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.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?)
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.













