Author Topic: raid starship balance discussion  (Read 2294 times)

TheMachineIsSentient

  • Guest
Re: raid starship balance discussion
« Reply #15 on: November 14, 2010, 06:32:31 pm »
Well, we just went over it.. Looks like heavy beam cannons or bust. None of the other turrets can touch it. The ones that can, their multiplier is so small as to take one hour and 20 min( a Mark three laser turret!) or more.

Offline Winter Born

  • Hero Member
  • *****
  • Posts: 527
Re: raid starship balance discussion
« Reply #16 on: November 14, 2010, 06:34:29 pm »
Raids just went through a health nerf 10x, buff 5x, (net 2x nerf on health)
and based on the numbers below, the 100x armor buff that offset the health nerf did not get nerfed when health got its 5x buff adjustment.

Raid Mk2     4.021   3.2 mill health and armor 300
Raid Mk2     4.033   1.6 mill health and armor 30,000  ;)

offsetting the 5x health buff with a x armor nerf might make sense.
I need to get a handle on armor and armor piercing before suggesting a number :-[

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: raid starship balance discussion
« Reply #17 on: November 14, 2010, 06:39:16 pm »
alternatively, just move the heavy bonus to the missile turret, give the ultralight bonus to the basic turret? (laser and ultraheavy could also switch, i suppose)
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline orzelek

  • Hero Member Mark III
  • *****
  • Posts: 1,096
Re: raid starship balance discussion
« Reply #18 on: November 14, 2010, 07:08:45 pm »
Basic turret is currently one of points to balance I think. Since it has now required counters for some hulls but it's still same basic it always was - which means that it's not exactly effective at killing anything even if it counters it. But switching the bonuses around on turrets would be a good solution.