Poll

Did the latest balance pass on the combat starships buff them too much? (Ignore exos, see post)

Yes, by a huge amount
1 (4.5%)
Yes, but only a little bit
10 (45.5%)
Yes, but the stats are fine, the resource and/or knowledge costs need adjustment
3 (13.6%)
Meh...it's more that the rest of the game's balance needs to catch up
4 (18.2%)
No, they are fine as is
4 (18.2%)
No, they still feel underpowered
0 (0%)

Total Members Voted: 0

Voting closed: April 29, 2013, 10:54:56 am

Author Topic: So, were combat starships overbuffed? (v. 6.019)  (Read 14481 times)

Offline keith.lamothe

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Re: So, were combat starships overbuffed? (v. 6.019)
« Reply #45 on: April 27, 2013, 03:57:06 pm »
Yea, I'm bearing in mind the theoretical 2x difference between the integral of the "triangle" (the shape, not the ship category) curve of fleet ship damage-over-time compared to the "rectangle" curve of the cap-of-one ship.  That's part of the reason starships have a dps target about half that of a fleet ship.

I'm not sure how much to value it, in the end, because that triangle-vs-rectangle situation only really influences things in a case of massive losses for your side.  In fights where you've already won just by showing up with enough force (i.e. successful strategy, taking the pressure off tactics), the impact is much less.
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Offline Kahuna

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Re: So, were combat starships overbuffed? (v. 6.019)
« Reply #46 on: April 27, 2013, 05:27:07 pm »
I noticed today that the new Spire Starships have 1 second reaload time.. Mark I Spire SS has over 1 million AoE dps. Like what :O might be a bit too op.
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Offline keith.lamothe

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Re: So, were combat starships overbuffed? (v. 6.019)
« Reply #47 on: April 27, 2013, 05:28:07 pm »
I noticed today that the new Spire Starships have 1 second reaload time.. Mark I Spire SS has over 1 million AoE dps. Like what :O might be a bit too op.
The reload time actually starts after the 2-second beam ends, so the real cycle time is 3 seconds :)

It's quite strong, but not that strong.
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Offline TechSY730

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Re: So, were combat starships overbuffed? (v. 6.019)
« Reply #48 on: April 27, 2013, 05:39:03 pm »
Aww, did the Zenith starship really need to lose its radar dampening? Why couldn't it just been made a really weak dampening? (like 30k range or something, remember, higher range is weaker for radar dampening)

Other than that, the changes look good.
« Last Edit: April 27, 2013, 05:40:38 pm by TechSY730 »

Offline Diazo

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Re: So, were combat starships overbuffed? (v. 6.019)
« Reply #49 on: April 27, 2013, 06:02:19 pm »
I think I'm happy with the radar dampening being just removed.

Radar dampening 30k really does not do anything and the Zenith is still the highest health starship so it has enough (IMO, and pending testing) survivability from that.

Makes my defensive situation much smoother, that radar dampening on the SPire and Zenith starships was a nightmare to defend against.

As always, we'll see when we get it.

D.

Offline keith.lamothe

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Re: So, were combat starships overbuffed? (v. 6.019)
« Reply #50 on: April 27, 2013, 06:13:58 pm »
I just thought it was simpler to take it off.  I'd like RD to be a very rare stat, basically just for things that either are stealth-knife-fighters or something like that.  I left it (weakened) on the flagship since I think it fits with the theme of being a sort of secondary combatant, but needing to be with the fleet to do any good.  Otherwise the enemy just "shoots the officers" and where's the fun in that.
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Offline Cinth

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Re: So, were combat starships overbuffed? (v. 6.019)
« Reply #51 on: April 27, 2013, 06:18:19 pm »
Otherwise the enemy just "shoots the officers" and where's the fun in that.

Speaking as a formerly enlisted,  shooting officers is fun (love miles gear), though it tends to get you in trouble :)
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Offline chemical_art

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Re: So, were combat starships overbuffed? (v. 6.019)
« Reply #52 on: April 27, 2013, 08:36:50 pm »
Radar dampening 30k really does not do anything and the Zenith is still the highest health starship so it has enough (IMO, and pending testing) survivability from that.


On offense not so much, but for defense it helps to prevent alpha strikes from an ai wave to annihilate almost irreplaceables that are hiding on the other side of the map. Which is why forts have 30k range.
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Offline Diazo

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Re: So, were combat starships overbuffed? (v. 6.019)
« Reply #53 on: April 27, 2013, 09:00:37 pm »
I would counter that the emphasis that starships have on survivability (as compared to fleet ships emphasis on DPS) means that a warp point defense is about the worst place for them to be by design.

Warp point defense is all about the Alpha strike, and then DPS to get the AI dead. As starships are more 'survive' then 'damage', they are intentionally weak there.

D.