Author Topic: Spirecraft Penetrator balance... mostly  (Read 7620 times)

Offline chemical_art

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Re: Spirecraft Penetrator balance... mostly
« Reply #15 on: February 21, 2011, 05:47:12 pm »
Warp gates and data centers are both destroyed by one shot with a mk I penetrator at 0.1, even after halving current firepower.  If you half the current firepower of penetrators, a penetrator of equal MK can almost one shot a command shield post (the difference being the armor of the post!) at 0.1

That leaves AI eyes, command stations, and troop accelerators. Troop accelerators have no MK level, but by HP they rival core guard posts, so I suppose they are supposed to be tough. If you really wanted them taken out, you could change their armor.
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Offline x4000

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Re: Spirecraft Penetrator balance... mostly
« Reply #16 on: March 23, 2011, 05:53:00 pm »
I missed this somehow.   Anyway, in for 5.007 as a first pass, anyway:

* Spirecraft Penetrator balance:
** Mark I moved from pysite to xampite.  Mark II moved to ebonite, and now produce two per asteroid.  All the other marks not moved around.
** Penetrator health reduced 8x.
** Penetrator perma-cloaking replaced with normal cloaking.
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Offline zebramatt

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Re: Spirecraft Penetrator balance... mostly
« Reply #17 on: March 24, 2011, 07:57:59 am »
This seems to certainly be the right ball park now.