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IDProjectCategoryLast Update
0024104AI War 2Balance IssueApr 24, 2022 5:25 pm
ReporterParadoxSong Assigned To 
Severitytweak 
Status closedResolutionunable to reproduce 
Product Version2.630 Arbitrary Icon Inclusion And Weapon Exclusion 
Summary0024104: The Parasitic Starting Fleet is now too weak and needs adjustment.
DescriptionPrompted by a discussion between myself, ArnaudB, Zeus, StarKelp and Sir Limbo on discord.

The parasitic fleet is too slow at accomplishing objectives and is pretty reliant on mugger frigates to even kill a basic command station, not to mention actually killing units full of zombification damage.

One of the ship lines should get changed out (probably with the hydras for balance) or one should be added, and all we've got really is:

Parasitic Pikes or Parasitic Fusion Bombers.
 Pikes Hit many targets, actually deals damage, and synergizes with the default Pike Turret available to command stations. This does make Parasitic a 3-tech starting fleet instead of 2 (technologist/fusion)

 Parasitic Fusion Bombers would be the basis for a fusion fleet and keeps Parasitic a 2-tech fleet, but that might be a bit much structure-killing.

You could also revert the mugger frigate change, but that would make SO many frigates and not really fix that the parasite/parasite hydra is just a lot of zombification with no ability to actually turn the units into zombies.

TagsNo tags attached.

Activities

ParadoxSong

Nov 12, 2020 9:38 am

reporter   ~0059568

I can't get the words to articulate this, but I also feel a.. rework? of the parasitic fleet that maybe doesn't contain a frigate at all could be worthwhile to get its power in line, but every fleet right now has frigates, except with extended starting options.

Metrekec

Nov 12, 2020 10:25 am

reporter   ~0059570

it feels pretty bad and slow to kill structures or frigate-based planets in particular right now, so reworking the base fleet to be better at that would be really nice

crawlers

Nov 12, 2020 10:32 am

reporter   ~0059571

I agree it needs a buff, though I don't feel too concerned about killing structures considering how weak they are in the game. Adding para pikes or para fusion to them sounds nice.

CRCGamer

Nov 12, 2020 10:36 am

developer   ~0059572

Some options to consider:

Parasitic Hydras + Parasitic Pikes + Ablative Trolls + Mugger Frigate = 4 tech spread that can go in many directions. However all three strikecraft are medium hull.

Parasitic Fusion Bombers + Parasitic Pikes + Parasites + Suppressor Frigate = 3 tech spread, strikecraft again medium hull, a huge CC frigate to *keep* enemies around to get zombified.

Parasites + Persuaders + Parasitic Pikes + Mugger Frigate

ParadoxSong

Nov 12, 2020 11:13 am

reporter   ~0059573

Important to note we don't want to make the Parasitic fleet good at everything, but its power peaks heavily in the midgame and nowhere else, and smoothing out at least the early-game part of that is important.

Zeus on discord pointed out Parasitic is good hacking support and gets stomped by large units towards the late game, or with minor factions on. Those things should probably remain the strengths and weaknesses of the fleet, in the end. A reminder that even MK4 Parasites/Hydras only deal 74DPS, so the 2 (at MK1) mugger frigates is all the damage right now. Each frigate has about 700 DPS, and 60% of that (or around 400 DPS) per frigates is applied to guard posts, which means an unarmed MKII guardpost takes just over 30 seconds to be killed. 20ish if you have at least one Fusion level. The whole time your mugger frigates are shooting a structure, they aren't converting strike craft.

RocketAssistedPuffin

Dec 2, 2020 5:42 pm

reporter   ~0059838

"Altered Parasitic starting fleet. Normal Parasites are replaced with 25 Parasitic Pike Corvettes, 1 Mugger is removed, and 40 Stalkers are added.
The Why:
Too many Parasites and not much damage led to this being a very slow start.
Thus, some Parasitic Pike Corvettes were swapped in for some extra firepower, but keeping zombification.
2 Muggers is actually in excess of the normal cap size, so 1 is removed.
Stalkers are added to give this fleet more single target power, making up for the loss of the Mugger, and lets it fight things such as Sabot and Nucleophilic Guard Posts early on (things which counter said Muggers)."

BadgerBadger

Apr 24, 2022 5:25 pm

manager   ~0066401

This seems to have been resolved

Issue History

Date Modified Username Field Change
Nov 12, 2020 9:34 am ParadoxSong New Issue
Nov 12, 2020 9:38 am ParadoxSong Note Added: 0059568
Nov 12, 2020 10:25 am Metrekec Note Added: 0059570
Nov 12, 2020 10:32 am crawlers Note Added: 0059571
Nov 12, 2020 10:36 am CRCGamer Note Added: 0059572
Nov 12, 2020 11:13 am ParadoxSong Note Added: 0059573
Dec 2, 2020 5:42 pm RocketAssistedPuffin Note Added: 0059838
Apr 24, 2022 5:25 pm BadgerBadger Status new => closed
Apr 24, 2022 5:25 pm BadgerBadger Resolution open => unable to reproduce
Apr 24, 2022 5:25 pm BadgerBadger Note Added: 0066401