1 |
[quote]A fix is moving part of the cost and attribute boosts of the level4 form to the level 3 form.[/quote]
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1 |
[quote]A fix is moving part of the cost and attribute boosts of the level4 form to the level 3 form.[/quote]
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2 |
I doubt this can be done well. Basic attribute boosts are necessarily less cost-effective than ordinary units. I think the change needs to be qualitative.
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2 |
I doubt this can be done well. Basic attribute boosts are necessarily less cost-effective than ordinary units. I think the change needs to be qualitative.
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3 |
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3 |
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4 |
[quote]Bad idea. Why boring? Range is better atm because it boosts the weapon value further as it's stacked, and because commanders can't trade shots with zk's high dps, short ranged raiders and riots and reasonably get out alive. It could easily give 12% per module with no drawback and people would still only get a few, possibly after maxing out range.[/quote]
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4 |
[quote]Bad idea. Why boring? Range is better atm because it boosts the weapon value further as it's stacked, and because commanders can't trade shots with zk's high dps, short ranged raiders and riots and reasonably get out alive. It could easily give 12% per module with no drawback and people would still only get a few, possibly after maxing out range.[/quote]
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5 |
This is exactly the reason why it's a good idea. Commanders should not be able to fight riots at short range cost-effectively, and given that that is true, the individual damage booster cannot be good. Perhaps it could be saved with the 3x max treatment.
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5 |
This is exactly the reason why it's a good idea. Commanders should not be able to fight riots at short range cost-effectively, and given that that is true, the individual damage booster cannot be good. Perhaps it could be saved with the 3x max treatment.
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6 |
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6 |
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7 |
[quote]I disagree with this. Jump's somewhat overrated, the commander is already only 10% faster than the others, and gets considerably less HP/level. I don't think the blind RPS associated with commanders' innate differences is an issue because they're all slow.[/quote]
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7 |
[quote]I disagree with this. Jump's somewhat overrated, the commander is already only 10% faster than the others, and gets considerably less HP/level. I don't think the blind RPS associated with commanders' innate differences is an issue because they're all slow.[/quote]
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8 |
Having
seen
a
bunch
of
cheese
games
determined
by
initial
chassis
choice
of
the
defender
I
don't
really
have
an
answer
besides
"you're
wrong".
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8 |
Having
seen
a
bunch
of
cheese
games
determined
by
initial
chassis
choice
of
the
defender
(
sometimes
in
combination
with
factory
choice,
but
all
the
same)
I
don't
really
have
an
answer
besides
"you're
wrong".
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9 |
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9 |
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10 |
[quote]Special modules that strictly boost specific weapons are bad. This risks developers making the weapon not worth picking unless in conjunction with said modules.[/quote]
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10 |
[quote]Special modules that strictly boost specific weapons are bad. This risks developers making the weapon not worth picking unless in conjunction with said modules.[/quote]
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11 |
They're not great, but your reason tends towards baseless slander. I would say they are bad because they make the other option the only viable one in some cases. Having three minor subsystems might help with that.
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11 |
They're not great, but your reason tends towards baseless slander. I would say they are bad because they make the other option the only viable one in some cases. Having three minor subsystems might help with that.
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12 |
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12 |
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13 |
[quote]this ability should be something that all commanders could do since the start, without any module requirement.[/quote]
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13 |
[quote]this ability should be something that all commanders could do since the start, without any module requirement.[/quote]
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14 |
I don't see a good reason to remove the risk/reward tradeoff of expanding boldly with one's commander.
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14 |
I don't see a good reason to remove the risk/reward tradeoff of expanding boldly with one's commander.
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