Author Topic: Nominations for buff/nerf polls for Bonus Ship Types  (Read 20619 times)

Offline Faulty Logic

  • Hero Member Mark III
  • *****
  • Posts: 1,194
  • Bane of the AI
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #30 on: June 09, 2013, 05:12:02 am »
Quote
(which is why there's NO REASON to unlock Spider Turrets anymore. they cost 3000 knowledge and Mark I + II Missile Turrets cost 3250 knowledge and do 3067200 DPS)
No reason, except their main purpose : engine damage. And they only cost 2000 k, now (though they have less DPS).

Quote
How come you're ok with the current Guard Posts but not these
  I object to something that counters a type of unit (starship) rather than a class (fighter). For example, what if the AI had something that countered fleetships? (arguably, it does, in the form of the TDL, and look how popular those are).

Also, guardposts rarely chase me.

Quote
I don't know how many one can swallow atm.. but maybe 1 Starship Disassembler Should be able to swallow 1, 2 or max 3 Starships?
A mkI SD holds one starship, mkII 2, etc.
« Last Edit: June 09, 2013, 05:22:00 am by Faulty Logic »
If warheads can't solve it, use more warheads.

Offline Bognor

  • Hero Member
  • *****
  • Posts: 570
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #31 on: June 09, 2013, 05:37:04 am »
I don't know how many one can swallow atm.. but maybe 1 Starship Disassembler Should be able to swallow 1, 2 or max 3 Starships?
I believe a Mark N Disassembler can swallow N starships.
Your computer can help defeat malaria!
Please visit the World Community Grid to find out how.

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #32 on: June 09, 2013, 05:40:28 am »
I don't know how many one can swallow atm.. but maybe 1 Starship Disassembler Should be able to swallow 1, 2 or max 3 Starships?
I believe a Mark N Disassembler can swallow N starships.
If this is the case then Disassemblers are fine.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #33 on: June 09, 2013, 09:12:53 am »

If this is the case then Disassemblers are fine.

The problem is that the AI doesn't send one. If the AI has a planet that specializes in them, it is not uncommon to find 3 o 4, or even 8 in late game.

This is enough to swallow your whole starship fleet. Unlike other counters, there is nothing the fleet can do once this happens.
Life is short. Have fun.

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #34 on: June 09, 2013, 02:04:09 pm »
In that case the problem isn't in the Disassemblers. Then the problem is similar the Spire Stealth Battleships problem some time ago. AI had 100 Fighters and 100 SSBs. Now AI has 100 Disassemblers.. well not literally but you get the point.

AIs don't have ship caps.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #35 on: June 09, 2013, 02:10:16 pm »
Dire guardians...

They are fine with their mk V values, but none core lairs should have ones with none core caps
Life is short. Have fun.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #36 on: June 09, 2013, 02:13:01 pm »
Dire guardians...

They are fine with their mk V values, but none core lairs should have ones with none core caps
There actually is only one mark of each Dire Guardian type.  Mark Dire ;)  Basically it's a "Mark Fifty" guardian, and the lairs are part of the galaxy-wide challenge rather than part of their planet's challenge, hence not following the planet mark.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Kahuna

  • Core Member
  • *****
  • Posts: 2,222
  • Kahuna Matata!
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #37 on: June 09, 2013, 02:30:55 pm »
I was surprised by how easy destroying Dire Guardians was.. first I looked at their stats and then the description of the Dire Guardian Hive. I pooped my pants a little bit when I was first about to destroy one of those Hives. I lost surprisingly few ships though. I guess I had a very strong fleet. About 1400 ships in total including Experimental Micro Parasites, Mark V Vampire Claws and Mark V Cutlasses and some reclaimed Mark III ships. I think they're ok.
« Last Edit: June 11, 2013, 02:05:55 pm by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #38 on: June 09, 2013, 02:36:11 pm »
Yea, the lairs aren't too bad as long as you're able to engage the DGs on your terms.  If they just spawn, or get away from you... pain incoming.

I considered making "pop DG Lair" equal "1 DG spawns from each remaining lair in the game" but decided against it... for now ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline relmz32

  • Full Member Mark II
  • ***
  • Posts: 187
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #39 on: June 09, 2013, 04:07:07 pm »
*Nomination: Spider guardians- nerf for AI side, at the moment they counter all three basic fleetships.
A programmer had a problem. She thought to herself, "I know, I'll solve it with threads!". has Now problems. two she.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #40 on: June 09, 2013, 05:20:24 pm »
For the disassembler guardian, I'd day just increase its "cost" for the AI (both reinforcement and exo)
Something similar needs to be done for the raid guardian.

And just in case it was missed earlier,

*Nomination: Grenade launcher both AI and human
A bit too much emphases on AOE to the point where its damage per ship it hits isn't really worth it.


Flak turrets and lightning turrets seem to be in a reasonable place atm, though making the flak turret more "alpha focused" by increasing base damage but decreasing fire rate (thus preserving dps) may be a good idea.

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #41 on: June 09, 2013, 06:15:17 pm »
Part of thw drag for flaks and lightnings is that they waste.their shots on the alpha fighters on every wave. Increasing the turret rof would only aggrevate this. Is the tactic really needed still today?
Life is short. Have fun.

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #42 on: June 09, 2013, 06:21:14 pm »
If the alpha fighters are removed, though, i can see increasing damage or the burst shoylts of the aoe turrets to compensate for them typically getting very few volleys.
Life is short. Have fun.

Offline Faulty Logic

  • Hero Member Mark III
  • *****
  • Posts: 1,194
  • Bane of the AI
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #43 on: June 09, 2013, 09:23:05 pm »
Quote
the alpha fighters
Oh yeah, those. [understatement]They're a bit of a pet peeve of mine[/understatement].

They can be countered by watching your planet, standing down your AoE turrets, and powering them back up when the wave proper arrives. Basically, all they accomplish is making me go through that routine every. single. wave.

They also interfere with FRD when they warp in as part of a counterwave (to a different location than the rest of the wave). Again, this can be easily countered with micro, and again, I resent having to.

So, for a game with many excellent micro-reducing mechanics, these seem odd.

Eradicate them from existence, the sooner the better.
« Last Edit: June 09, 2013, 09:30:37 pm by Faulty Logic »
If warheads can't solve it, use more warheads.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Nominations for buff/nerf polls for Bonus Ship Types
« Reply #44 on: June 09, 2013, 10:04:37 pm »
I'd say make them more of a threat.

Like, with an N% chance, 25% (or so) of the wave will come in three seconds before.

The other (100-N)% of them time, no "pre-wave" ships will come.