View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002159 | AI War 1 / Classic | Suggestion - Balance Tweaks | Dec 26, 2010 12:06 am | Jan 7, 2011 11:02 pm | |
Reporter | Draco Cretel | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.057 | ||||
Fixed in Version | 4.063 | ||||
Summary | 0002159: Transports die too easily | ||||
Description | Transports ships are ineffective at being used to ship systems that have been reinforced due to being popped very quickly. This makes it very hard to skip systems that are not worth taking or trying to sinking resources to try to clear out some. Within 20 seconds of sending 5 transports into a system all of them died. None of them make to the target. They need more survivability to last longer when trying to skip unwanted systems. I could build all 20 transports and send them through, but that is a lot of resources and also seems kind of silly of you have to always have cap to make them effective. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
child of | 0002132 | resolved | Chris_McElligottPark | Fortresses and Transport ships |
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if the transports die right away when sending them trhough a wormhole, are you sure your AIP aint just to high? also I believe it is possible to cloack the transports with cloacker starships? I haven't had the need yet to do this, but could be usefull |
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It's fortresses. Even after the nerf of .1 damage multiplier they're just doing too much to transports... MkIII forts pretty much outright obliterate them. |
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Should the multiplier be bumped down to .01, like guardians vs. scout multipliers currently are? |
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Another problem is that Raider guardians have a 10x multiplier versus scouts. That means a Mark III guardian will one-shot a transport, while a Mark II will remove 90% of its health. |
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Don't artillery guardians also have a bonus against scouts? EDIT: I removed the relationship to issue 0002132 so I could make this issue the parent of it. It let me remove the relationship, but not add a new one. Could someone do that for me? |
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I must admit I haven't even bothered with transports lately, I've resorted to completely neutering everything in a given system before moving my fleet through manually afterward. |
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Yeah... Between forts and some guardians utterly raping them... Transports are UTTERLY useless in actual enimey systems atm. Seriously, if they're LUCKY they might die at the wormhole exiting atm. Their jump attrition never even comes into play... |
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Due to how fragile things with he scout hull typically are (supposedly excluding transports), I don't think anything should have beyond a 2x multiplier on scout hull, but it should be 1x against scout for almost every ship. Things of an incredible firepower (like certain guardians and fortresses) should be around .01x multiplier. Two and only two exceptions, those privacy cluster things, and counterspys In other words, nerf fortresses vs. scout damage even more and bump all those ridiculous 10x multipliers down to 2x. |
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added child relationship as 2132 is older post |
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I've got to say, I'm not really seeing this. Running a group of transports through two heavily armed AI systems (one with mark 2 and mark 3 forts and 1600 mark IV ships, the other with around 800 mk III ships) to a third (in this case the AI homeworld) we lost 10-20% of our transports en route and most of the rest at the exit wormhole. That seems reasonable to me. As always, I'll note that I'm playing on epic/normal, which seems to have a fair bit of impact on these things. |
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Now that I think about it, the fortresses aren't really that big of a deal unless all the shots hit 1 or 2 transports. With a group of them, the shots should of been dispersed enough for most to survive. I'm thinking those guardians with the 10x multipliers against scout hull are more to blame. |
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Yep, just looked at the reference screen and and in game test proved it. An artillery guardian Mk. II can one shot a transport ship. Not sure about the Mk. I, but I don't think it would be more than 3 shots, which is still way too few. I suspect similarly grim statistics from the other guardians that have 10x vs scout hull. |
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Yeah, this was way out of whack with the guardians. To some extent I'm happy if fortresses are super dangerous with transports, but I'll concede halving their damage again. * Apparently all guardians had a 10x bonus against the scout hull type recently. This has been removed. Artillery guardians additionally now have a 0.1 penalty against the scout hull type. This was hugely hurting both transports and scouts. ** Thanks to ColdPrototype and TechSY730 for reporting. * The fortress bonus against the scout hull type has been further reduced from 0.1 to 0.05. ** Thanks to RogueThunder for reporting. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 26, 2010 12:06 am | Draco Cretel | New Issue | |
Dec 26, 2010 6:45 am | zoutzakje | Note Added: 0007059 | |
Dec 26, 2010 5:28 pm | RogueThunder | Note Added: 0007072 | |
Dec 26, 2010 6:36 pm | TechSY730 | Note Added: 0007078 | |
Dec 26, 2010 6:40 pm | TechSY730 | Relationship added | related to 0002132 |
Jan 1, 2011 9:44 am | ColdPrototype | Note Added: 0007301 | |
Jan 1, 2011 10:59 am | TechSY730 | Note Added: 0007302 | |
Jan 1, 2011 10:59 am | TechSY730 | Relationship deleted | related to 0002132 |
Jan 1, 2011 10:59 am | Zeyurn | Note Added: 0007303 | |
Jan 1, 2011 11:10 am | TechSY730 | Note Edited: 0007302 | |
Jan 1, 2011 11:37 am | RogueThunder | Note Added: 0007304 | |
Jan 1, 2011 1:00 pm | TechSY730 | Note Added: 0007306 | |
Jan 1, 2011 3:21 pm | Winter Born | Relationship added | parent of 0002132 |
Jan 1, 2011 3:23 pm | Winter Born | Relationship deleted | parent of 0002132 |
Jan 1, 2011 3:23 pm | Winter Born | Relationship added | child of 0002132 |
Jan 1, 2011 3:25 pm | Winter Born | Note Added: 0007311 | |
Jan 2, 2011 2:03 pm | Vinraith | Note Added: 0007337 | |
Jan 2, 2011 2:03 pm | Vinraith | Note Edited: 0007337 | |
Jan 2, 2011 2:04 pm | Vinraith | Note Edited: 0007337 | |
Jan 2, 2011 2:05 pm | TechSY730 | Note Added: 0007338 | |
Jan 2, 2011 2:05 pm | Vinraith | Note Edited: 0007337 | |
Jan 2, 2011 2:06 pm | Vinraith | Note Edited: 0007337 | |
Jan 4, 2011 12:21 am | TechSY730 | Note Added: 0007428 | |
Jan 7, 2011 11:02 pm | Chris_McElligottPark | Note Added: 0007879 | |
Jan 7, 2011 11:02 pm | Chris_McElligottPark | Status | new => resolved |
Jan 7, 2011 11:02 pm | Chris_McElligottPark | Fixed in Version | => 4.063 |
Jan 7, 2011 11:02 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 7, 2011 11:02 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |