
Int, MG3, 27 seconds
HVY, 3 MG1, 28 seconds kill basic miner
Hvy, 3 MG2, 22 seconds
Hvy, 3 MG3, 18 seconds
Fig, 2 Gat1, 33 seconds
Fig, 2 Gat2, 26 seconds
Fig, 2 Gat3, 21 seconds
Adv Fig, 3 Gat1, 22 seconds
Adv Fig, 3 Gat2, 18 seconds
Adv Fig, 3 Gat3, 14 seconds
These values assume pw damage is 1.0, 100% accuracy, 1056 HP on basic miner, and 0 KB
not taking into account medium shield HP, ship hull GA or faction hull GA
not taking into account missile damage
Does everybody see how more efficient fighters are against miners? Good.
Even so, I am going to try a 5% damage nerf on minigun versus utility hulls.
This gives early game factions with no lt ints, a better chance to get tech.
Enhanced Miners are definitely worth the money.
Adjusted MiniGun damage wc_03
DM05
utility: was 0.25, change to 0.2 (-5% damage versus miners and constructors and carriers)
EFFECT:
Int, MG1, 53 seconds kill basic miner
Int, MG2, 41 seconds
Int, MG3, 34 seconds
Hvy, MG1, 35 seconds kill basic miner
Hvy, MG2, 27 seconds
Hvy, MG3, 23 seconds
Solo kills are still possible.
DM05
medium hull: was 0.75, change to 0.65 (-10% damage versus medium hull)
EFFECT:
-10% damage versus Ints, Gunships, Bombers, HTTs, PT Bombers, Mustangs, Guardians, Omni fighters, Vanguards
Hvy Int, MG3, damage versus medium hull = 152/second
Hvy Scout, Nan3, repair versus medium hull = 150/second
Int, MG2, damage 83.33/sec vs med hull
Scout, Nan2, repair 120/sec
Hvy Int, MG2, damage 124.995/sec vs med hull
scout, nan2, repair 120/sec
hvy int, mg1, damage 97.5/sec vs med hull
scout, nan1, repair 90/sec
int, mg1, damage 65/sec vs med hull
scout, nan1, repair 90/sec
hvy, mg3, damage 152/sec vs med hull
scout, nan2, repair 120/sec
The effects would dictate that lt ints, and ints shoot the nans, or some nans, before trying to kill a bomber
Where as- heavy ints in theory could spike, but only if a numbers advantage existed, and only if they
attack it simultaneously, and only if they have mg2 or mg3. Otherwise, if outnumbered by nanites, heavy ints could not spike the bomber or
htt out from under nans, especially if it is nan3.
Keep in mind KB was not considered in the figures here, nor pw damage, in theory if you had a few good kb ints,
then perhaps it would be possible, and I think 3 miniguns SHOULD do slightly more damage than its equivalent nanite level
AND that 2 miniguns DO NOT do more damage than its equivalent nanite level
And of course this 10% change will effect how ints engage other interceptors. It makes you consider, is it worth dogfighting with
another light int in a skirmish, if it will burn up more ammo? Maybe yes, maybe no.
I changed nothing else about minigun in wc_03. It retains its effectiveness versus light hulls and other hulls etc.
SIDE EFFECT:
pulse laser shares DM05, and as such has 5% utility damage nerf and 10% medium hull damage nerf
This is not bad considering, GT fighters were stockpiling fuel and missiles as they no longer need ammo
Afterburner 1
Afterburner 2
Afterburner 3
I've added a booster tree to the expansion tech path. The reason for it, is simple. Interceptors with Booster 1 are good.
Interceptors with Booster 2 are great. Hvy Interceptors with Booster 3 are insane.
The combination of more efficient Booster 2, or more efficient Booster 3 with higher thrust, makes them too good at everything.
Afterburner 1 compared to Booster 1, will have lower thrust, with the same burn rate.
Afterburner 2 compared to Booster 2, will have the same thrust, with a quicker burn rate.
Afterburner 3 compared to Booster 3, will have higher thrust, with a quicker burn rate.
I am increasing interceptor thrust values from 300, to 400. It means they have
better acceleration. The side effect is it limits their top "cruise" boosting speed. I think that in order
to create some semblance of fairness, no ship should be going 450 mps. I think 300mps or slightly over should be the
limit. A benefit to a higher thrust, is ints also slow down from 250 mps faster so it is easier to engage rather than
overboost. Also their side and reverse thrust ability will be improved by changing the thrust value.
When you combine the ship thrust change, with the new boosters, you get the following:
IC
Lt Int Afterburn1 227mps for 13 seconds
Int Afterburn1 242mps for 17 seconds
Hvy Afterburn1 272mps for 17 seconds
Hvy Afterburn2 293mps for 15 seconds
Hvy Afterburn3 313mps for 14 seconds
It would seem as you attempt to go faster than the ships base speed, it takes more fuel? to sustain that higher speed.
So on one hand, ints are capable of faster speed with the afterburner upgrade, but the trade off is a penalty in how long
you can light up your booster. And even though I like ints how they are. They dominate everything.
In comparison I have some fighter values
IC
Enh Fighter Booster1 220mps for 12 seconds
Enh Fighter Booster2 220mps for 15 seconds
Enh Fighter Booster3 220mps for 18 seconds
Adv Fighter Booster1 264mps for 14 seconds
Adv Fighter Booster2 264mps for 18 seconds
Adv Fighter Booster3 264mps for 22 seconds
Adv Fighter Hvy Booster 336mps for 11 seconds
These are IC values. This is not taking into account ship speed GA or faction speed GA.
You need to remember. The values listed on the booster is theoretical maximum speed. You never reach the actual value
because of fuel reloads. Probably figure that 95% of these values is maximum speed in the game.
SUPREMACY
change thrust of Booster 3 to 900, was 1125
change rate of consumption to 0.00072215, 15% more efficient than Booster 2
change thrust of Hvy Booster to 1350, was 1800 (150% of Booster 1)
change rate of consumption to 0.00094435