XRM Suck

Development area for FreeAllegiance's Community Core.
FazzBumm
Posts: 417
Joined: Wed Feb 27, 2008 4:22 am
Location: Germany

Post by FazzBumm »

XRM 1 + 2 should be buffed in damage a bit.

maybe move XRM 3 to the new SY as MK IV tech ? (depending on the idea of sy as MK IV tech)
Mastametz
Posts: 4798
Joined: Mon Sep 06, 2004 7:00 am
Location: Stanwood, WA

Post by Mastametz »

XRM 1 should have the damage of the potential XRM3
XRM 1 and 2 as they are useless for anything except small bases and if you have the money for hvy bombers/xrms then you are trying to kill tech bases (to end the game), not light bases, and you have probably galved them off by then.
There's a new sheriff in town.
pkk
Posts: 5419
Joined: Tue Jul 01, 2003 7:00 am
Location: Germany, Munich

Post by pkk »

Just some numbers:

Code: Select all

                         XRM 1          XRM 2
 release        core   damage  price  damage  price

May 2004  dn_000216      100      0     125      0
May 2004  dn_000217      120      0     150      0

Jul 2009      cc_02      120     20     150     20
Nov 2009      cc_03       60     20      75     20
Oct 2009      cc_07       78     20      97.5   20
Aug 2010      cc_10       78      0      97.5    0

Feb 2011       xc03      120      0     150      0
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
Mastametz
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Location: Stanwood, WA

Post by Mastametz »

so pretty much we're looking at putting them back to early DN value
There's a new sheriff in town.
BillyBishop
Posts: 476
Joined: Thu Sep 02, 2010 7:52 pm
Location: Calgary Montreal Vancouver (depending heh)

Post by BillyBishop »

Well 120/150 was thought of as a bit too deadly...

How about 80/100/125, if going to mkIII tech?
Phalanxe
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Location: Argentina

Post by Phalanxe »

RoyBrown wrote:QUOTE (RoyBrown @ Apr 11 2012, 02:15 PM) Well 120/150 was thought of as a bit too deadly...

How about 80/100/125, if going to mkIII tech?
it was deadly because threr were 30+ players on main games
QUOTE 08/15/14 20:08:53: BabelFish (all): there are too many blacks on[/quote]
100%
Vortrog
Posts: 1902
Joined: Tue May 03, 2005 7:00 am
Location: Sunshine Coast, QLD, Australia

Post by Vortrog »

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Vortrog
Posts: 1902
Joined: Tue May 03, 2005 7:00 am
Location: Sunshine Coast, QLD, Australia

Post by Vortrog »

Oh, and remember, buff XRM too much, FB's become no longer worth getting. Brood made a bloody good point in there.

Also, Figbees in our game could have been used effectively. It was just that it was easier to get everyone to sit in base and wait for a long drop than for an Aleph res followed by 10 screaming figbees to boost 3k + 1k to range of our exp.

The fact that XRM needs to go up in not a question, but too much and figbees die.

Psyc got figbees first because he thought it would work. It didnt and as he had @#(!loads of money he went for XRM. This decision for figbees first should remain preferred in my view as it still requires teamwork. After that, if the other team cant fight its way out of the hole, let it become point and click XRM death.

Actually, make it simpler. Increase the entire tech path cost for XRM by 30%, and buff it back to XRM1 = 120 damage. It then becomes the HoD of the bombing tech chain. If you can afford it, you deserve to win as a win button. Simple.
Last edited by Vortrog on Wed Apr 11, 2012 10:41 pm, edited 1 time in total.
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NightRychune
Posts: 3065
Joined: Tue Feb 17, 2004 8:00 am

Post by NightRychune »

pick one; xrms or fbs

make one useful, delete the other one

problem solved
DasSmiter
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Joined: Mon May 23, 2005 7:00 am
Location: Stillwater, Oklahoma

Post by DasSmiter »

Remove F/B access to AB and give it a heavy galv for dealing with tech bases?
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