CC 13 Preview
-
Spunkmeyer
- Posts: 2013
- Joined: Fri Jun 27, 2003 7:00 am
- Location: Contact me regarding: CC, Slayer and AllegWiki.
Here's the link to the pre-release CC13:
http://dl.dropbox.com/u/21458077/cc_13.igc
Just drop the file in your Artwork folder.
Changelist coming soon.. putting up here so people can get it and help test it (could use some help, still need testing). There is a brief overview of changes under Version.
EDIT: Core has been updated as of the 22nd, if you get a sync error when you try to join, just download again.
http://dl.dropbox.com/u/21458077/cc_13.igc
Just drop the file in your Artwork folder.
Changelist coming soon.. putting up here so people can get it and help test it (could use some help, still need testing). There is a brief overview of changes under Version.
EDIT: Core has been updated as of the 22nd, if you get a sync error when you try to join, just download again.
Last edited by Spunkmeyer on Sat Aug 27, 2011 1:39 pm, edited 1 time in total.
Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.
AFAIK this is only up on Spunky's new server for now. Next monday is when it is due to get shipped out
Quick overview of changes, I'll do a full changelog when the final product ships
Quick overview of changes, I'll do a full changelog when the final product ships
Code: Select all
CC13 Changes
Changes
New autogen cvh for dreg/tf
Omicron scout reduced in size 15%
Rix SR scout change to utilize Plus' old school energy generators
Fig base mass changed to 30
1500 projectile speed on skycap with 1.33 lifetime
Tac now has mini shields, should have 40% sig of the small shields figs use but less health as well
10% reduction in sig on snipers as well as an increase in Sniper1's range and a decrease on energy use to bring it to Sniper 2 levels. Damage on Sniper 2 buffed about 16% I think
EWS 2 range increased to 650, EWS 3 increased to 800
Hvy scout capacity even with adv scout capacity
Fixes
Belter Omnifig mass adjusted to match the new belter faction mass
Last edited by DasSmiter on Mon Aug 22, 2011 12:50 am, edited 1 time in total.



Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
Code: Select all
New autogen cvh for dreg/tfor did you use the original MS cvh generator tool chain (pmesh) ?
I'm very curious here.
-
Spunkmeyer
- Posts: 2013
- Joined: Fri Jun 27, 2003 7:00 am
- Location: Contact me regarding: CC, Slayer and AllegWiki.
Just shorthand KG... probably the latter (Weed tweaked the hitboxes)
With this release, we are only including changes we had already discussed at length earlier, so it's a small release. Getting the fixed models out there ASAP (since many of you dislike the close-cropped hitboxes) is the main focus of this release. These are the same hitboxes as in XC, but we left Dreg consts alone. CC14 will be a lot more comprehensive but we'll try to move as fast as possible, targeting an end of September release for that at the latest.
A few clarifications regarding the other changes:
*Tac mini-shields will have 40%-35%-30% signatures. They recharge in 10 seconds, and have 65-80-100hp. We'll see how it goes and tweak accordingly based on your feedback.
*Skycap projectile speed went down from 2000 to 1500 to make it less uber. This should reduce effectiveness at deflection shooting.
*Fig mass change amounts to about a 10% accel and turn inertia boost fully loaded, and about 20% when empty. We may reduce parts masses (like minepack) next release to improve figs more, but we want to see how this plays out first. Galvs had their masses increased, so galving figs won't be any more agile (and we could increase galv mass even more if you want us to.)
*All Rix scouts are SR now. Basic figs can only rip to adv scouts. SFs and Adv SFs can't rip to scouts at all. The design is very tweakable so let us know how you like the balance.
*EWS3 now properly takes up a full slot (with the increased scan range, that was just an ungodly jump between EWS2 and 3)
We have a *long* laundry list of things already identified but we can't just dump them all into one release. Let us know what you want to see in the next release of CC, as well as any bugs you find including mount issues, balance issues, anything that looks/feels off etc.
With this release, we are only including changes we had already discussed at length earlier, so it's a small release. Getting the fixed models out there ASAP (since many of you dislike the close-cropped hitboxes) is the main focus of this release. These are the same hitboxes as in XC, but we left Dreg consts alone. CC14 will be a lot more comprehensive but we'll try to move as fast as possible, targeting an end of September release for that at the latest.
A few clarifications regarding the other changes:
*Tac mini-shields will have 40%-35%-30% signatures. They recharge in 10 seconds, and have 65-80-100hp. We'll see how it goes and tweak accordingly based on your feedback.
*Skycap projectile speed went down from 2000 to 1500 to make it less uber. This should reduce effectiveness at deflection shooting.
*Fig mass change amounts to about a 10% accel and turn inertia boost fully loaded, and about 20% when empty. We may reduce parts masses (like minepack) next release to improve figs more, but we want to see how this plays out first. Galvs had their masses increased, so galving figs won't be any more agile (and we could increase galv mass even more if you want us to.)
*All Rix scouts are SR now. Basic figs can only rip to adv scouts. SFs and Adv SFs can't rip to scouts at all. The design is very tweakable so let us know how you like the balance.
*EWS3 now properly takes up a full slot (with the increased scan range, that was just an ungodly jump between EWS2 and 3)
We have a *long* laundry list of things already identified but we can't just dump them all into one release. Let us know what you want to see in the next release of CC, as well as any bugs you find including mount issues, balance issues, anything that looks/feels off etc.
Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.
-
NightRychune
- Posts: 3065
- Joined: Tue Feb 17, 2004 8:00 am
It's not such a big deal either way. Don't worry about it.Spinoza wrote:QUOTE (Spinoza @ Aug 22 2011, 04:59 PM) Dammit, don't tell me I'm coming back to Alleg just in time to see Dreg and TF models get non WYSIWYG hit boxes.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
-
NightRychune
- Posts: 3065
- Joined: Tue Feb 17, 2004 8:00 am
there's also kind of a fundamental problem with this particular design of rix SR scouts because of the way cloaks work in allegiance (which is why I threw it out as a possibility fairly quickly)
as cloaks continue to "consume" energy after they are disabled until they are fully off and the ship is returned to its base signature, you can just constantly toggle it on/off and permanently keep your sig between 5-15% of the base value while receiving the full energy regen benefit, which completely defeats the purpose
as cloaks continue to "consume" energy after they are disabled until they are fully off and the ship is returned to its base signature, you can just constantly toggle it on/off and permanently keep your sig between 5-15% of the base value while receiving the full energy regen benefit, which completely defeats the purpose
Last edited by NightRychune on Mon Aug 22, 2011 3:53 pm, edited 1 time in total.
-
Bunnywabbit
- Posts: 965
- Joined: Sun May 15, 2005 7:00 am
- Location: Amsterdam, the Netherlands
So the cloak still works while it shuts down, but costs no energy?
Isn't that a game bug that needs to be fixed, rather than a problem with the core?
Isn't that a game bug that needs to be fixed, rather than a problem with the core?

current version r158 new beta as of jan 23 2012

