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Posted: Wed Aug 15, 2012 11:04 am
by Raven_42
Spunky, I just built Rix heavy scouts in cc15_NE, and guess what, I wasn't wrong. 1 prox/probe per slot.

Posted: Wed Aug 15, 2012 11:11 am
by Malicious Wraith
Why is sup going to be poorer than exp against SY? Sup has always been the classic counter to SY, as Exp specializes in dominating smaller ships.

Posted: Wed Aug 15, 2012 4:12 pm
by Spunkmeyer
Raven_42 wrote:QUOTE (Raven_42 @ Aug 15 2012, 06:04 AM) Spunky, I just built Rix heavy scouts in cc15_NE, and guess what, I wasn't wrong. 1 prox/probe per slot.
Thank you, don't know wtf, I'll have to check.

Re: sup - the balance of power would be something like this:
sup>heavy ints>tac>ints but the differences will be (hopefully) minimal. If you have a designated "counter tech" then you are either discouraging SY vs sup scenarios or making SY op again against other techs. We don't want that, we want to see SY in as many settings as possible.

Botz, I know, I wish we could, but the current environment is not ideal in terms of either development or releasing quickly. The Rix SF thing is part of the whole Rix revamp, I'm not going to get back into that whole discussion again.

Posted: Wed Aug 15, 2012 4:38 pm
by lexaal
Botzman wrote:QUOTE (Botzman @ Aug 15 2012, 09:23 AM) Quick fix in CC15a(b,c,d, ...) in one day.
If you do that spunk: :iluv: :iluv: :iluv: :iluv: :iluv: :iluv:

Posted: Wed Aug 15, 2012 10:49 pm
by Spunkmeyer
Raven_42 wrote:QUOTE (Raven_42 @ Aug 15 2012, 06:04 AM) Spunky, I just built Rix heavy scouts in cc15_NE, and guess what, I wasn't wrong. 1 prox/probe per slot.
Mystery resolved, both Rix and OH heavy scouts are $#@!ed. Both will be fixed. Thanks again.

Posted: Wed Aug 22, 2012 12:42 am
by Spunkmeyer
OK here's the beta version ready to go. I'm really, really hoping to release this by Monday but I need some feedback:
https://dl.dropbox.com/u/21458077/cc_16.igc

It's on Slayer and there is a testmap you can use for single player/single team testing. All research is fast, it's intentional for the beta.

Changes:
*You don't need to worry about it for testing but New Econ has changed with input provided by P32 and Nightflame, it's now much much closer to original econ.
*Reduced lifepod endurance to 3 minutes for testing purpose, we'll probably remove it unless there is enough requests to keep it in. 3 minutes is about the time you need to commit off-plane suicide.
*Rix and OH heavy scout dispenser capacity fixed.
*Nan 1 loadout positioning bug fixed.
*No changes will be made to OH model sizes.

Please use the testmap to test out SY development structure, note any errors etc. If you can get a few player together (even 2 players) try various tech levels damage on shielded and non-shielded caps and see if it feels right for "cheap" caps.

Posted: Wed Aug 22, 2012 11:03 pm
by ThePhantom032
Spunkmeyer wrote:QUOTE (Spunkmeyer @ Aug 22 2012, 02:42 AM) OK here's the beta version ready to go. I'm really, really hoping to release this by Monday but I need some feedback:
https://dl.dropbox.com/u/21458077/cc_16NE.igc

It's on Slayer and there is a testmap you can use for single player/single team testing. All research is fast, it's intentional for the beta.

Changes:
*You don't need to worry about it for testing but New Econ has changed with input provided by P32 and Nightflame, it's now much much closer to original econ.
*Reduced lifepod endurance to 3 minutes for testing purpose, we'll probably remove it unless there is enough requests to keep it in. 3 minutes is about the time you need to commit off-plane suicide.
*Rix and OH heavy scout dispenser capacity fixed.
*Nan 1 loadout positioning bug fixed.
*No changes will be made to OH model sizes.

Please use the testmap to test out SY development structure, note any errors etc. If you can get a few player together (even 2 players) try various tech levels damage on shielded and non-shielded caps and see if it feels right for "cheap" caps.
Dreg still has a small yield nerf (1.2 instead of 1.25) which I dont think is required.
Giga still has a mining speed increase that comes out of nowhere
Tf has a mining speed nerf that has nothing to do with the economy change (even though I can understand that 20s on a rock is stupid and do agree that some sort of change may be required to give a chance to kill those miners)


AAAAND

All factions have a research time of 12s
:ninja:

Posted: Fri Aug 24, 2012 1:56 pm
by qqmwoarplox
its time to bios

Posted: Fri Aug 24, 2012 9:53 pm
by apochboi
You're shipyard changes disgust me. The one thing Noir got right was the changes to shipyard. It needs to be far more fluid and feel like you are progressing, Yes it will take a bit longer but ultimatly if your enemy lets you mine like a mad man it's their fault. The old "skool" Shipyard was clumsy and made Shipyard less viable.

Posted: Sat Aug 25, 2012 11:39 pm
by Spunkmeyer
Debugged & tweaked some more:

*Removed the Giga mining speed boost.
*Increased Dreg He3 payday from 750 -> 900.
*Since the new econ is a lot closer to the old econ now, will probably release just one version.
*Increased cruiser & ASS purchase price to 3K. (Making them only 2K will result in spam regardless of strength.)

Thanks boe for help with testing.