Power Surge

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27 February 2017 - 13:51 CET
#1
It's fine that it can Power structures. But pls remove that it can attack gayliens and that it can reduce their attack speed, plx.
Rammler
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27 February 2017 - 16:40 CET
#2
#it just sucks
Keats
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27 February 2017 - 19:30 CET
#3
do people even use power surge? should we be nerfing something that nobody uses?
DCDarkling
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27 February 2017 - 19:39 CET
#4
It can be nerfed to be a powersource only if we make it researchable from the bloody chair.
Nobody uses it.
caperp
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27 February 2017 - 19:42 CET
#5
i can tell you that i don't remember using it a single time since it does 25 dmg. What should IMO happen with it: change it back to how it was before UWE tampered with it (put on robo/no research and no damage). Is it worth the hassle to code that however? most likely not.
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28 February 2017 - 03:16 CET
#6
You can make it cheaper too when you change it so it would be more worth using.
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28 February 2017 - 03:17 CET
#7
And yes caperp of course it is worth it because the ability right now is just utterly shit.
Deck
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28 February 2017 - 07:06 CET
#8
We will review this. This sounds like the marine com version of the nutrient mist vanilla thing where you can stop a harvester from taking damage off infestation which we took out of Comp mod. This is a very casual thing in the base game which makes the commanders feel like they can save the day. Might not have a good competitive feel though.
Knox
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5 March 2017 - 11:45 CET
#9
Keats says
do people even use power surge? should we be nerfing something that nobody uses?


Power Surge has always been incredibly overpowered!!!

https://www.twitch.tv/videos/44326291?t=54m30s
BauerJankins
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5 March 2017 - 15:48 CET
#10
loool what a genious move by sylwester
every other comm would have panicbeaconed instead

the comm that nobody has ever seen outside of scrims/officials
http://i.imgur.com/hr1ud2u.png
DCDarkling
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13 March 2017 - 22:10 CET
#11
Ive actually have seen my fair share of power surges in internal scrims back in the taw days.
But the problem with it is still that the more upgrading it takes, nobody bothers.
Bicsum
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17 March 2017 - 13:59 CET
#12
How about unlocking every comm ability soley through powered buildings and having an individual research tech to lower its usage cost?

Like so:
Ability; unlock building; default Tres cost; researched Tres cost; research cost

Power Surge; Robo; 6; 3; 5
Cat Pack; Advanced Armory; 6; 3; 15
Nano Shield; Prototype Lab; 8; 4; 10 (5 in comp mod)

(optional)
Scan; Observatory; 4; 2; 20 (3 in comp mod)
Beacon; Observatory; 10; 5; 15
Recycle; Command Chair; 75%; 100%; 20

This way you could still use them in critical situations for a high price, but spamming them isn't possible, unless you research it.
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28 May 2017 - 17:23 CEST
#13
Bicsum says
How about unlocking every comm ability soley through powered buildings and having an individual research tech to lower its usage cost?

Like so:
Ability; unlock building; default Tres cost; researched Tres cost; research cost

Power Surge; Robgo; 6; 3; 5
Cat Pack; Advanced Armory; 6; 3; 15
Nano Shield; Prototype Lab; 8; 4; 10 (5 in comp mod)

(optional)
Scan; Observatory; 4; 2; 20 (3 in comp mod)
Beacon; Observatory; 10; 5; 15
Recycle; Command Chair; 75%; 100%; 20

This way you could still use them in critical situations for a high price, but spamming them isn't possible, unless you research it.


Not sure if the game needs 2 different values for these depending on if you researched them or not. Wouldn't this create less planning ahead for a marine commander? You could just put something like catpacks on the advanced armory, but not sure if 2 different values are needed.
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