Brad Wardell's site for talking about the customization of Windows.

Just a head's up:

+ Your Nexus now provides 2 metal per turn (instead of 0)

+ Controlled metal deposits provides 0.5 metal per tic instead of 1

+ Meta extractors add +1.5 metal per tic instead of 1

+ PHC Brute max velocity increased from 118 to 120

+ Engineer max velocity reduced from 200 to 180

+ Artemis max velocity reduced from 84 to 80

+ Zeus max velocity increased from 95 to 96

+ Reaper max velocity increased from 97 to 110

+ Constructor max velocity reduced from 202 to 190

+ Avenger max velocity reduced from 98 to 80

+ Mauler max velocity increased from 120 to 125

+ Drone Bay construction time reduced from 90 seconds to 60 seconds

+ Orbital Nullifer metal cost reduced from 750 to 600

+Armory radioactive cost reduced from 100 to 90

+ Armory build time increased from 30 seconds to 45 seconds

+ Capital ship factory cost per second for construction reduced

+ Capital ship factory time to build increased from 120 to 180

+ PHC Power Regulator time to build reduced from 60 seconds to 40 seconds

+ Orbital Command resources per second cost increased

+ Orbital Command build time reduced from 180 to 120 seconds

+ Weapons Lab radioactive cost increased from 240 to 360 total

+ Weaspons lab time to build reduced from 180 seconds to 120 seconds

+ Quantum Relay cost reduced slightly, build time reduced from 90 seconds to 70 seconds

+ Substrate Annihilator fixed gun shield regen increased from .5 to 1

+ Substrate Drone MRV (whose splash damage was recently reduced) radioactive cost r educed from 240 to 180

+ Advanced Assembly construction per second cost reduced while time to build incresed from 120 to 180

+ Quantum Archive cost reduced

+ Substrate Drone Orbital cost per second incresed but time to build reduced

+ Substrate Power Regulator cost per second increased bu time to build reduced

+ Gateway cost per second cost increased but time to build reduced

 

Units:

+ Artemis HP decreased from 500 to 400

+ Apollo HP increased from 500 to 600

+ Archer HP reduced from 90 to 75

+ Brute HP reduced from 100 to 90

+ Medic HP reduced from 500 to 400

+ Engineer HP increased from 90 to 120

+ Engineer Buid time decreased from 30 to 25 seconds

+ Engineer cost per second to build increased

+ Substrate Overmind "brain whale" HP increased from 2000 to 3000

+ Substrate Retributor max shields increased from 4000 to 5000

+ Substrate Retributor shield regen rate increased from 5 to 8 per second

+ Substrate Avenger HP reduced from 350 to 300

+ Substrate Avenger max shields increased from 250 to 300

+ Substrate AVenger shield regen increased from 8 to 10

+ Substrate Mauler HP increased from 100 to 200

+ Substrate Mauler Max shields increasd from 900 to 1000

+ Substrate Destructor max shields reduced from 600 to 500

+ Constructor shields increasd from 50 ro 80

+ Martyr max shields reduced from 80 to 60

+ Reaper max shields reduced from 100 to 90

+ Sky Cleaner build time reduced from 28 to 24 seconds

+ Dominator build time reduced

+ Punisher build time reduced (120 to 100)

+ Substrate air scout vsision increased from 900 to 1000

 

Weapons:

+ Mauler's Hyena Cutting Array cool down reduced from 4.9 to 2.4, duration of beam increased from 1.6 to 1.8, damaged reduced from 120 to 101

+Avenger's Mayhem Cannon cool down reduced from 8 seconds to 6 seconds

+ Archer's rocket damage decreased from 80 to 75

+ Brute's volley decreased from 5 shots to 4 shots

+ Zeus's laser cannon damage increased from 50 to 75

+ Zeus's Chain Lightning cool down reduced from 8 to 7

+ Mauler's backup cannons cool down reduced from 3.5 to 2.8 but number of shots reduced from 4 to 2

+ Avenger's plasma hose cool down reduced from shots reduced from 8 to 6, accuracy increased to 75% (from 60) and damage increased

+ Avatar's plasma stream cool down reduced from 12 to 8 seconds

Orbital Abilities:

+ Plasma storm cool down increased from 10 to 30 seconds

+ Orbital strike cool down increased from 30 to 60 seconds

+ PHC Amplify abilty cool down reduced from 5 seconds to 1 second

+ Call Avatar cool down reduced from 20 seconds to 10 seconds

+ Kill orbital cool down increased from 5 to 30 seconds

+ Destonate orbital cool down increased from 30 to 60 seconds

+ Overcharge orbital cool down decreased from 30 to 12 seconds

+ Boost orbital cool down reduced from 30 seconds to 1 second

+ Creeps no longer regen their shields

Feel free to discuss.

 


Comments (Page 1)
on Apr 05, 2016

Capital Ship Factory = Dread Factory??

on Apr 06, 2016


Just a head's up:

+ Your Nexus now provides 2 metal per turn (instead of 0)

+ Controlled metal deposits provides 0.5 metal per tic instead of 1

+ Meta extractors add +1.5 metal per tic instead of 1

Feel free to discuss.

Ah ha! This seems to address the "expand fast" strategy being very effective. Now we have to have more engineer micro in the middle to late game to keep up a high income stream. APM FTW! I'm curious how this pans out. The first minute meta changes here. Now capping a metal node right off the bat may NOT be optimal. Could be fun!

on Apr 06, 2016

Nice, I really apreciate the direction these changes are going to

on Apr 06, 2016

in my opinion it actually causes the opposite, each person will be forced to expand to a metal node wwith 3-4 metal off start and build there metal immediately. with each metal point on that node now worth 1.5 from 1. with 4 points i gain 6.5 metal per sec since the node is .5. before the node was 1 and each point was 1. making a 4 deposit node only worth 5. with it being 6.5 you can run 2 factories making brutes and archers solely off of that in metal/sec

on Apr 06, 2016

w1z4rd_r4g3

in my opinion it actually causes the opposite, each person will be forced to expand to a metal node wwith 3-4 metal off start and build there metal immediately. with each metal point on that node now worth 1.5 from 1. with 4 points i gain 6.5 metal per sec since the node is .5. before the node was 1 and each point was 1. making a 4 deposit node only worth 5. with it being 6.5 you can run 2 factories making brutes and archers solely off of that in metal/sec

 

What are you talking about? The metal aquired per node remains unchanged, but now you need to build extractors first to attain most of it's value so simply sending armys in every direction wont pay off as good as before without taking the time to build an extractor in each.

on Apr 06, 2016

if you didn't have builders making extractors as you expanded before you were not doing it effectively before. now it's even more suited to the quick expand Imo 

 

on Apr 06, 2016

as I reread changes I see my error. gg

on Apr 06, 2016

so many changes already... NICE

 

btw. is it possible to increase the range of brutes and the equivalent from the substrates? 

i dont like those blobbing knife fights, looks a bit weird ^^

on Apr 06, 2016

eviator


Quoting ,

Just a head's up:

+ Your Nexus now provides 2 metal per turn (instead of 0)

+ Controlled metal deposits provides 0.5 metal per tic instead of 1

+ Meta extractors add +1.5 metal per tic instead of 1

Feel free to discuss.



Ah ha! This seems to address the "expand fast" strategy being very effective. Now we have to have more engineer micro in the middle to late game to keep up a high income stream. APM FTW! I'm curious how this pans out. The first minute meta changes here. Now capping a metal node right off the bat may NOT be optimal. Could be fun!

Interesting changes but now they have made tracking what extractors have or have not been destroyed that much more important while not providing a better UI to facilitate that. Not a problem on the small maps but some of the large maps have a LOT of resource nodes so I think something could be added to help with that.

I wouldn't have minded a slight buff to the extractors health too as they are very flimsy. Though I know that is a harder call as they want them to be vulnerable to fighter air to ground attack. But maybe they are too vulnerable to that right now so a slight buff to the extractors would still be fine.

on Apr 06, 2016

I can understand reducing Brute's health but doesn't, "+ Brute's volley decreased from 5 shots to 4 shots" effectively reduce their fire power by 20%? They do very little damage as it currently stands. I am glad Creeps no longer recharge shields too as they take quite a while to kill and with the reduced fire power of both Brutes and Archers that would have been painful.

on Apr 06, 2016

brutes go to the point of no usefulness

on Apr 06, 2016

With the Zeus weapons getting some buffs and the Brute a little weaker the Zeus will go through them that much quicker. I guess that is what it is designed for. Will have to see how it plays out. I agree with the Zeus secondary weapon buff.

on Apr 06, 2016

I think the T1 nerf and Zeus buff will allow an early upgrader to more effectively withstand/counter a T1 bum-rush.  I like that.

And as others have pointed out, the extractors will be more important.  There will be less advantage to dispatching combat units to claim territory without engineering support, and it will be easier to penalize players who expand without defending what they've taken.  This is pretty much what we were asking for in the other thread, and I like it.

Edit: I do wish there was an easier way to keep track of where your built/unbuilt/blown up extrators are, though, for the reasons ticktoc mentioned.

on Apr 06, 2016

Sure hope the rankings get reset.

on Apr 07, 2016

Kazzerigian

Sure hope the rankings get reset.

With the amount of changes this update will bring I agree. It pretty much changes the game regarding units and expansion. 

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