Posted: Sat Sep 28, 2013 1:36 pm
PCore004 targets a few issues with the opening i have noticed or that have been brought to my attention.
CODE
General:
All missiles that had 0.75 max lock now have 1 max lock, with 33% increased lock time. This includes Hunter1, Seeker1, Seeker1 QL, Quickfire1 and Zeus Missiles.
You may now actually hit something with these missiles that a dumbfire wouldnt hit - this allows better d against rix and tf scouts at the start of a game, and makes hunter1 bbrs/sfs slightly more viable ships for defense.
I am aware that this looks like it makes fig openings quite a lot stronger, but the increased lock time makes sure the effect is not too big.
Rix:
increased fighter size by 4%
increased rip time of basic scouts and fighters to 15 [10] seconds
decreased energy regen of basic scouts to 40 [60], letting one basic fig/scout rip every 30s instead of 20s.
The increase in rip time & rechearge time will now make early rix offense something to be actually planned instead of just randomly flying and getting figs to rip. It also makes it harder for rix to respond to threats (miner o, bbrs) quickly, so good probing and miner d is needed - which leaves less scouts for miner hunting.
TF:
Tied 2nd SC tower to sy on flag, to limit spamming early in small games.
Since I cant play that much I need more feedback on any and all issues. For example draconium - I dont really have feedback about them. To me they felt a bit weak when I played, but 1 game isnt really enough data. So, please post any problems you see (if you can come up with a good solution even better, but you dont have to). Its better to report a core issue that isnt really one than to leave others unmentioned!
CODE
General:
All missiles that had 0.75 max lock now have 1 max lock, with 33% increased lock time. This includes Hunter1, Seeker1, Seeker1 QL, Quickfire1 and Zeus Missiles.
You may now actually hit something with these missiles that a dumbfire wouldnt hit - this allows better d against rix and tf scouts at the start of a game, and makes hunter1 bbrs/sfs slightly more viable ships for defense.
I am aware that this looks like it makes fig openings quite a lot stronger, but the increased lock time makes sure the effect is not too big.
Rix:
increased fighter size by 4%
increased rip time of basic scouts and fighters to 15 [10] seconds
decreased energy regen of basic scouts to 40 [60], letting one basic fig/scout rip every 30s instead of 20s.
The increase in rip time & rechearge time will now make early rix offense something to be actually planned instead of just randomly flying and getting figs to rip. It also makes it harder for rix to respond to threats (miner o, bbrs) quickly, so good probing and miner d is needed - which leaves less scouts for miner hunting.
TF:
Tied 2nd SC tower to sy on flag, to limit spamming early in small games.
Since I cant play that much I need more feedback on any and all issues. For example draconium - I dont really have feedback about them. To me they felt a bit weak when I played, but 1 game isnt really enough data. So, please post any problems you see (if you can come up with a good solution even better, but you dont have to). Its better to report a core issue that isnt really one than to leave others unmentioned!