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Posted: Tue Apr 10, 2012 4:08 am
by DonKarnage
these cores need to have their mechanics changed to scale better.

The larger a team gets, the better things like XRM, fig bombers, and stealth bombers become, and the weaker things like HTTs and bombers are.

Actually, any game-ending mechanic that doesn't rely completely on nans for survival will be prone to this scaling issue, and because 1 nan cannot cover for 1 attacking pilot, larger teams will crush offences based around one priority target.

Posted: Tue Apr 10, 2012 5:28 pm
by Alien51
Allow regular bombers to use XRM for one thing.

Personally I'd like to perk XRM dmg but make it easier to shoot down.

Posted: Tue Apr 10, 2012 10:54 pm
by DasSmiter
Nan actually scales really well around priority targets (like bombers), but loses out as numbers increase mostly due to nan applying as a bullet instead of a beam.

Posted: Tue Apr 10, 2012 11:52 pm
by BillyBishop
The nan3 idea on XC was popular, and if you limited the tier 3 tech to incl starbase, that is a nice option too.

Also on general subject of feebee vs xrm hvy bbr, both are very different and frankly the ability to turn a hvy bbr and maintain maximum movement is more skillful then holding down the feebee boost while right clicking... just sayin'.

Posted: Wed Apr 11, 2012 4:08 am
by DonKarnage
I really wish there was an alternative way to scale the game that didn't involve the task of shooting blue rings out of a bloated crotch ship that dies in half a second to interceptor fire.

You don't win the game by having what most would consider as 'fun', you win by doing menial slave labor that only people who hate themselves would do, like probe.

Posted: Wed Apr 11, 2012 4:13 am
by Mastametz
DonKarnage wrote:QUOTE (DonKarnage @ Apr 10 2012, 09:08 PM) I really wish there was an alternative way to scale the game that didn't involve the task of shooting blue rings out of a bloated crotch ship that dies in half a second to interceptor fire.

You don't win the game by having what most would consider as 'fun', you win by doing menial slave labor that only people who hate themselves would do, like probe.
Not true. If you're camping all of the enemy's red doors, you don't need to probe. and everyone gets to have fun whoring.

Posted: Wed Apr 11, 2012 4:49 am
by Psychosis
that is actually a solid idea, allow XRM 1 on reg bombers, and reserve XRM 2 to hvybombers and perk them both a little bit. maybe add XRM3?

Posted: Wed Apr 11, 2012 8:12 am
by Mastametz
I don't see the point in having to research things that are useless just to fulfill prereqs for something else
if they are worthless they should be removed or buffed
and if they are removed then just make the tech they were a req for, cost more

i.e. get rid of xrm 1 and 2
implement XRM that doesn't suck
why have xrm 1 2 and 3 if 1 and 2 both suck
it's just redundant

Posted: Wed Apr 11, 2012 1:44 pm
by Alien51
Sheriff Metz wrote:QUOTE (Sheriff Metz @ Apr 11 2012, 04:12 AM) I don't see the point in having to research things that are useless just to fulfill prereqs for something else
if they are worthless they should be removed or buffed
and if they are removed then just make the tech they were a req for, cost more

i.e. get rid of xrm 1 and 2
implement XRM that doesn't suck
why have xrm 1 2 and 3 if 1 and 2 both suck
it's just redundant
+1

Same goes for all tech. Galv for Figbees?

Posted: Wed Apr 11, 2012 2:50 pm
by ryujin
research time is a factor, and price.
if pre-req's are removed, price and time need to be adjusted to keep balance