Spirecraft Penetrators.
StoryWe (me + my wife) think they are a bit on the overpowered side. Would you be so kind to look at the screenshots below?
Situation:
Location of Masnu and the other homeworld:
The screenshot presents an AI homeworld which has been deepstriked. There are 16 Penetrators on the planet (8 are mine, 8 belong to her). All those Penetrators have been created using Pysite, the second most common asteroid (so we have plenty left, still).
After the first screenshot Masnu as a planet lost all the guard posts. Penetrators ignore shields and deal 7 mln damage, so nothing could stop those. We decided to retreat them to safety and 10 out of 16 Penetrators managed to live (with no fleet supporting them and planets on the way just neutered from guard posts except wormhole ones).
We scrapped them and rebuilt our fleet of Penetrators (as we control 30 planets and Pysite is very abundant), sending them to the second homeworld. Not a problem, same approach, this time 9 Penetrators managed to live (same case, no guard posts except wormhole ones).
Bear in mind we had one Mad Bomber AI, thus those poor Penetrators needed to pass ~80 Bomber Starships per system. And most of them just lived through this experience.
We didn't really have to worry how to kill the homeworlds. We positioned 8 Penetrators per planet (because we could overkill like that) and opened fire simultaneously. A bit anticlimatic ;-).
Why overpowered?- They come at Pysite (#2 asteroid), therefore they can get very abundant.
- They have 80 mln hitpoints, therefore it is VERY hard to kill them and they can live to fight another day.
- They have perma-invisibility, so even tachyon guardians cannot really stop them.
What would be a good change to them in my opinion?- Move tier1 from Pysite to Xampite (#3 asteroid). This will stop them from being a cheap 'I kill you' button, as tier1 being VERY powerful in its own rights would be less accessible. In my opinion this is the single most important change which would fix the problem, as this would make us conserve Penetrators much more carefully.
- Reduce their hitpoints greatly, from 80 mln to, say, 10 mln. That way in case of deep strikes you know they will not come back, unless your fleet is nearby (add it to a Xampite change and they need at least some support - unless you have too much Xampite which we always fight for ;-) ).
- Change their 'always-invisibility' to normal stealth. This will at least force you to kill all the Tachyon Guardians (which we did anyway due to ignorance - we'd have a win 2-3 h earlier if not for those and neutering).
- MAYBE reduce their cap from 8 to 4 to prevent homeworld insta-killing. For more players this will return anyway, though, so this is no solution.
What would be a bad change in my opinion?- Make Guard Posts 5 immune to Penetrators. In our last game we were "blessed" by a Core Raid Engine under a Force Field tier 3 on the homeworld. To add insult to injury the core world leading to the homeworld had a gravity guardian on The wormhole and an AI got... gravity rippers. At Tier5 those are... Game over, even with cloaker starships - Raid Engine spammed waves of ~1.5k ships on us every minute or so and those cloaked transports barely moved.
- Greatly reduce their damage. Ok, 7k -> 5k is not a problem (requires 2 Penetrators / Guard post on Tier1 instead of 1 - consider this too, please), but 7k -> 2k would be a bit insane ;-).
- Make them vulnerable to gravity stuff. NOOOO!!! <insert famous Vader cry from Star Wars 3 (shudder & cower in fear)>.
- Make them work only if they have supply. The sheer thought is horrifying, but it would still be better than making guard posts T5 immune to Penetrators ;-).
Side noteDisclaimer: those suggestions below haven't been analysed with in-game data. I would strongly suggest not listen to them unless someone more experienced also agreed.
- Would you consider moving Ion Blaster 1 from Pysite (#2) to Reptite (#1)? As those stand now, I cannot find any reason to use them, between Martyrs mk2 (able to kill ~1k ships from the retaliatory attacks of ANY tier or as a final wormhole defense), Attritioners and Penetrators. If a Pysite (still a common asteroid) Ion Blaster would kill Tier2 ships it would be, for example, a good wave defense assistant under a forcefield. Then a Xampite one could fight Tier3 ships - but those are much more rare. And Ebonite... well, we had one Ebonite asteroid in our 30 planets. One Ion Blaster killing Tier4 ships is not overpowered in my opinion ;-).
- Would you consider increasing the number of Ebonite and higher class of asteroids a bit? I haven't really played with those as I simply never managed to get them at 30 planets in a 60-80 planets galaxy (1 Ebonite asteroid). I mean: increase the presence on different planets, not the concentration on particular planets. It would still leave them as rare bonus (unless you hold 50-75% of the galaxy) but would usually give you some goodies to play with.