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Nakamura Fleet Admiral

Gender:  Age: 25 Joined: 09 Jul 2008 Posts: 1483
Location: An ancient starship buried in the sands... Interests: Science, friends, music, gaming
Website: http://complexenhanced...
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I already mentioned the energy issue to Beghins but he dismissed it...
Editing in everything, because you make valid points. Complex has a lot of imbalance, hard to recall everything, that's why there is a need for a balance team. Glad you're back. _________________
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rorik Fleet Admiral

Complex Patron

Joined: 02 Jun 2009 Posts: 1553
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Glad to see there all of you) |
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Beghins Lead Designer

Complex Team
 Gender:  Age: 44 Joined: 27 Mar 2008 Posts: 1920
Location: Italy, Milan
Website: http://www.homeworld2c...
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Updated _________________
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lazer72 Commodore

Gender:  Age: 22 Joined: 29 Apr 2012 Posts: 314
Interests: Complex (obviously), audiophile, Technology, Space, Chocolate Bars, RC Helicopters
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Not sure if I should be posting here but I wanted to say whether If it was possible to increase the speed Capital ships, such as Destroyers, leave the Mothership after being built.
It just takes so long.  |
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Nakamura Fleet Admiral

Gender:  Age: 25 Joined: 09 Jul 2008 Posts: 1483
Location: An ancient starship buried in the sands... Interests: Science, friends, music, gaming
Website: http://complexenhanced...
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There are docking upgrades. Use them. On-board modules help too _________________
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rorik Fleet Admiral

Complex Patron

Joined: 02 Jun 2009 Posts: 1553
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There are NO upgrades, that can increase speed of docking/undocking.
Those "docking" upgrades just increase REPAIRING SPEED in dock.
Missile Platforms of both races is trash - something wrong with its damage and fire angles. |
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Beghins Lead Designer

Complex Team
 Gender:  Age: 44 Joined: 27 Mar 2008 Posts: 1920
Location: Italy, Milan
Website: http://www.homeworld2c...
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Vgr Missile BC was bugged, now works.
Vgr energy production increased by 5% progressive _________________
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Nakamura Fleet Admiral

Gender:  Age: 25 Joined: 09 Jul 2008 Posts: 1483
Location: An ancient starship buried in the sands... Interests: Science, friends, music, gaming
Website: http://complexenhanced...
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I've looked again into all the previously mentioned change requests and updated the main post. These elements need to be fixed, and soon. |
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ALC Content Admin

Complex Team

Joined: 10 Sep 2008 Posts: 6937
Post Vote:  Location: Éireann • Ireland • Irlanti • Republika Irlandia
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@Nakamura
What is the difference between the Orange and Red recommended changes in the first update post? _________________ I'll have a Neutron Blaster please...
...No Neutron Blasters...
In that case I'll have a glove... |
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Nakamura Fleet Admiral

Gender:  Age: 25 Joined: 09 Jul 2008 Posts: 1483
Location: An ancient starship buried in the sands... Interests: Science, friends, music, gaming
Website: http://complexenhanced...
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Red = huge problem/imbalance, almost game breaking. Deviation from the suggested change is not advised.
Orange = "medium" imbalance, deviation from the suggested change is acceptable.
I don't use green because that would mean "solved issue", and I always remove those from the list. |
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Nakamura Fleet Admiral

Gender:  Age: 25 Joined: 09 Jul 2008 Posts: 1483
Location: An ancient starship buried in the sands... Interests: Science, friends, music, gaming
Website: http://complexenhanced...
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Did a few tests.
Very good job on the perforation pod controller. With this slow fire rate it now truly is an emergency weapon.
There are a few more problems to take care of, but one goes above all :
vaygr research energy consumption must be decreased by 40% _________________
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ALC Content Admin

Complex Team

Joined: 10 Sep 2008 Posts: 6937
Post Vote:  Location: Éireann • Ireland • Irlanti • Republika Irlandia
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Nakamura wrote: | Did a few tests.
Very good job on the perforation pod controller. With this slow fire rate it now truly is an emergency weapon. | This is good to hear, that the perf pod are balanced. _________________ I'll have a Neutron Blaster please...
...No Neutron Blasters...
In that case I'll have a glove... |
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Nakamura Fleet Admiral

Gender:  Age: 25 Joined: 09 Jul 2008 Posts: 1483
Location: An ancient starship buried in the sands... Interests: Science, friends, music, gaming
Website: http://complexenhanced...
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So Beghins says that the research stuff is a bug, so I'm removing that from the list. Once that is solved, we need minor unit adjustments, and for C9 we need further limiting to purchase-able missile weaponry, as well as improvement of a few design elements.
Currently I find these 2 to be the most important suggestions :
Skip intro : Have all hyperspace capable ships jump in from hyperspace. No undocking. Vaygr mobile refinery needs to undock, not hyperspace.
The capital class splitting of battle/build capable capitals needs to be changed to standard/super capital. Therefore build capable ships would be again together with the rest, but super capitals would be the new category instead. This will balance the late- to deep late game transition by creating a research level barrier.
The global upgrades for this class should be 25% more expensive than the standard capital upgrades. |
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Alewx 3D Artist

Complex Patron
 Gender:  Age: 30 Joined: 11 Jul 2008 Posts: 529
Location: Carlow
Occupation: trained Game-Designer
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May I say that the researchpoint values for the researchmodules are feeling far too low? The 450 points are reached when already at LT. rank.
To me it can be doubled without problems. _________________ To boldly go where no man has gone before. |
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Nakamura Fleet Admiral

Gender:  Age: 25 Joined: 09 Jul 2008 Posts: 1483
Location: An ancient starship buried in the sands... Interests: Science, friends, music, gaming
Website: http://complexenhanced...
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Updated with recommended changes for 8.4
Please do not ignore red components. They are crucial. The community complaints were massive after the last release, I've read them all and put the list together accordingly.
Also do not release a new version until most are fixed. People will not see a reason to download it. |
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