SS - Destroyers (Chompers) And Minelayers

Any suggestions or ideas regarding cruiser command
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Hopeinmo
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SS - Destroyers (Chompers) And Minelayers

Post by Hopeinmo »

Destroyer:
I have noticed when playing as a destroyer, a significant power cap at 3000 and so far have found no way to drain the destroyer's batteries. I have also noticed the chomper gained a +100 for hull ups compared to other ships. I believe that the destroyer should perhaps be given maybe a 75 hp boost per hull level as it is a heavier class ship like the chomper. The destroyer needs a reason for having energy, some way that it can vent it all, such as an ability, or different weapon.
Suggestion: The destroyer should have some natural shielding as it is second only to the Battle-cruiser in terms of weaponry, perhaps with a tweak, giving the destroyer a method to vent it's energy, giving it a proper use of the 3000 energy cap, or perhaps it could have an engine boost like the Battle-cruiser.

Minelayer:
I have died many times in the mine layer, accidently wandering to close to the enemy cruiser, cause no one was pinging, or they spotted me and boosted at me. I relish the old day people feared my minelayer, since the mines could not be shot...
Suggestion: I would suggest that mines do not die from a single shot, and perhaps, with upgrades of mine damage, or hull upgrades, mines could gain additional life. Or perhaps, an additional upgrade (durable mines) to give the mines some life, say, regenerative life so it takes a lil bit more force focused on it to destroy a mine, the regenerative would give the mine some resistance to stray or blind shots. These durable mines could also be used semi-effectivly to block shots at a minelayer when it is in retreat. Lastly, a minelayer should be able to use its sprays to self heal when its engines are off, perhaps an additional button(s) for self repair options, as this would greatly improve the minelayer as a utility vehicle, being ale to heal ships out there, then itself should it collide or be shot.

Edit/Revision
Adding to hull to dessy could be a problem, ( but no problem when using kinetics) after some thought, the dessy should have either an engine or turning, boost or toggle ability, (energy drain) but it should not have both, or else it would be able to replace smaller more agile ships.

Mine-layer suggested to have cloaked mines upgrade, (cloaking mines and adding miner hologram to distress beacon, mine-layers detecting cloaked and holograms mines and beacons) The mines on first lay should be either immune for a short time, or have greater durability at first, to act as a weapon sponge in a retreat (i lean towards a mine with shields that drain speedily as opposed to an invulnerable one as an invulnerable one could swallow several missiles, but a durable one could only take one missile)
Last edited by Hopeinmo on Fri Mar 22, 2013 1:44 pm, edited 2 times in total.
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Re: SS - Destroyers (Chompers) And Minelayers

Post by DumbMarine »

If the destroyer's HP gets buffed, some part of it needs to get nerfed to compensate. Right now it's a big headache facing off against a destroyer. The destroyer should definitely get more abilities though, right now it's just a big stick.

The only reason I don't want to see mines buffed is because of the lag problem. Otherwise, I wouldn't mind if mines were cloaked (as in invisible), with minelayers being detectors, and minelayers having a mine sweeping ability or something. I don't like the idea of making mines tougher to kill because it doesn't make them more threatening, it just makes it more tedious. Also, I would like to see more map features which gives the minelayer more strategy in placing mines rather than "I'll just make a map-spanning wall of mines good thing I have 150 mines in my cargo hold". I see minelayers dropping mines in asteroid fields but in many cases miners don't actually have to enter the asteroid fields to mine them.
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Re: SS - Destroyers (Chompers) And Minelayers

Post by Hopeinmo »

Well i did have an idea for mine-layer to have creeper bombs/mines, items that could be launched forward, not very fast, excellent seeking ability (like long range depth charges that seek out targets) with timed life, theses could be fun, useful, threatening, and cause no lag as the mines/creepers don't live very long.

If nothing else, a mine when is first layed, should be invulnerable for a few seconds, giving them an ability as an offensive weapon/defensive so mine-layer can run away. therefor, normal mines can be shot normally, but fresh mines cant, and act as mini bullet walls to cover mine-layers retreat =p
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Re: SS - Destroyers (Chompers) And Minelayers

Post by Red-Rocket »

give the mines an upgrade to make them cloak, they can be shot down if you know where to look and plus a minelayer can double as a minesweeper, also it would be nice to make the *fake miner* placement look like an actual miner with...about 100 health to really sucker those ships into the minefeild
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Re: SS - Destroyers (Chompers) And Minelayers

Post by Tempest »

if your giving a mine the ability to cloak you need a ship with the ability to see invisibility, this will happen with the infiltrator ship being released upon boarding.
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Re: SS - Destroyers (Chompers) And Minelayers

Post by Weyoun »

So I was playing a game the other night, and the enemies mines RAN AWAY FROM ME as I got close to them instead of attacking me. Is this a bug, or is their a feature/upgrade I don't know about?
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Re: SS - Destroyers (Chompers) And Minelayers

Post by Tempest »

odd, post this in the bugs / glitches area with a replay of the game :o
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Re: SS - Destroyers (Chompers) And Minelayers

Post by Siretu »

Weyoun wrote:So I was playing a game the other night, and the enemies mines RAN AWAY FROM ME as I got close to them instead of attacking me. Is this a bug, or is their a feature/upgrade I don't know about?
The mine probably gained conscience and ran away to survive from your laser.

Jokes aside, it's a by-product of the fact that I limit the turning. It turns instantly when it's not moving but when it's moving, it cant turn that fast. If you manage to get behind it, it'll "run away from you", while trying to turn in a pretty wide circle.
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Re: SS - Destroyers (Chompers) And Minelayers

Post by Weyoun »

I play way to many games to remember what replay it was in, but that kinda makes sense. I was in my miner and on my way to the bc to repair, so i was letting the mines explode on me to clear them out, but then some of them started running away from me and i played chase-the-mine for a while.
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Re: SS - Destroyers (Chompers) And Minelayers

Post by Hopeinmo »

Weyoun wrote:I play way to many games to remember what replay it was in, but that kinda makes sense. I was in my miner and on my way to the bc to repair, so i was letting the mines explode on me to clear them out, but then some of them started running away from me and i played chase-the-mine for a while.
This and Insomnia's post made me giggle =p

Then i thought, it would be interesting to have a checklist in minelayer that allowed you to set what the mines chase (after they are cloaked if that comes) so, say a miner could go through but a wraith get caught, or small ships only, do not attack bc, allowing some strategy fr the minelayer =p
"Things seemed so easy when I was a larva, now it's all slay the Protoss this and evolve your brood that, huh, I'll tell you what, I'll never treat my larva this way." -Niadra
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