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IDProjectCategoryLast Update
0022151AI War 2SuggestionDec 26, 2019 3:15 pm
ReporterNB_FlankStrike Assigned ToRocketAssistedPuffin  
Severityminor 
Status resolvedResolutionfixed 
Product Version1.007 The Player/AI Arms Race Intensifies 
Fixed in VersionBETA 1.1 So Much Stuff We Can't Even, But More Is Still Coming 
Summary0022151: Teslas need tuned down.. and tuned up
DescriptionTeslas can nuke 80 strength down to 5 strength in one shot (40 defense I had and 1/3rd of that was tesla)... look at end of video.

Mainly... teslas seem to be tuned up because they're dumb as a rock. They'll go to the max range on a target which means most of the time on their own AI they'll hit only one target. If you micro drag them through though, they are superheroes (though you need a tractor counter in fleet). Mainly, I think their damage could be tuned down but their kite/pursuit behavior tuned up so they actually get meaty hits.

https://youtu.be/R_0Xl4eH8hg
TagsNo tags attached.

Activities

NB_FlankStrike

Nov 9, 2019 5:09 pm

reporter   ~0054483

Oh and source on this info was it was the lynchpin of my fleet through 101010. I had a 30-40 strength fleet defending 80-100 power waves all game due to tesla balling. Out in the field with transport load cheese I was wiping double to triple strength fleets with almost no losses.

RocketAssistedPuffin

Nov 9, 2019 8:18 pm

reporter   ~0054485

Quick thoughts on this:

1): Stack damage multipliers aren't really as necessary in general as thought. Seems most of the time there are enough enemies on default stacking for splash damage to fully function, meaning instead of the bonus damage making up for the lower target count, it's actually causing them to do more total. The idea of weapons being anti-stack is...pretty darn weird to me. It's tying balance to performance.

2): I think these things are...some of the highest DPS Strikecraft in the game? Seems to be 400...they are a low cap unit, but that is pretty high. That's also ignoring the strikecraft balance sliders in the lobby - with that, they'd be 600 each. Zappers are double, ouch. With the stack damage multiplier of 3x...woops, disaster that I should've seen.

3): I recall toying with the idea of having the splash damage area be bigger than their range...for all Tesla units. That might help with the "dumping the entire shot on the first thing in range".

I'll get to this eventually. Probably a slow tone down over time.

Ranakastrasz

Nov 10, 2019 10:18 pm

reporter   ~0054490

I like the idea of Splash > Range. I would include it for mines, as well as multishot in general. I.E. Ship with multishot has 10k range, 11k Multishot range. So it shoots at 10k range at the first target, and the rest of the shots don't get wasted.

Stack damage multipliers. I agree. I have to ask, Why exactly doesn't all Splash/Aoe/Multishot just count stacked ships as.... Stacked ships? As in, if it selects as a target, allow it to hit multiple times. Due to debuffs, have it hit as many separate targets as possible before doubling up. Obviously, you can't hit more than the stack count.

Heh. Electric Shuttles were always interesting. Low damage, massive splash. As long as you microed them, or were willing to wait the 0000032:0000020 seconds for recharge, they could deal insane amounts of damage.

RocketAssistedPuffin

Nov 13, 2019 2:58 pm

reporter   ~0054542

* Inhibiting Tesla Corvette damage 340 -> 280, stack damage multiplier 3x - > 2x.

RocketAssistedPuffin

Dec 26, 2019 3:15 pm

reporter   ~0055169

The splash > range thing is in stored changes for testing, but essentially done.

Issue History

Date Modified Username Field Change
Nov 9, 2019 5:03 pm NB_FlankStrike New Issue
Nov 9, 2019 5:09 pm NB_FlankStrike Note Added: 0054483
Nov 9, 2019 8:18 pm RocketAssistedPuffin Note Added: 0054485
Nov 10, 2019 10:18 pm Ranakastrasz Note Added: 0054490
Nov 11, 2019 7:19 am RocketAssistedPuffin Assigned To => RocketAssistedPuffin
Nov 11, 2019 7:19 am RocketAssistedPuffin Status new => assigned
Nov 13, 2019 2:58 pm RocketAssistedPuffin Status assigned => requires feedback
Nov 13, 2019 2:58 pm RocketAssistedPuffin Note Added: 0054542
Dec 26, 2019 3:15 pm RocketAssistedPuffin Status requires feedback => resolved
Dec 26, 2019 3:15 pm RocketAssistedPuffin Resolution open => fixed
Dec 26, 2019 3:15 pm RocketAssistedPuffin Fixed in Version => BETA 1.1 So Much Stuff We Can't Even, But More Is Still Coming
Dec 26, 2019 3:15 pm RocketAssistedPuffin Note Added: 0055169