Author Topic: Nominations for Worst Ship Ever (VI)  (Read 11458 times)

Offline Wanderer

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Re: Nominations for Worst Ship Ever (VI)
« Reply #30 on: July 09, 2012, 04:40:21 pm »
Worthless ships IMO (for humans(from the worst to the.. not the worst? ???)):
Armor Rotter
Grenade Launcher
Eye Bot
Impulse Reaction Emitter
Deflector Drone
Zenith Electric
Zenith Chameleon
Raptor
Autocannon

Ignoring my oops on Raider vs. Autocannon, I disagree with a few items in your list here.

Raptors are a goto unit for me.  Gravity ignoring, cloaking, high-speed kiters with good damage.  They're one of the best units in the game to me.

Eyebots are powerful raiders.  Raid SSs are better then a cap of Eyebots, but they're good.

IREs are situational.  Against Exowaves they're incredibly powerful... otherwise yeah, they're overpriced.
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Offline Wingflier

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Re: Nominations for Worst Ship Ever (VI)
« Reply #31 on: July 09, 2012, 05:16:19 pm »
Quote
IREs are situational.  Against Exowaves they're incredibly powerful... otherwise yeah, they're overpriced.
Perhaps Keith could raise the energy use of Guardians and such?  Since you don't need to "build" them you could make their energy use whatever, giving IRE's a more defined purpose.  Guard Posts could also have a higher energy use.
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Offline keith.lamothe

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Re: Nominations for Worst Ship Ever (VI)
« Reply #32 on: July 09, 2012, 05:33:27 pm »
Quote
IREs are situational.  Against Exowaves they're incredibly powerful... otherwise yeah, they're overpriced.
Perhaps Keith could raise the energy use of Guardians and such?  Since you don't need to "build" them you could make their energy use whatever, giving IRE's a more defined purpose.  Guard Posts could also have a higher energy use.
IREs have a minimum multiplier of 8 and a maximum multiplier of 30.  The actual multiplier against a specific target is the target's energy / 256, so it does minimum damage vs stuff with 2048 or lower and maximum damage vs stuff with 7680 or higher.

Guardians currently have 500*mk energy cost, so yea, they would be getting minimum damage except for the mkV variants.  I could change it to 1250*mk and that would cause the IRE to get a small bonus vs mkIIs (mkI guardians are fairly rare), and fairly good bonuses against IIIs, IVs, and Vs.

I'll probably just go ahead and do that irrespective of the poll, just for color.  Thanks :)
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Offline Bognor

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Re: Nominations for Worst Ship Ever (VI)
« Reply #33 on: July 10, 2012, 12:59:28 am »
Worthless ships IMO (for humans(from the worst to the.. not the worst? ???)):
Armor Rotter
Grenade Launcher
Eye Bot
Impulse Reaction Emitter
Deflector Drone
Zenith Electric
Zenith Chameleon
Raptor
Autocannon
Raiders
Out of curiosity, why Grenade Launchers?  I've not used them, but the stats show that few fleet ships have higher hit points or base damage per cap, and they have decent range and adequate speed.  Admittedly they only reach their potential against tight clusters of fleet ships.
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Offline Kahuna

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Re: Nominations for Worst Ship Ever (VI)
« Reply #34 on: July 10, 2012, 02:43:53 am »
Worthless ships IMO (for humans(from the worst to the.. not the worst? ???)):
Grenade Launcher
Out of curiosity, why Grenade Launchers?  I've not used them, but the stats show that few fleet ships have higher hit points or base damage per cap, and they have decent range and adequate speed.  Admittedly they only reach their potential against tight clusters of fleet ships.
They just don't do anything. Very little damage: 26133 cap dps on 1 target since the aoe is bugged. They're supposed to do AOE damage but it doesn't seem to be the case. I just took that screenshot. Take a look.
The 2 AI bombers were that close to each other all the time (since they came trough the wormhole). Yet the other bomber barely took any damage. Same thing with the Parasites.
« Last Edit: July 10, 2012, 03:38:09 am by Kahuna »
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Offline Kahuna

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Re: Nominations for Worst Ship Ever (VI)
« Reply #35 on: July 10, 2012, 03:07:40 am »
Nominate Decloaker and Infiltrator.
omk Decloakers  :o didn't even remember those existed
1. use knowledge to unlock
2. is NOT military ship (you have to hold Ctrl so select with military ships)<-- this alone makes them not worth using (just like stealth starships). i'd rather use tachyon fighters
3. VERY low ship cap
« Last Edit: July 10, 2012, 04:24:50 am by Kahuna »
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Offline Kahuna

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Re: Nominations for Worst Ship Ever (VI)
« Reply #36 on: July 10, 2012, 03:34:13 am »
Ignoring my oops on Raider vs. Autocannon, I disagree with a few items in your list here.
Raptors are a goto unit for me.  Gravity ignoring, cloaking, high-speed kiters with good damage.  They're one of the best units in the game to me.
Eyebots are powerful raiders.  Raid SSs are better then a cap of Eyebots, but they're good.
IREs are situational.  Against Exowaves they're incredibly powerful... otherwise yeah, they're overpriced.
Yep. You've got a point there.
Hm.. maybe Raptors aren't that horrible after all. I should try them again.
If Raid SSs are better than EyeBots at raiding why would I pick EyeBots over other bonus ships? EyeBots have only 2 useful damage multipliers. 1 of them is sometimes useful in combat (Heavy(Hybrids)).
Sure IREs are good vs exos but exos are "rare" so most of the time they're are "semi useless".

EDIT: Yayy I just got an upgrade! Mark III now :P
« Last Edit: July 10, 2012, 03:35:49 am by Kahuna »
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Offline TechSY730

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Re: Nominations for Worst Ship Ever (VI)
« Reply #37 on: July 10, 2012, 07:39:16 am »
Worthless ships IMO (for humans(from the worst to the.. not the worst? ???)):
Grenade Launcher
Out of curiosity, why Grenade Launchers?  I've not used them, but the stats show that few fleet ships have higher hit points or base damage per cap, and they have decent range and adequate speed.  Admittedly they only reach their potential against tight clusters of fleet ships.
They just don't do anything. Very little damage: 26133 cap dps on 1 target since the aoe is bugged. They're supposed to do AOE damage but it doesn't seem to be the case. I just took that screenshot. Take a look.
The 2 AI bombers were that close to each other all the time (since they came trough the wormhole). Yet the other bomber barely took any damage. Same thing with the Parasites.

If thier AOE is indeed broken, that seems like a bug. You might want to file a bug, especially because it seems that you have a reproducible save.

Offline keith.lamothe

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Re: Nominations for Worst Ship Ever (VI)
« Reply #38 on: July 10, 2012, 09:14:45 am »
The explosion range of a mkI grenade isn't large, so if you're firing into a spread-out line like that it may well be only one target hit, but if you fire into a densely packed group it should hit its max number of secondary targets.
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Offline TechSY730

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Re: Nominations for Worst Ship Ever (VI)
« Reply #39 on: July 10, 2012, 09:50:34 am »
The explosion range of a mkI grenade isn't large, so if you're firing into a spread-out line like that it may well be only one target hit, but if you fire into a densely packed group it should hit its max number of secondary targets.

While I wouldn't argue with making the Mk. I AOE radius of grenade launchers a bit bigger (and possibly Mk. I AOE radius of flak turrets too, though to a lesser degree), that's not enough for me to consider grenade launcher one of the worst ship types.

Also, if the Mk. I grenade launcher AOE radius does get a buff, how will the growth of the radius be adjusted to prevent Mk. III and IV grenade launchers from having an absurd radius?

Offline Hearteater

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Re: Nominations for Worst Ship Ever (VI)
« Reply #40 on: July 10, 2012, 10:40:44 am »
The thing about GL is: their damage is linear like most ships, but at higher Marks the number of targets increases AND the radius increases.  So if you have GL you absolutely want to get Mark IVs.  That being said, look at their cap energy costs, they are x8 Fighters.  They are tied for the most energy expensive fleet ship if I recall correctly.

Offline chemical_art

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Re: Nominations for Worst Ship Ever (VI)
« Reply #41 on: July 10, 2012, 12:32:44 pm »
having an large aoe is not game breaking since it can still only hit a max of 8 units iirc
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Offline Hearteater

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Re: Nominations for Worst Ship Ever (VI)
« Reply #42 on: July 10, 2012, 02:01:41 pm »
8 units at Mark I, 10 at Mark II, up to 16 at Mark V.  The larger AOE means you get max targets more often.  Mark I is small enough you don't often get max targets.  Mark IV is almost always max targets during a wave provided your GLs don't switch to some units that break off from the main group.

Offline keith.lamothe

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Re: Nominations for Worst Ship Ever (VI)
« Reply #43 on: July 10, 2012, 02:21:09 pm »
Mark I is small enough you don't often get max targets.
Oh?  Huh, didn't realize that. For 5.040 just made all of the grenade launcher grenades have an explosion radius of 500 instead of 200/300/400/500/600.
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Offline unclean

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Re: Nominations for Worst Ship Ever (VI)
« Reply #44 on: July 10, 2012, 10:34:11 pm »
Seconding infiltrators and teleport raiders.

And maybe it's just me, but I really don't like vampire claws. They're pretty bad assassins because they use fusion cutters, and they're just not as good combat ships as cutlasses or viral shredders. Their vampirism isn't really noticeable either. I just don't see the point.

If Raid SSs are better than EyeBots at raiding why would I pick EyeBots over other bonus ships? EyeBots have only 2 useful damage multipliers. 1 of them is sometimes useful in combat (Heavy(Hybrids)).
Raids are a little better, but a cap of them is literally 10x as expensive. Early on it's nice just being able to throw eye bots at a raid engine or ion cannon or something and not care how many make it back.

And on higher difficulties they're good at holding off the brutal missile frigate waves you get early on until you can find a botnet golem or something.