Is the CC core ever going to be fixed?

Development area for FreeAllegiance's Community Core.
Broodwich
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Post by Broodwich »

my keen analysis of the scoresheet has revealed that slap > nuke
objections?
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DasSmiter
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Post by DasSmiter »

Hah sorry for not giving any kind of update on a CC13. There was an attempt to get moving on it about a month and a half ago, but it's hard for me to personally whip things up when working overtime in 100 degree kitchens :(

I've come up on a bit of a break so perhaps there will be a CC13 this month. If I can whip the old warhorse into shape it won't be too terribly difficult.
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phungus420
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Post by phungus420 »

DasSmiter wrote:QUOTE (DasSmiter @ Aug 1 2011, 08:14 AM) Hah sorry for not giving any kind of update on a CC13. There was an attempt to get moving on it about a month and a half ago, but it's hard for me to personally whip things up when working overtime in 100 degree kitchens :(

I've come up on a bit of a break so perhaps there will be a CC13 this month. If I can whip the old warhorse into shape it won't be too terribly difficult.
Thanks for replying. Is your team willing to make some major gameplay changes - ala XC - to properly balance the Tech Paths? Have you guys had any serious balance discussions on this, and are you looking for help?
Spunkmeyer
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Post by Spunkmeyer »

phungus420 wrote:QUOTE (phungus420 @ Aug 1 2011, 05:11 PM) Thanks for replying. Is your team willing to make some major gameplay changes - ala XC - to properly balance the Tech Paths? Have you guys had any serious balance discussions on this, and are you looking for help?
Some of this is already in CC12, which boosts both sup and tac significantly, and the next version will have more of this of a similar magnitude more in relation to exp vs sup EDIT: (I take that back, there is a very subtle but sweet tac improvement that may very well make it into CC13). If development continues and we decide to "remake" tac with a big-time change akin to the sniper boost, that will probably be around CC15.
Last edited by Spunkmeyer on Mon Aug 01, 2011 10:31 pm, edited 1 time in total.


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phungus420
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Post by phungus420 »

Spunkmeyer wrote:QUOTE (Spunkmeyer @ Aug 1 2011, 03:20 PM) Some of this is already in CC12, which boosts both sup and tac significantly, and the next version will have more of this of a similar magnitude more in relation to exp vs sup EDIT: (I take that back, there is a very subtle but sweet tac improvement that may very well make it into CC13). If development continues and we decide to "remake" tac with a big-time change akin to the sniper boost, that will probably be around CC15.
In XC sniper is a bit too strong, but I do like the loss of the lead indicator on SFs, and a slight buff to sniper would be good, but XC does take it a bit too far. Buffing Sup sounds good though, and Rix Heavy scouts need a serious pounding from the nerf hammer (or outright removal as was done in XC05). Also a major nerf hammer to SY was a huge improvement in XC, in XC05 you can play with SY on by default, which is nice.
spideycw
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Post by spideycw »

Broodwich wrote:QUOTE (Broodwich @ Aug 1 2011, 01:18 AM) my keen analysis of the scoresheet has revealed that slap > nuke
objections?
Slap choose the right team.

Also nuke was too busy ramming my prox to do well.
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Spunkmeyer
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Post by Spunkmeyer »

(Can a mod move the thread to CC?)

I mostly agree with you:

*We haven't discussed lead indicator removal for sfs. It could be done if a sniper boost is implemented, but ours is most likely to be around 20% and could also be in other stats such as energy or sig rather than damage. Again, we have another boost for tac planned so those two would go hand-in-hand.

*I think heavy scouts *will* be addressed, either through removal or focus change so that it's an alternative to adv scout, not a replacement. It won't be in CC13 though. I'm personally against the idea of an advance scout that's deadly - while Rix is the most problematic, others don't help the game either. We'll likely seek more feedback from the community regarding what direction we want to take with this.

*We have similar plans to SY in XC but it won't be in CC13. CC15 is most likely. We may have a small but significant nerf (more of an adjustment) to skycaps in CC13 as we have a known well-working setup that doesn't have the current uberness. We have discussed a Corvette nerf/removal potentially for but there are no solid plans right now. CC14 may see something like that.


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Camaro
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Post by Camaro »

phungus420 wrote:QUOTE (phungus420 @ Aug 1 2011, 01:37 PM) Also a major nerf hammer to SY was a huge improvement in XC, in XC05 you can play with SY on by default, which is nice.
The only downside is that SY is nearly useless in anything > 10v10
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NightRychune
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Post by NightRychune »

the only downside is that people whine and cry when shipyard has any teeth because they don't understand how to drop probes or camp alephs or not attack a gunship with 2 gunners by themselves and then they just turn it off, unless you pull a dick move and do something like tie the only things you can use to end a game to the sy flag so the game is unplayable with SY off
DasSmiter
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Post by DasSmiter »

Yup

Of course we've looked at what XC has done with Tac/SY etc etc and we'll probably incorporate a few of the ideas into CC. At this point it's mostly the age old "Get the ball rolling" problem again, but I hope to bring you guys a fancy changelog and everything real soon.
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