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Posted: Sat Oct 14, 2017 3:58 am
by zombywoof
Vortrog wrote:QUOTE (Vortrog @ Oct 13 2017, 08:41 PM) Please accept my apology then. Totally missed that. I get the dumbass of the month award
No worries man! I just wanted to make sure I understood what you were saying before I responded. Yeah PP scan range got nerfed way the $#@! down for PP2, which was the original goal.
Posted: Sun Oct 15, 2017 1:07 pm
by Papsmear
Looking forward to seeing what affect the speed buffs do to game play.
Love what you did with pods.
When is this getting released?
Posted: Sun Oct 15, 2017 4:50 pm
by zombywoof
I believe everyone has the necessary files we're just waiting for BT to have time to put it and the new drac models onto the servers.
Posted: Mon Oct 16, 2017 8:26 am
by dusanc
Can we have default loadout for every scout to contain nan, prox, ammo and probe in cargo. I'd have a lot easier time explaining beginners what to do because in 90% time they (and a lot of voobs) launch with bad loadout.
Thanks
Posted: Mon Oct 16, 2017 9:00 am
by Bunnywabbit
phoenix1 wrote:QUOTE (phoenix1 @ Oct 14 2017, 05:58 AM) No worries man! I just wanted to make sure I understood what you were saying before I responded.
That is going to be my favorite quote of the month.
Posted: Mon Oct 16, 2017 10:00 am
by MagisterXF94
I admit I know next to nothing about core dev.
But if this core's release touched up the general pace, why dd you leave miner travel speed untouched?
Posted: Mon Oct 16, 2017 3:30 pm
by zombywoof
DusanC wrote:QUOTE (DusanC @ Oct 16 2017, 01:26 AM) Can we have default loadout for every scout to contain nan, prox, ammo and probe in cargo. I'd have a lot easier time explaining beginners what to do because in 90% time they (and a lot of voobs) launch with bad loadout.
Thanks
I don't think that's possible, but I'll look into it. I think there's code considerations there.
Senor NoirSol wrote:QUOTE (Senor NoirSol @ Oct 16 2017, 03:00 AM) I admit I know next to nothing about core dev.
But if this core's release touched up the general pace, why dd you leave miner travel speed untouched?
Ah, the reasoning is fairly simple: I don't want to make attacking miners harder than it is. Right now in the time it takes for basic cons to plan 2 sectors away you can mine out your home and be finishing your second sector. By not increasing the walk speed or mining speed of the miners, they stay where they were for the first few minutes, but the other ships have an extended opportunity to disrupt that early mining.
In this case it was a question of increasing the pace when it came to the things I wanted increased. I wanted more con movement and people less tied to con escort, but I *also* wanted more miner offense and defense.
Posted: Sat Oct 21, 2017 3:56 am
by BackTrak
Posted: Thu Nov 16, 2017 1:17 am
by Xynth
I added a trello card to investigate default scout loadouts.