Author Topic: Prerelease 3.153 (More Knowledge Per Planet, Rebalancement Galore, Perf+)  (Read 5407 times)

Offline Giegue

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this game just got change [edited for profanity].
« Last Edit: May 28, 2010, 09:32:10 am by x4000 »

Offline Signata

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sure that wasn't a flak cannon? incidently, flak cannon does need a unique sound imo, ship explosion sound is too disturbing

Totally agree with this; and was about to write in the same thing. I always get freaked out when flak cannons are involved, thinking one of my planets is suddenly under major attack.

Offline Fleet

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Offline Trezamere

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Changes look good except for the Dreadnought... arguably not worth the 1k investment before with K Raiding, for sure it wont be now, unless some buffs are coming its way  ;D

Offline KingIsaacLinksr

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I think this is a nice subtle boost to "worthless planets" that has been complained about a bit.  At least now we have to take in the fact that there is knowledge there now.  I won't deny, that I would use 8x T2 labs while my fleet headed through several owned AI systems and it was basically free knowledge for little difficulty.  So the nerf to raiding is quite nice.

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Offline Winter Born

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Changes look good except for the Dreadnought... arguably not worth the 1k investment before with K Raiding, for sure it wont be now, unless some buffs are coming its way  ;D

Dreads kill engines quite well, Riots now cost a lot more Kn so Dreads are making a bit of a comeback imo

rubikscube

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dreads were like light starships to me

Offline Giegue

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Quote from: rubikscube
no using profanity

that wasn't profanity, and it was used out of the normal context. If I were talking about... you know, THEN it would be profanity. words them selves are not insulting without the words around them. thats something everyone in modern society seems to have forgotten.

rubikscube

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first it was a joke, second it is offensive as long as the word is there. saying that word is pretty offensive.
starship boosting range can be get around by making your whole fleet huddle close together

Offline RCIX

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Thanks for the support rubiks :) i find that in society today that there is far too much use of words that are offensive, though "people don't mean them that way"...
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Offline Tusoalsob

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Thanks :)

Now the Idiots on the stations can get a rebiulder drone per planet so they manage to build at least the turrets back i whantet to be in the system :)

And i don't have the loss of the rarly energy :) so now with a bit more Knollege we cn get more Tech in the game so at the end everyone must chose what tech he whants to unlok and mostly no one gets the same tech ^^

Offline eRe4s3r

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But mostly no one is going to unlock the dread now ;)

So i agree with the post.. the dreads need a better role - engine/crowd control is riot ships, but dreads were supposed to be starship/golem killers no?
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Offline superking

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bonus vs turrets would prolly make them more useful

Offline x4000

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To the question on the flagships, I reduced their cost to create a "starter incentive" for going down the most expensive starship line.  It's to get you hooked, in essence. ;)

The dreads had a number of buffs in the last official, I don't know how many people who are complaining haven't used them in that capacity.  But, they certainly do pretty well at that, plus at very-long-range killing of force fields, etc, which is super useful within its niche.  Yes, they're one of the more infrequently-used starships, but that's okay -- not every tool needs to be used exactly as frequently as every other tool.  When you need these, you REALLY need this.  I might consider some more balance changes to them, but at the moment I'm not feeling that they are too shabby.

To the question about the wisdom of having anything that costs 0 energy, bear in mind that it's still not wise to just build all the engineers for no reason, because their initial metal/crystal costs are not any cheaper.  I suppose I could give them a standard cost of 50, but I haven't been real worried about it.

Lastly, about the cloaking boosters, that's a great idea.

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Offline superking

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ok, but I was already hooked  ;D

Quote
sentinels are 1000 now, it seems about right. I'm finding good uses for them, although they are still pretty crippling early game... but electric bombers at 10,000? early game, player can afford to run maybe 5. there is just no way one electric bomber is worth the same energy as 100 normal bombers.

am I missing somthing about electric bomber usage here, or is 10,000 a bomber v v high for what they acheive?