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Posted: Sun Nov 15, 2009 7:30 pm
by HSharp
XRM got nerfed by 50% then got perked 25% I believe...

Posted: Sun Nov 15, 2009 10:18 pm
by Xeretov
Gandalf2 wrote:QUOTE (Gandalf2 @ Nov 15 2009, 02:16 PM) Wait, what? I must've missed this. What was the perk?
XRM damage was increased by 30% in CC_06. It was a counter to the nerf they took in CC_03.

Posted: Mon Nov 16, 2009 6:32 am
by RealPandemonium
Why was HvyBoost created in the first place?

Posted: Mon Nov 16, 2009 8:40 am
by zombywoof
Heavy boost was added because it was felt that Figs weren't very good. Eventually with the advent of people realizing that Heavy Boost is uber, we discovered that yes, actually, figs *are* that good. So now we're going to nerf sup.

Posted: Mon Nov 16, 2009 8:58 am
by Drizzo
RealPandemonium wrote:QUOTE (RealPandemonium @ Nov 16 2009, 01:32 AM) Why was HvyBoost created in the first place?
Added by Noir to increase interest in Sup as a tech path due to Expansion being so dominant at the time.

Posted: Mon Nov 16, 2009 1:01 pm
by Gandalf2
Xeretov wrote:QUOTE (Xeretov @ Nov 15 2009, 10:18 PM) XRM damage was increased by 30% in CC_06. It was a counter to the nerf they took in CC_03.
Thanks for that :) Was on holiday for that release (and the subsequent 3 weeks).

Posted: Mon Nov 16, 2009 8:12 pm
by RealPandemonium
Drizzo wrote:QUOTE (Drizzo @ Nov 16 2009, 03:58 AM) Added by Noir to increase interest in Sup as a tech path due to Expansion being so dominant at the time.

Not necessary anymore, then.

On the other hand, people don't like to see tech removed altogether. Variety, spice of life etc.

I am reminded of this post:
RoboTel wrote:QUOTE (RoboTel @ Nov 10 2009, 12:07 PM) I was always disappointed by heavy booster, because it never seems to work as advertised. It was supposed to be this incredibly inefficient quick speed boost, but instead it always just seems like a better booster.

Would it be reasonable to actually make it just last a couple seconds and be incredibly powerful, or is there something restricting this?

While he may not have considered the balance aspect of his suggestion, perhaps Hvyboost can be altered to make it a different flavor of booster rather than an upgrade to Boost3?

Posted: Mon Nov 16, 2009 11:11 pm
by Mastametz
RealPandemonium wrote:QUOTE (RealPandemonium @ Nov 16 2009, 12:12 PM) Not necessary anymore, then.

On the other hand, people don't like to see tech removed altogether. Variety, spice of life etc.

I am reminded of this post:


While he may not have considered the balance aspect of his suggestion, perhaps Hvyboost can be altered to make it a different flavor of booster rather than an upgrade to Boost3?
If hvy boost remains it should be strictly for galving. Amazing accel but TERRIBLE fuel economy so to the point where you loading your cargo entirely of fuel is just enough to get from an aleph to an enemy base in record speed.

Posted: Tue Nov 17, 2009 12:01 am
by TheDevil
Make hvy booster only available after ADV SUp, boost 3 and ADV exp...this way there is a reason to go EXP besides SUP as 2nd tech...also if a team is allowed to mine freely that so it can afford 2 ADV tech bases and tech from it...then the opposing team shud pay for it ny facing uberness imo.

(Ps By asking to tie hvy boost to ADV exp I am not saying int should be allowed to use them.)

Posted: Tue Nov 17, 2009 2:41 am
by Psychosis
TheDevilâ„¢ wrote:QUOTE (TheDevilâ„¢ @ Nov 16 2009, 06:01 PM) Make hvy booster only available after ADV SUp, boost 3 and ADV exp...this way there is a reason to go EXP besides SUP as 2nd tech...also if a team is allowed to mine freely that so it can afford 2 ADV tech bases and tech from it...then the opposing team shud pay for it ny facing uberness imo.

(Ps By asking to tie hvy boost to ADV exp I am not saying int should be allowed to use them.)
that sounds like a truly worthless tech, remove it to make space for something else