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IDProjectCategoryLast Update
0001767AI War 1 / ClassicSuggestion - Balance TweaksDec 9, 2010 1:52 pm
ReporterSpikey00 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.044 
Fixed in Version4.047 
Summary0001767: Artillery guardians 1-3HKOing raid starships
DescriptionSadly, even with the 2X HP buff of the raid starships, they're still absolutely crushed by the sheer firepower and armour penetration of the artillery guardian. I _believe_ they 2HKO a raid starship (one projectile hits for 80-90% of a raid), and thus that is a massive disincentive to use, really, any starship on a planet with one or more artillery guardians.

Heh, are we back to the missile-immunity discussion again (not saying that it has to be the solution here)? :p
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has duplicate 0001891 resolvedChris_McElligottPark Raid starships, again. 

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Kemeno

Dec 4, 2010 3:01 am

reporter   ~0005179

What about radar dampening? I feel like that was mentioned at a previous point in other discussions relating to raid starship balance, but I can't remember the arguments against it. It makes artillery guardians threatening if you get in close but they should be easy enough to avoid with raid starship speed, and I don't think it'd make them *that* much harder for players to take out (at least, no harder than giving them their missile immunity back, which seems to be the other popular school of thought).

Suzera

Dec 4, 2010 3:02 am

reporter   ~0005180

Missile turrets are the ultra light attack bonus turrets, and they are also the longest range non-sniper turrets.

Kemeno

Dec 4, 2010 3:10 am

reporter   ~0005182

Last edited: Dec 4, 2010 3:11 am

You could also give the artillery guardian an attack multiplier against ultra-light of 0 - but that would give leech starships a buff I'm pretty sure they don't need. Or, raids could be given their own hulltype with the same missile damage multipliers as they have vs ultralight, but the artillery guardian would have an attack penalty against them (attack multiplier of 0).

The jamming field would indeed be tricky if long-range missile turrets are the ones with the damage bonus against them - maybe it is best to avoid that then.

Spikey00

Dec 4, 2010 12:28 pm

reporter   ~0005215

Radar jamming would also nullify OMDs and other long-ranged ships from firing at them, but if it works, it could be another solution.

Chris_McElligottPark

Dec 9, 2010 11:37 am

administrator   ~0005779

* Raid Starships now have radar dampening of 8000, helping to protect them from the likes of artillery guardians.

Toll

Dec 9, 2010 12:22 pm

reporter   ~0005789

How does this affect the previous removal of sniper immunity? Are they virtually immune to snipers again since snipers aren't likely to be within 8000 range?

keith.lamothe

Dec 9, 2010 12:24 pm

administrator   ~0005792

Yea, my understanding is that now if you want to use snipers against raid starships you'll need to put your snipers within that 8000 range of the appropriate wormhole(s). That may require a buff to sniper turret health, but doesn't sound entirely unreasonable to me.

Chris_McElligottPark

Dec 9, 2010 12:25 pm

administrator   ~0005793

It depends on how close they are to the snipers, but when snipers are far away: yes. It's different from being immune, though, because snipers can still get them if they come close enough.

Toll

Dec 9, 2010 12:26 pm

reporter   ~0005794

Not to mention raid starships likely run through the 8000 range before the snipers can fire twice. I'll also make a separate issue regarding snipers with an idea I've had for a while :)

keith.lamothe

Dec 9, 2010 12:32 pm

administrator   ~0005795

By the way, just put this in for 4.047:

* Sniper Turrets:
** Base Health from 24,000 => 100,000.
** Bonus vs UltraLight from 1 => 4.
** This is to compensate for the Raid Starship getting the 8000 radar dampener range, because now you'll need to plant snipers close to where you expect to face the Raid starships. Doing so should maintain the sniper turret's use as a counter to the raid starship, however.

Chris_McElligottPark

Dec 9, 2010 12:51 pm

administrator   ~0005798

Actually, 4.048 -- I'd already released 4.047 when that got in there. :)

Chris_McElligottPark

Dec 9, 2010 12:52 pm

administrator   ~0005799

But, missile turrets are recently the main counter to raid starships, as they should have been all along (but weren't because of the missile immunity).

Suzera

Dec 9, 2010 1:52 pm

reporter   ~0005811

Last edited: Dec 9, 2010 1:56 pm

Missile turrets were recently the main counter because they were also the only good non-AE turret counter to bombers and starships in general (because of tractor immunity unless you had high gravs) AND the only reasonable general damage long range turret. You also only get so many snipers where you want a few on every planet for cleanup and spiders aren't the same damage as snipers.

I would suggest trying dropping the armor to where default mobile military can actually dent the armor (even mk 3 frigates can't right now, and they have an ultralight bonus x10) and give it even more radar dampening so they aren't so invulnerable to players at the start of the game.

Issue History

Date Modified Username Field Change
Dec 3, 2010 11:32 pm Spikey00 New Issue
Dec 4, 2010 3:01 am Kemeno Note Added: 0005179
Dec 4, 2010 3:02 am Suzera Note Added: 0005180
Dec 4, 2010 3:10 am Kemeno Note Added: 0005182
Dec 4, 2010 3:11 am Kemeno Note Edited: 0005182
Dec 4, 2010 12:28 pm Spikey00 Note Added: 0005215
Dec 9, 2010 11:37 am Chris_McElligottPark Note Added: 0005779
Dec 9, 2010 11:37 am Chris_McElligottPark Status new => resolved
Dec 9, 2010 11:37 am Chris_McElligottPark Fixed in Version => 4.047
Dec 9, 2010 11:37 am Chris_McElligottPark Resolution open => fixed
Dec 9, 2010 11:37 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 9, 2010 11:37 am Chris_McElligottPark Relationship added has duplicate 0001891
Dec 9, 2010 12:22 pm Toll Note Added: 0005789
Dec 9, 2010 12:24 pm keith.lamothe Note Added: 0005792
Dec 9, 2010 12:25 pm Chris_McElligottPark Note Added: 0005793
Dec 9, 2010 12:26 pm Toll Note Added: 0005794
Dec 9, 2010 12:32 pm keith.lamothe Note Added: 0005795
Dec 9, 2010 12:51 pm Chris_McElligottPark Note Added: 0005798
Dec 9, 2010 12:52 pm Chris_McElligottPark Note Added: 0005799
Dec 9, 2010 1:52 pm Suzera Note Added: 0005811
Dec 9, 2010 1:53 pm Suzera Note Edited: 0005811
Dec 9, 2010 1:54 pm Suzera Note Edited: 0005811
Dec 9, 2010 1:54 pm Suzera Note Edited: 0005811
Dec 9, 2010 1:55 pm Suzera Note Edited: 0005811
Dec 9, 2010 1:55 pm Suzera Note Edited: 0005811
Dec 9, 2010 1:56 pm Suzera Note Edited: 0005811
Dec 9, 2010 1:56 pm Suzera Note Edited: 0005811