Cruiser Command

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.


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 Post subject: Re: nanite transfer nerf?
PostPosted: Sun Apr 28, 2013 1:15 pm 
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CCA
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I agree with Tempest. Nanites should be % based. I think 3% would be perfect.

Wraith: 300 = 9 HpS
Wraith: 700 = 21 HpS

Miner: 400 = 12 HpS
Miner: 800 = 24 HpS

Destroyer: 800 = 24 HpS
Destroyer: 1200 = 36 HpS


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 Post subject: Re: nanite transfer nerf?
PostPosted: Sun Apr 28, 2013 1:38 pm 
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Neph
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I know I'm new here but.


3% health / second sounds like a lot dude. In 30 seconds I can heal up my full health of my ship, that's too fast IMO. I would start with a lower number then rebuff it if it is underused. 1% of health is plenty, think about it this way, how much damage does an enemy wraith do? now what is its DPS. Now if that DPS is less then the healing amount of the spell, then we have a problem with the spell. A skilled player should still be able to kill someone who has nanites on. or a 2v1 should be able to kill it as well. ATM a BC can't even kill it.

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 Post subject: Re: nanite transfer nerf?
PostPosted: Sun Apr 28, 2013 1:47 pm 
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CCA
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Last night I watched 2 excellent Wraiths go up against each other.

The one without Nanites won. The other upgrades were ~balanced. It all depended on engagement vector, location, and energy retention.

With correct weapon utilization a Cruiser will annihilate a Nanited Destroyer in under 5 seconds. Currently, Destroyers that leave the safety of their Cruiser are just food.
A good Wraith can dodge for a few seconds longer depending on the Cruisers upgrades, and a Corvette can last ~11 seconds.

All that said, I would be fine with near any % as long as it is based off of hull quantity.


EDIT: Currently the real balance comes from the cooperation required, the upgrade cost, and the slow cool-down on the transfer. I would still like the cool-down decreased to ~30 seconds.

EDIT: Actually, I would be really happy for 2% regen and a larger decrease to the cool-down. It would add a higher skill-cap for teams in terms of communication, ship placement, and console use.


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 Post subject: Re: nanite transfer nerf?
PostPosted: Sun Apr 28, 2013 3:09 pm 
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CCA
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the thing is 3% is a decrease. 2% may seem more appropriate however. The current rate is higher than 3% would be early game, which is when the small ship is unbeatable. I'm completely fine with either, but i feel 3% will leave ships better off late game against an upgraded battlecruisers massive DPS, it wont make them survive, but in the right hands can lead to a narrow escape.

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 Post subject: Re: nanite transfer nerf?
PostPosted: Sun Apr 28, 2013 3:10 pm 
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i do agree that a skilled pilot should be able to pull off a win if they play perfect against a less talented but buffed ship (nanite or ionic)

EDIT : i would also enjoy a 2% with lower cooldown, more ships healing at once would make for better use of strategy, however ionic would need to be the same.

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 Post subject: Re: nanite transfer nerf?
PostPosted: Sun Apr 28, 2013 3:38 pm 
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CCA
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How about:

Ionic = 40 Second cool-down
Nanite = 30 Second cool-down
Plasma = 20 Second cool-down

They are all used for completely different strategies, their cool-downs should reflect this.

Currently Plasma for Kamikaze is still a joke due to: cool-down, K/D, radius, and no after death vision. Hell, I do not even want to practice with it.


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 Post subject: Re: nanite transfer nerf?
PostPosted: Sun Apr 28, 2013 6:31 pm 
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I am going to try out a 3% / second heal for nanite transfer. It will be in the next patch.

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 Post subject: Re: nanite transfer nerf?
PostPosted: Sun Apr 28, 2013 6:48 pm 
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CCA
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Love you, 3% may prove to be too high however and if thats the case 2% is the answer.

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 Post subject: Re: nanite transfer nerf?
PostPosted: Sun Apr 28, 2013 7:00 pm 
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We'll see how it pans out.

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