View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0015538 | AI War 1 / Classic | Suggestion - Balance Tweaks | Jul 5, 2014 9:13 pm | Aug 25, 2014 10:27 am | |
Reporter | crawlers | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 7.045 | ||||
Summary | 0015538: collection of things that do not scale properly with caps | ||||
Description | +major issue -minor issue Benefit from caps decrease: +Insanity Inducer/botnet (more strength zombied per second) +Paralyzer modules (similar reason) -Tractor/Widow beams (except turret, etherjet, and other things that reduce in number due to cap, similar reason) -Swallowers (maw, not ones that swallow starships) -Armor (fleet ships do more damage at higher levels, so they bypasss armor better of larger ships) Benefit from caps increase: -Lightning warhead (more likely to deal full damage due to having more targets to spread it over) -Lightning shuttle (same reason) -Plasma siege of any sort (starship, siege engine, module, etc, same reason) -Spiders and Spider turret vs non scaling targets, such as starships (more engine dmg vs constant engine health) -Armor destroying fleet ships vs non scaling targets (more armor damage) Unclear -to be added once something is found | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Paralyzers on ships are not effected, as they lose count as well. Champions however are. |
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I haven't confirmed by testing, but I've heard ion cannons' rate of fire varies when you change the ship cap. |
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it seems to me that it is always 8s cool down, but if anyone knows for sure please tell so I can update the list. |
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Ion cannon rate-of-fire varies with cap. I suspect it's shots-by-salvo that changes rather than seconds-per-salvo, but I'm not 100% sure of that. But it's one or the other. On the rest that all sounds like acceptable variation, with the possible exception of the number of tractors on stuff like the Black Widow Golem (with tons of tractors). In general, as I said when I added the cap scale thing back in 2010, the point isn't to have exactly the same balance on all scales, since it's not really possible to do so. |
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It may not be possible to get exact balance, but a few things stick out way more than others do. For instance, lightning warheads usually have more damage than they need to kill a fleet ship, even on ultra low caps, so they are not a big issue, but the insanity inducer simply gets 2x as strong every time caps is lowered (leading to cheesy exploits). Btw, the tons and tons of tractors (200) in widow golem is dwarfed by the number of tractors on dire widow guardian (1050) even though said dire is more fragile (and has more damageable engines) than widow golem. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jul 5, 2014 9:13 pm | crawlers | New Issue | |
Jul 5, 2014 9:15 pm | Ranakastrasz | Note Added: 0038642 | |
Jul 6, 2014 10:26 pm | crawlers | Description Updated | |
Jul 6, 2014 10:28 pm | crawlers | Description Updated | |
Jul 8, 2014 12:29 am | Bognor | Note Added: 0038650 | |
Jul 8, 2014 9:24 am | crawlers | Note Added: 0038651 | |
Jul 14, 2014 1:22 pm | keith.lamothe | Note Added: 0038686 | |
Jul 16, 2014 7:31 am | crawlers | Description Updated | |
Jul 16, 2014 7:32 am | crawlers | Note Added: 0038691 | |
Jul 16, 2014 7:32 am | crawlers | Note Edited: 0038691 | |
Jul 16, 2014 7:34 am | crawlers | Note Edited: 0038691 | |
Jul 16, 2014 7:36 am | crawlers | Note Edited: 0038691 | |
Jul 16, 2014 7:43 am | crawlers | Description Updated | |
Jul 16, 2014 10:34 pm | crawlers | Note Edited: 0038691 | |
Jul 18, 2014 7:31 am | crawlers | Description Updated | |
Jul 18, 2014 7:31 am | crawlers | Description Updated | |
Jul 18, 2014 7:33 am | crawlers | Description Updated | |
Aug 25, 2014 10:27 am | crawlers | Description Updated |