View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0000725 | AI War 1 / Classic | Balance Issue | Oct 19, 2010 8:24 pm | Oct 20, 2010 11:38 pm | |
Reporter | Lancefighter | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 3.719 | ||||
Fixed in Version | 3.801 | ||||
Summary | 0000725: Lance's Bomber starships, Part II | ||||
Description | At the moment, Bomber starships and dreadnaughts... Siege starships fill mostly the same role. Recently, they have been changed around a tad - quicker, with high volley damage. Doing a bit of math..: Bomber starship, 4 280,000/24s 11,666 dps 46,666dps for the group Siege starship, 5 64,000/8 8,000 dps 40,000 dps for the group This is actually fairly good, although I might propose a slight increase in damage per second on the bomber starship side (they are up close and personal, id certainly hope damage propagates better over close range..), changing their damage values to 150,000/12sec, a 7% increase in damage. However, the REAL purpose of this change is to make them easier to use - Note the drop to 12sec cycle time. This means that I no longer have to sit around for virtually forever for my BombStars to fire. Sure, they lose the ability at mk1 to shoot down a hybrid in a single volley.. In addition, they should no longer fire at 'fleet' ships. Current reason being, when I send them to shoot down a Hybrid, half of them expend their shot at a bomber, wasting ~400k attack. I shouldnt need to micromanage them THAT MUCH.. Final notes is on intended role: As they are up close and personal, they are often in combat often. Now, I would agree that polycrystal is a much more hardened hull type than, say, heavy or artillery, however I dont feel that is enough. With this type of ship designed to be waiting out long rates of fire, I feel an armor boost is in order. Not something too crazy.. Just around 3k for mk1, up to maybe 5k mk3 (and probably 6k at mk4). In summary - Bomber starships could use minor usability boosts, namely lower RoF and inability to shoot down fleet ships, as well as minor survivability boosts due to their nature of having to stay in the thick of things. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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* The attack recharge for bomber starships has improved from 24s to 18s. Bomber starships are now unable to hit fleet ships, instead going for the high-value targets only, given their high attack power. They also now have more armor, which scales up with the mark level of the starships. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 19, 2010 8:24 pm | Lancefighter | New Issue | |
Oct 20, 2010 11:38 pm | Chris_McElligottPark | Note Added: 0001681 | |
Oct 20, 2010 11:38 pm | Chris_McElligottPark | Status | new => resolved |
Oct 20, 2010 11:38 pm | Chris_McElligottPark | Fixed in Version | => 3.801 |
Oct 20, 2010 11:38 pm | Chris_McElligottPark | Resolution | open => fixed |
Oct 20, 2010 11:38 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 14, 2014 9:29 am | Chris_McElligottPark | Category | Gameplay - Balance Issue => Balance Issue |