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: Patch 4.8 published
PostPosted: Sat Jan 17, 2015 1:03 pm 
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I've published path 4.8. It's mostly like 4.7 that was previously just on beta, but with a couple of new changes:

4.7:
- Fixed bug where you could faint while in an infiltrator after boarding.
- Trying to launch the infiltrator outside of the enemy hangar now gives an error message immediately and doesn’t trigger the cooldown.
- Fixed a visual issue with loading some of the missile bays.
- Reworked shield mechanics. Power to shields no longer increases max shield. Instead shield is always at 2000.
- Battlecruiser laser upgrades now increase laser damage by 20% instead of 25%.
- Fusion core now gives 250 shields per level.
- Weapons now bleed through shields if the shields are below 30%.
- Marine health increased from 45 to 100.
- Marine weapon damage decreased by 75% and speed increased by 4x.
- Increased repair station range from 6 to 12 to match the radius ring.

4.8:
- Reduced Battlecruiser shields from 2000 to 1000.
- Reduced Auto-turret armor from 1 to 0.
- Changed prices between utility tier 1 and economy tier 1.

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 Post subject: Re: Patch 4.8 published
PostPosted: Sat Jan 17, 2015 10:37 pm 
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Stares at the infiltration nerf.

Well, so much for kiting.


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 Post subject: Re: Patch 4.8 published
PostPosted: Sun Jan 18, 2015 4:50 am 
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WhyteDragon wrote:
Stares at the infiltration nerf.

Well, so much for kiting.


its the same thing, just 55 more health, so you have more time kiting....oh and abusing the elevators is stupid anyways...bad on u >.O

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 Post subject: Re: Patch 4.8 published
PostPosted: Sun Jan 18, 2015 5:50 am 
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Well not really. A good example is the arc-rifle. Assuming a 1v1, you could deal damage, run away, deal damage, run away. It meant that you basically increased the enemy's attack cooldown to your level since he has to chase you.

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 Post subject: Re: Patch 4.8 published
PostPosted: Tue Jan 20, 2015 12:15 pm 
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Siretu wrote:
Well not really. A good example is the arc-rifle. Assuming a 1v1, you could deal damage, run away, deal damage, run away. It meant that you basically increased the enemy's attack cooldown to your level since he has to chase you.


This.

Now the advantage lies almost entirely upon the chaser, since it's harder to 'attack shift.' The invader gets lesser benefits from nanodoc gloves, inferior kiting skills now, and also has to deal with a numbers disadvantage -- not to mention both the AIs and the turrets are against them as well. Also costs a lot to set up, and is very easy to lose your equipment compared to the defenders.


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 Post subject: Re: Patch 4.8 published
PostPosted: Tue Jan 20, 2015 9:23 pm 
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CCA
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meh, I also dislike the attack speed/damage change - it does ruin the arc rifle.. it's fine for some weapons, but not all

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 Post subject: Re: Patch 4.8 published
PostPosted: Wed Jan 21, 2015 12:11 pm 
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What if I revert it on the arc rifle? Gives you an option of using a kiting weapon or more of a high-speed weapon.

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 Post subject: Re: Patch 4.8 published
PostPosted: Thu Jan 22, 2015 9:43 am 
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Siretu wrote:
What if I revert it on the arc rifle? Gives you an option of using a kiting weapon or more of a high-speed weapon.


I think that would be best, seeing as the Arc Rifle's major selling point was it's burst as opposed to 'speedy hits.'


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 Post subject: Re: Patch 4.8 published
PostPosted: Sun Jan 25, 2015 2:03 pm 
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I reset the ARC rifle stats. It's in the dev version.

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