Nightflame wrote:QUOTE (Nightflame @ Feb 9 2012, 10:57 PM) Actually, they have less regen than normal scouts, even WITH the generator on in cc14.
Oh really? Numbers to that effect?
cashto wrote:QUOTE (cashto @ Feb 27 2012, 01:40 AM) The big brass balls award goes to Nightflame for mutinying spidey (and succeeding).



That was the model we (we as in in the Plus era, not CC) employed with Cruise missiles. They could be fired up to three times the range depending on your speed, but were big and slow, and therefore could be shot down. But that meant 1-2 defenders had to focus on that which made the work of cap turrets easier. In fact they were so easy to shoot down originally, their hull had to be increased. Any kind of run>4K without cruise was pretty dumb.girlyboy wrote:QUOTE (girlyboy @ Feb 9 2012, 09:29 PM) What about making XRM missiles even bigger and slower, so as to make them easier to shoot down? It'd scale a bit better than fidgeting with their damage output, wouldn't it?



As far as im concerned.. kill SY all thogether - dont waste much time improving it.Spunkmeyer wrote:QUOTE (Spunkmeyer @ Jan 25 2012, 09:26 PM) Hopefully the fuel nerf should compensate.
For CC15 we are also considering moving the He3 yield into SY, but then that will have to go along with more expensive Sup tech as the combination of lost of floating + half price tech may tip the scales towards sup.




