Page 9 of 10
Posted: Sat May 16, 2009 7:47 am
by NightRychune
IMO the best way to change or rebalance IC would be to remove their Lt ints and give them basic figs to start with. It would radically change the way their openings are played, and negate the int vs fig advantage they have over most other factions while simultaneously bolstering them in other areas to compensate. It would increase their ability to defend early-game miners and use TPs, essentially, as refineries early on, and it would give them another potential tactic of aggressive carrier maneuvers early on - aided by IC's above average ship energy values. The same could be done to Dreg, although their Lt ints are extremely lackluster and what makes their opening dangerous is their speed and not their int power, but that's a discussion for another topic.
Posted: Sat May 16, 2009 7:33 pm
by Dorjan
I would love for dreg to start with figs over ints!

Posted: Sat May 16, 2009 7:45 pm
by HSharp
Just wondering, what has changed since DN.xx to CC03 with IC?
Malicious Wraith wrote:QUOTE (Malicious Wraith @ Dec 11 2007, 03:24 PM) At the time of this post, for this month, IC is listed as one of the worst factions for winning (Only above TF).
How the hell can the best faction in the game be played so badly? What is wrong with you all.
Discuss.
takingarms1 wrote:QUOTE (takingarms1 @ Dec 11 2007, 03:55 PM) Oh give me a break - better than GT or Rix? You've got to be kidding. I'm not saying it's the worst, but it is certainly no longer the best. Unless you're speaking metaphorically, then I agree
Have people just learnt to fly better with IC? Are commanders learning how to comm better with IC? Or are pilots/comms getting worse with other factions?
I would like to see IC lose ungalvable ops and teles but I don't think it's so much a nerf, it's not going to affect IC unless the enemy goes sup and even then IC can still push thier techbases around.
Posted: Sat May 16, 2009 9:54 pm
by juckto
Posted: Sun May 17, 2009 5:21 am
by pkk
HSharp wrote:QUOTE (HSharp @ May 16 2009, 09:45 PM) Just wondering, what has changed since DN.xx to CC03 with IC?
Your list:
pkk wrote:QUOTE (pkk @ Apr 30 2009, 07:02 PM) IC has a long history of "peeks" and "nerfs":
DN000460:
IC he3 speed increased to 85% (70%)
DN000401:
IC he3 speed decreased to 70% (75%)
DN000362:
IC needs 3 mins to upgrade techbase (instand of 2)
DM000301:
IC needs 4 mins to build a tech con (instand of 5)IC gets 20% energy bonusIC he3 speed increased to 75% (50%)
DN000216:
IC needs 5 mins to build a tech con (instand of 2)
DN000204:
IC he3 speed decreased to 50% (100%)
DM MS 1.25:
loosing 5% shiphull
MS 1.23:
TT/HTT no longer can mount HvyCloak
MS 1.22:
IC no longer needs to research Rescue Probe
MS 1.21:
IC miners mine at normal speed, but carry 25% less he3IC no longer has to research Enh/Adv shipsIC no longer starts with XRM Cruise Missile researchedIC Figs/Ints have closer gunmountsIC does 5% less damage with gunsIC does 10% more damage with missiles
MS 1.11
IC Cruisers are 25% more expensiveIC HvyOP lose 33% of hull and shieldsIC miners can offload at techbases
MS 1.1
IC gets Rescue Probe, must be researched in GarrisonIC income increased to 525 creditsIC Cruisers can mount Destroyer class missilesIC OP costs decreased? to 5000 creditsIC Tele is no more galvableIC gets DevastatorsIC Tele rescues pods
PS:
This list is fragmentary.
Posted: Wed May 20, 2009 9:45 pm
by BobtheHobo
What if we made ops galvable but not teles? This would make sup better against IC, in particular IC exp, while encouraging IC to go sup and tac because it will be spamming teles.
Posted: Thu May 21, 2009 11:13 am
by finki
Sorry I stopped reading the topic on page 2, just my 2 cents:
Make IC miners rip slower. TEK tells me the ripcord time is 30seconds at the moment. A scout with gat1, dumb1 needs 46,3seconds, when the miner starts ripping when his shields are away the scout still needs 37seconds (on 100% accuracy).
Make IC mining more fragile, don't let them escape with completely undefended miners in early game. Increase the riptime by 10seconds so a scout can solo the miner if the enemy commander isn't aware and the pilot can aim.
In my eyes this also doesn't ruin ICs econ. On your perfect mining chain your miners will never rip, the ripcord ability is for security measures and to get across the whole map in one jump after you ran into a dead end, need to send a miner from your home back in action quick and safe, or after assault mining - something all other factions cant do so easy like IC anyway.
Posted: Thu May 21, 2009 11:51 am
by notjarvis
finki wrote:QUOTE (finki @ May 21 2009, 11:13 AM) Sorry I stopped reading the topic on page 2, just my 2 cents:
Make IC miners rip slower. TEK tells me the ripcord time is 30seconds at the moment. A scout with gat1, dumb1 needs 46,3seconds, when the miner starts ripping when his shields are away the scout still needs 37seconds (on 100% accuracy).
Make IC mining more fragile, don't let them escape with completely undefended miners in early game. Increase the riptime by 10seconds so a scout can solo the miner if the enemy commander isn't aware and the pilot can aim.
In my eyes this also doesn't ruin ICs econ. On your perfect mining chain your miners will never rip, the ripcord ability is for security measures and to get across the whole map in one jump after you ran into a dead end, need to send a miner from your home back in action quick and safe, or after assault mining - something all other factions cant do so easy like IC anyway.
This was attempted with the
new Community Core. But was rolled back, as there is a code issue which does not let the ripcord tiem > 30 seconds.
Posted: Thu May 21, 2009 2:45 pm
by DasSmiter
Obviously the attempt to slow down IC's econ didn't work out so hot, what are we going to do until that bug is fixed?
I think a slight nerf to IC miner speed might work. It would mean that IC miners early game need more protection that IC miners late game and makes it so that mining with teleports is necessary instead of just a bonus.
Posted: Thu May 21, 2009 2:58 pm
by RoboTel
The thing about IC economy is that their miner's are able to rip and dock in a number of locations, making them well defended.
What if they got a nerf that is not directly related to this, such as a significant increase in signature so that they were trivially detected by the enemy. This way it would be easier to disrupt IC mining operations forcing them to guard their miners constantly, but the miners themselves are not particularly likely to die.
On a side note, why do they have as much of a missile damage increase as the missile faction? I never understood this. I suppose it is to encourage sup and tac, which adds to their variety a bit, but perhaps dreg should get an increase just to show that they are ahead.