View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0024419 | AI War 2 | Suggestion | Feb 13, 2021 6:04 pm | Feb 13, 2021 6:58 pm | |
Reporter | Mac | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | Beta 2.740 The Big One | ||||
Summary | 0024419: Warbird Balance Thoughts | ||||
Description | With the new(ish) change to frigates where they have a static cap from mk1 and up (so mk1 starts with more ships than it used to), mk1 Warbird Frigates are actually very powerful. Each Frigate fires 16 paralyzing rounds per volley, at a rate of 4 seconds between volleys. Their ship cap is 6 units, so at cap that's 96 units being paralyzed every 4 seconds (paralysis also lasts 4 seconds btw). Increasing the mark level simply increases the damage per shot and the overall health of the unit, which, to me, doesn't mean a whole lot considering what they are used for. My suggestion: Lower the amount of shots per volley at the start; increasing the shot count with the mark level. That way they are 1.) Less powerful from the get-go, and 2.) More rewarding to tech into. From minimal testing: I feel that having 8 rounds per volley at mk1, and increasing the count by 2 per mark is a good starting point. This brings the MkV variant to be equivalent to how it is now, and the MkI variant to be half as strong as it is currently. Use whatever numbers you like, or change whatever else about them as you feel like...but as they are now, they are too good at MkI, and the benefit of increasing their tech levels is basically just to increase their survivability. | ||||
Tags | No tags attached. | ||||
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We got it for the next one! * Revised Warbird Frigate balance: ** Roughly 15% hull and shields cut. Also carries over to the Ripper and Hydra variant of the Warbird. ** Paralysis duration on shots lowered from 4 to 3 seconds. ** Shots per volley reduced from 16 to 10 but gains 1 extra shot per mark level to the full 16 again at mark 7. ** Additionally ship cap reduced from 6 to 5 in most fleets and then additionally adjusted the cap from 6 to 5 in the cloaked starting fleet as well. ** Thanks to Mac for raising the issue of how OP these are, and to CRCGamer for crunching the numbers and making the changes. |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 13, 2021 6:04 pm | Mac | New Issue | |
Feb 13, 2021 6:58 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 13, 2021 6:58 pm | Chris_McElligottPark | Status | new => resolved |
Feb 13, 2021 6:58 pm | Chris_McElligottPark | Resolution | open => fixed |
Feb 13, 2021 6:58 pm | Chris_McElligottPark | Fixed in Version | => Beta 2.740 The Big One |
Feb 13, 2021 6:58 pm | Chris_McElligottPark | Note Added: 0060525 |