Tatiora Tatiora

Questions for GalCiv 3: Crusade Streams

Questions for GalCiv 3: Crusade Streams

Hi everyone!

I know that there were more questions on the 3/23 stream than we had time to answer. Please feel free to ask them here, along with any new ones you may have. I'll do my best to prep them for next week's stream or get them answered in the meanwhile.

Thanks, have an awesome day!

~Kristy

"Tatiora"

103,361 views 33 replies
Reply #26 Top

Quoting zuPloed, reply 25


Quoting lyssailcor,

I read that in Crusade every single weapon on a ship is fired separately.

Really? Interesting.

Here's a question:
Will the missile weapon rate of fire exploit be fixed?

From the first specialization tech, and 2 ship components, you can achieve -95% weapon cooldown, which means +1900% rate of fire.
The tooltips are wrong, they suggest +95% rate of fire, but the effect is a weapon cooldown reduction.

End of zuPloed's quote

See here

Quote from Brad in this thread:

"The area that I think most people will care about is the balance. It's not sexy but a ship with 3 attack is now somewhat of a big deal and there's something more...I dunno how to put it, but more immersive to see each precious cannon firing or understanding that i made a mistake putting a huge cannon on my ship when it's being attacked by dozens of small ships (since you can only kill 1 ship at a time)."

 But there is no mention about missile or other cooldown times.
Reply #27 Top

Thanks for the link!

Sounds like they are overhauling quite a bit about the combat.

In that case I just hope they manage to stay clear from stuff like that missile weapon combination. It's an issue which was first reported about the time gc3 released and I tried to reraise the issue a few times. It is quite beyond me, how this stayed in for so long.

In general it is not exactly wrong to have the attitude of combat not needing to be sexy-good balanced. Battles will for the most part be won on a strategic level beforehand. But the missile cooldown thing is so beyond the other weapons, it is not even debatable.

Reply #28 Top

Quoting lyssailcor, reply 24

I read that in Crusade every single weapon on a ship is fired separately. What about star bases? Since they are now also designable, that should apply to starbase weapons as well, shouldn't it?
End of lyssailcor's quote

Read where?

As nice as this would be, I won't believe it until I've read or heard something official.

Reply #29 Top

Quoting Go4Celerity, reply 28


Quoting lyssailcor,

I read that in Crusade every single weapon on a ship is fired separately. What about star bases? Since they are now also designable, that should apply to starbase weapons as well, shouldn't it?



Read where?

As nice as this would be, I won't believe it until I've read or heard something official.

End of Go4Celerity's quote

See the link in my post (#26) above.

Reply #30 Top

Quoting lyssailcor, reply 29

See the link in my post (#26) above.
End of lyssailcor's quote
  Thank you.

The missile cooldown thing will be simple enough to mod when there's only 1 tech tree to work on instead of a dozen or more.

Reply #31 Top

Quoting Go4Celerity, reply 30

The missile cooldown thing will be simple enough to mod when there's only 1 tech tree to work on instead of a dozen or more.
End of Go4Celerity's quote

It's even easy in the current game, because you only need to mod one component. Replacing the -50% attack cooldown with a +50% attack damage, might just do the trick actually. But that's not my point. I play with a modded AI I made loosely based on Horemvores. If I thought this was personal preference, I wouldn't argue.

My point is, that I really don't see any good reason why it remained unchanged for all this time. It is obscenely overpowered, it should be easy to fix and it was reported on multiple occasions (in multiple forum threads).

Reply #32 Top

Can we now build modules on starbases to give them more HP?

When designing starbases can we determine the weapon layout (number and strength of weapons)?

Do starbase weapons also fire individually like ship weapons?

Reply #33 Top

Seeing that weapon and defense modules for starbases need all the resources for all three weapon types, wouldn't it be a better idea to break up those modules into three seperate ones so that you can upgrade all starbase weapons and defenses individually, according to the availabiliy of resources?