View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0001767 | AI War 1 / Classic | Suggestion - Balance Tweaks | Dec 3, 2010 11:32 pm | Dec 9, 2010 1:52 pm | |
Reporter | Spikey00 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.044 | ||||
Fixed in Version | 4.047 | ||||
Summary | 0001767: Artillery guardians 1-3HKOing raid starships | ||||
Description | Sadly, even with the 2X HP buff of the raid starships, they're still absolutely crushed by the sheer firepower and armour penetration of the artillery guardian. I _believe_ they 2HKO a raid starship (one projectile hits for 80-90% of a raid), and thus that is a massive disincentive to use, really, any starship on a planet with one or more artillery guardians. Heh, are we back to the missile-immunity discussion again (not saying that it has to be the solution here)? :p | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
has duplicate | 0001891 | resolved | Chris_McElligottPark | Raid starships, again. |
|
What about radar dampening? I feel like that was mentioned at a previous point in other discussions relating to raid starship balance, but I can't remember the arguments against it. It makes artillery guardians threatening if you get in close but they should be easy enough to avoid with raid starship speed, and I don't think it'd make them *that* much harder for players to take out (at least, no harder than giving them their missile immunity back, which seems to be the other popular school of thought). |
|
Missile turrets are the ultra light attack bonus turrets, and they are also the longest range non-sniper turrets. |
|
You could also give the artillery guardian an attack multiplier against ultra-light of 0 - but that would give leech starships a buff I'm pretty sure they don't need. Or, raids could be given their own hulltype with the same missile damage multipliers as they have vs ultralight, but the artillery guardian would have an attack penalty against them (attack multiplier of 0). The jamming field would indeed be tricky if long-range missile turrets are the ones with the damage bonus against them - maybe it is best to avoid that then. |
|
Radar jamming would also nullify OMDs and other long-ranged ships from firing at them, but if it works, it could be another solution. |
|
* Raid Starships now have radar dampening of 8000, helping to protect them from the likes of artillery guardians. |
|
How does this affect the previous removal of sniper immunity? Are they virtually immune to snipers again since snipers aren't likely to be within 8000 range? |
|
Yea, my understanding is that now if you want to use snipers against raid starships you'll need to put your snipers within that 8000 range of the appropriate wormhole(s). That may require a buff to sniper turret health, but doesn't sound entirely unreasonable to me. |
|
It depends on how close they are to the snipers, but when snipers are far away: yes. It's different from being immune, though, because snipers can still get them if they come close enough. |
|
Not to mention raid starships likely run through the 8000 range before the snipers can fire twice. I'll also make a separate issue regarding snipers with an idea I've had for a while :) |
|
By the way, just put this in for 4.047: * Sniper Turrets: ** Base Health from 24,000 => 100,000. ** Bonus vs UltraLight from 1 => 4. ** This is to compensate for the Raid Starship getting the 8000 radar dampener range, because now you'll need to plant snipers close to where you expect to face the Raid starships. Doing so should maintain the sniper turret's use as a counter to the raid starship, however. |
|
Actually, 4.048 -- I'd already released 4.047 when that got in there. :) |
|
But, missile turrets are recently the main counter to raid starships, as they should have been all along (but weren't because of the missile immunity). |
|
Missile turrets were recently the main counter because they were also the only good non-AE turret counter to bombers and starships in general (because of tractor immunity unless you had high gravs) AND the only reasonable general damage long range turret. You also only get so many snipers where you want a few on every planet for cleanup and spiders aren't the same damage as snipers. I would suggest trying dropping the armor to where default mobile military can actually dent the armor (even mk 3 frigates can't right now, and they have an ultralight bonus x10) and give it even more radar dampening so they aren't so invulnerable to players at the start of the game. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 3, 2010 11:32 pm | Spikey00 | New Issue | |
Dec 4, 2010 3:01 am | Kemeno | Note Added: 0005179 | |
Dec 4, 2010 3:02 am | Suzera | Note Added: 0005180 | |
Dec 4, 2010 3:10 am | Kemeno | Note Added: 0005182 | |
Dec 4, 2010 3:11 am | Kemeno | Note Edited: 0005182 | |
Dec 4, 2010 12:28 pm | Spikey00 | Note Added: 0005215 | |
Dec 9, 2010 11:37 am | Chris_McElligottPark | Note Added: 0005779 | |
Dec 9, 2010 11:37 am | Chris_McElligottPark | Status | new => resolved |
Dec 9, 2010 11:37 am | Chris_McElligottPark | Fixed in Version | => 4.047 |
Dec 9, 2010 11:37 am | Chris_McElligottPark | Resolution | open => fixed |
Dec 9, 2010 11:37 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 9, 2010 11:37 am | Chris_McElligottPark | Relationship added | has duplicate 0001891 |
Dec 9, 2010 12:22 pm | Toll | Note Added: 0005789 | |
Dec 9, 2010 12:24 pm | keith.lamothe | Note Added: 0005792 | |
Dec 9, 2010 12:25 pm | Chris_McElligottPark | Note Added: 0005793 | |
Dec 9, 2010 12:26 pm | Toll | Note Added: 0005794 | |
Dec 9, 2010 12:32 pm | keith.lamothe | Note Added: 0005795 | |
Dec 9, 2010 12:51 pm | Chris_McElligottPark | Note Added: 0005798 | |
Dec 9, 2010 12:52 pm | Chris_McElligottPark | Note Added: 0005799 | |
Dec 9, 2010 1:52 pm | Suzera | Note Added: 0005811 | |
Dec 9, 2010 1:53 pm | Suzera | Note Edited: 0005811 | |
Dec 9, 2010 1:54 pm | Suzera | Note Edited: 0005811 | |
Dec 9, 2010 1:54 pm | Suzera | Note Edited: 0005811 | |
Dec 9, 2010 1:55 pm | Suzera | Note Edited: 0005811 | |
Dec 9, 2010 1:55 pm | Suzera | Note Edited: 0005811 | |
Dec 9, 2010 1:56 pm | Suzera | Note Edited: 0005811 | |
Dec 9, 2010 1:56 pm | Suzera | Note Edited: 0005811 |