XC07

From the Dark Nebula, a new star is born.
dusanc
Posts: 1302
Joined: Sat May 16, 2009 12:06 pm
Location: СРБИЈА/Serbia

Post by dusanc »

:salute:
- "History repeats itself for a reason" - "It's easy to cry for war when you've never experienced it" - "It's better to negotiate for 10 years then make war for 10 days" - "The strong do as they will, and the weak do as they must"
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Sundance_
Posts: 1119
Joined: Fri Jul 29, 2011 11:43 pm
Location: Minnesota
Contact:

Post by Sundance_ »

I like it!
Psychosis wrote:QUOTE (Psychosis @ Jan 12 2012, 09:42 PM) someone has to do it, and your vagina seems to be closed for business.
FreeBeer wrote:QUOTE (FreeBeer @ Sep 8 2011, 06:12 PM) Blow up toys never say no.
TheAlaskan wrote:QUOTE (TheAlaskan @ Sep 20 2012, 02:19 PM) Sundance_ is my boy.
Phalanxe
Posts: 1342
Joined: Thu Dec 25, 2008 7:41 pm
Location: Argentina

Post by Phalanxe »

so.. we good to go?
QUOTE 08/15/14 20:08:53: BabelFish (all): there are too many blacks on[/quote]
100%
Weedman
Posts: 2137
Joined: Tue Jul 15, 2003 7:00 am

Post by Weedman »

CODEbuild is an xc02 build, no disrespect to the
later xc versions, initially I had started
from xc06 and added phoenix to it, which
unfortunately is not working and so I have
started over, but on xc02 instead, naming this
version xc07

make sense?

didn't think so.

Phoenix will have to wait.

ew disruptor2 removed from treasures
minepack1 added to treasures, 1 chance
med2 added to treasures, 1 chance
small2 added to treasures, 1 chance
cm2 added to treasures, 1 chance
gat2, mg2, sniper1, utl2, probe2, hunter2, qf2,
prox2, emp1, dumb2, nan2, mrm2, lb1, retro1
changed to 1 chance
(I added sup tech to this list because sup has to
spend the most money on weapons or equipment to be
effective, however not everybody at the party gets
a piece of cake, so you will probably have to buy
some of this)


heavy scouts return


pulse probe return, radius 5000 m
changes: 1 per rack or 1 per slot
loadout changes to accomodate 1 pp per slot
int and hvy int, change pack to "2"
change pp cargo payload to "2"

scout and adv scout can load 1 pp per slot
hvy scout can carry 2/ slot
lxy scout 3/ slot (this is excessive and if needs
to be fixed, it will be)
rix sf 2/slot
rix adv sf 3/slot (omg)
rix sb 3/slot (lol)
tf sf 2/slot
tf adv sf 3/slot (tf sbs get no love I guess)
assault ships 2/ slot
gt assault carrier 4/slot (? amazing the @#(! I
learn going through ice)

frankly if you're driving an assault ship and you
want to drop 20 pp, by all means, go for it newbs

adv fighters rip time to 8.5, from 7

carrier drone requires shipyard
enh carrier development requires shipyard
(as you have noticed games are small and carriers
have become a crutch and quite frankly a nuisance)

freighters disabled
corvettes disabled
attack carriers disabled
(these are support vessels and in the current
state of allegiance they are not worth using, the
aim is to return destroyers, devastators, assault
ships etc to actually achieve a goal instead of
fly in circles with capital ships

Buying Light Class in shipyard will remain, even
though you will not receive the ships listed in it
as I have disabled them. For now this is a patch
and one way to prevent instant capital ship rush
with medium class. Some factions actually dev
light class in their faction modifier anyway so
they would have access to medium class purchase
dev. It is a work in progress. So many changes
can be implemented, but rather than completely
break shipyard, I think this will remain for now,
games are so small now, a time delay would be wise
as it is.

fighter bomber development disabled
(try it for now, if necessary it can
be re-enabled easily, nan3 is implemented to
promote bomber and htt operations, con pushes etc)

stealth bomber [ng] disabled

XRM & XRP Antibase1 damage changed to 120, from 78
XRM & XRP Antibase2 damage changed to 150, from 97.5

mrm quickfire changed to damage class 14

ew nanite 3 - damage= -37.5
(nan2 is -30, nan1 is -22.5, nan3 requires starbase
and nan2 of course, if this is too strong, will
require more to buy later, adv tech or some other
combination)

ew disruptor development disabled
ew disruptor weapons disabled
ew galvonic blaster requires adv fighter to research
(ew disruptor has limited role in allegiance and should
be removed, it is a waste of money, newbs mount it,
and die, commanders get angry, giga will benefit little
as lt bases can still be killed, cap ships will benefit
but consider how supremacy works, all your forces can be
on the offensive and in 10 seconds be in a dense
defensive formation to oppose cap ships, sup is the
only path that is capable of this, sup does not
need this weapon period and I highly doubt anyone
will miss it)

retrobooster, moved decimal point to extend booster
fuel burn (longer burn) was -0.001, is -0.0001

troop transport, can mount 1 SRM EMP per rack
TF can mount 1 ebs cannon, 500 energy, 60 recharge
RIX can mount 1 stinger, 500 energy, 30 recharge
before you piss and moan about OP, read the following
tt sig 1.5, was 1
tt speed 60, was 75
(tt have always been useless, just a ship that you have
to buy before you can get htt, because requiring a
bomber to drop the shields is not viable, now it is
usuable, but it is not an htt, it has no stealth
characteristics, and it is slow as a bomber, which means
it REQUIRES escort and I think people underestimate
the time it takes a 60mps ship to get to the base when it
is detected and actually get to the green door, let alone
drop the shield, and if you lose a base to a solo tt
you simply did not want to keep your base anyway

keep in mind this could create interesting scenarios,
such as a primary sup tech buying an expansion, tts,
and attempting to cap bases! I think that is cool
stuff.

minepack1, mass 1
minepack2, mass 1, radius 100

BELTERS
fighters scale to 16.44, microsoft games originally 16.44
scouts scale to 13.78, microsoft games 13.78
sf scale to 18.63, microsoft games 18.63
int scale to 15.53, microsoft games 15.53
(Belter craft with double hp of normal figs/scouts/sfs
that can also load nan, ever wonder why
belters are the best at sf and nanite operations? you
figure it out)

lt booster removed from bombers and hvy bombers

OMICRON
fighters 16.2
scouts 14.54
sf 11
ints 15.3

telerefinery no longer lt base, minor base
galvable

missile track to 1, from 0.95
missile damage to 1, from 0.95
pw damage to 1.05, from 1
cost 1
he3 yield 1.1

bomber default pilot mount pw gat, was ew dis
hvy bomber default pilot mount pw gat, was ew dis

tt turret mount pw AC, was pw miniAC
htt turret mount pw AC, was pw miniAC

pw AB omega 1 damage to 200/shot
pw AB omega 2 damage to 300/shot

ADV sup cost 30,000
ADV tac cost 30,000
ADV exp cost 30,000

RIX
sf signature 0.6 (was 0.75) msgames 0.5
sf scale 20 (was 23.27) msgames 23.27
adv sf scale 20 (was 23.27) etc

hvy combat drone buff range, shot / second


DREG
scout scale 18, was 19.03
fighter scale 20, was 21
sf scale 19, was 28
int scale 19, was 20

con model is quizconv2



now I hear the comments that dreg models seem larger,
yeah, they are, because dreg is fast, it is an equalizer
that must remain, because if you combine smallest hittable
models with best speed and starting lt ints, what do you get?
invincifaction

speed is one of the most important factors in a game,
it affects EVERYTHING, time to intercept, con in transit,
miner in transit, pod in transit, you get the picture.

IC
fighter scale 14.94

TECHNOFLUX
scouts use dual gat, dual mg removed
lt sf scale 17, was 15
sf scale 17, was 15
adv sf scale 17, was 15

raincarrier used for carrier model, scale 300

BIOS
payday modifier to 0, was -0.5

heavy int fuel to 17, was 19
yes I nerfed bios hvy ints, deal with it, cloaking ints that
can boost forever with lower base mass is a good idea right?
I am keeping their fuel higher than most ints because their
mass also means they lose speed faster as well. TF also has
fuel bonus hvy int, at 18, that I did not change

baseline is 15 for most ints
ic actually has lt ints with 12 fuel
dreg lt int has 12 fuel
rix lt int has 12 fuel
techno lt int has 14 fuel, not starting int
where as bios lt int has 15 fuel, probably because it is
not a starting int, and it takes time to get, also originally
bios had 0.9 speed, that has been changed to 1.0 long ago
bios having perks to their ships makes sense due to the time
it takes to get, but let's not be absolutely stupid about
it, mkay

GT
palisade changed to rainpali model
radius is 330, was 423.5

1. I hope doors are better?
2. No need to be huge if the doors are better

ew guass cannon 1 shot per second, was 1 shot every 2 seconds

guardian rip time 20 seconds, was 25



Last edited by Weedman on Thu May 31, 2012 3:54 am, edited 1 time in total.
QUOTE Once engaged 13 and a half Dreg Heavy Ints (at the same time) with an IC Int and emerged in a heavy int with 2 mini 3 and 1 mini dis and all foes destroyed
--- QUOTE (spideycw @ Apr 1 2009, 01:53 PM) Definition of wtfpwn: Weedman in an int[/quote]
Lordus Weedicus II•Uses TS but can be difficult to understand due to the fact has never been sober•Expert int whore (without non-standard use of strafe buttons)•Gains skill increase when playing with Aarmstrong or former members of TRA•Expert miner D (ability to aim)•Can be trusted to run your economy•One of the half dozen or so game changers•Average Stacker
Terran
Posts: 3444
Joined: Sun Feb 20, 2005 8:00 am
Location: Ottawa

Post by Terran »

Weedman wrote:QUOTE (Weedman @ May 30 2012, 11:53 PM) heavy scouts return
:bananadance:
JimmyNighthawk wrote:QUOTE (JimmyNighthawk @ Jun 30 2013, 11:32 PM) "Bavarian Sausage Anti-Ketchup Soap"[*]
qqmwoarplox
Posts: 1647
Joined: Thu Feb 09, 2012 8:18 pm

Post by qqmwoarplox »

cool
JimmyNighthawk
Posts: 1370
Joined: Mon Jul 07, 2003 7:00 am
Location: Lebe hinter dem Mond.

Post by JimmyNighthawk »

please fill in the bobbles back in for giga :)
Beschenkt die Starken!
Schröpft die Schwachen,
und die Armen schlagt ans Kreuz!

Wir hängen nicht am Leben,
doch an einem Traum!
vogue
Posts: 1971
Joined: Sat Mar 27, 2010 3:28 am

Post by vogue »

Weedman wrote:QUOTE (Weedman @ May 30 2012, 11:53 PM) heavy scouts return
Christ all mighty our messiah has come
phoenix1 wrote:QUOTE (phoenix1 @ May 5 2013, 08:35 PM) Vogue is clearly #1 and commanding against him feels like commanding against Spideycw at times... though he lacks that little bit of "I don't care who's on my team or what the factions are, it's going to be a stomp anyways" that Spidey managed to pull off in his heyday.
Rollover
Posts: 7
Joined: Sun Jul 15, 2012 9:55 am

Post by Rollover »

ETA... Looks/Sounds Awsome also seen TA's models on youtube, look great!
TheAlaskan
Posts: 2256
Joined: Tue Apr 03, 2007 2:15 am
Location: Denver, CO

Post by TheAlaskan »

The faction will be in both Weedman's necessary fixing of XC, as well as CC.
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