RealCore_02

Developer: Metz
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Mastametz
Posts: 4798
Joined: Mon Sep 06, 2004 7:00 am
Location: Stanwood, WA

Post by Mastametz »

RC_02e

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Reduced scout top speed and boost 1/2/3 thrust to PCore 12 values
This is the reason the game has been so "floaty" and autopilot has been way more broken than usual. LANS is going to try to fix the AP problems in the game code, but there's no way around +30% thrust and 30% top speed not causing a lot of drifting around without improving sidethrusters to compensate, but that introduces problems of its own.

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only TF Adv figs now have innate lead indicator, Harbinger of Doom now relays lead indicator

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PE Gatt 1 particle restored to normal speed (600), gatt2/3 improved to 800(600)/1000(600), and lifespans for 2/3 reduced to .8(1)/.55(1.1)

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AC Tower projectile damage increased to 12(10) and lifespan increased to 2.5(2) - resulting in a range increase to 1250 (1000)
AC tower damage has been much less than SC tower total damage (AoE + Direct) and furthermore drastically less effective than SC due to Skycap's AoE and longer range, especially with respect to how AC towers autobuild in Dumbfire range of alephs in order to stay within their own (previously 1k) firing range ultimately resulting in them dying pointlessly. The code is being changed so they don't autobuild so closely to alephs but still build within their max firing range.

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Turn radius of Quickload variants of Dumbfire1 (0.610865), Dumb2 (0.698132), and Dumb3 (0.785398), buffed to .8 to be consistent with standard Dumbfire 1, 2, 3
Dumbfire turning radius was buffed in PCore 14 but the quickload variants weren't so I'm fixing it now for consistency.

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PT bombers Lightning 1, 2 modified to do half damage 50(100), 60(120) at half the mass .25(.5) but twice the capacity per rack 24(12), as well as the arming time for lightnings being reduced .01(.25), and reload time reduced .3(.75)
This is a shift in how lightnings function in order to make them more usable while maintaining similar DPS. Due to how fast they are, the lightnings would not arm quickly enough to damage anything within 150-250 meters roughly (depending on speed/momentum of you and your target). Reducing arming time fixes that (.25 is standard arm time for missles and rockets are technically missles - they just don't track). Also, due to game bugs that may or may not ever be fixed, the extreme amount of damage they do all at once causes damage to lag off (you see them hit and target HP go down but then restore. the same can by witnessed sometimes if you hit mines at like 450+mps). Halving their damage in exchange for double capacity should help them to not aggravate that issue. The reload time that was reduced is per-shot, not per rack, in order to maintain roughly the same max dps with this dmg/capacity change. (their max damage was already nerfed tremendously in PCore so I'm not planning on doing it further at this point)

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Lxy Interceptor fuel improved to 18 so it's consistent with the fuel changes to hvy ints
Giga lxy ints still have thrust/top speeds that of a belters hvy int, but with the mass of non-belters ints - as well as ripcord ability and improved scan range

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TF standard fighter mass reduced to 24 from 30
all tiers of TF fighters had 24 mass in PCore 14 (while every other faction except Belters had 30 mass fighters) but it looks like the TF T1 fighter got changed to 36 mass by mistake in PCore 15 with the mass changes, then I rolled it back to 30 in RC01 not realizing it needed to roll back to 24 to be consistent with how TF fighters are supposed to be, so here's me fixing my previous failure to fix a PCore 15 error.

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Heavy bombers, Lxy bombers, Lxy htts, and Heavy Troop transports now relay lead indicator

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Cashbox spawn rate is now actually halved like it was supposed to be the last 2 times - and remains 700 value since RC01 hotfix
There are fewer cashboxes now but individually they are more worth picking up, and less likely to cluster 3-4 at a time in the same area.
Last edited by Mastametz on Sat Dec 08, 2018 12:10 am, edited 1 time in total.
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Mastametz
Posts: 4798
Joined: Mon Sep 06, 2004 7:00 am
Location: Stanwood, WA

Post by Mastametz »

updated OP to account for giga lxy variants of bbr and htt for relaying of lead indicator, and lxy ints for fuel
Last edited by Mastametz on Wed Feb 28, 2018 1:59 am, edited 1 time in total.
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Mastametz
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Joined: Mon Sep 06, 2004 7:00 am
Location: Stanwood, WA

Post by Mastametz »

updated OP with pt bomber lightning changes
Last edited by Mastametz on Wed Feb 28, 2018 3:28 am, edited 1 time in total.
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qqmwoarplox
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Post by qqmwoarplox »

voob core
LANS
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Post by LANS »

Saudade wrote:QUOTE ( Saudade @ Feb 28 2018, 03:04 AM) voob core
Maybe if this @#(! was done many years ago, we wouldn't have literally zero newbies left in the game. FFS, it takes $#@!ing hours of practice to be able to shoot any other player without getting immediately vaporized in return, and the newbie in adv. tech is still gonna lose to a gatt1 scout.
Last edited by LANS on Wed Feb 28, 2018 10:01 am, edited 1 time in total.
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qqmwoarplox
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Joined: Thu Feb 09, 2012 8:18 pm

Post by qqmwoarplox »

it takes 5 minutes of self reflection (and is the most important part) another 30 minutes of 1v1 dm at 400m and another 2 hours maybe at best to realize to aim properly you need to learn to boost and maneuver your ship well.
You glorify aiming but its really just about having the right mindset


see my favorite example : TwistedArtist turned from voob to elite master whore simply by doing the first part of my post
Last edited by qqmwoarplox on Wed Feb 28, 2018 10:54 am, edited 1 time in total.
zombywoof
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Post by zombywoof »

LANS wrote:QUOTE (LANS @ Feb 28 2018, 02:00 AM) Maybe if this @#(! was done many years ago, we wouldn't have literally zero newbies left in the game. FFS, it takes $#@!ing hours of practice to be able to shoot any other player without getting immediately vaporized in return, and the newbie in adv. tech is still gonna lose to a gatt1 scout.
If this @#(! was done many years ago you would have nothing BUT newbies in the game.

I don't know what it is with people in this community who have this idea that somehow Allegiance would be so much more fun if only it weren't for that pesky skill requirement.

Seriously, being able to pod Raum's lt int in a basic gat1 scout is the product of practice and hard work, not some magical trick I just happened to discover last week. Now you're saying, "well if we take that away the game would be more fun." Sure, for Raum maybe. But what incentive do I have to play more than a dozen matches, get bored of chasing the dot, and then move on to any other game?

There are a great many reasons we don't have a huge influx of newbies who stick around. "The game is hard" is not one of them, nor has it ever been. Plenty of other highly successful games have learning curves as steep as Allegiance.

Y'all also talk about stupid @#(! like graphics. Dwarf Fortress has 500+ new downloads per day and a playerbase that's a conservative estimate of 15,000... hell they have 1500 patreon subscribers. Play DF, then tell me that Allegiance has a terrible or confusing UI, or that Allegiance is hard to be useful in, or any other of the dozens of excuses people have had for saying "allegiance can't make it because XYZ."
Last edited by zombywoof on Wed Feb 28, 2018 4:41 pm, edited 1 time in total.
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Mastametz
Posts: 4798
Joined: Mon Sep 06, 2004 7:00 am
Location: Stanwood, WA

Post by Mastametz »

Yes I'm making the world easier for voobs by nerfing quickfires and hunters and increasing reliance on dumbfires and snipers, removing almost all of the floating tech, and cutting cashbox spawn rate in half.

God forbid something in the game relaying lead indicator to a bomb run. Oh wait, that's what carriers do. People must constantly bomb with a carrier. Oh wait, that virtually never happens. It must make escort figs incredible. Oh wait, it doesn't.

But wait, don't sfs have lead indicator? and turrets? damn what a voob fest this game is. What ever have I done!

I think k10 is scared that noobs with lead indicator are going to pod him. Don't worry K10, I won't let them 5-0 you.
Last edited by Mastametz on Wed Feb 28, 2018 5:52 pm, edited 1 time in total.
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Mastametz
Posts: 4798
Joined: Mon Sep 06, 2004 7:00 am
Location: Stanwood, WA

Post by Mastametz »

honestly I have a mind to just have global lead indicator because it will definitely help retain noobs and then it gives vets more people to pod. Aiming is only a part of being an effective killer because if you can't prioritize targets well, conserve ammo/fuel well, position well, and don't have an exceptional amount of situational awareness and a decent amount of general game knowledge - you're still going to be garbage. Lead indicator is really mostly a gimmick to make people feel like they aren't complete @#(! when really they still are.
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qqmwoarplox
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Joined: Thu Feb 09, 2012 8:18 pm

Post by qqmwoarplox »

Honestly man this is a bad change, and I spend most of my time playing allegiance in the commander seat may I remind you.
Your core is going in a good direction but then you have to come up with a stupid idea like this one :lol:
podding people will just be awfully boring, side thrusting to dodge bullets will be meaningless, whatever though man.
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