Author Topic: Oh Lightning Starship.. y u so weak  (Read 5474 times)

Offline Hearteater

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Re: Oh Lightning Starship.. y u so weak
« Reply #30 on: August 26, 2014, 10:27:20 pm »
It already basically is a "chain lightning" effect. It just looks like a circle But it hits up to 200 times, no target more than 5 times, and it tries to spread out the hits evenly (rather than 5-hitting 40 targets when 200 are in range). The only difference is the graphical effect is an circle instead of showing lightning jumping 200 times (image that x24 shuttles...or worse, a wave of 1000 from the AI!). GPU meltdown. So same play effect, less pretty graphics.

Although the targeting priority could be changed to: hit weakest (fewest total hp) first, apply up to 5 hits, then move to next weakest. This would cause it to crush the weakest 40 units within its area.

Offline Vyndicu

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Re: Oh Lightning Starship.. y u so weak
« Reply #31 on: August 27, 2014, 12:36:49 am »
It already basically is a "chain lightning" effect. It just looks like a circle But it hits up to 200 times, no target more than 5 times, and it tries to spread out the hits evenly (rather than 5-hitting 40 targets when 200 are in range). The only difference is the graphical effect is an circle instead of showing lightning jumping 200 times (image that x24 shuttles...or worse, a wave of 1000 from the AI!). GPU meltdown. So same play effect, less pretty graphics.

Although the targeting priority could be changed to: hit weakest (fewest total hp) first, apply up to 5 hits, then move to next weakest. This would cause it to crush the weakest 40 units within its area.

I am actually against this because then AI would use that same strength against us especially if you have lot of low health units (neinzul and a few other high cap units comes to mind here). It would skew the balance a tiny too much away from Low Health unit fleetship if not done right.

Offline Hearteater

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Re: Oh Lightning Starship.. y u so weak
« Reply #32 on: August 27, 2014, 09:22:11 am »
I'm not saying I'm for changing how damage is distributed, just pointing out an option. Their suicidal need to close to point blank range and get shot to death is my biggest issues, especially if you have a primarily long-range fight. A fighter wave is a perfect example. I'm going to be hammering them with missile frigates (very long range), fighters (because they are so cheap I'm willing to trade them 1:1), and my bonus ship, electric shuttles in this case. But the shuttles close right up into Fighter range despite having twice the range. So instead of tying them up with fighters and suffering cheap losses, I can easily lose my full cap of shuttles. Early in the game I can micro to eliminate this issue, but later I've got too much going on to babysit my shuttles all the time. Once they are using all 200 of their hits, they need to stop closing. I'd probably settle for them trying to sit 3500 units away from their primary target and periodically have them change their primary target is they aren't using many of their hits.

Offline TechSY730

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Re: Oh Lightning Starship.. y u so weak
« Reply #33 on: August 27, 2014, 10:58:44 am »
Maybe take a queue from tower defense games and have two ranges? First range would be the targeting range; how close the unit to its (or merely a) target to be to actually fire. The first unit in the "chain lightning" would be to that unit. The second range would be how far the "chain lightning" can reach when hitting additional units. The idea would be that the first range (the targeting range) < second range (the range that the "chained hits" can spread to). The idea is that as soon as a unit enters the targeting range, there are probably lots of other ships already in the "AOE" range ready to be hit as well. This would, in effect, "encourage" waiting to hit more units.

If (not sure about this) the current AOE range is fine, then only the "targeting" range would need to go down, but the current "AOE" range can stay. Not that targeting range matters as much for mobile major electric sources, as they tend to "bum rush" their targets as if they were melee units anyways.

The max DPS may (not sure yet) need to go down with this change, but the idea is that this could (possibly drastically) improve average DPS, possibly making it worth it. This is not intended to replace the other changes being proposed (more HP, higher ROF same DPS), but rather be something in addition to it.

Offline motai

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Re: Oh Lightning Starship.. y u so weak
« Reply #34 on: August 28, 2014, 12:28:11 am »
honestly i agree with the assement that their targeting priorities and suicidal fleet manuevers are the main reason i dont use them. they have decent dps but its very unfocused and they spread the damage a bit too thin. the only thing i can think of thats comparable is actually the attrinioners. i would vote to try them out with a much wider range so they have a more survivable effect. note because they are technically a aoe, missle firgate should be immune to them but I'm pretty sure they arent since its marked as electric rather than aoe.  it might be paired with giving missle frigates a minor lightning immunity so they are the counter to some of these odd ships.

Offline Kahuna

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Re: Oh Lightning Starship.. y u so weak
« Reply #35 on: August 28, 2014, 12:38:38 am »
Electric Shuttles are made of paper.. they're way too fragile to do their job
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Offline Salamander

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Re: Oh Lightning Starship.. y u so weak
« Reply #36 on: August 29, 2014, 07:53:18 am »
Looks like we need a balance pass once all the bugs of the current version are ironed out.  Lightning Starships, Electric Shuttles, Autocannon Minipods, Laser Gatlings, and I know there are some others that could use more 'oomph'.

Offline Vacuity

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Re: Oh Lightning Starship.. y u so weak
« Reply #37 on: August 29, 2014, 09:08:15 am »
it might be paired with giving missle frigates a minor lightning immunity so they are the counter to some of these odd ships.
I don't agree with this; other ships use minor electric ammo without an AOE, and there are already quite a lot of strategically important things with immunities to minor electric ammo, adding in one of the triangle ships would push the ammo type from nichely useful towards pretty useless.

Offline Hearteater

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Re: Oh Lightning Starship.. y u so weak
« Reply #38 on: August 29, 2014, 09:38:06 am »
Going to agree. Missile Frigates don't need any additional immunities. There AOE immunity is already  particularly deadly in the hands of the AI which can drop a wave of thousands on you and then you'll discover how good your defenses really are when you have to kill them one at a time while they can range all of your defenses.

Offline Toranth

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Re: Oh Lightning Starship.. y u so weak
« Reply #39 on: August 29, 2014, 09:41:08 am »
it might be paired with giving missle frigates a minor lightning immunity so they are the counter to some of these odd ships.
I don't agree with this; other ships use minor electric ammo without an AOE, and there are already quite a lot of strategically important things with immunities to minor electric ammo, adding in one of the triangle ships would push the ammo type from nichely useful towards pretty useless.
Aren't Electric Shuttle, Lightning Starships, Lightning Turrets, and Lightning Warheads all Major Electric type?  Giving something immunity to that would be... Wow.

Minor Electric is the teleporters and Neinzul Firefly, I think.  More units with immunity to that would be annoying, though, I agree.

Offline Hearteater

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Re: Oh Lightning Starship.. y u so weak
« Reply #40 on: August 29, 2014, 10:16:18 am »
I believe all teleporters use minor elec ammo, and as a result a lot of structures are immune to it so they can't be instantly teleport raided to death from anywhere in the galaxy.

Offline Vacuity

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Re: Oh Lightning Starship.. y u so weak
« Reply #41 on: August 29, 2014, 11:46:40 am »
Aren't Electric Shuttle, Lightning Starships, ... all Major Electric type?
Oops, missed that.  352 hours of play on record and still missing things.  :-\