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Post Re: Jeff - Engine rebalance
you made grape influence 120 size?


the only good part about it was it was small....


Thu Sep 16, 2010 9:17 pm
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Post Re: Jeff - Engine rebalance
indeed, whats the point of a grape without it being 20 size?

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Thu Sep 16, 2010 9:23 pm
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Post Re: Jeff - Engine rebalance
Will u ever stop complaining ? How the jeff did it first worked for all except snipers . So give them 2 engines and end fo story .
Atm all SDs can see you cos most of pvp SDs are auged for radar so they can see other stealthy SDs.
My lion on live is stealthy and i do not use ULT or did not even put any thought into it making it as one .
Radars got changed so ofc engines will be as well ...

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Thu Sep 16, 2010 9:32 pm
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Post Re: Jeff - Engine rebalance
grape is 23 size on test.

Also all stealth engines are still quite terrible. I will now use the T10 Cloud Flow available in all AI bases instead as it is far superior and has a workable amount of vis.

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Thu Sep 16, 2010 9:39 pm
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Post Re: Jeff - Engine rebalance
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Thu Sep 16, 2010 9:41 pm
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Post Re: Jeff - Engine rebalance
Asmodeaan wrote:
grape is 23 size on test.

Also all stealth engines are still quite terrible. I will now use the T10 Cloud Flow available in all AI bases instead as it is far superior and has a workable amount of vis.



I will also use a cloud thrust. Compare it to an engine that is 9 techs higher

Thrust: 10k/14k
Turning: 3k/4k
Size: 70/210
vis: 90/90


wat?


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Thu Sep 16, 2010 9:44 pm
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Post Re: Jeff - Engine rebalance
So ive been on test, only problem seems to be engine vis i think for snipers. Maybe a slight increase on the thrust of the Battle Thatch but im thankful for it being this high.

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Thu Sep 16, 2010 9:58 pm
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Post Re: Jeff - Engine rebalance
Have you admins considered what this means for tractors? You doubled the strength and quadrupled the weight of many engines. This has kept roughly the same turning and accelleration rates, but tractors will be far too easy to break away from now.

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Thu Sep 16, 2010 10:01 pm
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Post Re: Jeff - Engine rebalance
Knockback weapons, as well.

All in all, the first change was apparently best, despite it screwing snipers. We can solve sniper later, when we deal with all the other stuff it has to deal with >.>

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Thu Sep 16, 2010 10:11 pm
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Post Re: Jeff - Engine rebalance
Demiser of D wrote:
We can solve sniper later


This is the SS Dev motto.


Thu Sep 16, 2010 11:08 pm
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Post Re: Jeff - Engine rebalance
JeffL wrote:
OK, I've redone the stats and updating test with it.

Ok, i very much like the new stats on rhino charge, PRC, zebra muscles, and Lion Thruster. just scanning thru my engines though it looks like you somehow forgot to change the weight on Giga fission thrust so its stats are worse than OS fission :-P
the stats on urqa koqii vazuk and urqa qi vazuk seem a little bit low but flying the ships it handles fine on my Seer. Snipers i imagine wont be fine with the stats, but it doesnt seem like there are any existing engines that fit their needs without being completely re-purposed.

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Thu Sep 16, 2010 11:15 pm
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Post Re: Jeff - Engine rebalance
Zekk wrote:
JeffL wrote:
Snipers i imagine wont be fine with the stats, but it doesnt seem like there are any existing engines that fit their needs without being completely re-purposed.


This. But I DONT MIND. I would rather the game be balanced before snipers get changed, i dont want people pissed off again >.<

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Thu Sep 16, 2010 11:21 pm
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Post Re: Jeff - Engine rebalance
Aye. I'll be fine with my T10 engine until Sniper itself gets fixed. this change gets my thumbs up.

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Thu Sep 16, 2010 11:42 pm
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Post Re: Jeff - Engine rebalance
/me looks at RCharge stats on test


/me bows down and worships jeff... THANK YOU!

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Fri Sep 17, 2010 12:48 am
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Post Re: Jeff - Engine rebalance
SS=anti sniper, but that's half the fun of sniper, a very nice challenge. If your in a bad mood sniper gives u something to moan about + Voomy said the new sniper missions will include a low-mid vis sniper engine, they are trying, give them time.

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Fri Sep 17, 2010 3:17 am
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