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The Alpha Suggestion thread


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#1 Cole Protocol

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Posted 16 December 2013 - 11:38 AM

With the alpha release now being played, i figured i would make this so the forums would not be barraged with threads about small little suggestions. So if you have some small little ideas just put them here, and save your novelty ideas for a bigger thread. For starts, how about the Salvation classes missing ability, any ideas?



#2 m468

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Posted 17 December 2013 - 03:12 PM

I removed the ability that was there just before release. If there is to be another ability added to the CAS it will be decided on internally as it will affect the balance of the mod and that must be considered in detail by dianno.
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#3 SPECTRE

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Posted 17 December 2013 - 03:20 PM

CCS needs higher fleet supply, CCS spams are way too common, and too hard to stop without SMACS.

UNSC fleet supply is all F****** up, i can have 40 capital ships, but have few escorts along side them.

covenant starbase, is way too OP, i mean that shits got beam weapons, fighters, shields, high hit points and the fucker moves too, thing took all i had to take it down.

Also what happened to the following popular ideas?

The splaser ship.

the omega class orbital emplacement.

and the second starbase in orbit around UNSC planets.


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#4 Moustachio86

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Posted 17 December 2013 - 03:30 PM

CCS needs higher fleet supply, CCS spams are way too common, and too hard to stop without SMACS.

UNSC fleet supply is all F****** up, i can have 40 capital ships, but have few escorts along side them.

covenant starbase, is way too OP, i mean that shits got beam weapons, fighters, shields, high hit points and the fucker moves too, thing took all i had to take it down.

Also what happened to the following popular ideas?

The splaser ship.

the omega class orbital emplacement.

and the second starbase in orbit around UNSC planets.

I suspect Dianno will have something to say about all this (likely ending in Good Night...) but I'll give it a shot from what I've seen.

 

  • The CCS is, essentially, supposed to be spammed. But I see what you're saying. I hate the logic but essentially the counter-argument is that a properly defended UNSC in nigh uncrackable. With that said, a CCS spam is definitely easier to form than a balanced and unbeatable UNSC bastion. 
  • Prioritise escorts to capital ships. The numbers do just about add up; don't feel the need to fill up your capital ship slots before your regular fleet. Build your ideal fleet, then use whatever's left for capitals. I haven't run through the numbers but I don't know if it's ever advised to use ALL of your capital ship slots. If that's the case, yes, that may need a look.

All three popular ideas are still in the works and haven't entered the playtester domain. Simply haven't had time to be put in; the priority has been on getting the covenant up to an acceptable public standard. 


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#5 Dianno5741

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Posted 17 December 2013 - 04:32 PM

First off  the following ideas are still in the works. We only have so many modelers and artists and our attention is else where. The UNSC cap limit was increased to incorporate marathons along with some other things about that switch. Marathons are less supply than they were and you can field a ton of them. You should only be fielding 12 Non Marathon capitals at the most give or take. Just like normal SoSE. Yes, Covenant is easier to get a good fleet going. CCS is suppose to be their late game fleet, so it being hard to beat is normal.

You really should read the books. The UNSC Navy almost NEVER beat the Covenant Navy in a stand up match. The UNSC use their SMACs passive aggressively. So youll expand but once you bump into the Covenant Navy, you should only enagage if you have 3-1 odds in your favor plus capitals for nukes. Standard Procedure. Otherwise your job is to find good choke points, and build a big defensive line. BUILD YOUR ECON. If your covenant opponent sits around building his fleet and lets you turtle unopposed youll win by just being able to out produce him later. He needs CCS. you need frigates and destroyers which are faster to build.

Covenant Starbases are OP when, again, you let them get that way. Sure Ill take a look at it but the amount of shit you need to spend to get it that way is huge. therefore they get a big reward for doing it.


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#6 Diablo_Cow

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Posted 17 December 2013 - 05:47 PM

I think the Covenant need a ship or ability to combat minefields.  When I get into the late game and start beefing up my defenses on choke points, minefields just slaughter any Covie fleet.  I've seen the AI try and scout out my defense and knock out a mine or two so maybe a tweak so that the Covie's use scout ships to kamikaze the mines would work.  Super-MACs alone the Covenant can roll through with some losses but Mines and Super-MACs means only a UNSC fleet can potentially survive the minefield due to the sheer numbers of the fleet.

 

Another suggestion might be to slightly increase the build time of mines so that they can't be replaced before the covie's can rebuild their losses.  



#7 Unikraken

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Posted 17 December 2013 - 06:07 PM

We could always let the CCS detect mines or the CPV.


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#8 Dianno5741

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Posted 17 December 2013 - 06:22 PM

Yeah that or increase the mines cooldown thing as he said. Ill ponder it over


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#9 KhevaKins

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Posted 17 December 2013 - 09:03 PM

A criticism from some people is the Covenant Capship are a bit lack lust, something I agree with.
I personally think their shield recharge rates should be greatly increased. Like Coles first battle over Harvest, it took something like 40 ships firing at the same time to take one out because it's shields recharged so fast. I think they should be fully charge in at least 30 seconds from 0. This is only for Cap ships, the other ships should stay exactly as they are.
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#10 Defender0

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Posted 17 December 2013 - 09:10 PM

40 ships firing at the same time

you mean the ship thats probably going to be the TITAN?



#11 KhevaKins

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Posted 17 December 2013 - 09:23 PM

you mean the ship thats probably going to be the TITAN?

Not in particular, no. That was my one example, there are others.
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#12 m468

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Posted 17 December 2013 - 09:41 PM

Not in particular, no. That was my one example, there are others.

The ship that you are mentioning is one of the few examples of one covenant ship taking THAT  much firepower. If most of the covenant capital ships were like that the canon figure of 3:1 would never have existed.


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#13 SPECTRE

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Posted 18 December 2013 - 12:36 AM

So youll expand but once you bump into the Covenant Navy, you should only enagage if you have 3-1 odds in your favor plus capitals for nukes. Standard Procedure. Otherwise your job is to find good choke points, and build a big defensive line. BUILD YOUR ECON. If your covenant opponent sits around building his fleet and lets you turtle unopposed youll win by just being able to out produce him later. He needs CCS. you need frigates and destroyers which are faster to build.

Covenant Starbases are OP when, again, you let them get that way. Sure Ill take a look at it but the amount of shit you need to spend to get it that way is huge. therefore they get a big reward for doing it.

Tried this, really doesn't work, at least not for me. All caps never seem to use Nukes automatically, and when the nukes get in range, the target they fired at is usually destroyed by mass firepower, so its a waste of resources.

With regards to the thanatos, whats the point in having them for 12 fleet supply when i can get a marathon instead? The extra cost of the marathon makes no difference to me as i usually always have top economy.


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#14 Aunt Gruntie

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Posted 18 December 2013 - 01:45 AM

The thanatos has TWO MAC while the marathon has nukes and only one MAC, or at least i think that's how it is.

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#15 insaene

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Posted 18 December 2013 - 01:48 AM

Marathon has one MAC? I thought Marathon has two and Halcyon one


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#16 Aunt Gruntie

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Posted 18 December 2013 - 02:04 AM

I dont remember im probably wrong now that i think about it

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#17 insaene

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Posted 18 December 2013 - 02:06 AM

http://www.halopedia...s_heavy_cruiser
Two MACs on Marathon. :) Let's get some coffee


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#18 Antonaccio

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Posted 18 December 2013 - 02:17 AM

In my opinion, covenant bombardment ships are somewhat lacking. I thought the CSS was able to glass too?

#19 SPECTRE

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Posted 18 December 2013 - 04:02 AM

In my opinion, covenant bombardment ships are somewhat lacking. I thought the CSS was able to glass too?

Low orbit only i think.


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#20 insaene

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Posted 19 December 2013 - 12:37 AM

Suggestion: Give the MAC round a splash effect to simulate ships crashing in another. (Also to reduce the waste potential of dmg if a volley just hits one ship..)


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