CC14 Preview

Development area for FreeAllegiance's Community Core.
Post Reply
BillyBishop
Posts: 476
Joined: Thu Sep 02, 2010 7:52 pm
Location: Calgary Montreal Vancouver (depending heh)

Post by BillyBishop »

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?
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

They have a couple of seconds less nan time, nothing major (don't have ICE with me)

XRM missiles are one of those things that are either overpowered or not very desirable. Right now they are NOT useless though. You can easily get an entire slot-load off and switch to ABs before you get into AB range... it's just people expect more return from the investment for whatever reason.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

Nightflame
Posts: 122
Joined: Wed Jul 13, 2011 4:40 pm

Post by Nightflame »

10 base sr scout regen + 45 from the energy gen for a total of 55. Most scouts have 60. They do have 1300 base energy instead of 1200, so it evens out some.

About xrm: A rack of XRM2 does less damage than one SRM AB2. Standard adv techbase shield regen is 100, at five seconds between missiles, half of the XRM damage is just regen'd. It's not totally useless in a normal run, but I'd take another rack of ammo, SRM, or CM instead. Small bases could be worth shooting xrm at, but it's in sup, and sup has galv, so why bother? The other option is to make xrm usable in big TP2fests, but everyone seems to hate that. Plus it scales poorly.

Other stupid fixes: XRM emp, kills shields, but is no good in mass drops. XRM seismic, blow up he3 from across the sector! XRM cluster$#@!, looks like a scout/prox mine. Good for confusing incoming ints. XRM HK, more fun in sup than in SY!
cashto wrote:QUOTE (cashto @ Feb 27 2012, 01:40 AM) The big brass balls award goes to Nightflame for mutinying spidey (and succeeding).
DasSmiter
Posts: 3820
Joined: Mon May 23, 2005 7:00 am
Location: Stillwater, Oklahoma

Post by DasSmiter »

Hwat

XRM is pretty much only useful in giant tp2 fests, that's the reason is saw the nerfs it did. They require a light touch most of the time because their power really ramps up if you have more bombers firing them. IIRC at one point you could rip in your entire team of thirty people at 4k range against heavy ints and still knock a base out before half of the bombers made it to 2.5k
ImageImageImage
Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
Makida
Posts: 1793
Joined: Tue May 08, 2007 12:04 pm
Location: Canada

Post by Makida »

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?
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

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?
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.

However there were typically only 1 or 2 caps involved. I don't know how well it'd scale with a small ship tp drop.


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

DasSmiter
Posts: 3820
Joined: Mon May 23, 2005 7:00 am
Location: Stillwater, Oklahoma

Post by DasSmiter »

Certainly we can increase their size to make them shoot downable if people wish, but what they need the most is a constant dmg output adjustment compared to average game size relying on the large edge of the fat bell to be the predicted game size.

So whereas right now I htink they're balanced towards the 20-25 side of game size we might push that down to ~15 with a damage increase if people wish it
ImageImageImage
Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
boe
Posts: 101
Joined: Sun Jan 22, 2012 2:41 pm

Post by boe »

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.
As far as im concerned.. kill SY all thogether - dont waste much time improving it.
I have never seen decent enought players on main to use SY at all.. in past half year at least.
All i see is.. SY has mostly been used as "abuse" in small games - SY rush.. the entire team fits to one or two big ships and thats about it.

PS: instead of locking tech under SY, get some SY tech out to garr,sup,tac,exp instead.
For example make GS more usable.. bring sky2 to garr or smthng like that..
Last edited by boe on Sat Feb 11, 2012 11:58 am, edited 1 time in total.
Mastametz
Posts: 4798
Joined: Mon Sep 06, 2004 7:00 am
Location: Stanwood, WA

Post by Mastametz »

Do you guys have any idea how figs and ints match up?
I will pod most people in this community with with an enh fig with seeker2 gatt2 minepack1 (all floating tech) vs a mini2 int
No, an int shouldn't be able to boost across 4 sectors. Neither should a fig be able to stand toe-to-toe with an int.
How can you in your right mind nerf int fuel 20% without nerfing a figs survivability or dmg against an int?
Figs are better. Ints are just more fun because they go faster. and that's why it has the highest win %, because people want to play it more than other things.
Ints also require much more support and situational awareness because if you're stuck 2 sectors from home and something of yours falls under attack - there's little you can do about it.

How many ways can I explain this?
But I guess it's just a matter of you don't want exp to be the "most fun" path, and the only way to do that is to make it suck

I honestly swear to god you don't pay any attention to community feedback at all - unless it backs up what you already wanted and intended to do.
You will kill this core - and this game - by mindlessly nerfing expansion.
Last edited by Mastametz on Tue Mar 20, 2012 8:02 am, edited 1 time in total.
There's a new sheriff in town.
Adept
Posts: 8660
Joined: Thu Sep 27, 2007 12:53 pm
Location: Turku, Finland

Post by Adept »

I'll pull up some numbers for you Masta, on how quickly ints take figs down.

You managed to draw attention to the one point in game where figs draw close to parity with ints, that is to say, enhance tech level.

Mini 1 -> 2, more fuel and a little more hitpoints for the ints is much less than the advantage of the fig getting the 3rd gatling. Enhanced figs can stand up to ints... almost. Minepacks really are the @#(!, but their effective use requires more skill than most fighter jocks have.

Mini 3 heavy int, on the other hand blows an advanced fig away so fast it's not even funny ;)
ImageImageImageImageImage
<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
Post Reply