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Adept
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Post by Adept »

phungus420 wrote:QUOTE (phungus420 @ Dec 16 2011, 06:40 PM) Dreg is also very weak, which is a problem with XC as well. They start nice due to their ship's quickness and as the game progresses they become simply outgunned by everything; this was balanced with the old models that made them unhittable - but that was terrible design; consider some way to buff Dreg (maybe reduce their costs?)
We went with Virulence's scaling for this update, since it's been playtested a lot. I was personally quite surprised to see he left the ints practially as big as the close mapped models were... I suppose it was an intentional nerf, but it may be too much. Volunteers for scaling dogfights and suggestions on adjustment are most welcome.

QUOTE Fig mass reduction is nice, and noticeable. Though you might consider giving them all a bit more fuel capacity as well.[/quote]
This is a persistent problem. I suspect the figs have reasonable amounts of fuel now, but ints probably have a bit too much.

Fig progression
10 / 12 / 14 <-- the 14 is a bit of an anomaly, it should probably be 15

Int progression
12 / 15 / 15

Considering the ints boosting top speed is ~300 to the fighters ~200, and they accelerate better that higher fuel load takes them much further as well.


A+ had a flat 10 for all ints, but since we've upped fighter fuel since then, maybe a flat 12 would do the trick.
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Spunkmeyer
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Post by Spunkmeyer »

The SR scout was not invented to BOOST Rix opening. It was invented to NERF Rix sup, and this it did spectacularly. Boosting Rix opening is mostly a side-effect. Unfortunately it also kills a lot of the dynamism of Rix, such as the ability to scout super fast, rip extra nans to a launched run, rip support to a TP drop etc. It's generally what you'd call throwing the baby out with the bathwater. That's the idea behind their removal.

One could also argue that if you really want to rip figs, you can: it's called carriers.

Objectively, yes, not having dumbfires may make Rix weaker against a bomb rush, but mostly the lack of missiles is a direct nerf to Rix sup. So it's Rix sup directly that needs to be compensated by the Rix ripping mechanism, not Rix opening. And while a significant nerf to Rix sup was needed, the SR scout mechanism takes it a bit too far. There is no rule that says all factions must have a very strong opening, in fact only the light int factions and TF do.

So if we revert this for CC14, it's unlikely to be for any balance reasons - but if people can't/don't use a mechanic, there isn't much point in it. And of course going the XC route and giving Rix light ints takes care of the entire issue, while still preserving the historical Rix strengths.


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fwiffo
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Post by fwiffo »

couldnt cc12 sr scouts be "nerfed" by just making them a bit more expensive.. to the extent that if a team really wants to go for a strong opening, it comes at the cost of sacrificing building their 2nd or 3rd miner as quickly as the other factions could...

and if we're gonna stick with these "new and improved" scouts, then i better get two proxes or two probes per slot right off the bat. cuz just having a dinky gat1 aint gonna cut it to kill ic miners that just $#@!ing sucks
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JimmyNighthawk
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Post by JimmyNighthawk »

Raise special refineries credit output already; so I need to build less.
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Adept
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Post by Adept »

fwiffo wrote:QUOTE (fwiffo @ Dec 17 2011, 01:34 PM) cuz just having a dinky gat1 aint gonna cut it to kill ic miners that just $#@!ing sucks
Presumably you're supposed to have 2+ gat 1's because a buddy will rip in, and a 3rd one could rip to the buddy.

But yes, I see what you mean.
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NightRychune
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Post by NightRychune »

just give miners 100 hp

fwiffo will be happy then
phungus420
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Post by phungus420 »

Tried to start a server for CC13d today - no luck, says the files are out of sync. And Yes, I chose to update the files. There was something that said to delete some text file manually if updating didn't work, but there is no point in going through that hassle, because if that step is required no one is going to join the server anyway to test it.
Spunkmeyer
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Post by Spunkmeyer »

d is not on AU yet, that's why we still have c up there.


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phungus420
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Post by phungus420 »

Spunkmeyer wrote:QUOTE (Spunkmeyer @ Dec 19 2011, 04:08 PM) d is not on AU yet, that's why we still have c up there.
Yeah, just would like to get back to testing CC13. Also I like the changes in CC13.

Any chance Ripcord could be removed from Giga Spec mines? It just seems Giga is way overplayed because they seem like the strongest faction (debatable, but regardless they are played too often) - and maybe that simple change would fix that.
Spunkmeyer
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Post by Spunkmeyer »

Thanks.

The spec-mine rip has been a part of Gigacorp design since day 1, and the issue never came up, so the chances of rip removal are slim to none. The mines may be revised however so it's not just the Si mines worth building, and they will not bring in 2K/min. I'd say chances are 50/50 for CC14 or 15.

OTOH, we are very likely to implement a miner overhaul for CC14 which will make Gigacorp's econ strong regardless of rock/total money settings. When that happens, we are likely to remove some of the perks that have been bolted onto the lux craft over the years.


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