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Posted: Wed Apr 11, 2012 9:16 pm
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)
Posted: Wed Apr 11, 2012 9:20 pm
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.
Posted: Wed Apr 11, 2012 9:37 pm
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
Posted: Wed Apr 11, 2012 9:39 pm
by Mastametz
so pretty much we're looking at putting them back to early DN value
Posted: Wed Apr 11, 2012 10:15 pm
by BillyBishop
Well 120/150 was thought of as a bit too deadly...
How about 80/100/125, if going to mkIII tech?
Posted: Wed Apr 11, 2012 10:24 pm
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
Posted: Wed Apr 11, 2012 10:28 pm
by Vortrog
Posted: Wed Apr 11, 2012 10:31 pm
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.
Posted: Wed Apr 11, 2012 10:40 pm
by NightRychune
pick one; xrms or fbs
make one useful, delete the other one
problem solved
Posted: Thu Apr 12, 2012 2:24 am
by DasSmiter
Remove F/B access to AB and give it a heavy galv for dealing with tech bases?