Author Topic: Balancing for 4.0  (Read 6606 times)

Offline Lancefighter

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Re: Balancing for 4.0
« Reply #30 on: October 23, 2010, 08:12:09 pm »
5% is infinitely better than 0%......  ;)
(or, 25% better than 4%, 2/3 better than 3%, 250% better than 2%, and 5x better than 1%).

I'm afraid raw numbers only tell a very small portion of balance as it is. . .
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Offline Collic

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Re: Balancing for 4.0
« Reply #31 on: October 24, 2010, 11:25:24 am »
I have a minor balancing suggestion - Vampire claws ! These guys seem way too tough at the moment. I had one wander into my system at game start and manage to take out my space dock and two reactors before I could kill it, it took 50 fighters and bombers to slowly whittle it down. I think with the regenerating health they should have a little less armour or hp - i can't imagine how nasty a group of those things could be - let alone higher mark versions ;)

Offline superking

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Re: Balancing for 4.0
« Reply #32 on: October 24, 2010, 11:50:53 am »
fighters have no damage bonus against them because they aren't 'close combat' armour type

speaking of blades, now we have the new system is there any chance minor electric & blade immunities might be revised? cutlasses in particular seem like they should be anti-structure seige units- they are slow moving, heavy and damaging, easy to intercept and avoid with mobile forces.
« Last Edit: October 24, 2010, 11:52:45 am by superking »

Offline orzelek

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Re: Balancing for 4.0
« Reply #33 on: October 24, 2010, 05:13:48 pm »
Vampires are also uber when they meet mirrors... they can drain so much hp from mirror that full cap ship fleet has problem with them. Also none of the primary triangle ships has bonus against close combat hull which doesn't help. Nothing that few placed flak turrets won't fix tho at least on defense.

Offline eRe4s3r

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Re: Balancing for 4.0
« Reply #34 on: October 25, 2010, 03:55:40 pm »
5% is infinitely better than 0%......  ;)
(or, 25% better than 4%, 2/3 better than 3%, 250% better than 2%, and 5x better than 1%).

I'm afraid raw numbers only tell a very small portion of balance as it is. . .

True, which is why I am eagerly waiting how the balance goes forth until 4.0 hits, i will only actually start commenting on balance "proper" once the game is out, as judging the balance in an always changing system is impossible.

Still 5% is a very harsh counter value. Mhh, basically that number only really affects 1 thing and 1 thing only, the "softness" of ships with high armor vs ships with low armor penetration. ;P If you crowd your whole fleet together, likely you won't see much of this nor see it having any large effect on your game.
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Offline Draco18s

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Re: Balancing for 4.0
« Reply #35 on: October 26, 2010, 04:11:11 pm »
I have a minor balancing suggestion - Vampire claws ! These guys seem way too tough at the moment. I had one wander into my system at game start and manage to take out my space dock and two reactors before I could kill it, it took 50 fighters and bombers to slowly whittle it down. I think with the regenerating health they should have a little less armour or hp - i can't imagine how nasty a group of those things could be - let alone higher mark versions ;)

You and me both.  I killed a neighboring system and three of them came back through, my entire fleet (armor 1, 2, 3, and fighter 1s, with a few bombers) pounding away at them.

They killed all of my power, spacedock, and then my home command station.

I killed 1.

Fortunately, the recent changes included a reduction in their armor.

Offline Collic

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Re: Balancing for 4.0
« Reply #36 on: October 26, 2010, 04:27:25 pm »
Haha glad it wasn't just me then. I'm glad they've seen some love from the nerf stick, too.

Offline Mánagarmr

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Re: Balancing for 4.0
« Reply #37 on: October 26, 2010, 04:32:13 pm »
Yeah, had three Mk I vampires completely take me out in a multiplayer game, and I was hitting them with everything I had xD It was rather hilarious.
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Offline keith.lamothe

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Re: Balancing for 4.0
« Reply #38 on: October 26, 2010, 04:35:12 pm »
Yea, not only did I completely remove the vampire's armor (as in, set to zero), Chris has given lightning turrets a nice bonus against refractive armor.

And all along laser turrets have been rather effective against vampires, you know ;)
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Offline Shelly

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Re: Balancing for 4.0
« Reply #39 on: October 26, 2010, 04:37:55 pm »
Zenith autobomb seams a bit to powerful at the moment (you can easily clear a mark 3 system whit mark 1 and 2 Zenith autobomb).