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IDProjectCategoryLast Update
0002354AI War 1 / ClassicSuggestion - Balance TweaksJan 10, 2011 11:09 pm
ReporterSuzera Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.064 
Fixed in Version4.065 
Summary0002354: SC Penetrators blow up too easily
DescriptionI used a few. They shoot then immediately explode most of the time. This isn't all that useful especially now that they can't even 1 shot AI Eyes.
TagsNo tags attached.
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BobTheJanitor

Jan 10, 2011 5:13 pm

reporter   ~0008153

It seems so far that the only time I've used them has been when I accidentally selected them with the rest of my fleet and then give everyone an attack move. So I just use a massive shot to kill some random fighter or something. Oops. For a one shot assassin type ship, they seem to have an awfully short range. Maybe you wouldn't want them popping out of wormholes and sniping and then running instantly, but at the moment they basically have to be within hugging range of their target to take it out, and then they die. If they're balanced around only being able to shoot once or twice in their lifetimes, they should probably do even more damage to make them viable.

PineappleSam

Jan 10, 2011 6:27 pm

reporter   ~0008159

I've tried using them in various roles, and they don't seem my cup of tea...

For DEEP raiding the AI can somehow detect the permacloaked ship and its threat starts increasing (taking out a co-op centre on an AI's homeworld just sent 200 cochroaches to my homworld), and anything not deep can usually be handled by a fleet. I'd rather spend resources on spirecraft that support my fleet and assault the target directly.

The ONLY time I've found them useful was when a mk.V gravity guardian was making my life a misery before they were nerfed. With a 30 minute cool-down time you're usually better off using the extra time to find some more asteroids and building rams.

It's a pity, as they're a REALLY cool concept!

Chris_McElligottPark

Jan 10, 2011 11:09 pm

administrator   ~0008181

* Spirecraft Penetrators now have 33k range instead of 6k, and also have 80 million health * mark level instead of 8 million. This makes them a lot easier to survive, and thus more interesting as one-amazing-shot-per-30-minute wonders.

Issue History

Date Modified Username Field Change
Jan 10, 2011 4:46 pm Suzera New Issue
Jan 10, 2011 5:13 pm BobTheJanitor Note Added: 0008153
Jan 10, 2011 6:27 pm PineappleSam Note Added: 0008159
Jan 10, 2011 11:09 pm Chris_McElligottPark Note Added: 0008181
Jan 10, 2011 11:09 pm Chris_McElligottPark Status new => resolved
Jan 10, 2011 11:09 pm Chris_McElligottPark Fixed in Version => 4.065
Jan 10, 2011 11:09 pm Chris_McElligottPark Resolution open => fixed
Jan 10, 2011 11:09 pm Chris_McElligottPark Assigned To => Chris_McElligottPark