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Re: Cruiser Command Beta

Posted: Wed Jun 18, 2014 10:49 am
by DinoChicken
3 projectiles instead of 5? Usually in small ship battles corvettes only hit 1 or 2 times (if the enemy is smart and doesn't let corvette get close(not that many)) bcs are bigger and usually will take all4-5 hits.

Re: Cruiser Command Beta

Posted: Wed Jun 18, 2014 1:11 pm
by WhyteDragon
DinoChicken wrote:Usually in small ship battles corvettes only hit 1 or 2 times (if the enemy is smart and doesn't let corvette get close(not that many))
Not true at all. Corvettes empowered by Ionic and Small Ship Speed can easily get this done, and can typically deal a miner about half their health in damage damage before they can even turbo away. Immediately following that, due to the incredible speed boost, the corvette will most likely catch up and murder them anyways.

I still thinking ticking the damage down a few steps rather than reduce the laser amount would be a superior solution.

Re: Cruiser Command Beta

Posted: Wed Jun 18, 2014 1:17 pm
by Caladbolg
the cone spray is nice. I sometime (I never corvette...) get kills by just spamming around where I believe my wounded target is.
The damage should be reduced, not the cone

Re: Cruiser Command Beta

Posted: Thu Jun 19, 2014 4:53 pm
by Siretu
Published new patch. Woo.

- Wraith damage increased from 7.5 to 10. The wraith damage upgrade still increases damage by the same percentage.
- Corvette damage has been decreased from 15 to 10.
- Debris health reduced from 200 to 100.
- Drones now clear debris while refining.

I also implemented the last effects of the tier upgrades. (Spearhead engine, weapon energy cost reduction and tractor beam improvement).

Re: Cruiser Command Beta

Posted: Thu Jun 19, 2014 4:55 pm
by Caladbolg
- Fixed corvette's upgrade not giving the correct amount of damage

Re: Cruiser Command Beta

Posted: Thu Jun 19, 2014 5:27 pm
by slapshot
Siretu wrote: - Drones now clear debris while refining.
like with repair kits or manual attack? and only if it blocks, or just in general?

Re: Cruiser Command Beta

Posted: Thu Jun 19, 2014 5:44 pm
by DinoChicken
Suggestion, if a drone doesn't have an available miner, can it patrol the bc? Because its current location in bottom of the hangar is unfair to infiltrators as it ends up 1-2 drones + refiner drone can kill an infiltrator before the infiltrator can react
Plus it looks more interesting

Re: Cruiser Command Beta

Posted: Fri Jun 20, 2014 12:10 am
by zakhennahr
A zombie Zak rises from the grave.

I am of the opinion that there should be limited ship respawns as opposed to what we have now. It sort makes a game go on forever. Granted, 0 respawns was not good a few months back, but maybe something like 3 respawns per ship?

Or, even better (but slightly more challenging to implement), every time a ship dies, make the respawn take 50% longer for this ship than its base respawn. 30 seconds, 45 seconds, 60 seconds, etc. Then, if a team wants the ship to be able to respawn faster, they would have to recycle it and purchase it again, resetting the respawn down to its base. I think this penalizes dying in an adequate fashion (die too often and you might have to spend minerals if you can and want to afford it).

Re: Cruiser Command Beta

Posted: Fri Jun 20, 2014 5:38 pm
by Red-Rocket
a lot has happened while i was away o.O

Re: Cruiser Command Beta

Posted: Sat Jun 21, 2014 6:20 pm
by Siretu
New update published to the beta version. Shields are tweaked. Reconstruct times are almost doubled and upgrades are tiered. Go try it out!