Core Specializations

Any suggestions or ideas regarding cruiser command
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Red-Rocket
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Re: Core Specializations

Post by Red-Rocket »

that last one is kinda lame, it causes core decay when active?
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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PIEFROMHELL
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Re: Core Specializations

Post by PIEFROMHELL »

Its A choice RedRocket. You aren't forced upon that effect if your BC shields drop. Its merely a choice completely symmetrical to Emergency Shields. They are both in a sense; Defensive, or Offensive ALL IN tactics. Emergency Shields has worked out well based on our experiences of having it so far. Entropy Converter would be the opposite of it and could potentially branch into a serious of various uses, as well as Emergency Shields have been. Basically you could either use it to run and damage them hard, or you can ALL IN and simply try to kill them before they kill you. :)

What if it also added some kind of damage bonus to broadside lasers? You know, tweak it to be useful, but not to powerful to be a game breaker.
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Re: Core Specializations

Post by DumbMarine »

PIE, your versions of these upgrades are completely unbalanced. The +75 core upgrade is always the best choice, hands down, even without the random +5% to shields and 2 bonus hangar slots which can hold 2 chompers aka +38 more GW.

Here's some math.

The stabilizer emitter you posted allows you to boost your Fully Upgraded reactor output by 75 GW without penalty (135% core). Oh man, that's exactly what the Megaton Chamber grants you, except without any of the other bonuses, and with the downside that your ship has to be stationary the whole time. Strictly worse.

The entropy converter you posted gives you 125 GW in weapons, which is more than the megaton chamber gives you, but it requires A) your shields be down, and B) severely damages your core. The megaton chamber is always active, it has the serious advantage of you can put it into shields, and it doesn't damage your core. Actually, it gets worse, 0.5% stability damage means you have to cut your reactor down to 35% to compensate, which means you lose 139 GW if your core is fully upgraded. This upgrade is literally worse than nothing.

As such, these upgrades don't open up new gameplay styles at all.
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PIEFROMHELL
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Re: Core Specializations

Post by PIEFROMHELL »

I didn't imply anywhere that it was a choice, you can have all of these.

Of coarse, if people were smart, they would go for that first. All this does is add new Tiers to the battle duration. That is why they cost so much. Its just like mass rep, normally, alot of people dont get it cause the game ends early enough to not have a need for it. But if its a good long lasting game, and you have a lot of power, why not right? Same thing, none of these are needs, but they can be used later in long duration games, making the game play intense for longer periods. Instead of capping at full upgrades (which people do a lot) where mining just stops and the BC's just go at it, now there's a reason to keep mining even if your chasing the other BC down, at that point, they could still have some hope of a tide changer. Or one of these could even be ALL IN'ed and some teams might think it would be wise to just rush on of these. Who knows if that will go well against lvl 5 broads, missiles, or kinetics. Thats the point of trial and error patching of the numbers. Idk, I just think these would be really fun to try out. Of coarse its all still in its beta tweaking stages.
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Re: Core Specializations

Post by DumbMarine »

Without an opportunity cost, these abilities are borderline overpowered, if not completely overpowered, and they lose a lot of counter-play, and thus the amount of depth that these abilities have. You wouldn't lose anything if you get the stabilizer emitter upgrade and your opponent never lets you stop moving, so it becomes a no-brainer. And I would prefer not to add upgrades that significantly delay the end-game either, this game already has an issue among newer players of "30 minutes of boring, 2 minutes of actual gameplay", I'd rather not increase the boring part.
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Re: Core Specializations

Post by DumbMarine »

3 more core specializations! Why not? Everything said in past posts still applies.

K-Band Converter -- Every time a ship (friendly or enemy) without a frequency nullifier dies, your BC gains 10000 GJ in both the main and weapon capacitor.

Core Entangler -- Whenever your core loses stability, your opponent's core loses half that stability. Whenever your core gains stability, your opponent's core gains half that stability. This effect only works if the BCs are within range 20 of each other.

Remote Core Tunneler -- Enables the Warp Swap ability at the science console.

Warp Swap -- Use on a friendly or enemy immobile ship to swap their position with the battlecruiser's (if you are being rammed you are not immobile). No notice of the swap is given to the target. The target and the battlecruiser must both be immobile for the entire cast. Does not work on targets with a frequency nullifier. Does not work on targets hit by a wraith's engine pulse for 8 seconds. 5 second cast time, 60 second cooldown. Costs 5000 energy.
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Re: Core Specializations

Post by IvanX »

First one - free power, second one - no counter easy kill, third one just useless. Infact none of the three make sense, except if u explain them all as dark magic
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Re: Core Specializations

Post by Caladbolg »

K-Band Converter -- Every time a ship (friendly or enemy) without a frequency nullifier dies, your BC gains 10000 GJ in both the main and weapon capacitor.
Combo with suicide ships?

Btw, was it always GJ?

Core Entangler -- Whenever your core loses stability, your opponent's core loses half that stability. Whenever your core gains stability, your opponent's core gains half that stability. This effect only works if the BCs are within range 20 of each other.
if Both BC's get it, it could be a fun core duel xD

Remote Core Tunneler -- Enables the Warp Swap ability at the science console.
Tricky to use? you could use it to swap with your chomper in case of emergency... dead chomper, BC about ... 1 screen away.

yeah, I don't see how to use that one
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Re: Core Specializations

Post by zakhennahr »

Warp swap could be used to swap with wraith who would then side-boost away from enemy bc. It would be interesting, and it would definitely make the end-game chases a lot more hectic. Which of those pings is the BC? Could be either, Schroedinger. Let's just call the ability Quantum Entangle while we're at it :)
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Re: Core Specializations

Post by DumbMarine »

IvanX wrote:First one - free power, second one - no counter easy kill, third one just useless. Infact none of the three make sense, except if u explain them all as dark magic
You can only pick one per game, they're mutually exclusive. Which one would you choose?

They're also mutually exclusive with every other core specialization in this thread that I've posted, for power level comparison. I use the Megaton Chamber as a baseline.
Caladbolg wrote:
K-Band Converter -- Every time a ship (friendly or enemy) without a frequency nullifier dies, your BC gains 10000 GJ in both the main and weapon capacitor.
Combo with suicide ships?

Btw, was it always GJ?
Suicide ships is one way to exploit it, but not the only way.

And no, it was switched to GJ in a semi-recent patch.
Caladbolg wrote:
Remote Core Tunneler -- Enables the Warp Swap ability at the science console.
Tricky to use? you could use it to swap with your chomper in case of emergency... dead chomper, BC about ... 1 screen away.

yeah, I don't see how to use that one
Well, you can basically forcPOOF SURPRISE BATTLECRUISER PEWPEWPEWPEWPEW
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