Author Topic: My thoughts on current balance  (Read 17283 times)

Offline Faulty Logic

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Re: My thoughts on current balance
« Reply #105 on: September 05, 2012, 02:21:21 pm »
Quote
Not killing. Just neutering. For guard posts it works well due to its insane health and DPS. But you have to leave to recharge your shields occasionally.
No, I let it die and then jumpshipped in with a brand new one. Over and over.
« Last Edit: September 05, 2012, 02:24:53 pm by Faulty Logic »
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Offline Mánagarmr

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Re: My thoughts on current balance
« Reply #106 on: September 05, 2012, 02:22:50 pm »
Oh. I guess that works too. I neutered the entire homeworld with my Cruiser, save for the Core Forcefield defended posts. I couldn't scratch those.
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Offline Kahuna

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Re: My thoughts on current balance
« Reply #107 on: September 05, 2012, 02:25:57 pm »
Quote
Not killing. Just neutering. For guard posts it works well due to its insane health and DPS. But you have to leave to recharge your shields occasionally.
No, I let it die and then jumpshipped in with a brand new one. Over and over.
LOL
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Offline Faulty Logic

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Re: My thoughts on current balance
« Reply #108 on: September 05, 2012, 02:27:17 pm »
If that tactic sounds like fun, use it fast. Keith knows about it, and I doubt champion+jumpship will last long.
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Offline Kahuna

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Re: My thoughts on current balance
« Reply #109 on: September 05, 2012, 02:28:00 pm »
I doubt champion+jumpship will last long.
Good :D
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if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
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echo 2592 hours of AI War and counting!
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Offline Lancefighter

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Re: My thoughts on current balance
« Reply #110 on: September 05, 2012, 04:05:13 pm »
Champion seems very short ranged, but also the lower marks of flagship and zenith starships seems really small.

I have a ball of about 60 starship-like units, and some ships have difficulty shooting from one end to the other.
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Offline KDR_11k

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Re: My thoughts on current balance
« Reply #111 on: September 05, 2012, 04:35:58 pm »
Is champion + jumpship really an issue? Jumpships were single use spirecraft, right? That means one asteroid per use. Also champions do seem to be meant for taking on a whole planet at once.

Offline Lancefighter

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Re: My thoughts on current balance
« Reply #112 on: September 05, 2012, 04:37:50 pm »
jumpships die slowly if they are on a system higher than their mk. They might be repairable though, I am not sure.

Thing is, they will basically instantly jump across an infinite number of systems, making them incredibly useful. I also scouted the entirety of a 80 planet map with two mk1 spirecraft scouts, for instance.
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Offline KDR_11k

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Re: My thoughts on current balance
« Reply #113 on: September 05, 2012, 04:44:35 pm »
Oh, I thought jumpships died when releasing the units.

Offline Varone

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Re: My thoughts on current balance
« Reply #114 on: September 05, 2012, 06:39:07 pm »
Oh, I thought jumpships died when releasing the units.

Nah but they do die pretty quickly, i would think you would only get a single return trip to the AI homeworld and back before one expired. If you've got the resources to build jumpships like that then seems ok.

But in my opinion champions shouldn't be transportable anyway, they're almost as big as the transport itself!

Offline LordSloth

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Re: My thoughts on current balance
« Reply #115 on: September 05, 2012, 08:16:07 pm »
Ah, but with a mark 3 jumpship (capacity 15), one spire city level 2 with two shipyards:
12 Spire Frigates, 2 spire destroyers, 1 spire cruiser: one happy mk3 jumpship.
Did you know Spire Dreadnaughts are not immune to transport?

Offline Eternaly_Lost

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Re: My thoughts on current balance
« Reply #116 on: September 05, 2012, 08:38:39 pm »
Ah, but with a mark 3 jumpship (capacity 15), one spire city level 2 with two shipyards:
12 Spire Frigates, 2 spire destroyers, 1 spire cruiser: one happy mk3 jumpship.
Did you know Spire Dreadnaughts are not immune to transport?

I often use that in my fallen spire games, otherwise I have issues with moving my fleet around fast enough to counter the AI ships that are spawning in. 9/9 4 homeworld at 1200+ AIP means a lot of ships spawning everywhere. If it was not for low caps I think I be crashing the game far more often due to running out of memory.

I just love the MKV jumpships, but I am rather annoyed that they can be destoryed if the ship that is boarding them is targeted by an area weapon. The second they board the weapon goes off destroying them. I don't know if that counts as a bug, or not, so I have not bothered submitting it, I just make sure that everything is dead and all the weapons have hit home before they are allowed in the door. Not that hard when you are into the triple digit size Spire fleet armada. Still it nice to have 16 DD just flying around. On of these days I am going to do a max homeworld game to just see how large of a fallen spire fleet I can get.

Offline Faulty Logic

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Re: My thoughts on current balance
« Reply #117 on: September 05, 2012, 11:14:52 pm »
Unfortunately, jumpships are slated for a nerf, due to way too many exploits around them.
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Offline chemical_art

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Re: My thoughts on current balance
« Reply #118 on: September 05, 2012, 11:41:49 pm »
I am curious how to nerf them.

Some things, like not transporting anything larger then a fleetship, make sense.

But anything further? Hard to say, unless you make them insta die on a planet that is less then a mark they are on.

And that still won't prevent mini-rams being transported on a MK V transport from ganking homeworld guardposts, unless you nerf large fleetships too.
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Offline Faulty Logic

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Re: My thoughts on current balance
« Reply #119 on: September 05, 2012, 11:48:33 pm »
I think simply not allowing jumpships on HWs would go a long way, though I think disallowing them from transporting any starship would be too much of a nerf. Champions, on the other hand...

An asteroid-level adustment is probably also in order (mkI at xampite, mkIV or only one mkV from titanite). Or making them die when units are deployed. Or giving them hop-attrition rather than per/second attrition.
If warheads can't solve it, use more warheads.