View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0019078 | AI War 2 | Balance Issue | Apr 25, 2017 11:14 am | Jun 5, 2017 1:03 pm | |
Reporter | BadgerBadger | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.119 Ship Batch 1 of 7: 24 Ships! | ||||
Fixed in Version | 0.400 Usability and the GUI Pipeline | ||||
Summary | 0019078: Tractor Turrets are quite strong | ||||
Description | Tractor turrets seem really powerful, especially early. It feels like a single tractor turret can just hold my entire fleet ball, and I have trouble figuring out how to get my ships to target it directly. So far it feels like only my Ark is capable of defeating one. I know Balance isn't really a concern yet, but it's a bit annoying, especially on the first planet. In a Real Game the answer might be "build sniper turrets", but given that I'm having trouble targeting things, that doesn't work now. I can get a picture of all of my ships being held by a single tractor after work. My request is less "Lets balance this perfectly right now" and more "Lets make it weaker (or more targetable) for testing purposes, and worry about proper balance later." | ||||
Tags | No tags attached. | ||||
|
Targeting should just be a matter of selecting your ships and right clicking the tractor turret "squad". What happens if you do that? Do they just move to the clicked point? And yes, they're quite strong, even after a lot of toning down during testing. If you have the time to try different values for ability_multiplier in this line: <item name="Normal" ability_multiplier="30" range="Short" dps_multiplier="0.35" /> in GameData/Configuration/Balance_TractorType/KDL_VanillaEntries.xml And let me know which values feel more correct, that would be helpful. It's also possible to mod that in a way that doesn't touch the vanilla config files (and thus not get overwritten by updates), but this is the simplest way for just experimenting. |
|
So right clicking on the tractor turret does allow me to blow it up. I think this is less of a problem now. However, I do note that the tractor turret experiences no apparent decrease in power as it takes damage. Is it intended that turrets/squads should have diminished strength as they take damage? |
|
For 0.302: * Tractor turret tractor-multiplier from 30 => 3.35, which is slightly more than enough for one squad of MkI tractors to indefinitely hold one cap (10 squads) of MkI fighters. Previously it could hold... more. A lot more. ** Tractor effectiveness is also now reduced by the tractor turret "squad" taking losses. Thanks :) |
|
You mean I'm not going to have 1000 ships held by tractor beams anymore?! |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 25, 2017 11:14 am | BadgerBadger | New Issue | |
Apr 25, 2017 1:51 pm | keith.lamothe | Note Added: 0046079 | |
Apr 25, 2017 1:51 pm | keith.lamothe | Assigned To | => keith.lamothe |
Apr 25, 2017 1:51 pm | keith.lamothe | Status | new => assigned |
May 24, 2017 10:43 am | BadgerBadger | Note Added: 0046198 | |
Jun 3, 2017 10:13 pm | keith.lamothe | Note Added: 0046258 | |
Jun 3, 2017 10:13 pm | keith.lamothe | Status | assigned => resolved |
Jun 3, 2017 10:13 pm | keith.lamothe | Fixed in Version | => 0.400 Usability and the GUI Pipeline |
Jun 3, 2017 10:13 pm | keith.lamothe | Resolution | open => fixed |
Jun 5, 2017 1:03 pm | BadgerBadger | Note Added: 0046259 |