PCore004

Discussion / Announcement area for PCore development.
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ThePhantom032
Posts: 836
Joined: Sat May 09, 2009 11:00 am
Location: Germany

Post by ThePhantom032 »

PCore004 targets a few issues with the opening i have noticed or that have been brought to my attention.


CODE
General:
All missiles that had 0.75 max lock now have 1 max lock, with 33% increased lock time. This includes Hunter1, Seeker1, Seeker1 QL, Quickfire1 and Zeus Missiles.
You may now actually hit something with these missiles that a dumbfire wouldnt hit - this allows better d against rix and tf scouts at the start of a game, and makes hunter1 bbrs/sfs slightly more viable ships for defense.
I am aware that this looks like it makes fig openings quite a lot stronger, but the increased lock time makes sure the effect is not too big.

Rix:
increased fighter size by 4%
increased rip time of basic scouts and fighters to 15 [10] seconds
decreased energy regen of basic scouts to 40 [60], letting one basic fig/scout rip every 30s instead of 20s.
The increase in rip time & rechearge time will now make early rix offense something to be actually planned instead of just randomly flying and getting figs to rip. It also makes it harder for rix to respond to threats (miner o, bbrs) quickly, so good probing and miner d is needed - which leaves less scouts for miner hunting.

TF:
Tied 2nd SC tower to sy on flag, to limit spamming early in small games.




Since I cant play that much I need more feedback on any and all issues. For example draconium - I dont really have feedback about them. To me they felt a bit weak when I played, but 1 game isnt really enough data. So, please post any problems you see (if you can come up with a good solution even better, but you dont have to). Its better to report a core issue that isnt really one than to leave others unmentioned!
Still ready to teach anyone who asks nicely whatever they want to know about playing alleg. Contrary to popular opinion I do not eat newbies. Voobs taste much better.
Vortrog
Posts: 1902
Joined: Tue May 03, 2005 7:00 am
Location: Sunshine Coast, QLD, Australia

Post by Vortrog »

Are you sure this didn't also apply to AB missiles loading and arming?
I just flew belts. Arming time for AB1/2 was pretty long from what I was expecting. Maybe its just me
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ThePhantom032
Posts: 836
Joined: Sat May 09, 2009 11:00 am
Location: Germany

Post by ThePhantom032 »

Vortrog wrote:QUOTE (Vortrog @ Oct 2 2013, 01:24 AM) Are you sure this didn't also apply to AB missiles loading and arming?
I just flew belts. Arming time for AB1/2 was pretty long from what I was expecting. Maybe its just me
not a single arming time has been changed in PCore004. For AB1/2 specifically it has been 4 seconds for as long as I have been playing alleg.
Lock time is the time you need to point your ship at the target for the missile to get full lock. Missiles like AB and dumbfires that have a maximum lock of 0 also have a lock time of 0 (since locking doesnt change anything anyway)
Still ready to teach anyone who asks nicely whatever they want to know about playing alleg. Contrary to popular opinion I do not eat newbies. Voobs taste much better.
Weedman
Posts: 2137
Joined: Tue Jul 15, 2003 7:00 am

Post by Weedman »

so did you revert fig accel and let them keep sidethrust, im lazy
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
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