Author Topic: You might have forgotten to scale down Armor Damage (also Attrition&Mines).  (Read 2919 times)

Offline Shoat

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Autocannons still have 3*mark armor damage and Armor Rotters still have 5000*mark armor damage.

Considering that even Armored Golems now have 1000 armor, that may be a bit unbalanced.


Edit:
Just noticed Attrition isn't scaled down either.
However, 300/s per mark for spirecraft attritioners is pretty sweet when everything has 1/100 of it's former health.

Edit Nr. 2:
It appears mines still have their old damage aswell. I guess that means "F*** YOU CARRIERS!"...
« Last Edit: May 29, 2014, 04:50:19 pm by Shoat »

Offline keith.lamothe

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Re: You might have forgotten to scale down the "Armor Damage" stat.
« Reply #1 on: May 29, 2014, 04:20:31 pm »
I figured it was worth seeing what happened when armor damage was made 100x as good ;)

Can scale it down next patch if it's not working.
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Offline Shoat

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I figured it was worth seeing what happened when armor damage was made 100x as good ;)

Can scale it down next patch if it's not working.

Considering how not-even-noticeable it was before, it may turn out being okay (though even the MKI rotter's armor damage is ALWAYS overkill no matter what it targets, so there's no need to scale it up per mark anymore).

However, I just noticed spirecraft attritioners also still do 300/second per mark, which in a world where mk1 fighters have 6600 health and spire dreadnaughts have 800k health, might be a bit too much.
I guess I won't have to worry about the next few waves of 20k ships each. :P

Offline keith.lamothe

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Oh, whoops, yea those attritioners are going to go nuts.  I thought they were only doing 1 damage per second and thus couldn't really scale down.  Not so, it seems ;)
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Offline Shoat

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Oh, whoops, yea those attritioners are going to go nuts.  I thought they were only doing 1 damage per second and thus couldn't really scale down.  Not so, it seems ;)

Well, considering the health-amounts they had to go against it might aswell have been 1/second.

Maybe they can find a healthy middle-ground now:
3/s*mark would put them in the same position as before (I can't really measure the contribution of their "feedback" mechanic, but their attrition per second isn't really noticeable in any battle), maybe let them have 15/s*mark or 30/s*mark?

Offline Cinth

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Attritioners are kinda like where warheads were.  They are really, really good when there are lots of targets around, but lackluster against a few.

They are also weird in that the cap of MK IIIs had better damage per sec than any MK cap of the others (1500 MK I, 2400 MK II, 2700 MK III, 2400 MK IV, 1500 MK V), so asteroid rarity didn't help them.  The only good thing was stacking them all on a planet to get an extra 10,500 DPS (per target plus feedback) on your chokepoint planet.  Noticeable against Exo waves, not against anything else (anything else would die just as fast on a defended planet).

On the other hand, the Attritioner AI is loving the new hp values.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Draco18s

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Maybe they can find a healthy middle-ground now:
3/s*mark would put them in the same position as before (I can't really measure the contribution of their "feedback" mechanic, but their attrition per second isn't really noticeable in any battle), maybe let them have 15/s*mark or 30/s*mark?

15/s or 30/s would be good.  I'd like "more" over "less" as even full caps of every mark on a single planet wasn't noticeable except during HUGE waves (i.e. exos).

Offline Tridus

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Attritioners should be part of the superweapon rebalance, for sure. They were pretty lame before unless the planet had a gravity drill on it. A 100x boost is excessive, though. ;) 15 seems like a good number to try, so they'd be /20 instead of the /100 everything else got.

Armor damage needs to come down as well, maybe /50 on that.

Offline Tridus

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Oh! Protector Starships are still showing 100k per shot on the description of the modules.

Was that changed? Because it's kind of hilariously OP if not. :D

Offline Cinth

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Just to say as a point of comparison, a cap of Fighter 1s (normal caps) is 158400.

A cap of Spirecraft Translocator 2s (same asteroid as attritioner 1s) does 32880 dps.

It takes the Translocators about 5 seconds to kill the cap of Fighters.

To get roughly the same performance out of Attritioner 1s you need to have them do about 1/5th of a Fighter 1s hp in dps or about 330 dps.  Divided by 5 (cap), that's 66 dps.  That would make Attritioner 1s roughly equal to Translocator 2s.

I could also go for making the caps of each mark equal (so 5 MK 1, 5 MK 2 and so on).  I find it irritating that MK 3 is the best mark among the Spirecraft.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline TechSY730

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How about .05x to .1x the armor damage, and maybe .1x to .25x the attrition damage?

That way they are still stronger (relatively) compared to before, but are not be quite so ridiculous like they are now.

EDIT: Mines and protector starships should probably get the full .01x treatment, as they were mostly balanced before.
Were warheads changed? (Actual damage, not just display damage)
« Last Edit: May 29, 2014, 08:15:55 pm by TechSY730 »

Offline Cinth

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Were warheads changed? (Actual damage, not just display damage)

Wasn't the damage capped and how it was applied changed?

EDIT: Yeah, 7.023
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.

Offline Qatu

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 I've got a feeling that if attrition damage showed on the stats damage screen people would change their mind about them. More specifically, a cap of mk1+mk2 spirecraft attrioners + gravity 3 turrets + a couple of forcefields will kill any number of high or mid cap fleet ship with little to no risk to the protected base.

 I really hope the stats screen get improved and that attrioners get their damage on there for the next expansion, scrolling through the stats damage screen is no fun at all.

Offline onyhow

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Just div attrition damage by 100...

Protector also need reduction too LOL, and for autocannon minipod...what if we make it so that it damage armor only after every 4-5 shots or something like that?

Offline Cinth

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I've got a feeling that if attrition damage showed on the stats damage screen people would change their mind about them. More specifically, a cap of mk1+mk2 spirecraft attrioners + gravity 3 turrets + a couple of forcefields will kill any number of high or mid cap fleet ship with little to no risk to the protected base.

 I really hope the stats screen get improved and that attrioners get their damage on there for the next expansion, scrolling through the stats damage screen is no fun at all.

Substitute Attritioners with Snipers and accomplish the same thing.  Surround a wormhole with FFs and use long range turrets and secure a system with little risk.  Many ways to accomplish the same thing.
Quote from: keith.lamothe
Opened your save. My computer wept. Switched to the ST planet and ship icons filled my screen, so I zoomed out. Game told me that it _was_ totally zoomed out. You could seriously walk from one end of the inner grav well to the other without getting your feet cold.