Go to Forum Home

Welcome Guest ( Log In | Register )

3 Pages V   1 2 3 >  
Reply to this topicStart new topic
> RC_03
Sheriff Metz
post Jul 23 2018, 01:26 PM
Post #1


Leader of Men


Group: Community Member
Posts: 4,318
Joined: 6-September 04
From: Stanwood, WA




This is a discussion/rolling changelog for RC_03 that will continue up until release.

General Changes

CODE
Adv Scouts are now available in Garrison (without requiring a Starbase upgrade)


CODE
All tiers of (non-belters) scouts reverse thrust multiplier increased to .5(.25)


CODE
Bomber/Hvy Bbr scan reduced to 1400(1600)/1600(2000) Lxy hvy bbr reduced to 2000(2666)


CODE
Seeker 2/3 damage increased to 70(60)/80(75)


CODE
Dumb 2 lifespan reduced to 3.25(3.5) and Dumb 2/3 damage reduced to 115(125)/125(150)


CODE
Gatt damage modifier against Utl hull reduced to .4(.5)


CODE
Std/Enh large constructors no longer relay lead indicator (Adv large cons still do)


CODE
Minigun damage modifier against ultra heavy hull improved to .4(.25)



Belters

CODE
Stealth Fighter/Adv Stealth Fighter HP reduced to 200(300)/300(400)


CODE
Reverse thrust multiplier for all tiers of scouts reduced to .75(1)



Draconium

CODE
Enh/adv fighter size has been increased by 15%



Technoflux

CODE
Adv figs no longer have innate lead indicator


CODE
Sup Hvy Plas gen 1/2 and Exp Plas Gen 1/2/3 hitpoints increased from 25 to 50, their projectile speed increased from 1000 to 1100 (increasing their range), and they now fire upon missiles



Rixian

CODE
Can no longer rip starting figs to starting ripscouts unless they have Energy GA. Enh/Adv figs can still rip to starting ripscouts, and all tiers of figs can rip to adv/hvy ripscouts.


CODE
The energy cost to rip all tiers of scouts to a smallrip has been set to 1200 {it was previously growing with each tier}


This post has been edited by Sheriff Metz: Dec 7 2018, 06:27 PM


There's a new sheriff in town.
Go to the top of the page
 
+Quote Post
Terran
post Jul 23 2018, 07:40 PM
Post #2





Group: Community Member
Posts: 2,722
Joined: 20-February 05
From: Ottawa

Squad: SysX



i like the TF changes. can we give the hvy scouts lead indicators tho?

also what about the belters sf? those things are kinda OP as much as it hurts me to say this. i suggest decreasing their HP by like a 1/3. i noticed it was super hard fighting them sf vs sf simply because it takes forever to sniper them down. maybe also decrease sensor range?

This post has been edited by Terran: Jul 23 2018, 07:42 PM


QUOTE (JimmyNighthawk @ May 5 2012, 03:38 AM) *
,.zZ²³

Pika pika.
Go to the top of the page
 
+Quote Post
Sheriff Metz
post Jul 23 2018, 07:44 PM
Post #3


Leader of Men


Group: Community Member
Posts: 4,318
Joined: 6-September 04
From: Stanwood, WA




QUOTE (Terran @ Jul 23 2018, 05:40 PM) *
i like the TF changes. can we give the hvy scouts lead indicators tho?

also what about the belters sf? those things are kinda OP as much as it hurts me to say this. i suggest decreasing their HP by like a 1/3. i noticed it was super hard fighting them sf vs sf simply because it takes forever to sniper them down. maybe also decrease sensor range?

Yeah I was having the same issues as TF SF....I could broadside the belters SF but it didn't matter, he could still take all the time necessary to turn and sniper me down well before I could burn through his hull.

Did they have hull GAs that game from a sup they'd had/lost before I joined?

I think I should give gens at least +10% range each. They're still pathetically short ranged and easy to avoid entirely.

This post has been edited by Sheriff Metz: Jul 23 2018, 07:48 PM


There's a new sheriff in town.
Go to the top of the page
 
+Quote Post
Terran
post Jul 24 2018, 06:55 PM
Post #4





Group: Community Member
Posts: 2,722
Joined: 20-February 05
From: Ottawa

Squad: SysX



10% isn't a big deal but I think their range is alright. getting adv exp and plas gen 3 makes them incredibly useful but then again I do also probably get more combat prox kills than anyone else tongue.gif

i do mean it for the TF hvy scouts though. and the belters sfs. at least a 30% hull nerf.


QUOTE (JimmyNighthawk @ May 5 2012, 03:38 AM) *
,.zZ²³

Pika pika.
Go to the top of the page
 
+Quote Post
Sheriff Metz
post Jul 24 2018, 08:42 PM
Post #5


Leader of Men


Group: Community Member
Posts: 4,318
Joined: 6-September 04
From: Stanwood, WA




TF hvy scouts are amazing and get to spam gens like mad - and with my gen changes they will be even better. I'm not inclined to give them leads. Plus they will have leads anytime they are supporting a carrier/hvy bbr/htt/large con anyway.

I've finalized the other changes and updated the OP.

This post has been edited by Sheriff Metz: Jul 24 2018, 08:43 PM


There's a new sheriff in town.
Go to the top of the page
 
+Quote Post
Saudade
post Jul 29 2018, 06:09 AM
Post #6





Group: Community Member
Posts: 1,103
Joined: 9-February 12

Squad: Element



where is the rix nerf
Go to the top of the page
 
+Quote Post
LANS
post Jul 30 2018, 02:13 PM
Post #7





Group: Community Member
Posts: 1,017
Joined: 24-February 10
From: Toronto, Canada




Remove lead indicator from carriers? I want to use them more as roving teleport receivers but it's kinda OP in small games.


Go to the top of the page
 
+Quote Post
Vortrog
post Jul 30 2018, 03:52 PM
Post #8


The Self Righteous Dr.Evazan


Group: Community Member
Posts: 1,308
Joined: 3-May 05
From: Sunshine Coast, QLD, Australia

Squad: ELEMENT



I think teamwork is more OP in small games LANS. Carriers in games < 3v3 are a big advantage in any way you look at them.

Saudade talking Rix nerfs reminds me, Omicron has the fastest path to Heavy ints. Bios became more expensive so 10% harder to dual tech (thanks for the time perk...a techbase price reduction of 10% would help survivability of bios, especially against giga), yet Omicron can dual tech there asses off once Adv Exp (ie Heavy Ints) have been achieved (if the other team hasnt resigned first).
If Omicron cant be 'retarded', then maybe its accellerating other factions proportionate to the 'raiting' of their top tier fighters vs OH heavy ints.

Or maybe, its easier to make Omicrons miners weaker?

YEs, my opinion is worthless, but my observation has merit.

This post has been edited by Vortrog: Jul 30 2018, 03:53 PM


Go to the top of the page
 
+Quote Post
Sheriff Metz
post Jul 31 2018, 02:40 PM
Post #9


Leader of Men


Group: Community Member
Posts: 4,318
Joined: 6-September 04
From: Stanwood, WA




I have never and will never try balance anything around 5v5 or smaller games. Leads are definitely overpowered in small games because EVERYTHING is overpowered in small games.

OH adv tech rush/dual tech is very strong, similar to IC maybe moreso

Do people feel that rix and OH are OP currently?


There's a new sheriff in town.
Go to the top of the page
 
+Quote Post
Saudade
post Jul 31 2018, 04:57 PM
Post #10





Group: Community Member
Posts: 1,103
Joined: 9-February 12

Squad: Element



I dont feel that OH is op atm, or at least didnt see it in games.
Rix is definitely OP, start playing more games Metz that's basically an unanimous opinion around the commanders at the moment
Go to the top of the page
 
+Quote Post
Saudade
post Jul 31 2018, 04:58 PM
Post #11





Group: Community Member
Posts: 1,103
Joined: 9-February 12

Squad: Element



Basically their strongest early game which transitions into a very strong midgame makes them the best faction at the moment.
Go to the top of the page
 
+Quote Post
Ryujin
post Jul 31 2018, 06:03 PM
Post #12



Group Icon

Group: Supporter+
Posts: 1,847
Joined: 1-October 10




QUOTE ( Saudade @ Jul 31 2018, 04:58 PM) *
Basically their strongest early game which transitions into a very strong midgame makes them the best faction at the moment.


OH early game isn't very strong. Figs die easy to ints, cons/miners have weak hull.

But tech is pretty quick to get.


*#$@faced $#@!tard Troll
Go to the top of the page
 
+Quote Post
Saudade
post Aug 1 2018, 05:15 PM
Post #13





Group: Community Member
Posts: 1,103
Joined: 9-February 12

Squad: Element



I'm talking about Rix
Go to the top of the page
 
+Quote Post
phoenix1
post Aug 1 2018, 10:49 PM
Post #14



Group Icon

Group: Moderator
Posts: 5,202
Joined: 13-July 08
From: Over the Rainbow

Squad: System X



Rix has the problem of being overly flexible. They don't need cons to hit your miners with enh tech basically as SOON as it goes up.



Don't find fault, find a remedy; anybody can complain.
QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) *
But I don't read the forums I only post.
Go to the top of the page
 
+Quote Post
Sheriff Metz
post Aug 2 2018, 04:19 PM
Post #15


Leader of Men


Group: Community Member
Posts: 4,318
Joined: 6-September 04
From: Stanwood, WA




Well I could give them light ints instead of starting figs mrgreen.gif and also make it so starting scouts don't have enough energy to rip in figs without adv/hvy scouts or ship energy GA

This post has been edited by Sheriff Metz: Aug 2 2018, 04:42 PM


There's a new sheriff in town.
Go to the top of the page
 
+Quote Post
Ryujin
post Aug 3 2018, 11:49 PM
Post #16



Group Icon

Group: Supporter+
Posts: 1,847
Joined: 1-October 10




QUOTE (Sheriff Metz @ Aug 2 2018, 05:19 PM) *
Well I could give them light ints instead of starting figs mrgreen.gif and also make it so starting scouts don't have enough energy to rip in figs without adv/hvy scouts or ship energy GA


This gives me some deja vu


*#$@faced $#@!tard Troll
Go to the top of the page
 
+Quote Post
Sheriff Metz
post Aug 4 2018, 03:09 AM
Post #17


Leader of Men


Group: Community Member
Posts: 4,318
Joined: 6-September 04
From: Stanwood, WA




ripscouts in general are just an abysmal thing to have to try to balance


There's a new sheriff in town.
Go to the top of the page
 
+Quote Post
SumVeritas
post Aug 4 2018, 08:46 AM
Post #18


Twisted artist


Group: Community Member
Posts: 889
Joined: 26-October 08
From: Blakus wet dreams

Squad: Zenith



QUOTE (Sheriff Metz @ Aug 2 2018, 05:19 PM) *
Well I could give them light ints instead of starting figs mrgreen.gif and also make it so starting scouts don't have enough energy to rip in figs without adv/hvy scouts or ship energy GA

wub.gif XC


QUOTE (Duckwarrior @ Mar 8 2017, 09:38 PM) *
Desert eagle .50 cal from beechcraft bonanza as fly poor people over doctor son beechcraft bonanza trump beef texas ping pong boat 400k doctor son beefsteak good texas cali donald trump hilary dumocrats

Go to the top of the page
 
+Quote Post
Sheriff Metz
post Aug 5 2018, 01:46 PM
Post #19


Leader of Men


Group: Community Member
Posts: 4,318
Joined: 6-September 04
From: Stanwood, WA




Updated with rix changes and general changes.


There's a new sheriff in town.
Go to the top of the page
 
+Quote Post
phoenix1
post Aug 6 2018, 03:49 AM
Post #20



Group Icon

Group: Moderator
Posts: 5,202
Joined: 13-July 08
From: Over the Rainbow

Squad: System X



The problem with rix is not their basic fig offense. The problem with rix is that by minute 7 they can put 2 gat2 enh figs in any sector on the map you choose without sacrificing any of the normal allegiance play.

Swapping them from basic figs to lt ints is like trying to make your house immune to a hurricane by pissing on it.

This post has been edited by phoenix1: Aug 6 2018, 03:50 AM



Don't find fault, find a remedy; anybody can complain.
QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) *
But I don't read the forums I only post.
Go to the top of the page
 
+Quote Post

3 Pages V   1 2 3 >
Fast ReplyReply to this topicStart new topic
2 User(s) are reading this topic (2 Guests and 0 Anonymous Users)
0 Members:

 



RSS Lo-Fi Version Time is now: 4th December 2020 - 03:00 PM
Bridged By IpbWiki: Integration Of Invision Power Board and MediaWiki © GlobalSoft