Patch 2.7 published

Important information or announcements reguarding cruiser command
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Siretu
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Patch 2.7 published

Post by Siretu »

2.7(6/6 - 2013):
- Fixed the map wrap disabling event which stopped working.
- The scorpion light missile no longer hits the BC.
- The scorpion light missile now splits 15 times instead of 7.
- The scorpion light missile now deals 100 damage instead of 150.
- The scorpion light missile pyromanite cost has been reduced from 15 to 10.
- The piranha light missile is now free. This is an experimental change that might be revoked if it doesn’t work out.
- Nanobot Miniaturization upgrade effect reduced from 100%/200%/300% to 50%/100%/150%.
- Nanite transfer effectivity reduced from 3% / second to 2% / second.
- Fixed a navigation issue that occured when too many ships were out flying at once.

Use this thread to discuss the new patch.

This is probably my final patch before leaving for the summer. I might release another one to fix some of these balance changes if they turn out to be bad or if there's some bad bug.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
Zeus
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Re: Patch 2.7 published

Post by Zeus »

I like most things in the new update. The nanite debuff was majorly needed. I'm not a fan of the free missiles though. I don't think the missiles should be free.
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zakhennahr
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Re: Patch 2.7 published

Post by zakhennahr »

I'm curious why the nanite debuff was needed? It is an upgrade that could be countered by different upgrade paths. For example, a maximum damage wraith will kill a nanited wraith, with no other upgrades for either of them. For the kermiculite cost, I consider it to be even with maxing out the wraith damage, due to the rarity of kerm. Now nanites are definitely not worth getting early game, and late game is generally dominated by ionics.

If the issue was that the regeneration it gave big ships was too large, perhaps a better fix would have been to change the % regen per ship instead of across the board.

However, this may have been discussed in a different thread recently that I have not yet seen.
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Degra
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Re: Patch 2.7 published

Post by Degra »

Votekicked players don't turn into an AI.
I've experienced the yamato bug 3 times in a row, bringing our stability down from 90% to 15% and our hull by something like 4000 hp.
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Re: Patch 2.7 published

Post by DumbMarine »

I have no idea when I'm going to use the scorpion missile now, but it's better than where it was before.

The free piranhas is a bad, bad idea though. Even the lasers cost energy to fire. Missiles NEED a limiting factor. How do you stop this build:

At start, launch no ships.
1 person spawns missiles, 3 people load missiles, 1 person on power, one person on nav.
Start flying toward enemy BC. Person on power go to weapons.
On arrival, shoot missiles into the enemy BC till it explodes.
"Why are we still moving towards it?"
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WhyteDragon
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Re: Patch 2.7 published

Post by WhyteDragon »

DumbMarine wrote:I have no idea when I'm going to use the scorpion missile now, but it's better than where it was before.

The free piranhas is a bad, bad idea though. Even the lasers cost energy to fire. Missiles NEED a limiting factor. How do you stop this build:

At start, launch no ships.
1 person spawns missiles, 3 people load missiles, 1 person on power, one person on nav.
Start flying toward enemy BC. Person on power go to weapons.
On arrival, shoot missiles into the enemy BC till it explodes.
I think the free missiles are a nice way to increase missile awareness. Most people don't experiment with them at all despite their potential. Yes, people may start trying missile rushes, and I don't think in the long run we should keep it as free, but I think for what it currently is it will serve nicely -- a way to make people begin to recognize missiles more.

If you want to keep those missiles free, something you could consider is setting up Piranha Missiles like the Repair Kits -- max set of 20, respawn time cooldown timer.
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Re: Patch 2.7 published

Post by Zeus »

I see where WhyteDragon is going, but my thought is if people don't want to use missiles then that's their own issue. You can lead a horse to water, but you can't make it drink. Missiles should never be free.
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Re: Patch 2.7 published

Post by Red-Rocket »

I love the free light missiles guys, the reason most people dont get missiles because i think its more than just money its the time to buy and load it...i would prefer missiles in a separate console on the upper floor but anyways i always get 6 light missiles when i can afford the time. 100X6= 600 damage does not make that huge of a difference in a battle but i like that its still there.
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Siretu
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Re: Patch 2.7 published

Post by Siretu »

We'll see how the free missiles work out. I dont feel like it's something that can be balanced. I might reduce the piranha damage or something. It still has no awesome effect like all the other missiles, so if it costs money, it is pretty worthless.

If I keep them free, it means that there's always SOMETHING to do. To prevent having people sitting on the ship doing nothing. "Can I buy some missiles?" No, but you can load some free ones.

When it comes to rushes, I feel like it puts the rushing team at a disadvantage if it fails(which isn't very unlikely). Let's say I nerfed the damage from 100 to 50. That would mean it is similar to the scorpion light missile rush, but instead of 450-600 damage per missile, it deals 50 damage per missile. So 1/9th -1/12th of the damage of that rush. The only pro is that it hits... maybe 5 minutes earlier? It can still be detected pretty easily with radar pings.
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Red-Rocket
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Re: Patch 2.7 published

Post by Red-Rocket »

ok 50 is just simply useless...300 damage can't kill any small ship and barely makes a dent in a BC 100 seems fine for now i dont have a problem with it, it seems like though that im the only one who uses them
but thats cool! ill lay waste to my enemies!
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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