_xJammer_ wrote:QUOTE (_xJammer_ @ Jan 21 2011, 06:30 PM) There is also an issue of voobs gunning voobs and flying around the garrison in pairs, instead of one of them managing to get to the miner with random walk diffusion.
We're mostly leaving things in Weed's hands. The only thing the CC team has really done so far is the techbase price change (which, admittedly we didn't talk to weedy about directly) to bring them in line with IC's costs
Personally I don't think the long research times are necessary and tend to make weird factions
Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
I got good use form one of the turrets, but it probably just shows that more use is needed.
Last night, OH sup (spit) vs. Belters sup I tried having newbies in my turrets. They keep hopping on, so had chances to try the turrets out. The one that seemed useful was the galv-turret. Not for actually galving as energy runs out so fast and it's of course better to have a 2nd fig, but for dogfighting. The galv turret only cost me the 1 ton of extra weight (which is nothing on a fig of course), and his energy use meant nothing as I was fighting with gats and missiles.
Not sure Weed intended it quite like that
Still, that could be an idea. Energy weapon turrets, at least for the figs.
<bp|> Maybe when I grow up I can be a troll like PsycH <bp|> or an obsessive compulsive paladin of law like Adept
I like the turrets, it's a nice difference. It's especially good for those that like turreting or a bored newbie, obviously.
Having a variety of research times is nice for factions, and I hope that this variety continues.
The OH GS are a bit scary, haven't decided yet if they are OP or not, but they certainly make for interesting games and are still of course not end game tech. I don't think that changing the price of bases to match those of IC is a good thing in and of itself, although I can see why some might think it would be, personally I do find the old cost a bit cheap however I'm not jumping for joy at the new price, perhaps to consider meeting halfway between the two in cc12.
Thanks for the continued updates to the core, some will work out and some won't, that's part of experimentation.
Last edited by Freya on Fri Jan 21, 2011 9:28 pm, edited 1 time in total.
Omicon gunships are exactly what giga lxy gunships should be.
Two xnanning gunships are almost unstoppable on medium sized games if you can't kill them at the aleph.
The regular turrets don't seem so imbalanced but I didn't see galv or util scouts yet.
Omicron is supposed to be a turret faction. It didn't have turrets.
I made it happen. All of the turrets share the mini-ac turret class. The usemasks are all used. So I decided it would be best to use mini-ac class.
Yes right now, maybe the damage values are too strong. But I'd rather start strong, than start weak. Values can be changed any time.
It may be difficult to balance this. Scenarios change. I would say the weapons are overpowered vs no tech and enh tech level opponents. Once your opponent has adv tech, the turrets values may be a bit more fair. Just remember when you are running around with a turret you have 1 less ship out there and I dare say there is more power in numbers. The shield and hull strength of the ships did not change so it's just as easy as it was before to blow them out of space. You have to remember now that you may need to actually use teamwork to kill a solo omicron. Like.. pair up! Maybe he has a gunner. Maybe he doesn't. I rather like the idea of these turrets as you can mix and match them with ships. So yes it is different and maybe some of it is cheesy, but play it out and values can be changed. Or a 2nd tier of turret dev can be added so your enh ships can mount a weaker enh turret class (gat2, dis2 etc)and once advanced, you have opportunity to dev the adv turret class (gat3, dis3 etc)
What I do not want to see is once the enemy gets adv tech the omicron turrets become completely useless.
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
I think enh and adv turret types would probably help it out. But really I'm not too sure that the faction is OP at all. It still has a very weak early game and fairly slow econ.
People need to play with OH more before making any statements.
The only thing that really freaked me out was X-naning gunships. 6 lt ints vs those didn't do a whole lot. It made GS bombing extremely effective. X nan, nan bbr, x nan, nan bbr. Worked really well.
Weedman wrote:QUOTE (Weedman @ Jan 24 2011, 02:28 AM) Omicron is supposed to be a turret faction. It didn't have turrets.
'nuff said.
Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.