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IDProjectCategoryLast Update
0001291AI War 1 / ClassicBalance IssueNov 23, 2010 3:12 pm
ReporterArcDM Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.032 
Summary0001291: Zenith Electric Bombers are still too strong in the hands of the AI
DescriptionThe player is only allowed less than a dozen Z.E.B. but the AI consistently produces several dozen Z.E.B. and I have had a cross planet wave with 200+ Z.E.B. in one go. I expect the player to never need to be in a position to be required to fight off 100+ Z.E.B., especially early in the game.

Ideas to think about (but not all of them are needed):
-Weaken the Z.E.B.
-Lower the amount of Z.E.B. the AI would use (perhaps about to 1/5 or to about the same amount of AI star ships seeing that they are about as strong)
-Increase the amount of Z.E.B. the player can have
-Implement more counters for the Z.E.B.
TagsNo tags attached.
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Activities

TheDeadlyShoe

Nov 12, 2010 1:09 pm

reporter   ~0003290

it's true, electric bomber waves are an epic pain to fight against. I guess the trouble is that they don't actually have a triangle counter. at best, they're on an even ground with Bombers and odds are you dont have any other ships that can really hurt them.

ArcDM

Nov 12, 2010 11:24 pm

reporter   ~0003332

fending off 200 MK II Zenith Electric Bombers was bad enough before 4.032, now with many of the bonuses in attacking their hull type [heavy] my game has gone from just south of hopeful to down right unplayable.

HitmanN

Nov 14, 2010 10:05 pm

reporter   ~0003497

Yup. Elec Bombers come in quantities not fitting for their ship cap.

Vinraith

Nov 14, 2010 10:27 pm

reporter   ~0003498

Heavy hulls in general seem nigh impenetrable in 4.033, I think the bonuses against them might need a bump in the other direction. I just started a game where the AI has Z Bombers and I can barely scratch the paint on them with Mk 1 ships.

orzelek

Nov 15, 2010 3:51 am

reporter   ~0003509

Two main issues for me with countering these:
1. They have bonuses against their triangle counter - they counter bombers even harder
2. Basic turrets are not exactly capable of countering anything - they are simply weak

mr_lolz

Nov 16, 2010 11:15 am

reporter   ~0003715

Z bomber damage bonuses are giant question mark in general- a bomber that is only really effective, and countered by, other bombers? how does this make sense :(

unclean

Nov 17, 2010 3:34 am

reporter   ~0003791

+1 to this, getting steamrolled by 500-1000 Electric Bombers is no fun. All you can do is throw emp and armored warheads at them, anything else gets insta-gibbed.

Seems like AI waves could use a final multiplier based on the predominant ship's cap. Say if you were getting attacked by Z-Electrics the wave would be multiplied by 22/98(triangle ship cap)=.22, which seems pretty manageable.

keith.lamothe

Nov 23, 2010 3:12 pm

administrator   ~0004284

This should be resolved now, in that it allows a small enough minimum wave-size multiplier, and also tends to not pile up massive amounts of the same type on a guard post, etc.

Issue History

Date Modified Username Field Change
Nov 12, 2010 10:41 am ArcDM New Issue
Nov 12, 2010 1:09 pm TheDeadlyShoe Note Added: 0003290
Nov 12, 2010 11:24 pm ArcDM Note Added: 0003332
Nov 12, 2010 11:24 pm ArcDM Priority normal => high
Nov 12, 2010 11:24 pm ArcDM Severity minor => major
Nov 12, 2010 11:24 pm ArcDM Product Version => 4.032
Nov 14, 2010 10:05 pm HitmanN Note Added: 0003497
Nov 14, 2010 10:17 pm ArcDM Description Updated
Nov 14, 2010 10:27 pm Vinraith Note Added: 0003498
Nov 15, 2010 3:51 am orzelek Note Added: 0003509
Nov 16, 2010 11:15 am mr_lolz Note Added: 0003715
Nov 17, 2010 3:34 am unclean Note Added: 0003791
Nov 23, 2010 3:12 pm keith.lamothe Note Added: 0004284
Nov 23, 2010 3:12 pm keith.lamothe Status new => resolved
Nov 23, 2010 3:12 pm keith.lamothe Resolution open => fixed
Nov 23, 2010 3:12 pm keith.lamothe Assigned To => keith.lamothe
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue