Actually, did we ever do the math on the firepower split between the firepower of the guard post against the firepower of its defenders? Across the difficulties from 5 to 10?
Egd.
I just did some math, using the Fighter for comparison as it has the highest base DPS of the 3 core ships.
All numbers are base DPS, this is ignoring Attack Bonuses.
Checking the MLRS and Missile guard posts with actual math make me realize just how pathetic the guard posts were before and how huge the buff they got was.
MLRS got it's dps boosted by about 10 times, which is equivalent to about 80 to 90 fighters of the same mark. (Normal Cap, Normal Combat style.)
Missile Guard post got its DPS boosted by about
33 times. However this is also equivalent (in DPS terms) to 95 fighters of equivalent mark.
While that does not sound like that much on a per-guard post basis, there are multiple guard posts per system.
Checking a quick test game I just started (on difficulty 7) it looks like the average system has 4 guard posts. It varies from 0 to 7 guard posts as the outer bounds, but about half the systems have 4.
On a system basis this means an average system has 250-300 more ships then before the guard post buffs. That makes a Mk III or IV system
significantly harder, and that's before you factor in the fact that Mk III and IV systems are more likely to have above average guard post counts.
(I forgot to reset difficulty the first time, Diff 10 has an average of 7 guard posts, that's 550-600 more ships
per system.)
I think I'm going to have to join the people calling for nerfs here, down to about 50% of what they got?
I know that sounds extreme, but looking at the numbers on a system basis I think it's justified. Or the reinforcements should get a little nerf somehow?
On a system that has not been on alert, this buff easily doubled the effective firepower a system has, even into the mid/late game.
Thoughts?
D.