Hey Weed it looks pretty interesting, can we have this soon so we can start checking it out more?
Weedman wrote:QUOTE (Weedman @ Mar 13 2013, 06:26 PM) Gigacorp
Lxy Bombers, add 1 more antibase missile for total of 6
This will make the slight extra cost worth it and definately give the feel of luxury without being OP.
Weedman wrote:QUOTE (Weedman @ Mar 13 2013, 06:26 PM) Lxy HTTs, increase mass to 120
Along with the other changes to lxy htt this also give a nice feeling of luxury without being OP and at a good cost.
Weedman wrote:QUOTE (Weedman @ Mar 13 2013, 06:26 PM) TF adv/hvy scout
A little scared the adv sct might be a little crazy but given it's energy it might be alright.
I do like a lot that the hvy sct retains its dual nans, I agree dual nans were bizzare to use though the uniqueness was worth it.
Weedman wrote:QUOTE (Weedman @ Mar 13 2013, 06:26 PM) TT's
Granted it's hard to figure out a good balance. The shield GA was a good catch and would definately be something to consider.
The one thing about the idea of reducing effectiveness of emp missile that was nice to me was actually how it made major bases more of an effort in and of itself with HTT to a lesser extent than the TT. Right now TT with the changes proposed would mean that they are a force cap tool, however they were a force cap tool regardless once they could cap a base.
An option to keep them the way you were looking at before in terms of emp would be to give the emp levels 1/2/3 where you'd have 1 and 3 be a little worse/better than the old standard which would be emp 2. It would also take care of how fast they could loose missiles. Having said that trying things as you now have it should be interesting though I personally am in favour of the missile as a limiter in many ways.
HTT successor over TT makes sense of course so that's all good.
Making TT require an Adv Exp is interesting, it does mean that most of the arguments against TT's being able to cap moot when everything is considered as a whole... however it also makes the concept of TT's much less viable in that the requirement of adv tech slows down their deployment which was one of the reasons that TT's were actually being made to be used. Obviously Bios will be happy with the change, as would any faction with a faster than average research time, it does really kick slow factions in the face.
Overall I suppose the TT questions will be decided on the field of battle with more play testing, looking forward to it.
Weedman wrote:QUOTE (Weedman @ Mar 13 2013, 06:26 PM) Carriers
Making them cost less because they are more disposable is fine I suppose, I don't think they really need a cost reduction but as I like carriers it's really hard for me to say no to a 20% cost savings, they certainly aren't OP now and in small games will be used more often. More carriers makes things a bit crazy for miners, however that does mean that there is more action in the often slow mid game and keeps the pressure up early... we'll see if that gets to be a problem or gets even better gameplay.
Weedman wrote:QUOTE (Weedman @ Mar 13 2013, 06:26 PM) nerfed miniguns versus utility
Very much enjoy this, and it makes for more dynamic choices when attacking miners (and cons to a lesser extent). It also along with other changes makes the int pilot use more brain to decide on the cargo loadout of fuel/ammo. The tie-in with GT Lasers isn't a huge issue but will certainly be noticed, it will often require issues with energy management. It certainly also makes people think even more strongly on enhing miners (and cons).
Weedman wrote:QUOTE (Weedman @ Mar 13 2013, 06:26 PM) nerfed miniguns versus ... medium hull
STFN, that's pretty much is what this says and I'm all for it on that basis alone. I am a bit scared that player insanity will abound but nothing to be done about that really. I like how you related the mg1/2/3 to the nan1/2/3 somewhat. Since the changes to nan1/2/(3) along with other changes, too many people are currently taking the option of ignoring nans- again player related but some of it is ignorance of the changes. So we'll have to make sure people are educated in game more.
Weedman wrote:QUOTE (Weedman @ Mar 13 2013, 06:26 PM) Int Afterburner
I like even though the top speeds of the average int becomes a bit crazy but I have to reserve judgement until I fly ints for a bit with changes. I do like how the more improved the afterburner the less fuel efficiency you get with an int, it's a trade off that works fair and means think when you boost. It's also quite nice how the fighters booster gives them longevity as opposed to speed which is otherwise tied to fighter research.
Keep up the good work!