XRM AB

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Alien51
Posts: 790
Joined: Fri Nov 02, 2007 5:28 pm
Location: Florida

Post by Alien51 »

I'd like to see XRM used more, I haven't seen it for nearly a year probably.
After skimming through these threads...

Hot Topic: XRM Missiles, FINAL VOTE!
XRM Antibase Missiles
XRM
Can we make XRM missiles useful again?
Un-Nerf XRM, Please :)

...it seems the reason why people didn't like XRM was that it couldn't be fought against. So people kept trying ways to discourage getting XRM.

I believe this to be the wrong approach when trying to fix gameplay issues. Trying to discourage its use is just prolonging the problem, and results in useless tech in the techtree.

If the problem truly was that XRM couldn't be fought against, then I propose we make it so it can be fought against. The way I see this happening is by increasing the XRM missiles' scale and maybe decreasing its acceleration (while keeping range of course, so increase lifespan); that way they'd be more easily shot down.

If this gets changed the dmg would have to be raised of course to justify the 'nerf'. I read in one of those threads that XRM dmg was halved at one point. That might be a good place to start. Double it. Just look at how many missiles it takes to kill things... There is 5 per rack, I think.

Here is a quick rundown. Approximations at 0kb...
XRM1 = 78, XRM2 = 97.5; dm08(Lt 15, ShieldMinor 10, HullMinor 15, Major 10); cc11b

Takes so many XRM missiles to kill...
Lt Tele, Lt Ref, and Lt Telerefinery
XRM1 = 9, XRM2 = 7

Lt Op
XRM1 = 12, XRM2 = 10

Teles and Refs
XRM1 = 10, XRM2 = 8

Hvy Tele
XRM1 = 13, XRM2 = 11

Hvy Op
XRM1 = 18, XRM2 = 14

Ops
XRM1 = 15, XRM2 = 12

Techbases and Shipyard
XRM1 = 26, XRM2 = 21

Adv Techbases, Drydock, and Garrison
XRM1 = 39, XRM2 = 31

Starbase
XRM1 = 52, XRM2 = 41
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Lutra
Posts: 56
Joined: Tue Feb 01, 2011 5:42 pm

Post by Lutra »

That's messed up, in my opinion... if someone manages to tech up that high, shouldn't they deserve to finally finish the game without an epic whorage intbombing full team push?
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Death3D
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Location: Panama City, Panama

Post by Death3D »

The counter argument was always 'this isn't prosperity'. 'True' Allegiance is Conquest.
One short sleep past, we wake eternally and Death shalt be no more; Death, thou shalt die! Image
Heyoka
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Location: Cottonwood, AZ

Post by Heyoka »

See XC03
Alien51
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Joined: Fri Nov 02, 2007 5:28 pm
Location: Florida

Post by Alien51 »

After skimming XC03 my thoughts are, "Just looks like a big nerfjob, which sucks."
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Heyoka
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Joined: Mon Aug 09, 2010 5:06 am
Location: Cottonwood, AZ

Post by Heyoka »

Alien51 wrote:QUOTE (Alien51 @ Feb 25 2011, 06:54 PM) After skimming XC03 my thoughts are, "Just looks like a big nerfjob, which sucks."
You are completely mistaken. Look again and use your brain.
Archangelus
Posts: 2376
Joined: Sat Mar 31, 2007 7:36 pm
Location: Paradise City

Post by Archangelus »

Are those using old xrm damage or new xrm damage? Because to me, in both situations his math looks terribly wrong... and I suck at math.

Alas, making XRM hittable would be good, but doubling its damage wouldnt.
pkk wrote:QUOTE (pkk @ Jul 18 2014, 06:08 AM) Seems like some people forget, that they're guest here and their status can be removed any time.
Adept
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Location: Turku, Finland

Post by Adept »

XRM TP2 drops were pretty boring compared to figbee runs. It's just a math game.
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<bp|> Maybe when I grow up I can be a troll like PsycH
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NightRychune
Posts: 3065
Joined: Tue Feb 17, 2004 8:00 am

Post by NightRychune »

Adept wrote:QUOTE (Adept @ Feb 25 2011, 04:10 PM) XRM TP2 drops were pretty boring compared to figbee runs. It's just a math game.
and? so is everything else
Alien51
Posts: 790
Joined: Fri Nov 02, 2007 5:28 pm
Location: Florida

Post by Alien51 »

TP2 drops are boring in general, and besides they require Adv Sup and Starbase. XRM only requires Starbase and Sup. If all these changes are implemented XRM TP2 would be more fun than FigBee TP2 imo.

Arch I labeled the dmg being from core cc11b.
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