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IDProjectCategoryLast Update
0001883AI War 1 / ClassicBalance IssueDec 23, 2010 3:32 pm
ReporterMoonshine Fox Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.046 
Fixed in Version4.055 
Summary0001883: Lightning Warheads (and possibly others) underpowered
DescriptionOriginal discussion: http://www.arcengames.com/forums/index.php/topic,7814.0.html

Basically, Lightning Warheads as it stands are pretty much a no brainer to not use. For the AIP and resource cost, a full cap of Mk I or Mk II can not even take out a single AI ship with their combined damage. The ships will just sit there at roughly 30-50% health and laugh at your +6 AIP.

Back in the old days of AI War, a single lightning warhead would create a gaping hole in a blob of AI ships. Now they barely scratch the paint.

In addition to that, all missile ranges have been shortened, it seems. Only the MK I has a range that is worth using, but does too little damage. The Mk III is decent in damage, but has a hilariously low range and can, at most, damage a single ship (which it most likely won't reach before getting shot to pieces by the AI).

In short, Lightning Warheads are not worth using. They need some serious looking over, both to not make them OP, but also to make them a viable choice. You do pay a permanent AIP cost for using them, in addition to resources. They are also limited to blasting wormholes open, since they will inevitably be blown to bits 2 seconds after entering a moderately defended system.
TagsNo tags attached.
Internal Weight

Relationships

related to 0000964 resolvedChris_McElligottPark Lightning Warhead health is 5x lower than intended 
related to 0002104 resolvedChris_McElligottPark Armored Warhead has too weak damage for AIP cost 

Activities

Varone

Dec 7, 2010 4:08 pm

reporter   ~0005545

I'll throw this onto the idea pile.

I would have each MK of the missile be identical, AIP cost and everything, BUT each different mark has a massive boost to a certain multiplyer. For example MK1 has a 10 Neutron multiplier. MK2 has a Light Multiplier. This way you need to build the missile of choice to deal with certain ship types.

A wave of bombers heading to your Home station? Last ditch effort you build the MK missiles that have a bonus vs their hull type.

Moonshine Fox

Dec 7, 2010 4:39 pm

reporter   ~0005554

Not a bad idea, except that we have...what 11 hull types and only 3 Mks of warheads. That would be rather cumbersome. Also a 10 multiplier on a warhead would, while epic, be seriously OP :)

Still it's not too shabby of an idea.

ShdNx

Dec 7, 2010 5:35 pm

reporter   ~0005557

I absolutely agree, lightning warheads definitely need to be buffed!

Varone's idea above is not bad either, but I would certainly not leave the current damages and ranges as they are now. A compromise between the two would be ideal I think, i.e. significantly boost their damage and range, and also adding some bonuses.

However, if we wanted to go to the multiplier-kind of idea Varone suggested, I think we better create multiple types of Lightning warheads, all with different bonuses. Lightning warhead mk2 and mk3 should have the same multipliers as the mk1.

ShadowOTE

Dec 7, 2010 8:19 pm

reporter   ~0005571

Yeah, perhaps having a few variants is the way to go, grouping by similar type. Have the default unlock be good against stuff you find around wormholes, and a few others good against shields, starships, and general fleet ships? Worthless against anything but the type it's designed to kill, but very strong vs. those the warhead specializes in.

sarnian

Dec 11, 2010 1:48 pm

reporter   ~0005960

I rarely use warheads anyway as they can't be transported, which severely limits their usefulness, especially as you can't even scrap and rebuild them without AI Progress cost (which doesn't make much sense to me).

Even if underpowered, a transportable warhead would be a lot more useful -possibly with a 60 second delay between unloading and arming to prevent them being dumped straight onto a target and detonated.

Chris_McElligottPark

Dec 20, 2010 6:22 pm

administrator   ~0006499

We'll see how this change does, in 4.053:

* The attack power of all the lightning warheads have been increased by 3x due to recent game rebalances. Additionally, their ranges have been increased by 0/250/250.

In terms of AIP costs, those are one of the few things I'm not going to be willing to change, so it's a matter of figuring out how to make these balanced with the respective AIP costs.

keith.lamothe

Dec 20, 2010 6:26 pm

administrator   ~0006500

I used EMPs _heavily_ in a recent game to help deal with massive blobs of "stalking threat"; just stun them for a minute or two, send the fleet through and shred shred shred :) If anything, EMP warheads are a bit too useful in that case.

First I tried lightning warheads, and found that mkIIs and mkIIIs didn't hit a large enough area to really make enough progress (even against the maximally blobbed AI units directly on top of the wormhole), and the mkIs still only got about half the radius I needed; though with this 3x damage boost I might have more use for them.

Moonshine Fox

Dec 21, 2010 3:30 am

reporter   ~0006588

I pretty much agree with Keith on this. EMP warheads are extremely useful so these really need no change. Even slightly overpowered, as it stands.

The difference between lightning warheads and armored warheads is simply health and armor values, yes? Then perhaps the armored warheads need to be made substantially more sturdy to warrant the massive AIP cost.

I'll be testing the new warheads as soon as you release the new version. Thanks for looking into this!

Draco18s

Dec 22, 2010 1:03 pm

developer   ~0006736

@Moonshine: and 1/4 the damage. 0002104

Chris_McElligottPark

Dec 23, 2010 3:31 pm

administrator   ~0006894

* Armored Warhead attack powers have been increased 40x, making them significantly more awesome and perhaps actually strategically viable for once.

* Lightning Warhead attack powers have been increased 2x to make them a lot more strategically tempting again, too.

Issue History

Date Modified Username Field Change
Dec 7, 2010 1:56 pm Moonshine Fox New Issue
Dec 7, 2010 4:08 pm Varone Note Added: 0005545
Dec 7, 2010 4:39 pm Moonshine Fox Note Added: 0005554
Dec 7, 2010 5:35 pm ShdNx Note Added: 0005557
Dec 7, 2010 8:19 pm ShadowOTE Note Added: 0005571
Dec 7, 2010 9:04 pm Vinraith Relationship added related to 0000964
Dec 11, 2010 1:48 pm sarnian Note Added: 0005960
Dec 20, 2010 6:22 pm Chris_McElligottPark Note Added: 0006499
Dec 20, 2010 6:22 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Dec 20, 2010 6:22 pm Chris_McElligottPark Status new => feedback
Dec 20, 2010 6:26 pm keith.lamothe Note Added: 0006500
Dec 21, 2010 3:30 am Moonshine Fox Note Added: 0006588
Dec 21, 2010 3:30 am Moonshine Fox Status feedback => assigned
Dec 21, 2010 5:45 pm Moonshine Fox Relationship added related to 0002104
Dec 21, 2010 5:49 pm Chris_McElligottPark Status assigned => feedback
Dec 22, 2010 1:03 pm Draco18s Note Added: 0006736
Dec 23, 2010 3:31 pm Chris_McElligottPark Note Added: 0006894
Dec 23, 2010 3:31 pm Chris_McElligottPark Status feedback => resolved
Dec 23, 2010 3:31 pm Chris_McElligottPark Fixed in Version => 4.055
Dec 23, 2010 3:31 pm Chris_McElligottPark Resolution open => fixed
Apr 14, 2014 9:29 am Chris_McElligottPark Category Gameplay - Balance Issue => Balance Issue