Poll

Which one needs a buff the most?

Armor Booster
0 (0%)
Impulse Reaction Emitter
10 (40%)
Infiltrator
0 (0%)
Space Plane
7 (28%)
Teleport Battle Station
2 (8%)
Vampire Claw
6 (24%)
Zenith Polarizer
0 (0%)

Total Members Voted: 0

Author Topic: Poll: Worst Ship Of The (time interval) Award (III)  (Read 7044 times)

Offline TechSY730

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #15 on: March 04, 2012, 12:57:54 am »

Could these get a 0.3 modifier against command stations? (Or are command stations immune to fusion cutters now?)

D.

Pretty sure all command stations are immune to fusion cutters. The military and home command stations have full fledged blade immunity too.

Offline chemical_art

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #16 on: March 04, 2012, 09:21:29 am »

Pretty sure all command stations are immune to fusion cutters. The military and home command stations have full fledged blade immunity too.

Military stations have fusion cutter and blade immunity.

It isn't the end of the world. You should be using military stations anyway against  cloaking units. Remember claws are still very vulnerable to gravity effects. Park a cloaked tachyon unit by the wormhole and watch the lightning turrets have a feeding frenzy. The claws may be tough as they eat your power stations, but after that and they are left with just military station and shields suddenly they are absolutely helpless. Any "special" things under the shield will be vulnerable whether or not they have command station damage reduction.

If one fears them, maybe they should play on low caps. There many higher mark fleet ships even have more then 1M hp, and it results in claws not being as effective. On ultra-low caps it is downright ridiculous, to the point I couldn't use them.

Would it be possible to have the "greater then 1M hp immune to fusion cutters" logic be modified to cap?
« Last Edit: March 04, 2012, 09:25:32 am by chemical_art »
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Offline keith.lamothe

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #17 on: March 04, 2012, 09:23:58 am »
Vampire claw is looking scary. Really really scary. Cloaking + Tractor Beam Immunity + force field immunity = owies. Add in the missile immunity for additional fun and I think these just became one of the most threatening ships in the hands of the AI.
GarlicGravity turrets :)  Tachyon coverage mandatory, of course.  For killing them, flak and laser get bonuses against refractive, and lightning gets an 8x bonus against it.  On the fleet side, Acid Sprayers are a hard counter being immune to fusion cutters and having 8x against refractive.

Quote
Could these get a 0.3 modifier against command stations? (Or are command stations immune to fusion cutters now?)
Military stations are already immune, the others don't have it.  I'll add the x0.3 VC->CG modifier but not sure it will make much tactical difference: once 1 reaches a command station that's not immune to it, is it likely you'll be able to save it?
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Offline chemical_art

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #18 on: March 04, 2012, 09:32:50 am »
kudos on the space plan. Now there is a numerous  unit that can't be mostly killed by lightning turrets. It lets the MLRS's shine.
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Offline Diazo

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #19 on: March 04, 2012, 09:49:02 am »
With the home command and military stations being fusion cutter immune, I'm not sure the 0.3 modifier is needed.

I'm pretty sure the game I'm remembering is back from before the melee attack types got split out into two (fusion cutters and blade attacks) so no command stations were immune to them at the time.

(Yes, it was that traumatic apparently.)

D.

Offline chemical_art

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #20 on: March 04, 2012, 09:49:52 pm »
IRE's look great. A good all round unit it seems.
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Offline keith.lamothe

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #21 on: March 04, 2012, 09:55:28 pm »
Glad the changes sound good :)
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Offline TechSY730

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #22 on: March 05, 2012, 09:20:22 am »
So, is the nominations for round IV coming up soon?
Because I already have a few ideas for ship types that need a little help.

Offline Kittens

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #23 on: March 05, 2012, 09:37:54 am »
I am cautiously optimistic for the fate of the Space Plane and look forward to trying it out!

Offline keith.lamothe

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #24 on: March 05, 2012, 09:52:36 am »
So, is the nominations for round IV coming up soon?
Because I already have a few ideas for ship types that need a little help.
A lot of stuff has changed in 5.028 so I wanted to let that get a little play time, and at least have players be able to see the new stats before nominating/votes, etc :)
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Offline TechSY730

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #25 on: March 05, 2012, 10:14:32 am »
So, is the nominations for round IV coming up soon?
Because I already have a few ideas for ship types that need a little help.
A lot of stuff has changed in 5.028 so I wanted to let that get a little play time, and at least have players be able to see the new stats before nominating/votes, etc :)

Well, what I had in mind was mostly non-fleet ships. Though admittedly, the new hacking mechanics may make the ones I had in mind more useful. Or possibly less useful, hard to tell at this point.

Offline chemical_art

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #26 on: March 05, 2012, 10:17:40 am »
There is one starship I thought about in daydream.

A true cloaked starship. It would be like the raider, but instead of armor and speed it had cloak and firepower.
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Offline TechSY730

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #27 on: March 05, 2012, 10:37:01 am »
OK, I'll go right out and say what I had in mind. I'll copy this over in the new nominations poll once it gets posted.

Mobile Repair Stations: Too knowledge expensive for their limitations, especially when fortresses and engineers can be unlocked for similar K costs but have much more to offer. See the various mantis posts I made on them for suggestions about how to make them worthwhile: 6064: Reduce MRS Repair Cooldown after move,6066: Increase MRS Self Heal Rate Also, reducing K cost to 3000 seems reasonable.
Neinzul Enclave Starships: Their self construction rate is pathetically low for something that is supposed to work "on the field", which implies that engineers are frequently not readily available. I would suggest increasing base self construction rate, and having the self construction rate go up with Mk, giving a reason to unlock higher marks beyond just less Mk. limitations. They could also use a buff to health, but that is not as important
Etherjet tractors: Their health is PATHETIC, even by fragile ship standards and their higher than average ship cap. They should remain on the fragile side of fleet ships, because of how much pain they can cause when used correctly, but right now its a bit too fragile. The low attack is fine though.
Bomber starships: Their DPS is fine; its pretty good even by starship standards. My main problem is their health. For a close range unit, they don't seem all that terribly durable. Even the Plasma Siege Starship has more HP than these (though, admittedly, bomber starships have armor). A health buff or possibly a large radar dampening range. (Remember, larger radar dampening means less effective radar dampening). Slight (like, 1.5 slight) hull multipliers similar to the bomber fleet ship may be nice for thematic reasons. I'm fine with their  "large stuff only" restriction.

EDIT:
Spirecraft Sheild Bearers: What to do about these has been endlessly debated. However, can we at least get a HP buff so that they are comprible to normal forcefields? (See 5565: Spirecraft Shield Bearer HP)
« Last Edit: March 05, 2012, 10:41:44 am by techsy730 »

Offline TechSY730

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #28 on: March 05, 2012, 10:47:09 am »
FYI, cross-posting from the 5.028 patch notes (aiming for a monday release) since (hopefully) people don't check those very often between releases :

I check the release notes VERY frequently between updates.

Offline chemical_art

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Re: Poll: Worst Ship Of The (time interval) Award (III)
« Reply #29 on: March 05, 2012, 10:49:56 am »
For the shield bearers.

They have been reduced so MK I's can be built from reptite (or whatever the cheapest asteriod is)

There are so so very many of these lying around that you can max out attritioners and siege towers and still have things left over for the shields.

They should not be as strong as forcefields because that would make them overpowered on offense. They are best used (after the obligatory matyr) with your fleet to puncture those heavily defended worlds, especially core world pushes. That is where they shine.


What I WOULD like is the amount of asteriods (maybe or maybe not golems) to scale with the number of player homeworlds. The minor options of spirecraft and golems start to become more annoying and less useful because the exo-waves start to HURT even worst but the benefit is pretty lucklaster. It doesn't have to be a linear increase, like there is an 80% increase for two hw's, 160% increase for 3, etc, but a increase of any sort would help balance things out.

Also, who uses spirecraft rams? The other three options for reptite seem so so very much more useful, and at then next option it gets even more noticeable.
« Last Edit: March 05, 2012, 10:51:29 am by chemical_art »
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