'Slow' mode
- Red-Rocket
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'Slow' mode
BC health increased to 100,000 health from 10,000
except for the fact that BCs just simply do so much DPS maby also in this mode reduce BC damage by 25% and destroyers by 10%
except for the fact that BCs just simply do so much DPS maby also in this mode reduce BC damage by 25% and destroyers by 10%
Oh its not orders I'm giving, but rather... "aggressive suggestions".
Re: 'Slow' mode
its not slow mode, its infinite mode.
not for or against.
not for or against.
WhyteDragon wrote:"[...]As to what Caladbold said -- he's right.[...]"
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DumbMarine
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Re: 'Slow' mode
"Why are we still moving towards it?"
"We're caught in a tractor beam! It's pulling us in!"
"We're caught in a tractor beam! It's pulling us in!"
- Red-Rocket
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Re: 'Slow' mode
well and it took more time in old CC to take out 5K then it does to do 10K now, thats if not accounting for kinetics. I like the new systems dont get me wrong but i miss the old, take a ton of damage but get away and try and repair before going in for another hit, usally exchanges could last a full minute and neither BC would be destroyed. Although old repair was sorta OP, now that thats gone, i want to see BCs as slow hunkin tanks. Because its mainly BC v BC, maybe just a destroyer JUST for the leech. The dps is simply too powerful and can take down destroyers incredibly fast if they aren't in protection, destroyers used to be able to go head to head against CCs, now its all about who can destroy the other CCs sheilds first as even power docking doesnt matter anymore because CCs destroy eachother too quickly unless it ends up being one massive chase, which i suggest increasing Boost into where it truly matters when you use it instead of it being your main engines.
Oh its not orders I'm giving, but rather... "aggressive suggestions".
- WhyteDragon
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Re: 'Slow' mode
The solution to making a cruiser command that lasts longer is not to simply increase hull. That just makes the battle cruiser fights tedious and frustrating to deal with. If you want to make a longer BC fight, you need to find a way to add variance to that long of a fight. Asking people to repeat the same task for twenty minutes in order to remove the enemy's hull is going to get dull very, very fast. Ask anyone who's fought people with 40k+ hull.
But even more than that, the length of a fight should have a limit. Even if you change things around, demanding constant concentration for twenty minutes in a game is going to quickly drain people of their willpower.
But even more than that, the length of a fight should have a limit. Even if you change things around, demanding constant concentration for twenty minutes in a game is going to quickly drain people of their willpower.
Re: 'Slow' mode
half energy gain. thats going to make a game long.
WhyteDragon wrote:"[...]As to what Caladbold said -- he's right.[...]"
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- WhyteDragon
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Re: 'Slow' mode
Something like this would work. Instead of altering the combat mechanics, it instead looks at changing the buildup towards the actual combat. It does make securing kerm with the battle cruiser more difficult, and small ship harassment on the battle cruiser more effective, but those are both acceptable in my opinion.Caladbolg wrote:half energy gain. thats going to make a game long.
Re: 'Slow' mode
unless half energy gain for small ships too...
WhyteDragon wrote:"[...]As to what Caladbold said -- he's right.[...]"
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- WhyteDragon
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Re: 'Slow' mode
That would be horrific for miners, who already lose energy while moving with no energy upgrades. Besides, waiting for a corvette to build up to 1500 energy for two, three minutes... just not fun. Small ships being as they are are fine. Halfing what they offer to the BC would be sufficient IMO.Caladbolg wrote:unless half energy gain for small ships too...
- Red-Rocket
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Re: 'Slow' mode
and more BC weapons to change things up...kinetics you where awesome, nerf on gatling makes everyone go to single burst but still good, we need more!
Oh its not orders I'm giving, but rather... "aggressive suggestions".