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zombywoof
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Post by zombywoof »

Win98SE wrote:QUOTE (Win98SE @ Nov 24 2014, 03:01 PM) How is tac overpowered? You push cons and bomb it before it gets to avd. Or get a tac of your own. Counter3 still works pretty good as well. I think tac is fine.
"Oh you can just get a tac of your own!" It's ok guys, tac isn't broken because if someone goes tac you can go tac too. See? BALANCED!

QUOTE Yes, avd tac is pretty strong, but can still be beaten. IMO you really want avd sfs, hunt3, and sig3 to defend. Maybe even sniper2.[/quote]
Perhaps if you suck. Most people can D fine with hunt2 and sniper.

QUOTE As for Hunt3 being low skill, so what? I don't think Quickfire, Seeker, Zeus, turrets, or Hunter-Killer require a lot more skill. Nor does proxing an aleph.[/quote]
QF requires knowing how to use them. There is a specific pattern to their use. Seekers and Zeus can have their damage combat nanned off a scout. Hunter-Killer is something you pay out the bloody nose for and is a corner tech that's literally just a joke. Proxing can be countered by not simply blazing through an aleph like a complete voob.

Besides, with the exception of hunterkiller, name me a single missile that you can use by itself to pod a craft. No seriously. Bring as many QF3 as you like but you're not allowed to fire your guns and we'll go head-to-head as much as you like and we'll see how many you win. Maybe after you've died thirty times in a row you'll stop making these goddamn false analogies.

And none of that can fix the problem that you have no bloody clue how to read english... or maybe it's just reading threads that's over your head:

The problem is that Hunter3 decides the outcome by flipping a coin.

Counter 3 is not a solution because all you're doing is rigging a coin flip.

Why is this so hard for people to understand? "Heads I win, tails you win" isn't fun. It doesn't check skill. It's not interesting gameplay because the players have no direct agency in the outcome.

I guess I have to bring in numbers to illustrate my point or people like win98 will keep blithering on as if they hadn't read the thread and without understanding anything at all about game design.

Hunter 3 deals 144 damage. Scouts have 180 hp. BUT with 2 damage upgrades hunter 3 deals 174 damage.

All I'm saying is nerf hunter 3's damage back to 130. That'll make bombing against adv tac at least feasible because you won't have people with 10 kb one-shotting scouts. Or nerf the DM04 to be .9 against lt hull.
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Win98SE
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Post by Win98SE »

phoenix1 wrote:QUOTE (phoenix1 @ Nov 24 2014, 09:46 PM) "Oh you can just get a tac of your own!" It's ok guys, tac isn't broken because if someone goes tac you can go tac too. See? BALANCED!


Perhaps if you suck. Most people can D fine with hunt2 and sniper.


QF requires knowing how to use them. There is a specific pattern to their use. Seekers and Zeus can have their damage combat nanned off a scout. Hunter-Killer is something you pay out the bloody nose for and is a corner tech that's literally just a joke. Proxing can be countered by not simply blazing through an aleph like a complete voob.

Besides, with the exception of hunterkiller, name me a single missile that you can use by itself to pod a craft. No seriously. Bring as many QF3 as you like but you're not allowed to fire your guns and we'll go head-to-head as much as you like and we'll see how many you win. Maybe after you've died thirty times in a row you'll stop making these goddamn false analogies.

And none of that can fix the problem that you have no bloody clue how to read english... or maybe it's just reading threads that's over your head:

The problem is that Hunter3 decides the outcome by flipping a coin.

Counter 3 is not a solution because all you're doing is rigging a coin flip.

Why is this so hard for people to understand? "Heads I win, tails you win" isn't fun. It doesn't check skill. It's not interesting gameplay because the players have no direct agency in the outcome.

I guess I have to bring in numbers to illustrate my point or people like win98 will keep blithering on as if they hadn't read the thread and without understanding anything at all about game design.

Hunter 3 deals 144 damage. Scouts have 180 hp. BUT with 2 damage upgrades hunter 3 deals 174 damage.

All I'm saying is nerf hunter 3's damage back to 130. That'll make bombing against adv tac at least feasible because you won't have people with 10 kb one-shotting scouts. Or nerf the DM04 to be .9 against lt hull.

By what you wrote here it sounds like you're a little upset. Lolz.
You and 2 other people(Papsmear, maybe Deathrender) are complaining about tac being overpowered. Apparently no one else cares. At least not yet.

So Hunt3 is low skill and can pod ships by itself. So what. It has been this way for years. The solution is, and has been to push cons and bomb the tac before they get hunt3 avd tech.

Your comment about most people being able to defend with hunt2 and sniper is nonsense. There are plenty of times where bomb runs have worked against tier2 tac and it is the preferred method to deal with it. You can't bomb against avd tac easily, or bomb against mini3 hvy ints easily. I think most people know this.

You might also note that Tac is not that viable for certain factions, ex IC Tac vs Bios or TF. People(mostly) are acting like Tac is the primary techpath for most teams and it can not be dealt with. This is not true.

Finally your solution(in your last post) is to make it easier to bomb avd tac, among like 10 other solutions people have floated in this thread, because 3 people suddenly think it is overpowered?

.......Maybe it would be cool if Tac could have some changes, so it ieasier to defend midgame, but a bit weaker lategame. So people would actually go tac as a primary techpath, rather than a secondary. But no one has really addressed the SB issue. SBs usually end games. It is still fine as it is.
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Imago
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Post by Imago »

Phantom032 wrote:QUOTE (Phantom032 @ Nov 15 2014, 10:24 AM) Some time shortly after december 4th as I'll have time to think about things properly then. Probably a week or so after.
cant wait
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kaiser33
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Post by kaiser33 »

what is usually happening with tac vs heavy scouts? are heavy scouts still dying and suffering like basic adv scouts? you compensate stealth bombing by lying a @#(!ton of probes on alephs and with 1 camper and caltrop you already have the only needed defence against stealth bombing. against stealth fighters well, if you cant see them then they are indeed stealths, but i do agree they need much higher signature on the LRM to compensate for their tremendous firepower.. i think that is a very itneresting solution, higher signature for hunter, so cloacked they can have a minimum of 60/70 sig (not %) with all gas of course
Last edited by kaiser33 on Tue Nov 25, 2014 12:40 pm, edited 1 time in total.
zombywoof
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Post by zombywoof »

Win, I know reading isn't your strong suit. But here's a list of the people who have suggested various nerfs to tac who aren't me.
Papsmear wrote:QUOTE (Papsmear @ Nov 14 2014, 07:20 AM) Tactical is way over powered now
Scouts should be able to load pulse probes like they used to.
Culmination wrote:QUOTE (Culmination @ Nov 17 2014, 07:26 AM) Cloaks got huge buffs a while ago leading to the essentially infinite cloak that we have now. At the top tier energy/sig management isn't even an issue anymore because of the cloak changes contributing to faceroll tac gameplay. Try looking at the old A+ or maybe early DN core values to see what was changed (maybe even 1.25 to give you an idea on how terrible it was).


I think the biggest gripe with hunters is that instead of actually having to do any actual work, hunters turn gameplay into "right-click to win!" as someone put it in a game yesterday. I also have issue with the fact that the best way to counter this is CM3 and pray to RNGesus, which instead turns it into "chaff to win".


Other tac @#(!: Have you considered widening the gap even further between util and snipers? I've slaughtered cons/miners with sniper2 when I've been screwing around in an sf. I also like the pew pew noise util3 makes and would like to see it actually used more (not only as BIOS). It should be a conscious decision to mount utils or snipers (or give up the cargo slots to bring both).
Raven_42 wrote:QUOTE (Raven_42 @ Nov 17 2014, 09:12 AM) How about a reduction in their scan range, and reduction in (adv, hvy) scout signature. This could also make them use more energy getting nearer to eye targets with cloak engaged, and increasing the time thye have to spend walking out of scan range also to recharge.
Deathrender wrote:QUOTE (Deathrender @ Nov 17 2014, 10:45 AM) Energy usage on Sig could be upped a bit, 3 min cloak time is way too much.

Hunt3 is definitely "Right Click to Win". Damage or lock time nerf?

Other tech paths don't need to be buffed, tac just needs to be nerfed in terms of their damage dealing and longevity for how long sfs can effectively fight cloaked. Hunt3 adv sfs make defending against bombing runs too easy, tac's weakness is in its defense, and that weakness is completely eliminated during endgame.
Vortrog wrote:QUOTE (Vortrog @ Nov 23 2014, 11:26 PM) Increase lrm sig when mounted 15%, while decreasing sniper/utl sig when firing by 15%

That will force teams to hunt sfs while bombing more, and either make sis more visible or bring them in closer to be found.

EDIT: Because Autocorrect on Apple devices makes me want to destroy every iPhone and iPad I see

That's not 3 people.

I mean it MIGHT be 3 people but somehow I suspect that it isn't since rather than being the kind of moron who goes "that's how it's always been" and then just assumes that's a reasonable answer I've actually put some thought into it.

Oh and you know what's changed? Missile damage GA was moved to tac. *that* wasn't always the case and giving a 21% damage buff to hunter 3 was probably way over the top. If missile damage GA moved back to sup that would probably also resolve the issue... but frankly I don't think that's necessary. I think all that's necessary is dropping the damage from 144 to 130 on hunt3 or, maaaaaaaaybe, dropping DM04 from 1.0 vs light to .9.

You see, the funny part about all of this is Win STILL doesn't get what the problem is. He's still worried about bombing vs adv tac (which shouldn't work) and claiming that all you need to do is push cons against tac (which absolutely shouldn't work).

Here's the problem with tac in a nutshell:

The primary accepted tactics against Tac are as follows: bomb and push cons. Bombing would be nice except unless you have a base right next to their tac they get to watch you walk for days and pick off your scouts. The solution is to push a con, right? Except that there's a fun little fact about tac: it's the best techpath at killing constructors. So maybe if you get into position you can attack miners. Once again: tac is simply better at attacking miners than you are. Well maybe we can just defend miners? Maybe except that nanning doesn't work because util2 out damages nan2 so 2 SFs are going to spike down a miner almost before the defense can react. And if it's 3 sfs vs 3 defenders? Forget about it.

Again, all this would be fine except that Tac has the best end game (and always has had the best end game). There's a reason everyone goes for SBs and not Figbees or HTTs when they're multiteching. There needs to be a reliable way to deal with Tac.

Also hvy/adv scouts aren't a good answer. Hvy scouts might be a good answer if they had turrets again, but as it stands you're asking people to put off their own adv tech so they can deal with someone else's adv tech?

Make xnaning a viable option against hunters again. Nerf DM04 by 10% against light hull. Then make some subtle changes to the regen rate of adv sfs so they can't cruise at invisible.

EDIT: also Win, culmination's opinion is worth a lot more than yours with regards to game balance because he is better than you by a wide margin.
Last edited by zombywoof on Tue Nov 25, 2014 4:01 pm, edited 1 time in total.
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Cookie Monster wrote:QUOTE (Cookie Monster @ Apr 1 2009, 09:35 PM) But I don't read the forums I only post.
Drizzo
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Post by Drizzo »

Doc Izzo wrote:QUOTE (Doc Izzo @ Mar 30 2014, 07:47 PM) I've some input if you like

-Afterburner 2 to be added to treasures
-TF ship speed from .9 -> .95
-Move a combat missile (either seekers or quickfires) to Sup's tree
-Increase sniper 1 + 2 range by 15% and firing sig by 100%
-Increase mounted sig of hunters by 50-100%
-Give Rix adv figs 4 gun mounts or lead indicators

I probably should elaborate:

You can find Boost2 gat2 DF2 QF2 Seeker2 Minepack1 Small shield 2. Before the switch clever pilots could find a boost 2 and mount it on their ints. If you feel that a floating afterburner 2 will break expansion just tie 2 and 3 to adv exp. 95% of the games I've been in afterburners go unupgraded anyway.

TF's been slapped around every time I see them. This should help a bit.

Moving a combat missile is a no brainer. Having to spend 10k to up your garr and another 2.5k just to defend against ints effectively is absurd.

For the Tac changes, make pilots choose between being hidden or being deadly. If they shoot or mount hunters they're lit up like a x-mas tree. This also makes tac more small game friendly while not effecting large games much.

Rix's adv sup tree sucks. Rix sup is all mid-game with a lackluster endgame.

Just going to leave this here. Note my proposed tac balance changes, well before the tac meta came back into the spotlight. It's like I'm a hypervet or something.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
vogue
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Post by vogue »

Yo tac is nuts, buff Hvy scouts as a counter. Bring back mini ac's

- heavy scout lobby
phoenix1 wrote:QUOTE (phoenix1 @ May 5 2013, 08:35 PM) Vogue is clearly #1 and commanding against him feels like commanding against Spideycw at times... though he lacks that little bit of "I don't care who's on my team or what the factions are, it's going to be a stomp anyways" that Spidey managed to pull off in his heyday.
Win98SE
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Post by Win98SE »

OK first off I do need to clarify what I have said. When I said no one cares, well we have, maybe 15 people in this thread. Of those 15:
Papsmear said it'e overpowered. OK.
Deathreander said Hunt3 is faceroll. Ok.
Phoenix said Hunt3 is faceroll, takes, no skill etc. OK.
I missed Culmination. OK.
I see Doc Izzo here also. OK.
Now Vogue. Uh, not sure if serious.
Due to Vortrog's earlier comment I would exactly not say he is calling for tac nerf either:
Vortrog wrote:QUOTE (Vortrog @ Nov 17 2014, 06:59 PM) Please don't do to Adv tac what we did to XRM2 heavy bombers.
But yes, make it more energy managed so if you do that right, you deserve to own any other tech.
Everyone else has offered helpful if different solutions, but I don't see most of them explicitly saying tac needs nerfs. Finally there is the rest of the 150 people on leaderboard, who don't appear to care. Maybe they don't care at all, buffs or nerfs.

Anyway if there were more than 6 people here calling for a tac nerf out of the blue, I might take it more seriously.

I stand by what I said about Hunt2 and Sniper1, it is not that easy to defend with.

As for what I said about making tac more of a primary techpath, forget it. I don't think major changes should happen to the techpath without the support of the community. Now, what I don't care to see happen is for tac to become more of a secondary techpath, and nerfs to tac will indeed move in that direction.





phoenix1 wrote:QUOTE (phoenix1 @ Nov 25 2014, 10:00 AM) Win, I know reading isn't your strong suit. But here's a list of the people who have suggested various nerfs to tac who aren't me.












That's not 3 people.

I mean it MIGHT be 3 people but somehow I suspect that it isn't since rather than being the kind of moron who goes "that's how it's always been" and then just assumes that's a reasonable answer I've actually put some thought into it.

Oh and you know what's changed? Missile damage GA was moved to tac. *that* wasn't always the case and giving a 21% damage buff to hunter 3 was probably way over the top. If missile damage GA moved back to sup that would probably also resolve the issue... but frankly I don't think that's necessary. I think all that's necessary is dropping the damage from 144 to 130 on hunt3 or, maaaaaaaaybe, dropping DM04 from 1.0 vs light to .9.

You see, the funny part about all of this is Win STILL doesn't get what the problem is. He's still worried about bombing vs adv tac (which shouldn't work) and claiming that all you need to do is push cons against tac (which absolutely shouldn't work).

Here's the problem with tac in a nutshell:

The primary accepted tactics against Tac are as follows: bomb and push cons. Bombing would be nice except unless you have a base right next to their tac they get to watch you walk for days and pick off your scouts. The solution is to push a con, right? Except that there's a fun little fact about tac: it's the best techpath at killing constructors. So maybe if you get into position you can attack miners. Once again: tac is simply better at attacking miners than you are. Well maybe we can just defend miners? Maybe except that nanning doesn't work because util2 out damages nan2 so 2 SFs are going to spike down a miner almost before the defense can react. And if it's 3 sfs vs 3 defenders? Forget about it.

Again, all this would be fine except that Tac has the best end game (and always has had the best end game). There's a reason everyone goes for SBs and not Figbees or HTTs when they're multiteching. There needs to be a reliable way to deal with Tac.

Also hvy/adv scouts aren't a good answer. Hvy scouts might be a good answer if they had turrets again, but as it stands you're asking people to put off their own adv tech so they can deal with someone else's adv tech?

Make xnaning a viable option against hunters again. Nerf DM04 by 10% against light hull. Then make some subtle changes to the regen rate of adv sfs so they can't cruise at invisible.

EDIT: also Win, culmination's opinion is worth a lot more than yours with regards to game balance because he is better than you by a wide margin.

OK, yes I do know the Missile Damage GA, with Ship Speed, got moved to TAC. Sup got Missile Tracking and Scan Range. Exp got: pulse probe moved to tier2, with its 5k scan range. That's right, pulse probe was moved to tier2 for exp, giving exp a direct counter to TAC. I know it was move to treasures and it's range was reduced to 3k recently. Still, most of this was like well over a year ago. Now 6 people have a problem. Well........I guess now is as good a time as any, but I don't see a big community concern for it, I see 6 people.......
I think Weedman did move Missile Damage to Tac specifically to help Tac defend. But it adds, 10% extra damage at tier2?

As for con pushes, the con needs an escort, the stealth fighters need to use util to kill the con and that will get them eyed by the con, so the defenders can pick them off. Also the scouts have to die. If this is done with a bomb run, it can be effective. Maybe not in every situation, but it does work, especially with counter3 heavy bombers and avd scouts.

I can see people having issues with the way tac works. It can be frustrating to deal with. But there is a reason most pub commanders don't go full tac first. Because it will be bombed, and the bomb run often will work. I did not see many people going full tac during the recent squad tournament either. I think there is a reason for that as well.

Eh, whatever. I don't think there is more I can say. I have the opinion that it is fine. Maybe a half dozen have the opinion that it needs to be nerfed, like each in a different way. I suppose it could use some tweaks. The question whether it is overpowered or not, well, that answer is mostly just an opinion, and nothing more. I would kind of prefer a general poll.

Well, it's not like tac will be nerfed out of the game. If need be changes can be reverted anyway. I will support whatever P32 decides to do. (Oh, can you buff Vangs please. Might as well ask while we are talking about balance changes. Lol.)
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ThePhantom032
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Post by ThePhantom032 »

Win98SE wrote:QUOTE (Win98SE @ Nov 25 2014, 06:27 PM) Well, it's not like tac will be nerfed out of the game. If need be changes can be reverted anyway. I will support whatever P32 decides to do. (Oh, can you buff Vangs please. Might as well ask while we are talking about balance changes. Lol.)
Checklist for PCore008:
-Remove tac from game
-Make vangs weapons repair the target, but only enemies

That about right? :P
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.
Win98SE
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Post by Win98SE »

Phantom032 wrote:QUOTE (Phantom032 @ Nov 25 2014, 11:49 AM) Checklist for PCore008:
-Remove tac from game
-Make vangs weapons repair the target, but only enemies

That about right? :P
Lol. I think you have been a good core developer thus far. :thumbsup:
If tac gets removed from the game, do we get a new techpath in return?
"Si rock in all sectors, but no base for them, lol screwed on rocks."

Wait a minute, wasn't there a plan for a lava asteroid and another techpath? Do we know what that was going to be?
Hmmm.
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