Posted: Wed Jan 23, 2013 4:08 am
I will conceed rix may be overpowered, but that can be changed, rix scouts may need to be looked at in special terms of energy recharge and total energy
cc16 solution was to halve scout recharge energy rate and add the reverse energy item
perhaps giving scouts more energy, less recharge, and a higher ripcost would solve issues of rix scout rapid deployment (with side effect of breaking fighters and sfs, meaning their ripcost would probably have to be altered)
I truly wanted to get away from the SR designation, but if rix is to continue to have ripcord scouts, it may be that or using the cc model as the means. On the other hand, I can say that being opposite of rix, I know what to expect, and it is fun chasing them down and killing them as they ripcord in. I cannot be the only one.
normal scouts have 1200 energy
and 60 energy recharge/ second I believe
so In 20 seconds, your scout is fully charged and is ready for another scout to rip in
yes that is somewhat fast, as the more you rip in, exponentially quicker to reinforce with more scouts
as for the nanite change, I don't see how changing from 50% effectiveness at nanite operations to 75% effectiveness equates a 50% improvement, it's a 25% improvement isn't it
nan2 is -30 damage, 4 shots /second,. -120 damage per second excluding faction ga and damage gas, I think people forget that pw damage, also effects nannite operations
so at -120 dmg /second X 0.5 (nanite did -60 dmg / second on super hvy class hull)
-120/second X 0.75 (-90 damage / second on super hvy class hull)
super hvy class = cruisers
hvy class= corv, attack carrier, frigate, destroyer, devastator, assault ship
a 50% increase would mean nanite2 does the full 1.0 modifer on super hvy class and would do -120 dmg /second
cc16 solution was to halve scout recharge energy rate and add the reverse energy item
perhaps giving scouts more energy, less recharge, and a higher ripcost would solve issues of rix scout rapid deployment (with side effect of breaking fighters and sfs, meaning their ripcost would probably have to be altered)
I truly wanted to get away from the SR designation, but if rix is to continue to have ripcord scouts, it may be that or using the cc model as the means. On the other hand, I can say that being opposite of rix, I know what to expect, and it is fun chasing them down and killing them as they ripcord in. I cannot be the only one.
normal scouts have 1200 energy
and 60 energy recharge/ second I believe
so In 20 seconds, your scout is fully charged and is ready for another scout to rip in
yes that is somewhat fast, as the more you rip in, exponentially quicker to reinforce with more scouts
as for the nanite change, I don't see how changing from 50% effectiveness at nanite operations to 75% effectiveness equates a 50% improvement, it's a 25% improvement isn't it
nan2 is -30 damage, 4 shots /second,. -120 damage per second excluding faction ga and damage gas, I think people forget that pw damage, also effects nannite operations
so at -120 dmg /second X 0.5 (nanite did -60 dmg / second on super hvy class hull)
-120/second X 0.75 (-90 damage / second on super hvy class hull)
super hvy class = cruisers
hvy class= corv, attack carrier, frigate, destroyer, devastator, assault ship
a 50% increase would mean nanite2 does the full 1.0 modifer on super hvy class and would do -120 dmg /second