Author Topic: Prerelease 3.189 (Balance Changes And Bugfixes)  (Read 39895 times)

Offline Lancefighter

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #75 on: September 02, 2010, 08:54:52 pm »
well if only SOMEONE would give us CORE FIGHTERS already >.>

Those Core Fabricators are indeed elusive, let along finding one with fighters. 8)
Finding one with fighters is impossible... core fighters dont exist :(
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Offline superking

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #76 on: September 03, 2010, 11:22:34 am »
they dont? but whyy

Offline Lancefighter

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #77 on: September 03, 2010, 11:36:56 am »
because apparently, missing a third of the triangle is good?

I think the real reason is that at one point, core frigates were the counter to core bombers, so it was ok - now that the triangle is reversed, its not so ok anymore.
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Offline superking

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #78 on: September 04, 2010, 07:11:25 am »
experimental starships need HP boost in line with other starships imo

http://www.arcengames.com/forums/index.php/topic,6975.0.html


Offline Diazo

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #79 on: September 04, 2010, 01:27:12 pm »
My test game I started in 3.182 is now finished in version 3.189. Final post here with my overall thoughts.

In terms of the new stuff that relates to patch 3.189:

Hybrids are pretty close, except Hybrid builders need some sort of cap applied to how much they can build in a single system, or at least their construction rate slowed down.

Younglings are still weak.

Neinzul Cluster buildings are pretty close.

I didn't run into anything that I'd consider broken and made the game something it was not supposed to be in this version, although I need to see hybrids in the early game again. They've had 3 or 4 balance changes since I started this game.

More to come as I think of it.

D.

Offline Fox Soul

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #80 on: September 04, 2010, 08:17:48 pm »
Younglings are still weak.

To bad they don't get extended life in low power mode.
That's one way I would imagine to make them more powerful.
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Offline keith.lamothe

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #81 on: September 04, 2010, 08:46:19 pm »
I haven't asked Chris about it, but honestly the younglings are supposed to be "minutemen", lengthening their lifespan much would therefore defeat the original point. Up from 4 minutes to 5?  Sure, at least as far as I'm concerned, but probably nothing higher.

A better next-attempt, imo, is to bring the tigers and vultures down to the same cost as commandos and weasels, then halve the build costs of all 4 of those, and double their base damage output (for the weasel might replace the damage buff with a significant health buff, since it's a kind of "butterfly tank").  Nanoswarms seem fine to me, though I'm listening about them too (they were pretty OP at first, then were nerfed).
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Offline snrub_guy

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #82 on: September 04, 2010, 10:55:24 pm »
I have only really played with commandos, and they seem very strong at doing the job they are meant for. Excellent against turrets, tractors and straships. Great for cleaning up a worlds turrets, and on last minute defence against a fair amount of stuff. Need to try the others. Ygl Tanks seem a little weak to me, although I haven't played as them, their speed seems pretty crippling.

Offline superking

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #83 on: September 05, 2010, 06:55:39 am »
I think younglings would work much better if players could use them as the AI does (eg, waves of 1000+) tiny shipcaps make baby jesus cry :-[

Offline keith.lamothe

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #84 on: September 05, 2010, 08:24:41 am »
I'm pretty sure the shipcap is staying as-is; the AI gets 1000+ swarms because AI doesn't build them normally and thus can't replenish them on the field; the human can use a space dock or enclave starship to build them rather quickly even as they drop like flies; they're supposed to be a "rolling swarm" rather than just another swarm type.
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Offline Diazo

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #85 on: September 05, 2010, 10:27:10 am »
In that case, can we get a 'move-to' flag for the enclaves like the stationary mobile docks have?

When you right-click for a move-to location with the enclave selected, the enclave moves there aswell, rather then just the units it's building.

I realize that's the move mechanic for ships, which the enclave is, but the enclave's HP is so low at this point I'm assuming it's supposed to stay back and send it's built ships in, not join in on an attack to build ships on top of that turret ball you are attacking.

D.

Offline Lancefighter

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #86 on: September 05, 2010, 12:02:41 pm »
do ships built from an enclave starship go to a rally point? That would be useful..

edit: the rally post unit i meant
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Offline superking

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #87 on: September 05, 2010, 02:17:19 pm »
do ships built from an enclave starship go to a rally point? That would be useful..

edit: the rally post unit i meant

but not so useful for using them out of supply

Offline keith.lamothe

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #88 on: September 05, 2010, 02:42:29 pm »
Yea, I already tried to have a separate command for setting an enclave starship's gather-point (without setting the actual starship's destination) but ran into some trouble with that so I'll have to come back to it.
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Offline Diazo

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Re: Prerelease 3.189 (Balance Changes And Bugfixes)
« Reply #89 on: September 05, 2010, 02:50:29 pm »
And you're ahead of me once again.  ;D

Good to hear it's on the list though.

D.