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IDProjectCategoryLast Update
0002383AI War 1 / ClassicSuggestion - Balance TweaksJan 12, 2011 2:38 pm
ReportereRe4s3r Assigned ToChris_McElligottPark  
Severitytweak 
Status closedResolutionno change required 
Product Version4.065 
Summary0002383: Vorticular Cutlasses - Wave Madness - or maybe they just need a bit rebalancing
DescriptionOk, so i play happily my ways - when i get surprised (downright shocked!) by an size 700 wave. No save, sorry ;P DIF7 - AIP 70 - after 1h playtime.

No save, because i had about 700 ships (mk1/mk2) collected at this point and the wave hit my center of operations so i thought myself well prepared.

The problem was - those were about 650 Vorticular Cutlasses and 50 missile frigates (and 2 bomber starships, but lets ignore those, unlike my ships ,p) - with my ships of course, shooting at the missile frigates/bomber starships FIRST so all the cutlasses blazed by me and destroyed my command station, then proceeding to do that to the rest of my infrastructure while my fleet tried to play catch up. My command station was covered by over 60 MK2 missile turrets (among other things) and over 30 tractor turrets in a half-sphere which did not kill/stop these amounts quick enough, even after my station was destroyed, and my fleet sat directly above them, there were still 200 of em left flying around trying to attack my fleet.

I guess what i am really saying here is, thats too many vorticular cutlasses for AIP70 at DIF7 - or so it feels.

Is this intended?
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Chris_McElligottPark

Jan 11, 2011 2:47 pm

administrator   ~0008257

To kill the melee ships, you REALLY need flak turrets or something that counters them directly. You'd eat through that many cutlasses if you'd had those turrets, but if you have the wrong counters they will indeed eat you. :P

keith.lamothe

Jan 11, 2011 3:03 pm

administrator   ~0008258

And if you're thinking there's something wrong with the wave calculations, you can turn on Advanced Logging (it doesn't have a cpu hit except when a wave or whatever happens and it records it) and it will spit out some fairly detailed log files.

eRe4s3r

Jan 11, 2011 3:40 pm

reporter   ~0008259

Will enable that then ;) Mhh flak turrets then! Never quite understood what they were good for but will try that.

keith.lamothe

Jan 11, 2011 4:33 pm

administrator   ~0008261

You could also look up the cutlass in the reference tab to see what you have (or can build) that kills them the fastest. Loading up one of my saves, going to the reference tab, picking "Vorticular Cutlass" from the dropdown, picking cap-vs-cap comparison type, and sorting by result so that Loss(100%) is at the top, I see that sniper turrets are particularly effective, a cap could wipe out a cap of (mkI) cutlasses in about 21 seconds.

Other turrets can also do decent damage, missile turrets actually look somewhat more effective than flak for the job if the cutlassses are spread out. If the flaks can hit at least 2 targets per shot they're pretty close to the snipers in time-to-kill. If they can hit 3 or more per shot they're the best by far.

Suzera

Jan 11, 2011 10:03 pm

reporter   ~0008322

Last edited: Jan 11, 2011 10:05 pm

Edit: Ignore this note. Thinking of something else.

Sunshine

Jan 12, 2011 1:33 pm

reporter   ~0008366

A cap of sniper turrets is exorbitantly expensive though.

Also, it sounds like he ended up on the wrong end of an angry mad bomber.

Really, flak turrets and fighters are your best bets. Playing with Schizophrenic waves will also reduce the number of times you get massive waves of something you can't counter, but it'll also mean you need to be a LOT more on your toes for having your entire fleet ready to counter a full enemy fleet.

eRe4s3r

Jan 12, 2011 1:52 pm

reporter   ~0008371

Last edited: Jan 12, 2011 1:54 pm

Yeah mad bomber and supporter

The problem with flaks is that they are so low range that they need to be at my command station and thats not where i want stuff to be killed, i want it to die OUT of range of my command station. ;p

Snipers are too expensive for this (since i can hardly put a cap of snipers on each planet, currently i have barely 20 on my homeworld.

Also the reason i did not play shizo this match is that I know what this means. When i enable that i get a bunch of forcefield bearers, munition boosters and speed boosters + the enemy fleet thats now randomly chosen. I lost games to that ;P

keith.lamothe

Jan 12, 2011 1:55 pm

administrator   ~0008373

Well, when I say what a cap of snipers can do, I don't mean you have to use the full cap, I'm just giving numbers indicating relative effectiveness. A Sniper Turret can two-shot a cutlass (on high caps, I think those numbers are from), do with that what you will :)

And yes, flaks are short-range (not so much as they used to be), so you either need to defend next to the command station or use grav turrets and whatnot to slow the cutlasses down. There's certainly no easy solution to 700 cutlasses.

Chris_McElligottPark

Jan 12, 2011 2:38 pm

administrator   ~0008384

That explains why the waves are so overlarge: that's the nature of the mad bomber.

Issue History

Date Modified Username Field Change
Jan 11, 2011 2:42 pm eRe4s3r New Issue
Jan 11, 2011 2:47 pm Chris_McElligottPark Note Added: 0008257
Jan 11, 2011 2:47 pm Chris_McElligottPark Status new => closed
Jan 11, 2011 2:47 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 11, 2011 2:47 pm Chris_McElligottPark Resolution open => no change required
Jan 11, 2011 3:03 pm keith.lamothe Note Added: 0008258
Jan 11, 2011 3:40 pm eRe4s3r Note Added: 0008259
Jan 11, 2011 4:33 pm keith.lamothe Note Added: 0008261
Jan 11, 2011 10:03 pm Suzera Note Added: 0008322
Jan 11, 2011 10:04 pm Suzera Note Edited: 0008322
Jan 11, 2011 10:05 pm Suzera Note Edited: 0008322
Jan 11, 2011 10:05 pm Suzera Note Edited: 0008322
Jan 11, 2011 10:05 pm Suzera Note Edited: 0008322
Jan 12, 2011 1:33 pm Sunshine Note Added: 0008366
Jan 12, 2011 1:52 pm eRe4s3r Note Added: 0008371
Jan 12, 2011 1:54 pm eRe4s3r Note Edited: 0008371
Jan 12, 2011 1:55 pm keith.lamothe Note Added: 0008373
Jan 12, 2011 2:38 pm Chris_McElligottPark Note Added: 0008384