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IDProjectCategoryLast Update
0002618AI War 1 / ClassicSuggestion - Balance TweaksFeb 10, 2011 11:30 am
ReporterBurnstreet Assigned To 
Status newResolutionopen 
Product Version4.073 
Summary0002618: SC Martyr balance
DescriptionThe MK I is a Lightning Missile MK I with bigger radius, no AIP, more life, ability to hit everything and, as a bonus, 300 tractor beams.
The rest gets even more ridiculous.

The kills of the MK2 martyrs on the attached screen shots were mainly MK IV units.

Either Martyrs should be toned down or missiles buffed.

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Burnstreet

Jan 23, 2011 8:26 am

reporter  

AI wars - SC martyr.png (2,030,411 bytes)

Kjara

Feb 10, 2011 6:44 am

reporter   ~0010215

One other issue I have with Martyrs is that they scale much better to medium diff than the other Spirecraft. A) not being able to repair them is not an issue if you are using them to prevent raids(and regardless is generally a non-issue unless you are trying to use them just for the tractors), B)You only need a small number built at any one time for the full effect, thus the energy cost isn't that bad. The rams have the same issue, as neither of the penalties for medium hurt much, and both of them seem to shine more than their alternatives.

Compare this for example with the shield bearers, where both of these issues are huge (high energy cost, and no repairs make them basically a one use ship as well).

One suggestion for these would be to make the Mk1 and Mk2 ones have a much lower radius(both tractors and explosions), that way its at least non-trivial to take out an entire wave with them, but they still shouldn't have any issue with their intended purpose, since they can run through enemy group to tractor things. I know they are a limited resource, but I currently have at least 10 reptite and 50 pysite unused still(Taken 15 planets, 7 hours in, diff 7.6), which is enough to handle raids for the next 20 hours at least. Another option would be to make them not spawn at a double rate on medium at least, this would help make them more limited.

Perhaps scrapping them should not make them explode as well?

KDR_11k

Feb 10, 2011 10:18 am

reporter   ~0010222

C) They cannot be repaired on any difficulty so Medium makes no difference.

I'd like a buff for missiles, my current use for Martyrs is tossing something explosive through a wormhole to clear out large threat accumulations on the other side. Martyrs have just the right blast radius to hit the whole blob, lightning warheads don't have nearly enough. Also with lightning warheads you quickly run into the issue that EMP warheads are much better for preparing a system for invasion and don't cost much more AIP. 120 Seconds of stun are enough to neuter most of a 1000 ship MkIV system so when they wake up you'll have no trouble with the rest.

Also yeah, Pysite is pretty common so 4 MkIs out of one asteroid is going to go a long way.

BobTheJanitor

Feb 10, 2011 11:16 am

reporter   ~0010230

The limited asteroid resource is supposed to balance them, although I agree that you can get enough MkIs to last for effectively a whole game. I really like the Martyrs as-is though and even though they do feel a bit overpowered I'd hate to see them nerfed simply because they're so much fun. If anything, I would say that missiles could use a bit of a range buff to make them more useful by comparison. What would really be 'balanced' would be if in a game with spirecraft on you still felt like there was some reason to weigh your options between martyrs and lightning warheads. Right now, there's no contest.

KDR_11k

Feb 10, 2011 11:30 am

reporter   ~0010231

Maybe MkI Martyrs could have their damage halved? 500k would be survivable by high level ships that die to the current 1M, MkIIs are easy enough to get but currently MkIs do enough damage for most purposes.

They don't seem to get the 10x damage against Zenith Mirrors though.

Issue History

Date Modified Username Field Change
Jan 23, 2011 8:26 am Burnstreet New Issue
Jan 23, 2011 8:27 am Burnstreet File Added: AI wars - SC martyr.png
Feb 10, 2011 6:44 am Kjara Note Added: 0010215
Feb 10, 2011 10:18 am KDR_11k Note Added: 0010222
Feb 10, 2011 11:16 am BobTheJanitor Note Added: 0010230
Feb 10, 2011 11:30 am KDR_11k Note Added: 0010231