Changes from preview:
-Galv no longer works on asteroids (get seismics)
-Supremacy gets a Breaching Resonator which has an Aleph Res prerequisite for 10K research and 4K per. This is a one-sided aleph res with otherwise same specs and double the mass. We are aware this could be OP but want to get feedback on it. This now overrides the gar res to avoid the hidden information effect which would have been disastrous with this much power
-Galv mass: 7->10
Rest:
-Rix light int->int progression bug is fixed.
-XRM AB & XRP damage has been improved from 78 -> 92 and 97.5 -> 115 respectively for mkI and II. Reload time has been reduced from 6 and 5 seconds to 4 seconds for both.
-Regular carriers are replaced by Basic Carriers if SY flag is off. Basic carrier has half the energy regeneration rate of standard carrier (that means Giga gets the same carrier as everyone else if SY is off.
-Spec mines (including Dreg) are not available if SY flag is off.
-Heavy scouts have been restored to double payload.
-Dreg interceptor, scout and sf sizes have been reduced, TF sf size has been increased.
-Aleph Res 1 & 3 have been removed. Current Aleph Res has 2K range and gives you a Decoy Res for free with the same specs, however no damage. You can also store 2 per cargo slot. In essence it works the same as previous setup but a) the "hidden information" of res range is not as damaging to the enemy b) you don't need to spend as much money.
-There is now a Nan 3 that repairs 140/sec. It works like counters - you need starbase + an adv sup or exp to research it and the adv sup or exp to keep it. Nan 2 has been reduced from 120/sec to 112/sec to slot in better between Nan 1 and Nan 3. Tac doesn't get this primarily because they normally don't need them and we didn't want to give Belters stealth Nan 3 with just a tac.
-Pulse laser damage has been increased 10% (over gat3, still mini class)
-Pulse Probe 1 range has been increased from 3000 to 4000 as at 3000 it was completely worthless vs stealths.
-TF Sup now has the usual Sup discounts applied.
-Cruise booster has been removed. LB2 gives very similar results, and cruise booster stats were too close to Booster 2 otherwise.
-Rix SFs no longer have a signature penalty.
-TF TTs now have energy so they can use their emp cannons.
-Minidis has been removed from GT heavy int default loadout.
-Several parts had their masses adjusted
Prox Mines & Plasma gens: 3->2
Mine Packs & Heavy plasma gens: 2->1
Sanctuary: 10->5 (equal to RP & beacon)
Combat Drone: 3->2 (equal to Hunter missile)
Heavy Drone: 4->3 (equal to Killer missile)
Station Drone: 5->3 (equal to AB)
Heavy Station Drone: 10->4 (equal to Tac Nuke)
Seismic Drone: 5->3 (equal to SRM Seismic)
Nanite: 2->1 (equal to all other scout guns)
Aleph res: 60->30
-Finally there will be two versions of the core. One will have the old econ we are used to. The other will have the new econ, which equalizes miner capacities and introduces more efficiency and mining speed differences to work around the design flaw in the game where increased capacity did not result in better econ without screwing around with settings. We are doing this to get feedback and will consolidate for CC16.
The new econ settings are as follows (Capacity, efficiency and mining speed)
Giga: 1.25, 1 & 1.1
BIOS/Rix: 1, 1 & 1
Belters/Dreg: 1, 1.1 & 0.5
GT: 1, 1 & 0.8
Omicron: 1, 0.95 & 0.7
IC: 1, 0.85 & 0.65
TF: 1, 0.7 & 1.1
CC15 Final
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Last edited by Spunkmeyer on Thu Jun 21, 2012 11:43 pm, edited 1 time in total.
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Giga is supposed to have a good economy... but they never really had it without tweaking the money settings Fufi style (hi Fufi). This way they should honestly have a good economy to balance their crappy ships. You may well be right that it needs to be scaled down in the next version... but it will be interesting to try this out.Archangelus wrote:QUOTE (Archangelus @ Jun 22 2012, 08:06 PM) Giga econ looks a bit overrated.
<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
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They always had it, most ppl just dont (or maybe know how?!)) to use it.Adept wrote:QUOTE (Adept @ Jun 23 2012, 09:59 AM) Giga is supposed to have a good economy... but they never really had it without tweaking the money settings Fufi style (hi Fufi). This way they should honestly have a good economy to balance their crappy ships. You may well be right that it needs to be scaled down in the next version... but it will be interesting to try this out.
Honestly, some of the changes I do like and endorse, but most of them (not on any specific version of CC, but in general) looks like balancing the game to scale with players incompentece. This is one of them.
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.
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Man, how many res I have to carry now to be rammed to gain the frag? . . . . . . Raise up slot space, please.Spunkmeyer wrote:QUOTE (Spunkmeyer @ Jun 22 2012, 01:42 AM) -Several parts had their masses adjusted
Aleph res: 60->30
Beschenkt die Starken!
Schröpft die Schwachen,
und die Armen schlagt ans Kreuz!
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doch an einem Traum!
Schröpft die Schwachen,
und die Armen schlagt ans Kreuz!
Wir hängen nicht am Leben,
doch an einem Traum!