Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.
Jannik2099 wrote:yes would be very good, cause otherwise core stability is a bit useless
...really?
I wont bother getting into the vast array of situational uses for core-output increases, or how drastically more viable they've become since the addition of the Core Purge ability. Remember that if stability reaches 0%, the BC blows up.
Infinite DPS; gone; peace; byebye;GG;etc.
Now, back to the real issue at hand: Sabertooth Missiles and Yamato Cannon blasts; specifically their effect on Core Stability.
I do agree that they should perhaps be a bit more viable as far as core destruction goes, but a flat percentage may be taking it too far. You guys came very close to forcing a meltdown, and they didn't have to rely on E.Shield for very long at all. Had you utilized 100% of your capabilities (firing your laser weapons, for instance... "Only use missiles, guys!" ) the battle would've have gone in your favor much more quickly.
I see what you were trying to do in that match: pure core kill. The thing is, if everything does a flat % core damage, there is nothing to stop people from suicide rushing as soon as they have the 'magic number' of weapons. There would be no counter, no getting away, no more balance.
In short, I wouldn't mind seeing the scale of these weapons go up slightly, but I feel they already have the capability of denying the other team of several abilities once core damage is done.
Why is there no counter? In my post I explained it takes time to load yams and missiles. Thus there is time to react, and ways to react to it. Once you counter, especially if core damage was moved to a less powerful missile, as sabres are really strong at the moment I think, all those consumables used become very cost inefficient.
It wouldn't be balanced right now but there is nothing stopping us from adding in more core stability abilities to make it work. A shield frequency that reduces core stability damage but regenerates slower, for example.
"Why are we still moving towards it?" "We're caught in a tractor beam! It's pulling us in!"
I believe the cost to out-load with missiles o blow a core costs too much, if you focused on only missiles, you would lose as once out of missiles, you have no actual combat capability or other upgrades... the counter is a bc that actually has upgrades rather than pure missiles :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
Exactly. That's the point. If you want to do core destruction, you have to invest thousands to prepare for the CHANCE that your opponent reacts too slowly. In the replay, we had nothing but small ship ups, missiles and yams. No broads or boost, stabilizers, powerdock, nothing. Doesn't matter that we got their core to 12%. Doesn't even matter that they used 20% stability and 140k energy reacting poorly to our attack. They could still kill us after it failed because of what they had and we didn't immediately after.
maybe instead of being purely percentage based it could have a minumum amount? like.. 5 + x% damage so even when their core is super low it will still chip away at it instead of becoming useless? perhaps it could be an upgrade..
improved yamato, yamato cannon does an additional 5 core damage per shot.
Imperial yamato cannon, hardest hitting on the hull yamato in-game 2000/500 Slavers yamato cannon, cuts all engines for 10 seconds and cuts weps for 3 seconds, 800/600 EMP yamato Cannon, drains 7,500 energy from the energy reserves. 1600/400 Calmeron yamato cannon, fires three shots in a spread like a corvette, each doing 600/600 Enderon yamato cannon, Drains 10,000 energy from the weps capacitor, 1000/500
Ya....got carried away again, but oh what fun it would be!
Oh its not orders I'm giving, but rather... "aggressive suggestions".