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The Lost One
Team:
Main: UrQa Vazuk Qii
Level: 2468 Class:
Berserker
Joined: Tue Dec 22, 2009 7:28 am
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Re: MF Reaver change imminent
ELITE wrote: There are very few DF400 DGs this uni. MF Reavers occur down to DF330. There are many MF Reaver DGs this universe, and not many people are doing them, apart from the one galaxy that everyone (who seems to have a lack of exploration skills) is camping. I think all of these changes are fine. Even the Exp modifier is something that I think is very fine.
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Mon Sep 26, 2011 3:09 pm |
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ELITE
Team:
Main: Lemon
Level: 2187 Class:
Engineer
Joined: Wed Sep 29, 2010 10:14 pm
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Re: MF Reaver change imminent
Well whatever. This seems rash but let's see what happens.
_________________ Me!
Teh Meo
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Mon Sep 26, 2011 3:11 pm |
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s_m_w
Content Dev
Joined: Mon May 17, 2010 11:18 am
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Re: MF Reaver change imminent
master802 wrote: Add higher level AI please. Definitely. I have a few ideas I want to implement in the near future. ELITE wrote: There are very few DF400 DGs this uni. There are at least 40 galaxies with DGs with at least one level of MF Reavers. AI need to be unique, but balanced. Balanced not only in difficulty and not only in exp per difficulty, but also in exp per time. Reavers are hard, because they hit hard and they are stealthy, but once you overcome both issues, they are cannon fodder. MF Reavers need an exp modifier because once you overcome their strengths, the exp per time is out of proportion compared to a player who mastered killing MF Picks or platties or any other AI in that level range. There are two ways of reducing an AI's exp per time: Lowering level and an exp modifier. An AI's levels should be a representation of its difficulty. MF Reavers are hard (WITHOUT a specialized setup), their level is appropriate. The only solution is an exp modifier. Or bringing it in line with the other AI of its level, which would mean giving it a significant resistance or shield bank beef, which would destroy their uniqueness. That's my opinion on the matter and so far I've only seen arguments such as (exaggerated!) "Please don't make me kill 5/4 more reavers! It's the only AI that exists, ever!"
_________________ Space Dragons! In Space! Follow me on twitter! http://www.twitter.com/MariusWalz
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Mon Sep 26, 2011 3:16 pm |
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s_m_w
Content Dev
Joined: Mon May 17, 2010 11:18 am
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Re: MF Reaver change imminent
Also I should mention that the exp modifier will not be active immediately. It needs a uni reset
_________________ Space Dragons! In Space! Follow me on twitter! http://www.twitter.com/MariusWalz
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Mon Sep 26, 2011 3:20 pm |
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ELITE
Team:
Main: Lemon
Level: 2187 Class:
Engineer
Joined: Wed Sep 29, 2010 10:14 pm
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Re: MF Reaver change imminent
Wait! That means there can be a test period for this before actually adding the nerf!
_________________ Me!
Teh Meo
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Mon Sep 26, 2011 3:21 pm |
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shawn_mccall
Team:
Main: shawn - mccall
Level: 2411 Class:
Fleet Commander
Joined: Sun Jan 06, 2008 12:53 am
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Re: MF Reaver change imminent
Give them all tweaks, now they're even more unique... Parslies pop a blocker when you get them to half, make an MF Reaver pop an Adv Blocker at 75% then at 25%, give them a swifty spry to pop at the beginning of a fight, double their shields, double range, triple damage, code them to run away and regen when they get low, give them a mini warper to retreat with, and finally code them to group like RM AI.
In 2 minutes I thought up an adequate beef that makes them more deadly, less delicate without adding a massive shield bank, increases time per XP, and makes them just about the most unique AI ingame by making them actively keep themselves alive.
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Mon Sep 26, 2011 3:28 pm |
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Battlecruiser23
over 9000!
Team:
Main: Ghost Commander
Level: 1138 Class:
Berserker
Joined: Sat Dec 09, 2006 10:36 pm
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Re: MF Reaver change imminent
Fucking hell, shawn. You're making them sound like a scarier version of the Sniper Meavers. The things that one shotted Zerks and SD's.
_________________ Axis Industries
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Mon Sep 26, 2011 3:38 pm |
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sabre198
Member
Team:
Main: topbuzzz
Level: 4129 Class:
Shield Monkey
Joined: Sun Dec 21, 2008 12:31 pm Location: Timmeh!
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Re: MF Reaver change imminent
u better be putting a 1.25 xp modifier on shit like 2k forgies then. cos now theres zilch to level off, consistently anyway.
Alex thats a shit list those ai are one per dg.
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Mon Sep 26, 2011 3:40 pm |
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playerboy345
Team:
Main: playerboy345
Level: 2035 Class:
Berserker
Joined: Sat Jul 04, 2009 10:25 am Location: The Netherlands
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Re: MF Reaver change imminent
Demiser of D wrote: Lol. If you're going to do this, i sure hope you add some AI that isn't so hard to kill, cause atm MF reavers are about the only leveling option for noobs from level 1100-2000. Heck, my pretty decent rhino engineer can hardly take down a full level of them.
Unless you intend for people to need to level in squads...which isn't a terrible idea, just hard to pull together. Ofc, if you have a shm alt it's pretty much easy to do anything... I agree with what thermal said, when I was an engi I had a astro with 1 gen mast, 2 off mast and I could easily do MFR DGs with titans and acmes and I didn't even get lower then 3/4 of my shield
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Mon Sep 26, 2011 3:50 pm |
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s_m_w
Content Dev
Joined: Mon May 17, 2010 11:18 am
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Re: MF Reaver change imminent
Shawn has a good point. I'm going to give them some sort of PWI or an afterburner. Damage beef will take care of the classes that like tanking, mobility beef is something for snipers and SDs, but that will take a little while. Damage/range beef will go in before that
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Mon Sep 26, 2011 3:59 pm |
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Shroud
Joined: Sat Jul 02, 2011 9:44 pm Location: Rockford, IL, U.S.A
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Re: MF Reaver change imminent
I don't like this change but I don't play any more so i could care less.
It's their game, they may fuck it up if they wish.
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Mon Sep 26, 2011 4:14 pm |
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Furtive Ferret
Joined: Tue Feb 01, 2011 2:43 pm
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Re: MF Reaver change imminent
VatFF wrote: The Lost One wrote: There are plenty of other easy AI to kill. Omega Platforms, Wattages,
Those are not considered easy ai to kill, but thats another discussion. Is this a part of the "we want people to stay mid level so we can get use for our mid game content"-idea? First increasing SP needed for skills, then reducing xp... I know I'm joining the discussion late, but technically those are easy to kill, coz I can and I'm crap. In fact I'd put them as easier than MF reavers for my slaves and me... I do consider there to be other good levelling options for 1-2k players, and I dislike the pre-eminence of MF reaver levelling- it makes it dull.
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Mon Sep 26, 2011 4:25 pm |
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biggee531
Team:
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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Re: MF Reaver change imminent
XP modifiers are kind of ridiculous; It's kind of like saying "I know there's a problem that we could fix by adding more variations of current AI (easy solution), but i'm just gonna make you literally waste your time and effort killing them while you could be killing something else for more XP with less effort."
* I agree that a rebalance of MF reavers is necessary (probably the rest of the AI while you're at it as well; just make a balance sheet for AI difficulties), but the change should be accompanied by a vast increase in variations of high-level AI.
Slapping an XP modifier on 2 years too late is retro-active hand-slapping at best.
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Mon Sep 26, 2011 5:10 pm |
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s_m_w
Content Dev
Joined: Mon May 17, 2010 11:18 am
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Re: MF Reaver change imminent
biggee531 wrote: XP modifiers are kind of ridiculous;[...] Slapping an XP modifier on 2 years too late is retro-active hand-slapping at best. In retrospect, I agree.
_________________ Space Dragons! In Space! Follow me on twitter! http://www.twitter.com/MariusWalz
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Mon Sep 26, 2011 5:17 pm |
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ELITE
Team:
Main: Lemon
Level: 2187 Class:
Engineer
Joined: Wed Sep 29, 2010 10:14 pm
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Re: MF Reaver change imminent
Yay.
_________________ Me!
Teh Meo
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Mon Sep 26, 2011 5:18 pm |
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