View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0011735 | AI War 1 / Classic | Suggestion - Balance Tweaks | May 29, 2013 6:38 pm | May 29, 2013 8:33 pm | |
Reporter | Spikey00 | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 6.035 | ||||
Summary | 0011735: Protector starship probably imbalanced | ||||
Description | I feel this bonus ship may be a bit too overpowered, in which it completely nullifies shots that do very high amounts of damage like the 20 million damage-per-shot arachnid post, even if it has a small ship cap. The 10/100 shots-per-second across the board needs to be balanced as well. In most situations the anti-energy and anti-missiles is probably going to be more efficient over taking the anti-shell or anti-laser turrets because the former two often have much higher damage-per-shots. I'm also slightly concerned with the projectile speed of the anti-shots: it's pretty slow, and thus compounds the balance issue against shells and lasers because those projectiles generally have a higher velocity over energy shots and missiles (and generally being in closer range). I suppose it's counterbalanced in that they reacquire new targets. EDIT: on second look, it seems the anti-laser munition is fast enough; I wasn't aware they have unique speeds. Lastly, perhaps the anti-shots should have a unique graphic for ~fanciness~? EDIT: scratch that, different turrets have different graphics. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||