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Posted: Fri Apr 04, 2008 1:11 pm
by Andon
Changes from 0.32F:Super-heavy KEWs no longer tied to KEW3Bomb damage fixed. Three bombs to kill a techbase now, rather than oneNuclear Missile damage fixed. Now takes 6.25 Missiles to kill a techbase with level 1, rather than 4 missilesSensor buoysHull tripledScan range increased to 4000Drone layer instead of basePrice changed to $1000Sensor Buoy sig lowered by 1/4ShipyardAllow shipyard cost decreased from $30k to $20kAll cap ship research costs reduced 25%Cylon 'Heavy Raider' and variant turn rates fixedViper and Raider masses increased 25%Blackbird fuel fixedHeavy KEW Damage vs Light ships (Raptors, Raiders, Vipers) reduced 25%Stealth Ship scan range increased 25% (To 2000)Armor Plating mass increased from 4 to 8UpdatesStealth Ships sig dropped to 15% (Was 50%)Signature Suppressor gives 35% additional sig when equipped (totalling 50%)Bomb gives 110% sig when equiped (Totalling 125%)Stealth ship sig will total 160% when equiped with Signature Suppressor and BombAdditions to 0.33A:Raptors can now mount Light Signature Suppressors
Posted: Sat Apr 05, 2008 12:06 am
by WhiskeyGhost
might wanna tone the damage on base killing weapons a bit more, especially since there are no static defenses or repair vehicles (which results in 1 person easily capturing or stealth bombing every base off the map).
Posted: Sat Apr 05, 2008 12:08 am
by Andon
That's what I did.
One stealth bomber can only kill one tech base and damage another.
I've also doubled the amount of normal anti-base missiles needed.
Posted: Tue Apr 08, 2008 2:00 am
by Andon
Updated
Posted: Fri Apr 25, 2008 10:12 am
by DrBeginner
The free missles that the colonial capship uses are better to use on bases then the payed ones. (even though it has less stats on it). It also should be renamed if your going to let it stay that way.
Posted: Fri Apr 25, 2008 3:23 pm
by Andon
Ship to Ship missiles are more effective on bases than Heavy Ship Nukes?
*goes to look*
Huh, so it is. That's going to be changed. Thanks!
Posted: Fri Apr 25, 2008 10:24 pm
by infamus5
You need to add guns and a MUCH faster engine to the blackbird for those of you who don't know i have seen both the episodes in which they build test and put in for a job the blackbird
it has very fast engines and can carry at least one KEW (probably 2) the two engines on that bitch are HUGE and are MUCH larger than that of the viper II and VI and DON'T even THINK I'm kidding I'm not i love BSG its the best space based show since Firefly yes you heard me right FIREFLY
other wise you did a great job especially on the models
however the Viper II has a weapon round spawn-point problem i cant remember which one it is
Posted: Sat Apr 26, 2008 3:33 am
by Andon
The right weapon mount on both the Viper MkII and the Cylon Raider are a little high. I intend to fix this soon (Next release).
Also - the Blackbird does NOT have guns. It carries a missile and that's it. Also, bear in mind that the core takes gameplay above realism. Just because it happens in the show doesn't mean it'll happen in the core. Things need to change in order for it to be balanced.