Let's see:
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 21 2006, 12:19 AM) Dreg Economy:
Miner Yield 1.25 (1.35)
Miner Capacity 0.8 (0.75)
Old Dreg miner load: 7290
New Dreg miner load: 7200
So not a notable difference there, meaning the time to first tech won't be any longer, just the money will run out faster (i.e. less long-term money).
Should de-uberify Dreg reasonably, in my opinion.
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 21 2006, 12:19 AM) Rix Gunship:
2 front MiniAC (instead of 2 full AC)
Hmm.... first off, unlike DN, GoD2 only has one MiniAC (in other words, it doesn't upgrade with your AC Turret technology).
Now, let's take a look at the damage outputs:
Code: Select all
Weapons:
-------------------------------------------------
Name RoF DPS Damage Table
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MiniAC 12.05 90.4 DM05 (minigun)
AC1 12.05 118.0 DM11 (turrets)
AC2 12.05 150.3 DM11 (turrets)
AC3 12.05 186.6 DM11 (turrets)
Damage Tables:
-------------------------------------------------
Name Light Med Util Shield
DM05 1.0 0.75 0.25 0.5
DM11 1.0 0.85 0.5 0.5
-------------------------------------------------
So, what does that mean? Let's have a little graph.
(sorry for the white background, 'tis just a few clicks' work in Excel)
Expressed in percentages, the proposed change would cause the following drop in damage per second:
Code: Select all
MiniAC Effectiveness:
Compared to: Light Med Util Shield
-----------------------------------------------------------
AC1 76.7% 67.6% 38.3% 76.7%
AC2 60.5% 53.4% 30.3% 60.5%
AC3 48.4% 42.7% 24.2% 48.4%
So in general, we'd be looking at a 25-50% cut in damage output. Should be enough to handle the "too uber" aspect...
The drop is most obvious in the "against util hull" category (which is caused by the different damage table), but is significant across the board, especially compared to AC2 and AC3).
Grimmwolf_GB wrote:QUOTE (Grimmwolf_GB @ Sep 21 2006, 12:19 AM) Floating Ammo and fuel now have seperate icons
Yay! /wub.gif" style="vertical-align:middle" emoid=":iluv:" border="0" alt="wub.gif" />