Posted: Fri Sep 06, 2013 4:23 am
Only change in PCore003 is draconium. Sorry to all who expected rix nerfs, im still working out how to do that best.
EDIT: PCore003 is on AU and all problems with AU it seem solved.
WARNING: Changes in sounddef.mdl in combination with a limitation on ACCS autoupdate features may lead to crashes for people with custom quickchat (voicechat) packs. If you, after updating, experience a crash when alleg starts, visit this topic for details or simply copy the default quickchat.mdl file into your artwork folder (right click - "save link as...").
CODEAdded new Faction: Draconium
Faction modifiers:
Ship speed: 1.05
Ship accel: 1.1
Ship turnrate: 1.05
Ship turntorque: 1.1
Ship Hull: 1.1
Ship shield: 0.95
Ship shield repair: 0.95
Ship Energy: 1.2
PW Range: 1
EW Range: 1
PW&EW Damage: 0.9
Missile Track: 1
Missile Damage: 0.95
Station Hull: 1.2
Station Hull repair: 1.05
Station Shield: 0.95
Station Shield repair: 0.95
Sensors: 1
Signature: 1
Cost: 1
Research Time: 1.5 (3 minutes)
Miner capacity: 0.8
He3 mining speed: 1.05
He3 yield: 1
Starting money: -0.05 (95%)
Payday: -0.166 (83% = 500)
Starting ships:
Scout, lt Interceptor
Faction specials:
Uses telerefs instead of tps and refs (like OH)
basic constructors can not rip (enh/adv cons can).
adv constructors can be ripped to (small rip). Large cons have more energy & regen than small ones.
AC Towers cost 1500 [1000], but have 33% more damage, 100% more hitpoints, 3 minutes longer duration and can pu pods.
Special anti-cap tower for 2000 that fires a strong disrupter shot with 1500m range and is large enough to hide nans behind.
can pu pods. Bad against small ships due to high spread.
No SC - Tower available.
Hvy scout has a miniac turret (before you complain - remember miniac has been nerfed)
Draconium SY is a bit like TF. First capship is a pretty much standart corvette; second is a destroyer/carrier hybrid;
third is a frigate/devastator hybrid and last is a cruiser/adv.dev/destroyer/assault ship mix.
My tips for commanders:
As your basic cons cannot rip, pushing your tp only makes sense if you buy enh constructors before the second con wave/your techbase is out, so your new cons can actually rip. At the same time planting it home means you still cannot rip your op con back if it gets into a bad situation. As you have 3 minutes research time delaying your first wave (like GT can) is not an option. This makes your first con wave slow and weak. Make sure your team is actually defending your cons.
You dont need to be very worried about a scout soloing a miner due to having 1.1 ship hull (highest in the game), however dont expect your scouts to solo enemy miners either. 0.9 PW/EW dmg is quite a big nerf. Even missiles only do 95% dmg.
Turrets may be expensive at 1500 each, but their reinforced hull and additional damage combined with the ability to pu pods can be worth it.
Most important against Draconium:
Draconiums basic constructors cannot rip - as no basic con can escape if you overwhelm the defenders, draconium will have to sit tight on their opening cons. Use that to your advantage.
Draconiums AC Towers are stronger than other factions - roughly 30% more dps and scanrange while they have twice the HP and a longer lifespan. Most important however is that they rescue pods, and as such also work as (expensive) RPs. Have people go for their towers if you notice any in a good place to rescue their pods.
With SY on Draconium gets a special "anti-capship" tower - low accuracy but high dmg against shields and capship hull. In fact, a single tower will pod a large shield 3 cruiser in around 16 seconds. These towers are even tougher than others and are big enough to properly hide nans behind. Have small ships make sure you dont run into camps of multiple of these, preferably none at all!
I wish to add that I mostly put this faction in as originally defined by the designer, TheAlaskan. As it is untested in real games and there is no previous experience with 0.9 dmg factions, I am quite sure draconium will need nerfs or buffs or maybe both. Please provide feedback in this thread. Thank you.
EDIT: PCore003 is on AU and all problems with AU it seem solved.
WARNING: Changes in sounddef.mdl in combination with a limitation on ACCS autoupdate features may lead to crashes for people with custom quickchat (voicechat) packs. If you, after updating, experience a crash when alleg starts, visit this topic for details or simply copy the default quickchat.mdl file into your artwork folder (right click - "save link as...").
CODEAdded new Faction: Draconium
Faction modifiers:
Ship speed: 1.05
Ship accel: 1.1
Ship turnrate: 1.05
Ship turntorque: 1.1
Ship Hull: 1.1
Ship shield: 0.95
Ship shield repair: 0.95
Ship Energy: 1.2
PW Range: 1
EW Range: 1
PW&EW Damage: 0.9
Missile Track: 1
Missile Damage: 0.95
Station Hull: 1.2
Station Hull repair: 1.05
Station Shield: 0.95
Station Shield repair: 0.95
Sensors: 1
Signature: 1
Cost: 1
Research Time: 1.5 (3 minutes)
Miner capacity: 0.8
He3 mining speed: 1.05
He3 yield: 1
Starting money: -0.05 (95%)
Payday: -0.166 (83% = 500)
Starting ships:
Scout, lt Interceptor
Faction specials:
Uses telerefs instead of tps and refs (like OH)
basic constructors can not rip (enh/adv cons can).
adv constructors can be ripped to (small rip). Large cons have more energy & regen than small ones.
AC Towers cost 1500 [1000], but have 33% more damage, 100% more hitpoints, 3 minutes longer duration and can pu pods.
Special anti-cap tower for 2000 that fires a strong disrupter shot with 1500m range and is large enough to hide nans behind.
can pu pods. Bad against small ships due to high spread.
No SC - Tower available.
Hvy scout has a miniac turret (before you complain - remember miniac has been nerfed)
Draconium SY is a bit like TF. First capship is a pretty much standart corvette; second is a destroyer/carrier hybrid;
third is a frigate/devastator hybrid and last is a cruiser/adv.dev/destroyer/assault ship mix.
My tips for commanders:
As your basic cons cannot rip, pushing your tp only makes sense if you buy enh constructors before the second con wave/your techbase is out, so your new cons can actually rip. At the same time planting it home means you still cannot rip your op con back if it gets into a bad situation. As you have 3 minutes research time delaying your first wave (like GT can) is not an option. This makes your first con wave slow and weak. Make sure your team is actually defending your cons.
You dont need to be very worried about a scout soloing a miner due to having 1.1 ship hull (highest in the game), however dont expect your scouts to solo enemy miners either. 0.9 PW/EW dmg is quite a big nerf. Even missiles only do 95% dmg.
Turrets may be expensive at 1500 each, but their reinforced hull and additional damage combined with the ability to pu pods can be worth it.
Most important against Draconium:
Draconiums basic constructors cannot rip - as no basic con can escape if you overwhelm the defenders, draconium will have to sit tight on their opening cons. Use that to your advantage.
Draconiums AC Towers are stronger than other factions - roughly 30% more dps and scanrange while they have twice the HP and a longer lifespan. Most important however is that they rescue pods, and as such also work as (expensive) RPs. Have people go for their towers if you notice any in a good place to rescue their pods.
With SY on Draconium gets a special "anti-capship" tower - low accuracy but high dmg against shields and capship hull. In fact, a single tower will pod a large shield 3 cruiser in around 16 seconds. These towers are even tougher than others and are big enough to properly hide nans behind. Have small ships make sure you dont run into camps of multiple of these, preferably none at all!
I wish to add that I mostly put this faction in as originally defined by the designer, TheAlaskan. As it is untested in real games and there is no previous experience with 0.9 dmg factions, I am quite sure draconium will need nerfs or buffs or maybe both. Please provide feedback in this thread. Thank you.