Posted: Mon Jan 02, 2017 3:52 am
Interceptor Changes (NON BELTERS):
Thrust to 300 (350)
Fuel to 13 (15)
There have been complaints about the nimbleness of various interceptors, complaints that go to the core of the gameplay: mainly that TF ints (and other small ints) are jumping around so much that some of your bullets will slip through them. This is... concerning. Unfortunately, it's not within my power to fix the root issue (which is network code written in 1999), so I have to figure out how BEST to approach this problem. Generally, I feel as though the range of interceptors is about right so as the thrust goes down, the fuel also needs to go down to compensate. Ints are now going to be *faster,* but over *shorter distances.* People flying for commanders who put ops in the middle of nowhere are advised to bootiny accordingly.
Belters changes:
Fighter Thrust to 810 (1000)
Waaaay back in DN/early CC days, Belters was considered one of the best factions in the game on the power of their insane bombing. Part of this was their ability to utilize fignans effectively, ramming incredibly well. Weed, in his infinite wisdom, decided to nerf Belters by reducing their thrust-to-weight ratio from the DN 16 to 15, but the change also meant that Belters figs had more use from boosters because the weight went from 64 to 50. Phantom032 came along and screwed with that so now the thrust-to-weight ratio for Belters figs became 22, and as a result, Belters is absurdly strong. I'm putting the fig thrust-to-weight ratio at 18 and trying that out.
SF, Adv SF sidethrust values set to .75 (1)
Yeah, belts SFS are still 2 stronk. Let's see if this helps the problem at all before I bring out the actual nerf bat.
TF changes:
Scout length to 17.125 (13.7)
TF scouts are currently dominating games and something needs to be done about that. As far as I can tell the biggest problem with TF scouts is that while they should be losing 1v1s against figs, their small size is allowing them to easily win those matchups. I'm aware that their scouts aren't actually smaller than some of the other scouts in the game (Drac scouts in particular are tiny spheres), but what sets TF scouts apart is the fact that they have 2 gats which represents a 100% bonus in firepower. Teamwork and a pack of TF scouts should still be very dangerous on miner offense, but hopefully we'll see less of the "one scout flies to sector, pods all d, kills miner, flies away" crap that's been going on recently.
Rix Changes:
SR scout mass to 60 (40)
Rix is similarly dominant to TF at the moment and a big part of that is how difficult it is for fig factions to chase down SR scouts. This change will reward more careful steering but punish people who get caught out. It'll also make it harder for SR scouts to pop into visual range and then end up right on the miner immediately. This change is ONLY for basic SR scouts, all other scouts are unchanged. Yes, Terran, you can still durdle with your hvy scouts.
Thrust to 300 (350)
Fuel to 13 (15)
There have been complaints about the nimbleness of various interceptors, complaints that go to the core of the gameplay: mainly that TF ints (and other small ints) are jumping around so much that some of your bullets will slip through them. This is... concerning. Unfortunately, it's not within my power to fix the root issue (which is network code written in 1999), so I have to figure out how BEST to approach this problem. Generally, I feel as though the range of interceptors is about right so as the thrust goes down, the fuel also needs to go down to compensate. Ints are now going to be *faster,* but over *shorter distances.* People flying for commanders who put ops in the middle of nowhere are advised to bootiny accordingly.
Belters changes:
Fighter Thrust to 810 (1000)
Waaaay back in DN/early CC days, Belters was considered one of the best factions in the game on the power of their insane bombing. Part of this was their ability to utilize fignans effectively, ramming incredibly well. Weed, in his infinite wisdom, decided to nerf Belters by reducing their thrust-to-weight ratio from the DN 16 to 15, but the change also meant that Belters figs had more use from boosters because the weight went from 64 to 50. Phantom032 came along and screwed with that so now the thrust-to-weight ratio for Belters figs became 22, and as a result, Belters is absurdly strong. I'm putting the fig thrust-to-weight ratio at 18 and trying that out.
SF, Adv SF sidethrust values set to .75 (1)
Yeah, belts SFS are still 2 stronk. Let's see if this helps the problem at all before I bring out the actual nerf bat.
TF changes:
Scout length to 17.125 (13.7)
TF scouts are currently dominating games and something needs to be done about that. As far as I can tell the biggest problem with TF scouts is that while they should be losing 1v1s against figs, their small size is allowing them to easily win those matchups. I'm aware that their scouts aren't actually smaller than some of the other scouts in the game (Drac scouts in particular are tiny spheres), but what sets TF scouts apart is the fact that they have 2 gats which represents a 100% bonus in firepower. Teamwork and a pack of TF scouts should still be very dangerous on miner offense, but hopefully we'll see less of the "one scout flies to sector, pods all d, kills miner, flies away" crap that's been going on recently.
Rix Changes:
SR scout mass to 60 (40)
Rix is similarly dominant to TF at the moment and a big part of that is how difficult it is for fig factions to chase down SR scouts. This change will reward more careful steering but punish people who get caught out. It'll also make it harder for SR scouts to pop into visual range and then end up right on the miner immediately. This change is ONLY for basic SR scouts, all other scouts are unchanged. Yes, Terran, you can still durdle with your hvy scouts.