Author Topic: Nominations for big items for 8.0  (Read 14094 times)

Offline pallenda

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Re: Nominations for big items for 8.0
« Reply #60 on: June 26, 2013, 04:19:52 pm »
I recently got back to AI War, and have finished the tutorials again. Ready for my first game. I'm for sure gonna try Defender mode later on, seems like an awesome idea.

Sorry if these things are already available.

1. Dot the i's in the texts/fonts. Please. With sugar on top.
2. Option for bigger fonts, or spacing between the letters. Some text is very crammed together. Spacing the the tool-tips between the sections could also help for better reading. The color change is nice, but adding a few pixels space could help.
3. Having the tool tip frame keep showing if you have selected the unit, and maybe show it to the right of the default control panel.

Not sure capitalizing every beginning letter helps the readability, but the other 3 are much more important.

For helping new players I think it could be an idea to have 2 verbose levels. One as it is today, the other with some of the extra info hidden. I think many players get scared of the information overload.

I could probably make some mock-up screenshots to better show what I mean.

Offline LordSloth

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Re: Nominations for big items for 8.0
« Reply #61 on: July 05, 2013, 10:18:47 pm »
I wouldn't go so far as to say cap scales or combat styles "mess up" unit balance; I'm not aware of any unit that's absurdly over- or under-powered on any particular setting.  I doubt the issues are noticed by more than a minority of players.  I don't think this should be as high a priority as the hacking enhancements or other features that would add more fun, but I thought it was at least worth nominating and seeing how other players feel.

Enclave starships are -broken- on ultra-low. A full set spawns 1200 ships, and you can see similar problems with the lightning torpedo frigates. From a performance standard....

Offline Toranth

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Re: Nominations for big items for 8.0
« Reply #62 on: July 06, 2013, 12:05:18 am »
I wouldn't go so far as to say cap scales or combat styles "mess up" unit balance; I'm not aware of any unit that's absurdly over- or under-powered on any particular setting.  I doubt the issues are noticed by more than a minority of players.  I don't think this should be as high a priority as the hacking enhancements or other features that would add more fun, but I thought it was at least worth nominating and seeing how other players feel.
Enclave starships are -broken- on ultra-low. A full set spawns 1200 ships, and you can see similar problems with the lightning torpedo frigates. From a performance standard....
Sure, they spawn the same number of ships as they do on Normal caps - but each AI ship is 4 times as strong (both in damage, and in HP).  Same with the torpedoes.  They do the same damage, but the targets are four times as tough.

'Broken' is Maws on ultra-low caps.  Basically, those get an instant 300% increase in killing strength, because they eat units at the same rate as Normal, but the enemy has 1/4 the number of ships.

Offline LaughingThesaurus

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Re: Nominations for big items for 8.0
« Reply #63 on: July 06, 2013, 12:06:33 am »
The enclaves are broken in that they still spawn the same amount of same stat drones instead of 1/4th the amount of 4x stat drones. Ultra low caps is meant to alleviate the stress on your CPU. Kinda defeats the purpose when half the ships that are around are drones that would have been there already.

Offline Vacuity

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Re: Nominations for big items for 8.0
« Reply #64 on: July 06, 2013, 04:42:16 am »
'Broken' is Maws on ultra-low caps.  Basically, those get an instant 300% increase in killing strength, because they eat units at the same rate as Normal, but the enemy has 1/4 the number of ships.
The same is true of Ion Cannons.

Offline orzelek

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Re: Nominations for big items for 8.0
« Reply #65 on: July 06, 2013, 08:05:24 am »
'Broken' is Maws on ultra-low caps.  Basically, those get an instant 300% increase in killing strength, because they eat units at the same rate as Normal, but the enemy has 1/4 the number of ships.
The same is true of Ion Cannons.

Ion cannons have reload rate modifications on different caps afaik.
Maws are indeed broken - they are evading fixes for caps from quite some time.

Offline Vacuity

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Re: Nominations for big items for 8.0
« Reply #66 on: July 07, 2013, 07:57:12 am »
Ion cannons have reload rate modifications on different caps afaik.
Ohh, didn't notice that!

Offline emperormao

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Re: Nominations for big items for 8.0
« Reply #67 on: July 09, 2013, 11:32:12 pm »
I think it would be cool to see the champions revamped.

At it stands I pretty much exclusively use Neinzul models come mid / late game. They are the fastest ship, have radar damp, can self sustain, and can easily dive very deep if needed. When the AI is running around with a 2-3K special forces fleet, there is no other ship that can do any where near as much against the AI.

It feels like the other 3 ships have higher damage at the cost of virtually no utility and no survivability. But even that damage bonus is kinda lost on the Neinzul when you realize it has awesome attack bonuses (against ships like the Zenith Med frigate, Grav ripper and other tanky ships the ai sometimes spams). Then also consider the nanosubverter clears waves faster than most other weapons anyway.



So I feel like the other ships need a niche. Or perhaps some new champion models introduced. But this might just be the way I play the game. In the early game, all the champion ships feel similar in power.

Offline Lord Fiddlemeister

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Re: Nominations for big items for 8.0
« Reply #68 on: July 10, 2013, 04:43:17 am »
I think it would be cool to see the champions revamped.

At it stands I pretty much exclusively use Neinzul models come mid / late game. They are the fastest ship, have radar damp, can self sustain, and can easily dive very deep if needed. When the AI is running around with a 2-3K special forces fleet, there is no other ship that can do any where near as much against the AI.

It feels like the other 3 ships have higher damage at the cost of virtually no utility and no survivability. But even that damage bonus is kinda lost on the Neinzul when you realize it has awesome attack bonuses (against ships like the Zenith Med frigate, Grav ripper and other tanky ships the ai sometimes spams). Then also consider the nanosubverter clears waves faster than most other weapons anyway.



So I feel like the other ships need a niche. Or perhaps some new champion models introduced. But this might just be the way I play the game. In the early game, all the champion ships feel similar in power.

That's interesting! I've never used Neinzul. I usually go for a carrier-type champion (Hangars...so many hangars!) or spire lances. Spire Lances especially seem really overpowered for nebulas and raids against AI buildings. It's fun to hear that other people think that a ship I hardly care about is the strongest ^^

Offline ZaneWolfe

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Re: Nominations for big items for 8.0
« Reply #69 on: July 10, 2013, 04:50:43 pm »
I think it would be cool to see the champions revamped.

At it stands I pretty much exclusively use Neinzul models come mid / late game. They are the fastest ship, have radar damp, can self sustain, and can easily dive very deep if needed. When the AI is running around with a 2-3K special forces fleet, there is no other ship that can do any where near as much against the AI.

It feels like the other 3 ships have higher damage at the cost of virtually no utility and no survivability. But even that damage bonus is kinda lost on the Neinzul when you realize it has awesome attack bonuses (against ships like the Zenith Med frigate, Grav ripper and other tanky ships the ai sometimes spams). Then also consider the nanosubverter clears waves faster than most other weapons anyway.



So I feel like the other ships need a niche. Or perhaps some new champion models introduced. But this might just be the way I play the game. In the early game, all the champion ships feel similar in power.

That's interesting! I've never used Neinzul. I usually go for a carrier-type champion (Hangars...so many hangars!) or spire lances. Spire Lances especially seem really overpowered for nebulas and raids against AI buildings. It's fun to hear that other people think that a ship I hardly care about is the strongest ^^

Its a case where the utility of the Nienzul hull doesn't make it self stand out until you think about how best to use it. A Spire Battleship Champ with photon lances/plasma siege cannons can dish out a metric ton of damage, and can still mount several shields as well, making it among the tankiest of champs with some of the best single target damage. A Zenith Champ makes the "best" carrier type as it can mount the most drone bays of any given hull. A Human champ can mount the most small mounts and is "best" at clearing out waves or large numbers of fleetships as it can mount enough mods to basically have a damage bonus against anything but Command Grade (Do Bomber drones get command grade bonuses? If so then Humans have that covered too)

Now, as for the Nienzul champ, it does not perform as well in nebula as the others. (Even the human hull is better in most cases) But outside of the nebula, where its various utility powers that none of the other hulls have actually work best, it becomes an entirely different creature. Cloaking alone can be powerful but it gets Vampireisim as well, meaning that it doesn't need to mount a shield is most cases as it needs to simply power down, recloak and go find something to leach HP from. Combined with its radar dampening for a unit that can get close enough to deal its damage to its target almost no matter what. As the only hull that can mount the deadly Insanity Inducers it can become a botnet golem with regenerating HP and its own squadron of drones to deal with things immune to reclamation. And it still has its main gun as well. If you go with Nanosuberters over Insanity Inducers then it can lead the charge and start replacing losses in its attack force with the AI's own units. All of these things make the Nienzul champ one of the best at raiding AI world or going deep into AI space to take out things like Data Centers or AI Command stations and freeing Spire Civilian Leaders. Prior to the OMD change it was pretty close to impossible for the AI to stop a Nienzul champ from doing whatever it wanted. Since OMDs ignore shields and can now oneshot even a Shadow Battleship, they are the only thing a Cruiser or better Nienzul needs to fear. However, unless OMDs are immune to Radar Dampening, (which I am not sure of right now. Posting from work and cant check) then even those aren't too terrible of a threat to the Nienzul champ.

Now certainly its not going to be the champ you clear out nebula with. And if you have golems bearing down on you it would be better to go with another champ. (Spire is my favorite for that. Because baring an Avenger or better I don't think anything can 1v1 a Spire Chap at BB grade.) This leads a lot of players thinking that the Nienzul hulls are useless. It doesn't seem to be that good at first when you get it because everything else is better at what you are trying to do with a champ. But once you are done with the nebula, or are have Cruisers and are going to be a while before you go after the next nebula, you can use that "useless" champ to do things than none of the others would even think to try.

Offline emperormao

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Re: Nominations for big items for 8.0
« Reply #70 on: July 11, 2013, 02:06:34 am »
I think it would be cool to see the champions revamped.

At it stands I pretty much exclusively use Neinzul models come mid / late game. They are the fastest ship, have radar damp, can self sustain, and can easily dive very deep if needed. When the AI is running around with a 2-3K special forces fleet, there is no other ship that can do any where near as much against the AI.

It feels like the other 3 ships have higher damage at the cost of virtually no utility and no survivability. But even that damage bonus is kinda lost on the Neinzul when you realize it has awesome attack bonuses (against ships like the Zenith Med frigate, Grav ripper and other tanky ships the ai sometimes spams). Then also consider the nanosubverter clears waves faster than most other weapons anyway.



So I feel like the other ships need a niche. Or perhaps some new champion models introduced. But this might just be the way I play the game. In the early game, all the champion ships feel similar in power.

That's interesting! I've never used Neinzul. I usually go for a carrier-type champion (Hangars...so many hangars!) or spire lances. Spire Lances especially seem really overpowered for nebulas and raids against AI buildings. It's fun to hear that other people think that a ship I hardly care about is the strongest ^^

Its a case where the utility of the Nienzul hull doesn't make it self stand out until you think about how best to use it. A Spire Battleship Champ with photon lances/plasma siege cannons can dish out a metric ton of damage, and can still mount several shields as well, making it among the tankiest of champs with some of the best single target damage. A Zenith Champ makes the "best" carrier type as it can mount the most drone bays of any given hull. A Human champ can mount the most small mounts and is "best" at clearing out waves or large numbers of fleetships as it can mount enough mods to basically have a damage bonus against anything but Command Grade (Do Bomber drones get command grade bonuses? If so then Humans have that covered too)

Now, as for the Nienzul champ, it does not perform as well in nebula as the others. (Even the human hull is better in most cases) But outside of the nebula, where its various utility powers that none of the other hulls have actually work best, it becomes an entirely different creature. Cloaking alone can be powerful but it gets Vampireisim as well, meaning that it doesn't need to mount a shield is most cases as it needs to simply power down, recloak and go find something to leach HP from. Combined with its radar dampening for a unit that can get close enough to deal its damage to its target almost no matter what. As the only hull that can mount the deadly Insanity Inducers it can become a botnet golem with regenerating HP and its own squadron of drones to deal with things immune to reclamation. And it still has its main gun as well. If you go with Nanosuberters over Insanity Inducers then it can lead the charge and start replacing losses in its attack force with the AI's own units. All of these things make the Nienzul champ one of the best at raiding AI world or going deep into AI space to take out things like Data Centers or AI Command stations and freeing Spire Civilian Leaders. Prior to the OMD change it was pretty close to impossible for the AI to stop a Nienzul champ from doing whatever it wanted. Since OMDs ignore shields and can now oneshot even a Shadow Battleship, they are the only thing a Cruiser or better Nienzul needs to fear. However, unless OMDs are immune to Radar Dampening, (which I am not sure of right now. Posting from work and cant check) then even those aren't too terrible of a threat to the Nienzul champ.

Now certainly its not going to be the champ you clear out nebula with. And if you have golems bearing down on you it would be better to go with another champ. (Spire is my favorite for that. Because baring an Avenger or better I don't think anything can 1v1 a Spire Chap at BB grade.) This leads a lot of players thinking that the Nienzul hulls are useless. It doesn't seem to be that good at first when you get it because everything else is better at what you are trying to do with a champ. But once you are done with the nebula, or are have Cruisers and are going to be a while before you go after the next nebula, you can use that "useless" champ to do things than none of the others would even think to try.

I did use spire (when I can get the plasma or sometimes even just the photon lances). And it was cheesy (could just zerg bases in nebula's and win). But throughout one of my games I didn't unlock the spire ship till fairly late, and got the Neinzul very early. With that in mind I finished nearly every nebula with the Neinzul. One thing it has which is stupidly useful in most nebula's is the mobile repair station. For example, during the ravenous shadow, with a few Missile tubes mounted on the heavy slots and dropping a few repairs to heal the friendly ships near me, I cleared the scenario without taking any damage to any of the bases (something I have only ever come close to doing with the Spire + cheese). I still think the spire is great for nebula's, but the Neinzul isn't even bad and can get through most of them easily.


As for clearing waves and fighting stuff head on, I still find I use the Neinzul exclusivity late mid / late game. As I mentioned it might be my playstyle, but when you have 300-400 AIP and a 2k (mostly spires, zenith's and core ships) special forces fleet running around, the only thing that can even damage it is the Neinzul with missiles (because missiles are 16000 range and the ship has 10000 radar damp). All other ships I try against those really strong Ai fleets simply die in 10-20 seconds (they literally kill the shadow shields in a few seconds). And if I am trying to avoid said fleets (which is usually a more realistic option, Neinzul wins again).

On a smaller level (and in my case early game), there are those differences you mention. But once I start hitting Cruiser and beyond, and start hitting big enemy fleets, I can't see any point to using the other ships (and this period is typically my lengthiest bit). Though even in games where I play very tactically, hit specific enemy planets, and keep ai prog very low, the ability to raid is the strongest tool and the Neinzul excels at that anyway. Heck even with avengers on, the Neinzul solo'd one over about 4 hops with just missile pods on its heavy slots.

I guess I would just like to see all 4 ships remain relevant, and with their own specific niches come mid / late game (though point taken about the spire, I did forgo that, and it does have a strong niche when used against the nebula's and high hp heavy targets)

Offline Tridus

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Re: Nominations for big items for 8.0
« Reply #71 on: July 11, 2013, 06:54:57 am »
IMO three of them have a niche:

- Spire - blowing up anything that's big, and ideally stationary. Photon Lances do absurd damage when the target stays in them.
- Human - blowing up enemy fleets.
- Neinzul - Vampirism, Insanity Inducers, repair fields, cloaking... lots of good stuff here to help a fleet.

The one that is kind of the jack of all trades IMO is the Zenith one. It's pretty good against enemy fleets, pretty good against enemy bases (it can mount a lot of misisle launchers and still has room for shields), and doesn't have the difficulty that can happen to photon lances if the target keeps moving around.

Offline emperormao

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Re: Nominations for big items for 8.0
« Reply #72 on: July 11, 2013, 08:10:41 am »
IMO three of them have a niche:

- Spire - blowing up anything that's big, and ideally stationary. Photon Lances do absurd damage when the target stays in them.
- Human - blowing up enemy fleets.
- Neinzul - Vampirism, Insanity Inducers, repair fields, cloaking... lots of good stuff here to help a fleet.

The one that is kind of the jack of all trades IMO is the Zenith one. It's pretty good against enemy fleets, pretty good against enemy bases (it can mount a lot of misisle launchers and still has room for shields), and doesn't have the difficulty that can happen to photon lances if the target keeps moving around.

But consider the Human vs Neinzul against fleets.

Neinzul has radar damp, so avoids most long range attackers. It can mount Insanity modules and instagib dozens of ships at a time (which is far more potent than anything the Human has). It can sustain and last much longer than a human ship against a large group of attackers. And it can do it all with the added utility it has from stealth, and ability to repair in any field. In fact I would even argue that the spread of its main guns, being over 9 shots instead of 5, makes it even more potent against swarms because of reduced overkill.

I just cant see how the Human ship does better at all, even against fleets if you consider that is its specific niche. It really is inferior in pretty much every way (unless I am over looking something?)

And the Zenith is much the same as the Human ship when it comes down to it. Jack of all trades? except the Neinzul does pretty much everything it can better (and the spire kinda does as well with the right modules).
« Last Edit: July 11, 2013, 08:13:33 am by emperormao »

Offline Tridus

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Re: Nominations for big items for 8.0
« Reply #73 on: July 11, 2013, 08:29:50 am »
Insanity inducers don't work against core ships, starships, or anything immune to reclamation. The Human hull mounts a huge quantity of small modules (20 vs 8 on the Neinzul Battleship) and can mount a lot more guns capable of fighting those things. When you need to shift to blowing ships up instead of converting them, the Human hull is a lot more offensively capable than the Neinzul one is.

Offline chemical_art

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Re: Nominations for big items for 8.0
« Reply #74 on: July 11, 2013, 09:15:52 am »
The nenzul hull has a very cheesy tactic unique to it.

No, I'm not saying. I don't want it removed  :P
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