Page 4 of 6

Posted: Sun Jul 24, 2011 9:29 pm
by spideycw
giga now sucks

Posted: Mon Jul 25, 2011 5:02 am
by Shizoku
I guess you didn't get the memo, giga has always sucked.

Posted: Mon Jul 25, 2011 5:14 am
by Clay_Pigeon
I'm actually not entirely convinced that specmines need to be removed, but that's why Night makes the big bucks.

I'd be more interested in specmines that a team has to defend as ardently as a miner. Specifically

*Turning off ripcord receivers on giga specs. You need to defend specs with bases (bitch).
*Make Dreg specs lt bases, like giga
*Tuning paydays to be proportional (in some way) to what a working miner would bring in over time. For example, each dreg spec may be worth a fifth or quarter miner. Various giga specs may range from a third to half a miner. BTW, I just pulled those numbers out of my ass, so I'm not actually proposing them or anything (just using them as an example).

Posted: Mon Jul 25, 2011 5:52 am
by NightRychune
That design sounds good on paper, but it suffers from the same problem that Giga light bases in general do: you can't adjust anything in Allegiance to scale with game sizes. It's a cool concept, yeah, but there's just no way to make it work where it's not absurdly good in small games and frustrating to deal with, and isn't entirely useless in larger games.

Posted: Mon Jul 25, 2011 12:28 pm
by DonKarnage
Hmm, well you could give specs only hull (more of it), no shields, and let nans be the scaling buffer, but then galvs would need to be adjusted so as to not out-damage the repairs of 3 times as many scouts.
If that doesn't sound practical, what about replacing galvs with $20x5 racks of anti-lt/minor torpedoes? Having no cost or nan buffer makes it way over-powered in larger games

Posted: Mon Jul 25, 2011 12:41 pm
by NightRychune
galvs are a fascinating conundrum

if it turns out that sup becomes really really good at bombing with ab3/ac3/nan3 at the adv tech level i could justify removing galvs entirely, though

Posted: Tue Jul 26, 2011 2:38 am
by Spunkmeyer
Increasing the advanced scout signature runs counter to that though. It makes TP2 drops much harder. What was the reasoning behind that? If you dislike FB drops, isn't it better to hit FBs instead?

Posted: Tue Jul 26, 2011 2:45 am
by NightRychune
the notion of having .5 sig adv scouts flying around which you can buy for 10k with no ability to get pulse probes seemed pretty dumb at the time

sitting around camping @#(! for 15-30 minutes at a time while you wait for that ONE GUY to fly his scout around into the appropriate position is also really terrible, really dumb gameplay and it should (and currently does) require a more concentrated team effort where you have to take a carrier and/or a bunch of figs, push into a sector, $#@! the other team up and THEN slip your scout in

Posted: Wed Jul 27, 2011 8:12 pm
by Clay_Pigeon
NVM: You're in chat

Posted: Wed Jul 27, 2011 9:06 pm
by NightRychune
the reworked giga is quite fantastic

i should also mention (since i didn't put it in the changelog) that all of gigacorp's lxy small craft require SY to be turned on in order to be available