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: Proposition to reduce light missile cost to 3 red
PostPosted: Sat Nov 29, 2014 3:32 am 
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FROM 5 RED TO 3 RED!

Degra and i argue as is
I wanted 1 red, he wanted it 4 red, we settled on 3, because we both liked that number but 5 is TO MUCH, we need more spam of that missile (yes spam is better in this case, since its a very weak missile anyways!)

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 Post subject: Re: Proposition to reduce light missile cost to 3 red
PostPosted: Mon Dec 01, 2014 3:05 pm 
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The problem comes with making it too strong for BC use (since missiles auto-reload and AIs can shoot them), vs making them too weak for ss use (since they are hard to aim and die with the ship) - I think the missiles in general need a re-balancing, but changing the cost to 3 won't hurt

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 Post subject: Re: Proposition to reduce light missile cost to 3 red
PostPosted: Sun Jan 25, 2015 2:05 pm 
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This might be a good idea. But I am still considering remaking the missile loading to be non-consumable and reloable, in which case they would get a huge price increase. For now though, the price and function will stay the same unless there's more discussion in this thread.

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 Post subject: Re: Proposition to reduce light missile cost to 3 red
PostPosted: Sun Jan 25, 2015 2:58 pm 
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I think the first step would be to make missiles more usable in small ships via a dedicated "fire missile" button, similar how there is a "use flare" button.

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 Post subject: Re: Proposition to reduce light missile cost to 3 red
PostPosted: Sun Jan 25, 2015 7:24 pm 
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slapshot wrote:
I think the first step would be to make missiles more usable in small ships via a dedicated "fire missile" button, similar how there is a "use flare" button.


Na, missiles are now way useful for ships, especially wraiths, because you can cloak and fire missiles without dropping the cloak, which allows wraiths to kill chompers and miners (though enemy drone miners can see you while cloaked anyways) and snipe with scorpion missiles, or use wasp missiles against BCs, and mess with systems.
I think wasp missiles can do more damage V BC sheilds but everything is fine with those 2 light missiles, pirhanna missiles still need to be reduced to 3 and maybe add tracking/upgrade to tracking to make them useful for situations of moving ship vs moving ship combat.
The point of missiles is that they are large and clumsy, if they where easy to use, everyone one be using them and insta killing eachother, i kinda like being smart about it and stuff

The tooltips get in the way though....thats annoying O.o

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 Post subject: Re: Proposition to reduce light missile cost to 3 red
PostPosted: Mon Feb 23, 2015 3:31 pm 
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Dreadnought wrote:
The tooltips get in the way though....thats annoying O.o


Yes when you mouse over any inventory item the tooltip blocks all of your inventory and is a pain when you want to quickly fire missiles, and having to guess where the missile (or other) is located behind the tooltips.


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 Post subject: Re: Proposition to reduce light missile cost to 3 red
PostPosted: Mon Feb 23, 2015 6:03 pm 
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Dreadnought wrote:
slapshot wrote:
I think the first step would be to make missiles more usable in small ships via a dedicated "fire missile" button, similar how there is a "use flare" button.


Na, missiles are now way useful for ships... i kinda like being smart about it and stuff


notice I said usable, not useful - and being able to click in the correct inventory slot doesn't require a genius, it is just annoying to have to move the mouse way over, similar to how it used to be for flares.

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