Author Topic: New version .856 (Documented Actions/Deals!, Combat Balance)  (Read 2665 times)

Offline Misery

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Re: New version .856 (Documented Actions/Deals!, Combat Balance)
« Reply #15 on: April 12, 2014, 09:43:01 am »
edit - Here's the savegame, if you want to see whats going on.

I went to have a look at this to see if there was any advice I can give, but this is the wrong save.  Just goes to the solar map.


That being said, I've not really seen too much trouble from the lancers myself.  Though they are dangerous.

A high-powered spreadshot attack is best, but you could also try getting summoned fleets in there, or use one of the cloak abilities to dive in, and smash them up close for a few turns.... just make sure to get back out before it wears off!


Even in hordes it's doable without circling around the edge of the battle.  Annoying, but doable.  I'd be complaining alot if it wasnt, as I dont have the patience for that boring sort of approach.

Maybe their damage level needs looking at though?  An enemy with a guaranteed-hit attack shouldnt have very high attack power, particularly as they always appear in groups. 

Offline Pepisolo

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Re: New version .856 (Documented Actions/Deals!, Combat Balance)
« Reply #16 on: April 12, 2014, 10:32:20 am »
Regarding Ally AI. I was in a pirate mission and had an ally, but it seemed like 90% of the enemies were only going after me. The ally was just floating a little, kind of chilling while I had the entire fleet on my tail. Do enemies aggressively target Allies in the same way that they come after you?

Edit: the ally is getting attacked, so maybe it's ok. Aliies don't seem to manoeuvre much, though.
« Last Edit: April 12, 2014, 10:38:39 am by Pepisolo »

Offline Histidine

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Re: New version .856 (Documented Actions/Deals!, Combat Balance)
« Reply #17 on: April 12, 2014, 10:42:39 am »
Assassin spawn events seem to send one fleet for each race that hates you (including Federation members). Super annoying.

Offline Tridus

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Re: New version .856 (Documented Actions/Deals!, Combat Balance)
« Reply #18 on: April 12, 2014, 11:50:50 am »
edit - Here's the savegame, if you want to see whats going on.

I went to have a look at this to see if there was any advice I can give, but this is the wrong save.  Just goes to the solar map.


That being said, I've not really seen too much trouble from the lancers myself.  Though they are dangerous.

A high-powered spreadshot attack is best, but you could also try getting summoned fleets in there, or use one of the cloak abilities to dive in, and smash them up close for a few turns.... just make sure to get back out before it wears off!


Even in hordes it's doable without circling around the edge of the battle.  Annoying, but doable.  I'd be complaining alot if it wasnt, as I dont have the patience for that boring sort of approach.

Maybe their damage level needs looking at though?  An enemy with a guaranteed-hit attack shouldnt have very high attack power, particularly as they always appear in groups.

Oops. On my tablet right now, so I can't fix it.

I don't know if I have cloaking in this game, but I tried summoning some interceptors of my own. They went and did their own thing and were not helpful against the lancers.

For a can't miss ship their dps is really high. Iirc something like over 3k. The group has over 15 k as a result. My hull is under 30k. That math leads to "do not go near those things". Experience said the same thing, as every time I get close, I disintegrate.

Offline Professor Paul1290

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Re: New version .856 (Documented Actions/Deals!, Combat Balance)
« Reply #19 on: April 12, 2014, 01:18:12 pm »
Ugh, no. I find it hard enough to avoid things and not get boxed in by tons of enemies as it is. Making my ship slower and less agile is probably going to just make me just quit entirely unless more toughness comes with it.

I don't think making the ship slower is going to make avoiding enemy shots much more difficult by itself. (Increasing shot speed and rate of fire probably would though)

As it is, most "dodging" take place at relatively low speed. When you go to higher speeds your turning rate falls off and it becomes harder to make quick changes in direction.
You can evade shots at higher speeds, but you mostly do so because you are simply moving faster than the shots are coming at you, which isn't quite that desirable really. The only time the "top-end" speed really helps you evade is one that's rather odd and cheesy.
« Last Edit: April 12, 2014, 01:20:27 pm by Professor Paul1290 »

Offline chemical_art

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Re: New version .856 (Documented Actions/Deals!, Combat Balance)
« Reply #20 on: April 12, 2014, 03:54:05 pm »
So I'm going to follow my alpha style feedback like back when I played SC. I play until something causes me to stop.

Unfortunately for this game, it was much, much shorter then I even dreamed of.

To put it mildly: There is too much poop going on at once on the first level. I had no idea who the flagship (s) where, I was being shot at from at least a dozen targets, I tried to chase one ship who moved so rapidly I could barely hit it with my anti-shield weapon. Eventually I got stuck, then died. This happened at about 60 seconds after the start of the combat. It was on "normal"

This is bad. Real bad. I didn't feel like the game was cheating. I did feel the game assumed much, much too much. This intro set an ominous tone.
Life is short. Have fun.

Offline x4000

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Re: New version .856 (Documented Actions/Deals!, Combat Balance)
« Reply #21 on: April 12, 2014, 05:41:34 pm »
Well, everyone in this thread who had a complaint should be much happier with the new version, which is now out.  I think that we've addressed at least some aspect of everything here, and a lot of aspects in a lot of cases.
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