Cruiser Command Beta

Important information or announcements reguarding cruiser command
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Siretu
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Cruiser Command Beta

Post by Siretu »

So for those of you that don't know it. There's a beta map on the NA servers called "Cruiser Command Beta". (If you're having trouble finding it, search for "command beta").

This is where I publish larger features before releasing them for real. I'll use this thread to keep you guys posted on when there's new stuff to test on the beta map.

Right now, for example, you can try out patch 3.4, which contains a new small ship and a hangar rework. Try it out and tell me what you think.

All feedback and bug reports for the beta map goes in this thread, not in the normal forums.
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Red-Rocket
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Re: Cruiser Command Beta

Post by Red-Rocket »

shouldnt we just make a forum section then? instead of a thread?
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Siretu
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Re: Cruiser Command Beta

Post by Siretu »

Nope, because I say so.
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Red-Rocket
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Re: Cruiser Command Beta

Post by Red-Rocket »

:evil:
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Siretu
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Re: Cruiser Command Beta

Post by Siretu »

(The BC exploding bug that was on beta before has now been fixed, so you can play without fear of sudden loss)

I've patched the beta again with today's work. Here's the patch notes from today:

- Switching between lasers and kinetics now takes 1 second, down from 5.
- Destroyer has been visually redesigned.
- Fixed the mining beam offsets. The beam should now connect properly when mining hostile ships.
- Increased wraith damage from 12 to 15.
- Small ships’ enhanced thrusters upgrade reduced from 10% to 8% per level.
- Doubled the mine speed.
- Added three different tier upgrades. Economy, balanced and offensive.

I also nerfed the Subjugator in the following ways:
- Subjugator now costs 100 kerm.
- Subjugator's Plasma Automaton now costs 500 energy (up from 100).
- Subjugator's Plasma Automaton now deals 15 damage per shot (down from 20).

Please try out the new changes and tell me what you think.

Also, since I'm participating in the Rock the Cabinet competition, it means I'm not allowed to patch the game until the contest is over. This means that I'll be doing a lot of patches on the beta version, so that might be the version you'll want to play on when the patch gets completely fixed and released on beta.
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Caladbolg
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Re: Cruiser Command Beta

Post by Caladbolg »

GL with rock the cabinet.

Beta is good so far
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Siretu
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Re: Cruiser Command Beta

Post by Siretu »

Woooo, new beta patch!

Here are the changes:
- Fixed a hotkey collision between mass replicator and tractor beam.
- You can now put as many missiles as you want in the missile bays. The bays will automatically try to reload missiles every 5 seconds.
- Wraiths now have a hotkey for using decoy flares.
- Shield energy have been changed drastically towards providing less shield and more shield regeneration.
- Shield boost has been changed. It now “costs” core stability and increases shield reg while active.

The biggest change is the shield revamp, so testing BC combat is a big priority. I want lots of feedback! For more detailed feedback on the shield changes, post it in the shield thread
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Re: Cruiser Command Beta

Post by Siretu »

I've updated the beta! Lots of new changes since last time:

- Improved mining laser upgrade now gives 7% per level, down from 10%.
- Fixed an obscure ping bug where a drone could keep using the science console after getting disconnected.
- Revamped weapons a lot. Single/Triple/Penta burst are now pretty different from eachother.
- Added three large tiers upgrades for each branch.
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Re: Cruiser Command Beta

Post by DinoChicken »

Siretu wrote: - Revamped weapons a lot. Single/Triple/Penta burst are now pretty different from eachother.

Interesting! How so?
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Re: Cruiser Command Beta

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