View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001061 | AI War 1 / Classic | Suggestion - Balance Tweaks | Nov 4, 2010 9:34 am | Nov 10, 2010 10:05 pm | |
Reporter | Toll | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.024 | ||||
Fixed in Version | 4.031 | ||||
Summary | 0001061: Raid Starships are too weak now | ||||
Description | With the recent cut in health (even with the added armor), raid starships die like flies. An example: I sent in 24 Mk. I Raid Starships (that's the full cap if playing with eight homeworlds) across two planets to kill a Data Center. Before the change, they'd make the trip, kill the Data Center and then return without a single loss. After the change, crossing the first planet killed eight of them, crossing the second killed another six, and while I killed the Data Center the remaining ten died. Sure, I killed the target, but it was with only a few shots to spare (basically, my starships died first and the shots they fired just before they died killed the Data Center). They're far from long-range raiders at the moment, especially if you play single-player as a single planet; then they're just fodder. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Looks like overestimation of what large armor does to ship hardness - or you have some armor countering units on that planets? 160k hp even with that 30k armor is not so much. Armor ship has 500k health with 60k armor to earn it's durability... |
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None that I know of, at least. |
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Might've found the issue... I just noticed a single Impulse Reaction Emitter chomp off about a third of a Raid Starships health in a single shot. No wonder they dropped like flies... Could it be possible to reduce the energy-requirement for the raiders now that they have that much less health? |
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Hmm actually flying that raid starship around Zenith Polarizers will end badly for it also. |
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Raid SS (even Mk3's) are dieing quite quickly now. Request that 1/2 the recent change be reversed. |
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Just had a chance to confirm this in game, and I have to agree that they are far to weak to be utilized as a raid force now. They are easily dispatched by even the most basic defenses. |
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In the next version (4.031): * Raid Starships now have 2x more health than in recent versions. Let me know what you guys think when you try it in practice. |
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Actually, it's actually a lot more than 2x, sorry for the confusion. As Winter Born suggested, it's only 1/2 the reduction that was previously made. |
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Was going to say 2x boost likely wouldn't make much of a difference, but was planning to save it for the release so I could see it. 5x (I believe it comes to?) would likely do the trick though, especially with the new armor. |
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Hmm, I was having no problems using raid starships. Shouldn't get all that much bang for mk Is anyway imo. Theres only a few ships that actually present a threat to a 30000 armor ship, and IMO avoiding those should be part of the tactics of using them. Or if you're unlucky to go up against an IRE or Polarizer using AI, tough titties. |
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Just tested out the new raiders, and they seem to work better now. Sure, they still die relatively easy when on planets with an armor inhibitor, but their speed makes up for that. All in all, these work for me. |
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Excellent! |
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Had a few of these (AI controlled) show up in a Survival game and they nommed on my cyropods (and the mark 4 factories) quite easily before my ally brought his Impulse Reaction Emitters to bear on them. I think they're probably pretty decent now. Almost no triangle ship or free turret can hurt them, and even most special units do piddling damage. |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 4, 2010 9:34 am | Toll | New Issue | |
Nov 4, 2010 11:58 am | orzelek | Note Added: 0002678 | |
Nov 4, 2010 12:03 pm | orzelek | Note Edited: 0002678 | |
Nov 4, 2010 12:04 pm | Toll | Note Added: 0002679 | |
Nov 4, 2010 12:14 pm | Toll | Note Added: 0002680 | |
Nov 4, 2010 12:18 pm | orzelek | Note Added: 0002681 | |
Nov 9, 2010 2:15 am | Winter Born | Note Added: 0003038 | |
Nov 9, 2010 7:29 am | Moonshine Fox | Note Added: 0003047 | |
Nov 9, 2010 9:19 pm | Chris_McElligottPark | Note Added: 0003125 | |
Nov 9, 2010 9:19 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 9, 2010 9:19 pm | Chris_McElligottPark | Status | new => feedback |
Nov 9, 2010 9:21 pm | Chris_McElligottPark | Note Added: 0003127 | |
Nov 9, 2010 9:24 pm | Toll | Note Added: 0003129 | |
Nov 9, 2010 9:24 pm | Toll | Status | feedback => assigned |
Nov 9, 2010 9:26 pm | TheDeadlyShoe | Note Added: 0003131 | |
Nov 10, 2010 8:02 am | Toll | Note Added: 0003162 | |
Nov 10, 2010 8:38 am | Chris_McElligottPark | Note Added: 0003164 | |
Nov 10, 2010 8:38 am | Chris_McElligottPark | Status | assigned => resolved |
Nov 10, 2010 8:38 am | Chris_McElligottPark | Fixed in Version | => 4.031 |
Nov 10, 2010 8:38 am | Chris_McElligottPark | Resolution | open => fixed |
Nov 10, 2010 10:05 pm | Draco18s | Note Added: 0003213 |