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IDProjectCategoryLast Update
0022324AI War 2Balance IssueDec 26, 2019 1:28 pm
Reporterzoutzakje Assigned ToRocketAssistedPuffin  
Severityminor 
Status requires feedbackResolutionopen 
Product Version1.010 Extracting Those Archives 
Summary0022324: Lost Spire Frigate feels too powerful.
DescriptionPlaying on difficulty 7. I'm using a single mk V Lost Spire Frigate to pretty much clear out the 80 planet galaxy, piece by piece. Neuter a bunch of planets (including mk V worlds), plopping down a command station every now and then to avoid anti-deepstrike measures, continue rampaging all by itself.
When i first got the Spire Frigate, it was mk I. A little manual kiting, killing a few waves and neuter a few planets for EXP made it lvl and increase in marks crazy fast.
My regular fleets are sitting on a few poorly defended planets, helping with threat and waves when needed. The Spire Frigate travels about, making progress. It's a little silly really. My game settings are really vanilla though, so maybe that's why. This is my first serious campaign so maybe I'm missing something.
I would suggest to prevent it from increasing marks when gaining levels and allow mark increases through tech only. Maybe reduce it's hitpoints a little too. Even the AI has trouble taking down millions of hitpoints quickly.

Not sure if i uploaded the save file correctly. The Spire Frig is sitting on Breath. It was able to take down the mk V planet called Refresh by itself. It also took down the data center on Gnome Mage (which did not trigger an Anti-deepstrike response, even though it's 5 hops out).

Thoughts?
TagsNo tags attached.

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related to 0022339 closedRocketAssistedPuffin SuperCat 1.013 has fallen 

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zoutzakje

Dec 7, 2019 1:00 pm

reporter  

Casual777.save (682,461 bytes)

RocketAssistedPuffin

Dec 7, 2019 1:32 pm

reporter   ~0054881

Guess StarKelps beam fix really made this thing work...I got quite some complaints in the past about it being far too weak.

I'll poke it with a stick.

RocketAssistedPuffin

Dec 26, 2019 1:27 pm

reporter   ~0055166

Last edited: Dec 26, 2019 1:28 pm

* Lance weapon of all variants (plus Laser Pulse weapon) 12,000 -> 10,100.

* Triple Lance variant damage 4,000 -> 1,800, now hits 15 targets instead of 10.

* Other variants Lance damage 6,000 -> 2,650, now hits 15 targets instead of 10.

* Laser Pulse damage 4,500 -> 3,500.

For now anyhow. I suspect there'll be more required but don't want to go too far in one update.

The EXP thing is a bit ow, but anything there'll wait for the Perks when they arrive.

I'm thinking more of the speed/range/kiting ability more. It's very like Fallen Spire but not much can actually get to it. I am also thinking of some of the intended counters to it that underperform.

Issue History

Date Modified Username Field Change
Dec 7, 2019 1:00 pm zoutzakje New Issue
Dec 7, 2019 1:00 pm zoutzakje File Added: Casual777.save
Dec 7, 2019 1:32 pm RocketAssistedPuffin Note Added: 0054881
Dec 9, 2019 1:26 am BadgerBadger Relationship added related to 0022339
Dec 9, 2019 1:26 am BadgerBadger Assigned To => RocketAssistedPuffin
Dec 9, 2019 1:26 am BadgerBadger Status new => assigned
Dec 26, 2019 1:27 pm RocketAssistedPuffin Status assigned => requires feedback
Dec 26, 2019 1:27 pm RocketAssistedPuffin Note Added: 0055166
Dec 26, 2019 1:28 pm RocketAssistedPuffin Note Edited: 0055166