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IDProjectCategoryLast Update
0002328AI War 1 / ClassicSuggestion - Balance TweaksJan 17, 2011 11:50 pm
Reportermr_lolz Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.064 
Summary0002328: Balance: Spire Gravity Rippers
Descriptionthese are described as having 'weak, rapidfire energy bursts,'

**MK I**

Attack: 1000
Reload: 1

this gives them a shipcap DPS of 50,000 at MK I.
this is very high!

to put that in perspective:
MK I spacetank shipcap: 28,888
MK I Teleport Battlestation shipcap: 15,000 (imo these need a buff btw)
MK I Space Plane shipcap: 35,000
MK I Spire Gravity shipcap: 50,000

BOOOM!
imo, considering their high HP and special ability that shipcap DPS would be better off around 20,000- ie, at MK I

attack: 400
reload: 1

thoughts?

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keith.lamothe

Jan 9, 2011 4:42 pm

administrator   ~0008090

Yea, I didn't change the tooltips when doing the rebalance (the stats and the text are in totally different files) so the "weak" adjective needs to go away ;)

By my count a cap (which is half the standard cap count) of mkI gravity rippers actually has a dps-at-cap of 98,000, which is indeed very high. But it also has no damage bonuses at all. For reference, mkI fighters have dps-at-cap of 140,000 against bonus types, and bombers and missile frigates have twice that (again, against bonus types). So the rippers are just much better for general-purpose damage, but far inferior (even to triangle ships) compared to a ship type attacking the right hull types.

FWIW, I see the following for dps-at-cap for those types:
MkI space tank: 56k (181k vs bonus)
MkI teleport bs: 30k (72k vs bonus)
MkI space plane: 68k (164k vs bonus)
MkI spire gravity ripper: 98k (no bonuses)

Anyway, I think the rippers could stand, say, a 10% damage nerf since I think I was undervaluing the ripping effect. But I don't think they're way out there due to the complete lack of bonuses (and armor piercing, I might add).

On the other note, I do think I've overvalued teleportation and should probably buff damage on those by about 20% or so (or maybe leave base dps as is and buff the bonuses by 30-40%). It's just tricky to know what to do with those since it's so easy for the human (and the AI, to a lesser extent) to make frighteningly good use of that kind of uber-mobility.

mr_lolz

Jan 9, 2011 4:51 pm

reporter   ~0008091

Last edited: Jan 9, 2011 4:54 pm

sorry, I do all my gameplay and maths in epic 4x mode with high shipcaps just to be awkward

keith.lamothe

Jan 9, 2011 4:59 pm

administrator   ~0008096

I actually try to pull my numbers from epic/high too, but I may be confused about how the settings actually apply to my export. Anyway, it doesn't matter much as long as it's apples and apples :)

TechSY730

Jan 9, 2011 5:01 pm

reporter   ~0008098

Hmm, I haven't tried much with other speed and ship cap settings. I wonder if things are scaling right with the "non-normal" settings.

mr_lolz

Jan 10, 2011 11:06 am

reporter   ~0008137

'On the other note, I do think I've overvalued teleportation and should probably buff damage on those by about 20% or so (or maybe leave base dps as is and buff the bonuses by 30-40%). It's just tricky to know what to do with those since it's so easy for the human (and the AI, to a lesser extent) to make frighteningly good use of that kind of uber-mobility.'

yeah teleport raiders also have pretty low total DPS, imo they need to be much beefier

Issue History

Date Modified Username Field Change
Jan 9, 2011 12:41 pm mr_lolz New Issue
Jan 9, 2011 4:42 pm keith.lamothe Note Added: 0008090
Jan 9, 2011 4:42 pm keith.lamothe Assigned To => keith.lamothe
Jan 9, 2011 4:42 pm keith.lamothe Status new => feedback
Jan 9, 2011 4:51 pm mr_lolz Note Added: 0008091
Jan 9, 2011 4:51 pm mr_lolz Status feedback => assigned
Jan 9, 2011 4:54 pm mr_lolz Note Edited: 0008091
Jan 9, 2011 4:59 pm keith.lamothe Note Added: 0008096
Jan 9, 2011 5:01 pm TechSY730 Note Added: 0008098
Jan 10, 2011 11:06 am mr_lolz Note Added: 0008137
Jan 17, 2011 11:50 pm keith.lamothe Status assigned => resolved
Jan 17, 2011 11:50 pm keith.lamothe Resolution open => fixed