Author Topic: Nominations for target of the Nerfbat of Damocles (I)  (Read 10020 times)

Offline Hearteater

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Re: Nominations for target of the Nerfbat of Damocles (I)
« Reply #45 on: July 20, 2012, 12:50:01 pm »
If anyone wonders why a Botnet needs a nerf, it does 500 million DPS and has maximum Armor Piercing.  It kills a player Armored Golem in ONE SECOND.  That isn't even counting all the zombies.

Offline TechSY730

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Re: Nominations for target of the Nerfbat of Damocles (I)
« Reply #46 on: July 20, 2012, 12:52:09 pm »
If anyone wonders why a Botnet needs a nerf, it does 500 million DPS and has maximum Armor Piercing.  It kills a player Armored Golem in ONE SECOND.  That isn't even counting all the zombies.

Except it can't target things that are reclaim immune (or at least, it shouldn't be able to)

Still, having one is basically free defense against waves for the entire game.

Offline Diazo

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Re: Nominations for target of the Nerfbat of Damocles (I)
« Reply #47 on: July 20, 2012, 12:55:31 pm »
One thought I had is some sort of penalty for multiple golems, maybe bring back the per planet damage penalty for multiple golems on the same planet?

Not a huge one mind you, activating multiple golems should still be advantageous.

My reasoning for this is because the golems are powerful super weapons, 2 golems together is significantly better then 2 golems working solo, 3 golems together is getting into the stupid-powerful range and 4 golems is insta-death  to anything else.

That way individual golems can stay as the powerful superweapons they are, while stacking multiple golems could be balanced better so they don't become more overwhelming then they are intended to be.

(Note that I don't actually play with golems on much, I'm extrapolating from what I've seen in other powerful units quite a bit here.)

D.

Offline keith.lamothe

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Re: Nominations for target of the Nerfbat of Damocles (I)
« Reply #48 on: July 20, 2012, 01:05:33 pm »
Polls are up :)
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Offline unclean

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Re: Nominations for target of the Nerfbat of Damocles (I)
« Reply #49 on: July 21, 2012, 02:14:54 am »
Wasps take significant time and resources to build, and have a simple, near-perfect counter:  Gravity.  Gravity Guardians, Gravity Drills, or Spire Gravity Drainers will render your 1000 Wasps into 1000 helpless targets. 
Yeah, I once had 500 wasps get completely shut by a single badly placed gravity guardian, you can get really unlucky. And the main guns take a while to kill a guardian, so it's a pretty decent weakness.

About Stealth Battleships.. Now that I looked at the numbers (cap dps and health etc) they're OK for humans. For humans the ship cap is only 5. But the AI sends dozens of them just to destroy your "not so well protected command centers". I need few hundred ships to destroy the attacking SSBs. Maybe increase their cost for the AI? Reinforcement points cost or whatever they're called. That's just my opinion. Maybe I just should find a better way to deal with them. Research few extra turrets or something.. MarkII Basic Turrets just to protect the "not so well protected CCs" from the SSBs.
Yeah, that was my concern, as a player ship I think they're a little overpriced for what they do, so nerfing them could be pretty harsh.

Offline PokerChen

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Re: Nominations for target of the Nerfbat of Damocles (I)
« Reply #50 on: July 21, 2012, 04:44:21 am »
Wasps take significant time and resources to build, and have a simple, near-perfect counter:  Gravity.  Gravity Guardians, Gravity Drills, or Spire Gravity Drainers will render your 1000 Wasps into 1000 helpless targets. 
Yeah, I once had 500 wasps get completely shut by a single badly placed gravity guardian, you can get really unlucky. And the main guns take a while to kill a guardian, so it's a pretty decent weakness.

That's why you send in a detachment ahead to target the gravity guardians. :) Drills and Drainers are much less likely to appear in a given game. Botnets would have a bigger weakness if starships were just more common.

Although, IMO gravity slowdowns could do with a general slight nerf. Grav drainers could do with 20/17/14/11/8, Grav guardians 15/14/13/12/11, and grav turrets could do 16/12/8 on normal speed. Drills shouldn't be such a pain to deal with for both the AI and humans -- speed 16?