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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?