View Issue Details

IDProjectCategoryLast Update
0001061AI War 1 / ClassicSuggestion - Balance TweaksNov 10, 2010 10:05 pm
ReporterToll Assigned ToChris_McElligottPark  
Severitytweak 
Status resolvedResolutionfixed 
Product Version4.024 
Fixed in Version4.031 
Summary0001061: Raid Starships are too weak now
DescriptionWith 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.
TagsNo tags attached.
Internal Weight

Activities

orzelek

Nov 4, 2010 11:58 am

reporter   ~0002678

Last edited: Nov 4, 2010 12:03 pm

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...

Toll

Nov 4, 2010 12:04 pm

reporter   ~0002679

None that I know of, at least.

Toll

Nov 4, 2010 12:14 pm

reporter   ~0002680

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?

orzelek

Nov 4, 2010 12:18 pm

reporter   ~0002681

Hmm actually flying that raid starship around Zenith Polarizers will end badly for it also.

Winter Born

Nov 9, 2010 2:15 am

reporter   ~0003038

Raid SS (even Mk3's) are dieing quite quickly now. Request that 1/2 the recent change be reversed.

Moonshine Fox

Nov 9, 2010 7:29 am

reporter   ~0003047

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.

Chris_McElligottPark

Nov 9, 2010 9:19 pm

administrator   ~0003125

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.

Chris_McElligottPark

Nov 9, 2010 9:21 pm

administrator   ~0003127

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.

Toll

Nov 9, 2010 9:24 pm

reporter   ~0003129

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.

TheDeadlyShoe

Nov 9, 2010 9:26 pm

reporter   ~0003131

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.

Toll

Nov 10, 2010 8:02 am

reporter   ~0003162

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.

Chris_McElligottPark

Nov 10, 2010 8:38 am

administrator   ~0003164

Excellent!

Draco18s

Nov 10, 2010 10:05 pm

developer   ~0003213

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.

Issue History

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