Core Specializations

Any suggestions or ideas regarding cruiser command
DumbMarine
CCA
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Re: Core Specializations

Post by DumbMarine »

WhyteDragon wrote:Something like this would be hilariously fun to have, but at the same time kind of overpowered. Because things like the Corvette are very expensive but cost no Kermiculite, it means you can send a never ending hoard of Corvettes to try and stomp upon your enemy. And that is quite powerful in itself if you're willing to send 3 players out on Corvettes to go stomp people at all times. For balancing purposes maybe 'half back' or something similar might be best.
It needs to be powerful though, since the BC gets hobbled by nopowerdock. You basically are relying on corvettes and minelayers to win you the game. I can see a case for having like an 80% refund so that ships don't become super frivolous to lose.
WhyteDragon wrote:I'm not sure I get the point of twist space personally. Even if you use it as an escape mechanism, it's not particularly difficult to follow you. Moreover, I don't think we want to encourage going into the late game through an ability like Gravity Amplifier... one hour long games are already frustrating enough.
I'm not entirely sure how gravity amplifier lengthens the game in any way.
WhyteDragon wrote:For what is it, and it's potential counters, it seems incredibly powerful. Given a Kermiculite lead it seems almost impossible to deplete simply because the only real hard counter is the Yamato Cannon, which requires 40 Kermiculite. It gives an overwhelming advantage that can't really be stopped if the opposing team doesn't have any Kerm lead.
Isn't there a missile the does like 1% core damage?

I can imagine it would be difficult to counter though if a team stockpiled kerm really hard.
WhyteDragon wrote:In one sense I like this in that it's an incredible risk. Heavy damage output, 6000 raw damage to death. A surprise attack will instantly destroy the enemy battlecruiser if they are deployed. At the same time, instant death almost feels like too much of a risk, and the casting time means that it can't be used during a chase or initiation. It can only be used either to poke or to defend, and it has too big of a limitation to defend -- so basically poking.
I'd just like to note, if the BC starts at full HP and has a single repair station out when one tower is destroyed, it will survive a second one being destroyed. But yes, you don't want to be surprised while you're deployed.
Siretu wrote:One thing worth noting with the ignite collosus is that 75 kerm is 15000*8= 120000 energy (with 5 kerm remaining), if I did the math correctly.

This should mean that it takes you 3½ minute with the buff to get enough energy for another boost.

What I don't like about it is that it's super powerful if you can afford it, but if you mess up and dont kill them, you're sitting there with a full capacitor and no kerm and you're screwed. I would say that getting back in the game with no kerm and no energy reg if you dont manage to kill them with your full cap is impossible against a half-decent team.
My math says the buff only gives 67.5k extra energy vs a BC that doesn't get this upgrade.

And yeah, if you don't have the kerm, this upgrade is a baaaad idea. You do still have powerdock energy though (I think?), not that it will really sustain you in a fight.
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