Power Surge

Home
6925
Posts
115
Location
Germany
Joined
27 January 2016
27 February 2017 - 07:51 EST
#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
6949
Posts
54
Location
DORTMUND, Germany
Joined
3 February 2016
27 February 2017 - 10:40 EST
#2
#it just sucks
Keats
7098
African Money Bees
Posts
60
Location
United States of America
Joined
22 May 2016
27 February 2017 - 13:30 EST
#3
do people even use power surge? should we be nerfing something that nobody uses?
DCDarkling
5487
Referees
Admin
Posts
89
Location
Netherlands
Joined
18 May 2013
27 February 2017 - 13:39 EST
#4
It can be nerfed to be a powersource only if we make it researchable from the bloody chair.
Nobody uses it.
caperp
Noavatar
Posts
25
Location
Austria
Joined
22 June 2014
27 February 2017 - 13:42 EST
#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.
Home
6925
Posts
115
Location
Germany
Joined
27 January 2016
27 February 2017 - 21:16 EST
#6
You can make it cheaper too when you change it so it would be more worth using.
Home
6925
Posts
115
Location
Germany
Joined
27 January 2016
27 February 2017 - 21:17 EST
#7
And yes caperp of course it is worth it because the ability right now is just utterly shit.
Deck
Noavatar
Team Awesome
Posts
306
Location
United States of America
Joined
16 July 2014
28 February 2017 - 01:06 EST
#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
6183
5 piece combo
Posts
43
Location
United States of America
Joined
9 March 2014
5 March 2017 - 05:45 EST
#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
5841
nazi hunter izO
Posts
368
Location
Paderborn, Germany
Joined
20 October 2013
5 March 2017 - 09:48 EST
#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
5487
Referees
Admin
Posts
89
Location
Netherlands
Joined
18 May 2013
13 March 2017 - 17:10 EDT
#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
2710
Heidis Bergziegen
Posts
93
Location
Europe
Joined
19 April 2012
17 March 2017 - 08:59 EDT
#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.
Deck
Noavatar
Team Awesome
Posts
306
Location
United States of America
Joined
16 July 2014
28 May 2017 - 11:23 EDT
#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.
New Reply