Author Topic: Balance feedback request (Updated 13/10)  (Read 1290 times)

Offline RocketAssistedPuffin

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Re: Balance feedback request (Updated 28/09)
« Reply #30 on: October 02, 2018, 02:00:19 PM »
Always the idea of making Starships a much more Elite version of Guardians?
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Offline HeartHunter

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Re: Balance feedback request (Updated 28/09)
« Reply #31 on: October 02, 2018, 02:45:02 PM »
I feel, that i dont need ships with so low cap : D And Guardians can make good fight with Human starships 1x1 : D
I like only mk3 Sentry Starship, its good ship for fast finding AI home station : D

Offline zeusalmighty

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Re: Balance feedback request (Updated 28/09)
« Reply #32 on: October 02, 2018, 08:25:30 PM »
I actually really like the idea of low cap ship units that can hold their own against weak fleets. Ideally imo, there's a meaningful distinction between fleetships being plentiful and expendable whereas starships are powerful but costly. I'm in favor of buffing starships considerably (perhaps excluding raid starships) and jacking up their costs.

I don't know if this is lore friendly or not, but I see fleetships as pilotless (i.e. drones) but starships as having a manned crew. Regardless, starships don't really seem all that different from guardians and I think there needs to be something inherently different about them (so maybe starships all gain a bonus feature that makes them stand out from guardians)

Fleetship>Guardian>Starship>Dire Guardian (assuming all same mark)

Offline RocketAssistedPuffin

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Re: Balance feedback request (Updated 28/09)
« Reply #33 on: October 03, 2018, 07:57:46 AM »
Noted, thanks. I'd like to do a big sorta revamp of stuff...sometime. Things are too slow I think...

For later date. Taking a break from this - it's feeling like an obligation at times and anxiety spikes with every Discord mention.

If you have anything else stick it in here, else I'd have to go through probably thousands of Discord messages and won't see it.
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Offline HeartHunter

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Re: Balance feedback request (Updated 28/09)
« Reply #34 on: October 05, 2018, 09:26:26 AM »
Auto bombs. Hard to get enemy ships with a small AOE(500) attack range. Unit stack, and splite counter them.
Towers. If you want ez win on diff 10, just play full mk7 Pike and Concussion towers, and you will win. You can try win with fleetship, but it will a lot of harder.
If Human trying play on diff 10 with a lot of hard options, like exogalactic attack, recapture, different AI types, etc - it will epic hard to win, but if you play towers style, you have 3x more chance for win. Its really ez. MK 7 towers are not much more expensive than one MK7 fleetship, but it a lot of better, so its worth it. I think tower cap, must be hard decreased for every planet.
Fun for ships.
Win for towers.
Else diff depends from the map. If you play cluster(ez map), you can play ez 1500 aip with towers like 300 Spartans.
« Last Edit: October 07, 2018, 08:59:39 AM by HeartHunter »

Offline RocketAssistedPuffin

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Re: Balance feedback request (Updated 07/10)
« Reply #35 on: October 07, 2018, 03:40:46 PM »
Auto Bomb change is in. Only a bit bigger though.

Changes to all the stat bonuses etc as well, so Pikes and Concussions won't quite counter everything...still good, though.

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Offline Valtiel

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Re: Balance feedback request (Updated 07/10)
« Reply #36 on: October 09, 2018, 07:37:24 AM »
AIWC had a big problem with low-cap fleetships being way too good and high-cap fleetships being generally terrible. This was ultimately down to a range of causes:
  • Splash damage.
  • Attrition. A blob of laser gatlings that takes 25% of its health in incoming fire has probably lost close to 25% of its firepower. A Spire Stealth Battleship that has taken 25% of its health in incoming fire is still outputting full attack power.
  • Armor. Against armored targets - and armor values got silly in later AIW patch releases - large numbers of weak shots are worse than small numbers of powerful shots. High-cap ships tend to have the former.
  • Immunities. Low-cap ships were much more likely to be given a selection of immunities.

In theory, this was counterbalanced by high-cap ships being highly resistant to "single-shot high-damage" attacks, since the massive doomsday cannon would just vaporize a single Laser Gatling and leave the rest of the swarm unharmed. In practice, most of the true "single-shot high-damage" attacks couldn't even target fleetships anyway, and they were outweighed by easy access to AoE attacks.

Offline RocketAssistedPuffin

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Re: Balance feedback request (Updated 07/10)
« Reply #37 on: October 09, 2018, 07:56:16 AM »
Yeah I remember reading things about swarmers being horrendous back then. Right now we don't...have any low cap fleetships other than the two I think that are 30 cap, being Inhibiting Tesla Corvettes and Sentinel Frigates, nothing like Stealth Battleships.

And...well, we don't have the same armour mechanic or immunities in the same manner either. I haven't actually heard anything about swarmers at all, surprisingly.
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Offline FalseMyrmidon

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Re: Balance feedback request (Updated 07/10)
« Reply #38 on: October 09, 2018, 10:05:41 PM »
Hacking a mercenary beacon spawns way more ships than I thought it would.  Should probably be either toned down or give you a better warning of what to expect.

Offline RocketAssistedPuffin

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Re: Balance feedback request (Updated 07/10)
« Reply #39 on: October 10, 2018, 05:24:55 AM »
Yeah, ran into that. Get to it eventually, possibly...later today.

Think it's hacking in general.
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Offline RocketAssistedPuffin

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Re: Balance feedback request (Updated 10/10)
« Reply #40 on: October 12, 2018, 07:56:44 PM »
Okay I'm looking at Hacking and am...a bit baffled by some of the results, so if anyone has data on it that'd be good to have!
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