Author Topic: Balance feedback request (Updated 13/10)  (Read 1291 times)

Offline RocketAssistedPuffin

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Re: Balance feedback request (Updated 08/09)
« Reply #15 on: September 09, 2018, 06:22:42 AM »
That's because they ignore personal shields only. When something is protected by a bubble, that doesn't count as personal so the bombers are blocked.

It seems to be a fairly...large complaint though. Other than cranking up the Bombers damage, right now I don't have anything to fix that with - Chris has to put new abilities in. I guess you could always Norris effect them but limiting people to two Arks to deal with this is bad.

Maybe I should look at Forcefields themselves...I think AI worlds are meant to be capped on how many FFs they have though, which...I don't think works right now.
« Last Edit: September 09, 2018, 06:38:47 AM by RocketAssistedPuffin »
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Offline HeartHunter

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Re: Balance feedback request (Updated 08/09)
« Reply #16 on: September 09, 2018, 11:58:48 AM »
Grenady launcher. After rework this unit cant do something against 30mm+ units. So we will see, how good will 30mm less units, for counter them with this unit.
Melee units seems more good, than i thought.
Vampire claw. AI always have more caps and ships. This unit have big speed, lifestreal and not bad hull, so i cant ever kite him. How to stop 800+ vampires? Yes, Concussion corvettes must counter them, but vampires so fast, they can start lifestreal your corvettes very good. One vampire for one Human ship, not bad : D

Offline HeartHunter

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Re: Balance feedback request (Updated 08/09)
« Reply #17 on: September 09, 2018, 12:06:29 PM »
Tesla was nice nerfed. So slow unit, whitch cant catch any enemy(Human) ships. Kite these units is ideal. May be make for them a little buff? Fat, slow unit whitch dangerous at very close range. But i remember, that AI cant kite, so for Humans with tesla, game can be ez race. Maybe make for them 90mm+ armor.
What do you think about Pike? So good multyshot power. its just destroyer armor ships+fast clear the planets.
« Last Edit: September 09, 2018, 12:37:15 PM by HeartHunter »

Offline RocketAssistedPuffin

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Re: Balance feedback request (Updated 08/09)
« Reply #18 on: September 09, 2018, 01:22:17 PM »
Grenady launcher. After rework this unit cant do something against 30mm+ units. So we will see, how good will 30mm less units, for counter them with this unit.

Er...their overall DPS didn't actually change. I made their damage 1/3, and tripled the targets hit. So they're...doing the exact same as before. Believe it or not, their dps WITHOUT the bonus is actually equal to or higher a lot of fleetships, even if they're using the 25% damage boost and grenades aren't. I have them on the AIs side in current test game, but in theory they don't seem that bad.

Vampire Claw needs the health regen fixed in an official release.

Teslas I'm unsure of - the reload penalty is kind of how they're meant to become durable. I'd need to poke them more.

Pikes are somehow focusing shots instead of spreading, so they're functioning better than intended generally. Maybe a little drop down...

Is this feedback using the damage boost mod?
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Offline HeartHunter

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Re: Balance feedback request (Updated 08/09)
« Reply #19 on: September 09, 2018, 01:38:22 PM »
"Is this feedback using the damage boost mod?"
 No, its vanilla.

"Pikes are somehow focusing shots instead of spreading, so they're functioning better than intended generally. Maybe a little drop down..."
No idea, autodrive more for splite dmg, without autodrive(especially with moving) more for focus.

Grenady launcher. Dps same, but they have more targets, so they need more time for kill enemy with this dmg. Okay, i will see them better, may be without autodrive, they can be better for me.

I tryed more my grenady launcher save. I still think, thats he is bad. He dies like all other medium ships and doesnot have big dmg+slow speed(bad kite). In my games, he seems not good. He can be good only in early, but when AI get more ships and mark, thats finish. My mark5 grenady fights with big troubles against mark2-3 AI. So, i think, this weapon only for 30mm units or last tier units.
Anybody tryed this ship too?

Raiders good unit for kite. But until you will kite, you will get second wave : D
 

« Last Edit: September 09, 2018, 07:56:26 PM by HeartHunter »

Offline Malkiel

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Re: Balance feedback request (Updated 09/09)
« Reply #20 on: September 10, 2018, 01:43:28 AM »
The 25% seemed a bit much on paper, but I'm actually really against the forcefield changes. hear me out....
we can only get a couple forcefields per planet at most, 1 per mark level unlocked. Those force fields have to hold for us.
I lose the command station on world 5 (my whipping boy) every time AI rolls sentinel frigates. it prioritizes differently for spiders or it'd probably happen there too.
This isn't a big deal and can be easily worked around, BUT if the AI was being properly aggressive with the threat fleet?
We could be in trouble.
I'm quite concerned by a massive forcefield nerf. That being said, My own AAR shows what happens when the only way forward has over 2 dozen fields stacked on it. It wasted over an hour of my time hammering on it before finally caving after 8 minutes of the 25% damage boost.
some golem feedback: Artillery golem may as well not have a splash, 200 meant icons had to be nearly overlapped. If you have that kind of enemy density, he's wrong tool for the job heh. I have yet to try him against forcefields, but am looking forward to it. I intend him to deal with AI overlord phase 1, while ships handle spawns. will let you know how it goes.

My version of you mod is the same one you passed me the other day over Discord. Shields are fine now that I have enough high mark ships.

Offline RocketAssistedPuffin

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Re: Balance feedback request (Updated 09/09)
« Reply #21 on: September 10, 2018, 06:35:11 AM »
Humm...I was worried about the forcefields. Not the Riots much now, the stationary ones for that reason...may revert that for now.

With Fusion Bombers being totally unable to pierce bubbles, in any form, there is no longer a tool for these other than two Arks.

Incidentally, the Artillery Golems splash is kind of just a "token". It's not really meant to actually work, just the idea of "if you're next to the target of this thing...you're probably dead!"

EDIT: It's in - the forcefields are reverted. The mod on the forums is the same one I sent to you - I updated it. I quite like the 25% damage increase...didn't expect it to speed the game up this much.
« Last Edit: September 10, 2018, 06:51:22 AM by RocketAssistedPuffin »
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Offline RabidSanity

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Re: Balance feedback request (Updated 16/09)
« Reply #22 on: September 17, 2018, 10:05:09 PM »
Shouldn't tractor turrets increase the number of units they grab per mark level like classic?  I looked at upgrading them and their only stats that increase are shields and hit points.

Offline RocketAssistedPuffin

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Re: Balance feedback request (Updated 16/09)
« Reply #23 on: September 18, 2018, 06:52:25 AM »
They probably should, actually. But not sure if they can actually do that...there needs to be support for it in C# and I've never found a tractor unit that increases with mark. If I could I most likely would!
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Offline RocketAssistedPuffin

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Re: Balance feedback request (Updated 25/09)
« Reply #24 on: September 25, 2018, 01:54:51 PM »
Currently I'm interested in any opinions on V-Wings and Raid Starships, if they're any good, do people use these, etc. I don't feel very optimistic about them, so data is desired.

Fusion Bombers are getting a couple of changes to become actually useful, incidentally. Turns out these uh...weren't really doing a good job of shield piercing.
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Offline BadgerBadger

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Re: Balance feedback request (Updated 25/09)
« Reply #25 on: September 25, 2018, 02:23:35 PM »
I don't feel like I've ever noticed V-Wings doing much, but I don't really play the game a lot (outside of turning it on long enough to test changes), unfortunately. I would be happy with buffs to them.

Offline RocketAssistedPuffin

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Re: Balance feedback request (Updated 25/09)
« Reply #26 on: September 25, 2018, 06:26:20 PM »
So this is what V-Wings are getting now:

Their Slowing Cannon is now a Slowing Shotgun. It fires shots at 2 targets instead of 1. Their damage is lowered, but they fire twice as fast now. Range is slightly up as well, about 23% or so.

BUT.

At Mark 4, they replace that shotgun with an Enhanced version, which now fires 4 shots and has a higher maximum slow allowed.

Testing has shown that they really benefit from having multi-shot. As in, it's possible to notice the slowing.

Oh, and their targeting type now considers engine damage as primary instead of as a minor thing.
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Offline RocketAssistedPuffin

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Re: Balance feedback request (Updated 28/09)
« Reply #27 on: September 29, 2018, 11:59:51 AM »
Big overall questions:

Which parts of the game are fun?
Which are boring?

Which bits are at a good speed?
Which bits feel like a bore?
etc.

Basically: What bits you like, what bits you hate. Feedback on this kind of thing would be GREATLY (not exaggerated) appreciated and useful.
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Offline HeartHunter

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Re: Balance feedback request (Updated 28/09)
« Reply #28 on: October 01, 2018, 09:59:11 AM »
"Which bits are at a good speed?
Which bits feel like a bore?"

1. A)Big epic battles.
B)Hacking
C)Emotion, that AI has all galaxy, and you only one planet. He can kill you any moment, but he is just relax right now, so you have a little time for getting new positions.
D)Different special skills of all units.
E)Unexpected events, like Wormhole Invasions, Exogalactic attack(if you turned on it), Hunter attack, Sentinel attack(?)(not regular wave),
F)Loot(lol), like new fleetships design, ofcouse if you like them.

 (Except Towers)
2. A) Hegira. Most of shipstrategyes effective only with this ship: Tesla and Pike for making big dmg against epic AI fleet, Zombifyi ships from Zenith trader, tower attack or defence, closing big enemy fleet on your planet with shield generators. Other Arks is weak, ever my favorite Orchid cant be so tanky, like Hegira.
B) Zombie units. Looks like, Thanatos is usless after zombifiy units from Zenith trader, becouse i cant get any enemy good units, different good Guardians and super Dire ships. With Thanatos, i can only spend my energy for these new towers without deleting units.
C) AI logic against Human or factions.
D)Target system
E)I m not sure, that factions have any target and strategy plan. AI feels like living organism, factions like npc.
F) When units from regular waves, Wormhole invasions, etc are retreating to my otheres planets or AI.
« Last Edit: October 01, 2018, 10:02:07 AM by HeartHunter »

Offline zeusalmighty

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Re: Balance feedback request (Updated 28/09)
« Reply #29 on: October 02, 2018, 01:40:27 PM »
Guardians and Starships

not sure how i feel about assault starships having fusion weapons now (i.e. weapon ignores some shields)
This potentially overlaps with raid starships but i can see the rationale behind the change--hull doesn't regenerate freely so it makes A.Starship much better at taking out super units. Frankly, starships haven't really felt all too distinguishable from their guardian counterparts

Starships have seemed to be more in flux compared to fleetships. Since you get fewer starships comparatively, they should be good features to compensate

THis connects to something that's been sorta bugging me. It's not clear what makes a starship different (better?) compared to its guardian counterpart.
Like "raid guardians" compared to "raid starhships"
Making guardians and starships FEEL different would satisfy this concern.

Does anyone else feel like there is a general issue with the role of Starships?