View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0000664 | AI War 1 / Classic | Balance Issue | Oct 17, 2010 12:55 pm | Oct 20, 2010 3:01 pm | |
Reporter | themachineissentient | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 3.717 | ||||
Fixed in Version | 3.800 | ||||
Summary | 0000664: regular fleet ships do not hold up very well against the AI | ||||
Description | This is a generic balance defect, that probably just needs to be considered and slightly tweaked. It looks like the starships and guardians for the AI has been incredibly buffed, 1 million HP for guardians and 7.5 million HP for a regular starship. My Mark one Fleet ships have about 48,000 HP, or similarly low numbers. Even bombers, which are supposed to be able to counter heavy hull types, are dying very quickly to starships that have multiple blasts from the guns. I lose entire groups of bombers pretty quickly. So, there are a couple things you can do here... Changing the hull type, increasing HP, ... I'm sure you can come up with something. For right now, it feels like regular fleet ships just can't go up against guardians that have multiple blasts of incredible damage, giant HP, while my starting ships are basically made of aluminum and can't even close range enough to exploit their damage multiplier. This is especially visible when going against artillery guardians. | ||||
Tags | No tags attached. | ||||
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For sure, I have notice this problem also. |
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I haven't checked out 3.717 yet, but are you throwing bombers at guardians that have a hull that bombers are good against? Flak Guardians should be countered with fighters (or frigates, because frigates are immune to AoE; the fighters will need constant repair, but have a damage bonus). |
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Seem better in 3.718? |
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I haven't had much luck. I am posting a new screenshot. Hybrid hives level V, this is in a planet adjacent to my starting planet. I just lost my whole fleet. |
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I will test this again, but I did build several of the initial starships before I invaded. I think what makes my play style a little bit different is that I don't research riot control starships immediately or even spend my initial research on starships at all. From a balance perspective, should the first planet be able to be taken with the initial units? That is the test I performed. I think with the changes to the regeneration chamber, the idea of using fleet ships in a variety of scenarios becomes a lot more tenable. Also, the buff to the bomber starship should help. |
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"From a balance perspective, should the first planet be able to be taken with the initial units?" Yes, definitely, at least on reasonable difficulties and as long as you're not talking about a mk IV planet here ;) |
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Yes, it's a normal planet. I'm going to build the capacity of all the initial units and try again. It may also be a AI type. Difficulty seven. Experimentalist and I forget the other one. |
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And does it have guardians? We very recently changed it so that guardians are not seeded on planets-adjacent-to-the-human-homeworld, but I don't know that it would "correct" previous saves. But yea, I'd figure that on diff 7 versus a MkI planet on a non-excruciating AI type (perhaps there should be a category select for that) I'd expect victory with significantly less than full caps of fighters, bombers, and missile frigates. With recent balance changes maybe need to throw in a light starship or two. |
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I think it's safe to mark this one as done: * The health for all fleet ships is now 40% higher. The intent here is to make them a little sturdier, and that's hard to do when their base health is just so low. |
Date Modified | Username | Field | Change |
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Oct 17, 2010 12:55 pm | themachineissentient | New Issue | |
Oct 17, 2010 1:20 pm | Chris_McElligottPark | Note Added: 0001137 | |
Oct 17, 2010 1:20 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 17, 2010 1:20 pm | Chris_McElligottPark | Status | new => confirmed |
Oct 17, 2010 1:45 pm | Draco18s | Note Added: 0001146 | |
Oct 18, 2010 10:37 pm | Chris_McElligottPark | Note Added: 0001262 | |
Oct 18, 2010 10:37 pm | Chris_McElligottPark | Status | confirmed => feedback |
Oct 18, 2010 10:39 pm | themachineissentient | Note Added: 0001263 | |
Oct 18, 2010 10:39 pm | themachineissentient | Status | feedback => assigned |
Oct 18, 2010 10:40 pm | themachineissentient | File Added: AIWar 2010-10-18 22-38-07-52.jpg | |
Oct 18, 2010 10:40 pm | themachineissentient | File Added: Early loss.sav | |
Oct 19, 2010 8:48 am | themachineissentient | Note Added: 0001298 | |
Oct 19, 2010 8:52 am | keith.lamothe | Note Added: 0001299 | |
Oct 19, 2010 8:54 am | themachineissentient | Note Added: 0001300 | |
Oct 19, 2010 9:16 am | keith.lamothe | Note Added: 0001301 | |
Oct 20, 2010 3:01 pm | Chris_McElligottPark | Note Added: 0001553 | |
Oct 20, 2010 3:01 pm | Chris_McElligottPark | Status | assigned => resolved |
Oct 20, 2010 3:01 pm | Chris_McElligottPark | Fixed in Version | => 3.800 |
Oct 20, 2010 3:01 pm | Chris_McElligottPark | Resolution | open => fixed |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |