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Patch 1.92 published
Posted: Wed Apr 17, 2013 7:05 pm
by Siretu
Here's the new patch:
v1.92:
- Increased size of BC by 50%.
- Reduced Battlecruiser’s turning rate from 10 to 7.
- Fixed an issue where the miner AI wasn’t accelerating on its way back to the BC.
- Reduced the heal rate of nanite transfer from 25 to 20.
- Reduced duration of side boost power off from EMP from 8s to 4s.
- Reduced the weapon power surge from 5s to 3s.
- Fixed an issue where the gunnery AI wouldn’t fire.
- Fixed a hotkey conflict on the navigation console.
- Fixed an item dupe bug caused by the hangar.
- Fixed a vision bug that caused permanent vision of the enemy battlecruiser when you use several predator missiles.
- Added text tags over AI players.
- EMP now prevents docking.
- Repair station minimum radius decreased from 16 to 12.
- Repair station duration increased from 20 to 25.
- Name of Thermite Charge changed to Nanobot Miniaturization.
- Increased the effectivity of the repair station by 50%.
- Revive kits are now free.
- Pyromanite price of hellfire heavy missile reduced from 50 to 30.
- Pyromanite price of sabretooth heavy missile reduced from 25 to 10.
- Kermiculite cost of merculite heavy missile reduced from 35 to 20.
- Hellfire Heavy Missiles now create 5x more fires.
- The wasp light missile now affects the power settings more severely.
- Veldite cost of wasp light missile removed.
Use this thread to discuss it.
Re: Patch 1.92 published
Posted: Wed Apr 17, 2013 7:20 pm
by Hopeinmo
Hm, wasp boost

... still think "light" missiles should have a role change, and ill be testing the item dupe =3 REVIVES! YAY! Interesting missile costs changes

(i go back to lights being different operation topic again) hm... missiles may be more popular now

Re: Patch 1.92 published
Posted: Wed Apr 17, 2013 8:47 pm
by Red-Rocket
fascinating patch
AND THE BC IS AWESOMENLY HUGE!!!!!!!
i think destroyers should increase size by 20% to make em even more scary as fully upgraded ones will hit 1K, and why do destroyers only increase in 50 while chompers which are kinda smaller are 100? destroyer v destroyer comes down to who gets 2 bombardments off first
Re: Patch 1.92 published
Posted: Wed Apr 17, 2013 9:49 pm
by Tempest
very happy with the changes to wraith EMP, now combat will mean more than one landed emp shot. i still believe the nanite transfer requires a % of total hull heal per second rather than a set number, wraiths and corvettes heal too quickly early game, where as decreasing the numbers make chompers and destroyers not get much of a use out of the heal at all.
Re: Patch 1.92 published
Posted: Wed Apr 17, 2013 10:05 pm
by DumbMarine
Red-Rocket wrote:fascinating patch
AND THE BC IS AWESOMENLY HUGE!!!!!!!
i think destroyers should increase size by 20% to make em even more scary as fully upgraded ones will hit 1K, and why do destroyers only increase in 50 while chompers which are kinda smaller are 100? destroyer v destroyer comes down to who gets 2 bombardments off first
Uh destroyers do not need a buff, they're seriously the best ship in the game right now.
Re: Patch 1.92 published
Posted: Wed Apr 17, 2013 10:19 pm
by Red-Rocket
20% isnt a buff, it actually is a nerf, it makes destroyers easier to hit and a little thing it makes them harder to menuever through astroids
Re: Patch 1.92 published
Posted: Thu Apr 18, 2013 7:51 am
by IvanX
Woah, awesome update list, that must make it much more balanced now for both small ships and cruiser, not sure about the size thou, haven't tried it out yet, as for nanite, - it's already pretty imba, don't need to increase it's healing potential by making it % of hull
Re: Patch 1.92 published
Posted: Thu Apr 18, 2013 6:04 pm
by Tempest
should make it 2-5% heal per second, this would make it better late game as lasers become more powerful, and would make wraiths nanite at no point of the game imba. Large ships have larger hit boxes, and should benefit MORE from nanite due to their slow speed and damage intake. The issue here is nanite being way over powered early game with wraiths and corvettes, if you use it on a destroyer late game as hope has pointed out in another thread it is not op and does not do much of anything. This method would increase effectiveness of the ships its needed on (destroyers are too slow and vulnerable 1 on 1 with a bc and can easilly be boosted upon, tractor beamed, and killed, even with this heal buff it is still very easy to do.
300 hull 3% is 3hull per second (is that not less than 20?) standard health on a wraith, fully upgraded is 700 hull 3% of that is 21 hull per second (1 hull greater than its current rate) with lasers fully upgraded a wraith having regeneration is not an issue and can be easilly killed. By the time hull is maxed the nanite transfer will have lost its effectiveness.
fully upgraded chomper 1500 hull 3% is 45 hull per second
I dont see how this will make things worse, again the issue is early game small ships that become gods, not late game ships that cant die. a low % number heal per second is smarter than a hull per second system when you have such a huge variety of ships that range from 300 hull to around 1800.
Re: Patch 1.92 published
Posted: Thu Apr 18, 2013 6:07 pm
by Tempest
also before you argue 45 hull per second is stupid and over powered id like to point out that penta burst alone fully upgraded puts out over 130 damage per second. mix that in with broadsides and your measly 45 hull per second regeneration becomes shut down very easilly.
Re: Patch 1.92 published
Posted: Thu Apr 18, 2013 6:24 pm
by Red-Rocket
except its strangly easier to hit wraiths then corvettes