View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0022324 | AI War 2 | Balance Issue | Dec 7, 2019 1:00 pm | Dec 26, 2019 1:28 pm | |
Reporter | zoutzakje | Assigned To | RocketAssistedPuffin | ||
Status | requires feedback | Resolution | open | ||
Product Version | 1.010 Extracting Those Archives | ||||
Summary | 0022324: Lost Spire Frigate feels too powerful. | ||||
Description | Playing 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? | ||||
Tags | No tags attached. | ||||
related to | 0022339 | closed | RocketAssistedPuffin | SuperCat 1.013 has fallen |
|
|
|
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. |
|
* 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. |
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 |