XRM Hunter Killer Changes

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DasSmiter
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Post by DasSmiter »

CODEChanges from CC_09b to CC_10
---------------------------------------

****Key - (New value) [Old value] <Notes> ****

- Shipyard
- XRM Hunter-Killer <All levels>
- Damage class changed (DM18) [DM04]
- Missile speed increased
- Lock time reduced (0.5) [1/1/0.75]
- Arming time reduced (1.5) [4/3/3]
- XRM Hunter-Killer 1
- Number of missiles per rack increased (10) [5]
- Countermeasure resistance increased (3.5) [2]
- XRM Hunter-Killer 2
- Number of missiles per rack increased (10) [5]
- Countermeasure resistance increased (4) [2]
- XRM Hunter-Killer 3
- Damage reduced (550) [600]
- Number of missiles per rack increased (12) [5]
- Countermeasure resistance increased (5) [2]


These were the changes made

What do you think should be done with HK?
Last edited by DasSmiter on Tue Jan 18, 2011 8:22 pm, edited 1 time in total.
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Adept
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Post by Adept »

The change was like a textbook example on what not to do. Buffing all aspects to godly, and then waiting for people to discover the new cheese.

This needs to be scaled back fast.
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NightRychune
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Post by NightRychune »

Adept wrote:QUOTE (Adept @ Jan 18 2011, 01:25 PM) The change was like a textbook example on what not to do. Buffing all aspects to godly, and then waiting for people to discover the new cheese.

This needs to be scaled back fast.
I'm so glad Adept used such strong language to try and address this serious issue before cc11 was released!
Adept
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Post by Adept »

NightRychune wrote:QUOTE (NightRychune @ Jan 18 2011, 10:58 PM) I'm so glad Adept used such strong language to try and address this serious issue before cc11 was released!
I sort of did actually :doh: Thing is I had my hands full trying to get some sort of sensible scale for the new Dreg stuff.
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Mastametz
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Post by Mastametz »

Wouldn't fixing something blatantly broken and impossibly overpowered take priority over other things?
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NightRychune
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Post by NightRychune »

Adept wrote:QUOTE (Adept @ Jan 7 2011, 04:03 PM) Not happy with some gunmounts and off-center missile launch joints, but no time to do them for CC_11. I guess those tweaks will come in CC_12.
those dreg models?

and i mean you changed gauss cannons which was completely unnecessary but couldn't change hunter-killers so they weren't so blatantly overpowered?
Last edited by NightRychune on Tue Jan 18, 2011 10:35 pm, edited 1 time in total.
Adept
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Post by Adept »

NightRychune wrote:QUOTE (NightRychune @ Jan 18 2011, 11:17 PM) those dreg models?

and i mean you changed gauss cannons which was completely unnecessary but couldn't change hunter-killers so they weren't so blatantly overpowered?
A bit of politeness would go a long way btw.

What I did was function as a go-between with the artists (and prod them gently to finish the work as it looked too good to be left half done), and then test that the new stuff worked. That is it. I don't even know how to do joints yet, so I couldn't have fixed it even if I wanted to.

Viru, since you seem to have access to the cc lobby, why didn't you submit your fix to the HKs? I'm just one low level working bee over here, and honestly if this is the level of @#(! I need to eat maybe I shouldn't bother :doh:
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NightRychune
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Post by NightRychune »

I mean it just seems completely stupid to me that you can make a random unnecessary change to gauss cannons but you can't drop the numbers on hunter-killers (a task I can attest was incredibly easy!) which would have taken you just as long to do, and an unnecessary model change (although the models do look nice, but functionally they are unnecessary) has higher priority than addressing balance issues which have been a problem for over six months? And, gameplay-wise, what amounts to a pretty unnecessary change can't be pushed back a release while you do those right the first time and address more pressing matters?

One of the reasons I don't play pugs much anymore is because they just aren't that entertaining unless I troll idiots as I play, and part of the reason is that the core has stagnated for far too long under a system that, as it is implemented here, is just awful for ongoing development. Fortunately squads have been given a better option for more interesting games, but I feel bad for everyone else.
Adept
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Post by Adept »

*sigh*

a) I didn't make the change on the gauss. I could have though, since it looks like a nice tweak to me.

b) Apparently you think new graphics aren't needed even on the ugliest things out there. That's your opinion. Some of us disagree.

c) Did you bring up the balance issues here? Did you suggest a change in the hunterkillers?
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NightRychune
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Post by NightRychune »

functionally needed? no they weren't needed at all. I agree they look nice and are a welcome change in that regard compared to the old models. I'm curious how they will ultimately perform balance-wise, but they seem to be acceptable enough so far.

I spent a few days after cc10 came out commanding shipyard games and abusing destroyers, and made it pretty apparent even then that they were overkill, and did the same thing on many occasions. If you couldn't tell they were an issue from the many games they've been used in, and the way shipyard is turned off more often than it is, there is an even bigger issue at hand and it asks the question of "Why are people who have no idea what's going on in the game responsible for trying to balance it?"
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