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IDProjectCategoryLast Update
0005497AI War 1 / ClassicSuggestion - Balance TweaksJan 28, 2012 2:15 pm
ReporterSpikey00 Assigned Tokeith.lamothe  
Severityminor 
Status assignedResolutionopen 
Product Version5.021 
Summary0005497: Riot starship tractor modules
DescriptionI have yet to be in the situation where tractor beam turret modules have been more useful than the forcefield option; they really don't add anything to the crowd-control over their main weapons and weapon modules which already slow enemy ships down through engine damage, especially when the first tier tractor only affects 10 ships over a 1700 range and the starship only has 900k/1800k/2700k HP with very light armour.

The second (and highest) tier tractor turret affects 40 ships over a 3400 range with an additional hardpoint which allows the Mk3 starship to drag a total of 100 ships, but why would one choose to op out from forcefields which provide it--and nearby ships--with an extra three million total HP (one million on a Mk1 starship, and two million from Mk2)? These add so much more survivability to the riot starship, and are very disposable: it only takes 9/34 seconds to rebuild a forcefield module. And of course there is the option to exchange the hardpoint for another crowd-control weapon.

Bottom line, the tractor turrets need to be re-balanced or be removed. The starship will probably need survivability changes to survive the backlash of its burdens if the tractor turrets are re-balanced--and I'm thinking 50-100 per turret over 3400 range (the range of a fighter)--but even then I feel it just doesn't suit the starship's support role of long range crowd-control.

TagsNo tags attached.
Internal WeightPolish Tweak

Activities

Hearteater

Jan 27, 2012 9:48 pm

reporter   ~0018282

What about a paralysis shotgun instead? I hate to suggest the answer to every tractor beam problem is paralysis though.

motai

Jan 27, 2012 11:07 pm

reporter   ~0018287

i would prefer the tractor being in the laser or machine gun slot truly. this would force a balance between their dps and their "tanking" ability while allowing them to have enough hp to survive tractoring targets. since a tractor automatically puts them in range of anything they tractor you might also instead consider expanding their range significantly to make them more useful to hold or control fights.,

Hearteater

Jan 27, 2012 11:11 pm

reporter   ~0018288

Probably best would be damage reduction on targets affected by their tractors, and then put them in the laser slots.

For the middle hard points, maybe a Cloaking Module? Tachyon Module? Actually, Tachyon+Paralysis. It only paralysis ships when it breaks their cloak. Perfect for people who hate Eye Bots.

Spikey00

Jan 28, 2012 2:15 pm

reporter   ~0018331

Well, the paralysis role is already fulfilled by the tier 2 riot starship's taser module, and that was somewhat on the borderline of being too overpowered with a max of four. I couldn't imagine having something like 30 total modules with 12 shots every four seconds even with one second of paralysis, assuming intelligent targeting.

The tractors being in the normal weapon slots is a good alternative.

Issue History

Date Modified Username Field Change
Jan 27, 2012 2:55 pm Spikey00 New Issue
Jan 27, 2012 2:56 pm Spikey00 Description Updated
Jan 27, 2012 2:56 pm tigersfan Internal Weight => Polish Tweak
Jan 27, 2012 2:56 pm tigersfan Assigned To => keith.lamothe
Jan 27, 2012 2:56 pm tigersfan Status new => assigned
Jan 27, 2012 2:57 pm Spikey00 Description Updated
Jan 27, 2012 9:48 pm Hearteater Note Added: 0018282
Jan 27, 2012 11:07 pm motai Note Added: 0018287
Jan 27, 2012 11:11 pm Hearteater Note Added: 0018288
Jan 28, 2012 2:15 pm Spikey00 Note Added: 0018331