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Posted: Sat Sep 06, 2014 6:32 pm
by ThePhantom032
After failing to get some changes to work as I wanted them to, I finally decided to release what I have, even if I'm not happy with how little it is.

CODEGeneral:
-Speed GA now costs half and gives half the benefit (5% instead of 10%)
--> Speed GA in general was too strong, even with the high price. Tac does not benefit from the high speed as much as the other techpaths do. This nerf is mainly thought to make getting an early tac for
speed GA and afterwards winning with impossible to catch ints/figs a bit less viable (15k for 10% speed is now 12.5k for 5% when doing it like that) while at the same time reducing the ridiculous
maximum speeds already fast factions like belters, dreg or giga could get.

Drac:
-New fig model and hitbox
-Increased fig scale factor to 17 [15]
--> With the new hitbox, the ~15% increase in size should be enough... but I have a really hard time guessing that when dming myself (haha) with basically 0 ping.

Dreg:
-Now uses new con model again
--> Back with the remake, dreg also got new con models, but weed forgot to put them in. Unless there actually was an issue with them I dont know about. Anyway, I think they look better so I put them in.
-Now has 0.85 hull [0.9]
-> Dregs generally strong performance due to the high speed gets them an all around nerf. I decided against simply increasing their ints/figs in size and instead decided to globally reduce the hull a bit, with all that affects.

Tf:
- Now starts with enh contructors researched.
-->Tf had a relatively weak opening ever since I changed how tier 1 tracking missiles behave and scouts get slaughtered by not only ints but also figs and patties (of equal skill). This should allow a better chance to expand -
however, as commander, dont forget you still need a techbase early, because your scouts aren't any better...

Posted: Sat Sep 06, 2014 8:03 pm
by Terran
bring fun hvy scouts back!

Posted: Sat Sep 06, 2014 10:20 pm
by vogue
Terran wrote:QUOTE (Terran @ Sep 6 2014, 04:03 PM) bring fun hvy scouts back!

agreed - i've proved today they are useless anyways. despite the haters

Posted: Sat Sep 06, 2014 10:21 pm
by Phalanxe
Terran wrote:QUOTE (Terran @ Sep 6 2014, 01:03 PM) bring fun hvy scouts back!
please!

Posted: Sat Sep 13, 2014 3:28 pm
by BlackBagel
lxy patties?

Posted: Wed Sep 17, 2014 12:59 am
by Raven_42
Couple of minor things that come to mind: Ion boost doesn't work on ints (maybe some other ships also), OH SBs have 2 guns. Also I think dreg figs need to be more hittable, as do giga ints. Havent tested the drac figs yet, but thanks for keeping this going, even if you will be slacking off a bit now as you say :P .

Posted: Wed Sep 17, 2014 2:38 am
by ThePhantom032
(rix) hvy scouts have their uses and are good in certain situations. Making them better so they could deal with every situation would make them OP, so no.
Tbh I'd rather nerf both them and adv scouts a bit more but make the research cheaper instead. I dont really have any plans for this so it will definitely stay unchanged for now.

lxy patties... not really high on the priority list :P

OH sbs having 2 guns is correct - 2 hammer1 guns firing for 4s is the equivalent of shooting an ab1 missile every 4 seconds.
Just unlike bombers, stealthbombers have half the ammo, effectively limiting them to 2 missiles worth of damage before reloading.
Effectively they have the same damage/second as missile based sbs, but they need 4s of shooting to reach the point where other sbs launch the first missile.
On the upside they have a really low signature when not firing (but ready to fire), making them harder to detect when coming for the base, which is why they still perform well. Maybe too well?

ship size issues have been noted, i will try to keep an eye on them when i have time to play. This is near impossible to tell on a lan server, even if I made the effort to run alleg on a second comp and feed it an autohotkey script to automate sidethrusting, because ships wont jump at all.

Posted: Wed Sep 17, 2014 3:38 am
by Shizoku
OH Sbs seem extremely good. Perhaps it's because I've only seen them in combination with exp (which then they should be extremely good).

I feel OH's econ needs a tweak, it's pretty damn easy to get dual adv tech.

Posted: Wed Sep 17, 2014 10:39 am
by Djole88
OH has a yield boost?

EDIT:
One of theese days I'll get that core dev app to work for me and then I won't be asking stupid questions like this :P

Posted: Wed Sep 17, 2014 11:56 am
by MagisterXF94
Djole88 wrote:QUOTE (Djole88 @ Sep 17 2014, 12:39 PM) OH has a yield boost?

EDIT:
One of theese days I'll get that core dev app to work for me and then I won't be asking stupid questions like this :P
Make a copy of your artwork folder, and extract ICE in that backup folder.