View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0002341 | AI War 1 / Classic | Balance Issue | Jan 9, 2011 3:00 pm | Jan 11, 2011 12:06 am | |
Reporter | Moonshine Fox | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.064 | ||||
Fixed in Version | 4.065 | ||||
Summary | 0002341: Grav turrets are very weak | ||||
Description | Grav turrets (Mk I) have 108k health, which essentially means they are instapopped the second an AI fleet moves into their effective range. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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I know some are just gonna say "Place them under forcefields", but if I need one forcefield for every place I want a Grav turret, I'm gonna run out of forcefields fast. Say I want a "street" for the AI to run through, filled with grav turrets...that's gonna be a LOT of forcefields that could be better used somewhere else. |
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* Gravitational turrets now cost about 30% more, but have twice the health they used to have. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 9, 2011 3:00 pm | Moonshine Fox | New Issue | |
Jan 9, 2011 3:11 pm | Moonshine Fox | Note Added: 0008085 | |
Jan 11, 2011 12:06 am | Chris_McElligottPark | Note Added: 0008201 | |
Jan 11, 2011 12:06 am | Chris_McElligottPark | Status | new => resolved |
Jan 11, 2011 12:06 am | Chris_McElligottPark | Fixed in Version | => 4.065 |
Jan 11, 2011 12:06 am | Chris_McElligottPark | Resolution | open => fixed |
Jan 11, 2011 12:06 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |