Posted: Sat Sep 06, 2014 6:32 pm
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...
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...