View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002354 | AI War 1 / Classic | Suggestion - Balance Tweaks | Jan 10, 2011 4:46 pm | Jan 10, 2011 11:09 pm | |
Reporter | Suzera | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.064 | ||||
Fixed in Version | 4.065 | ||||
Summary | 0002354: SC Penetrators blow up too easily | ||||
Description | I used a few. They shoot then immediately explode most of the time. This isn't all that useful especially now that they can't even 1 shot AI Eyes. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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It seems so far that the only time I've used them has been when I accidentally selected them with the rest of my fleet and then give everyone an attack move. So I just use a massive shot to kill some random fighter or something. Oops. For a one shot assassin type ship, they seem to have an awfully short range. Maybe you wouldn't want them popping out of wormholes and sniping and then running instantly, but at the moment they basically have to be within hugging range of their target to take it out, and then they die. If they're balanced around only being able to shoot once or twice in their lifetimes, they should probably do even more damage to make them viable. |
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I've tried using them in various roles, and they don't seem my cup of tea... For DEEP raiding the AI can somehow detect the permacloaked ship and its threat starts increasing (taking out a co-op centre on an AI's homeworld just sent 200 cochroaches to my homworld), and anything not deep can usually be handled by a fleet. I'd rather spend resources on spirecraft that support my fleet and assault the target directly. The ONLY time I've found them useful was when a mk.V gravity guardian was making my life a misery before they were nerfed. With a 30 minute cool-down time you're usually better off using the extra time to find some more asteroids and building rams. It's a pity, as they're a REALLY cool concept! |
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* Spirecraft Penetrators now have 33k range instead of 6k, and also have 80 million health * mark level instead of 8 million. This makes them a lot easier to survive, and thus more interesting as one-amazing-shot-per-30-minute wonders. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 10, 2011 4:46 pm | Suzera | New Issue | |
Jan 10, 2011 5:13 pm | BobTheJanitor | Note Added: 0008153 | |
Jan 10, 2011 6:27 pm | PineappleSam | Note Added: 0008159 | |
Jan 10, 2011 11:09 pm | Chris_McElligottPark | Note Added: 0008181 | |
Jan 10, 2011 11:09 pm | Chris_McElligottPark | Status | new => resolved |
Jan 10, 2011 11:09 pm | Chris_McElligottPark | Fixed in Version | => 4.065 |
Jan 10, 2011 11:09 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 10, 2011 11:09 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |