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IDProjectCategoryLast Update
0002159AI War 1 / ClassicSuggestion - Balance TweaksJan 7, 2011 11:02 pm
ReporterDraco Cretel Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.057 
Fixed in Version4.063 
Summary0002159: Transports die too easily
DescriptionTransports 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.
TagsNo tags attached.
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child of 0002132 resolvedChris_McElligottPark Fortresses and Transport ships 

Activities

zoutzakje

Dec 26, 2010 6:45 am

reporter   ~0007059

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

RogueThunder

Dec 26, 2010 5:28 pm

reporter   ~0007072

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.

TechSY730

Dec 26, 2010 6:36 pm

reporter   ~0007078

Should the multiplier be bumped down to .01, like guardians vs. scout multipliers currently are?

ColdPrototype

Jan 1, 2011 9:44 am

reporter   ~0007301

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.

TechSY730

Jan 1, 2011 10:59 am

reporter   ~0007302

Last edited: Jan 1, 2011 11:10 am

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?

Zeyurn

Jan 1, 2011 10:59 am

reporter   ~0007303

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.

RogueThunder

Jan 1, 2011 11:37 am

reporter   ~0007304

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...

TechSY730

Jan 1, 2011 1:00 pm

reporter   ~0007306

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.

Winter Born

Jan 1, 2011 3:25 pm

reporter   ~0007311

added child relationship as 2132 is older post

Vinraith

Jan 2, 2011 2:03 pm

reporter   ~0007337

Last edited: Jan 2, 2011 2:06 pm

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.

TechSY730

Jan 2, 2011 2:05 pm

reporter   ~0007338

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.

TechSY730

Jan 4, 2011 12:21 am

reporter   ~0007428

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.

Chris_McElligottPark

Jan 7, 2011 11:02 pm

administrator   ~0007879

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.

Issue History

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