View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003728 | AI War 1 / Classic | Suggestion - Balance Tweaks | Aug 9, 2011 12:26 am | May 3, 2013 6:02 pm | |
Reporter | TechSY730 | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.014 | ||||
Summary | 0003728: Guard Posts have pathetic firepower | ||||
Description | I know that guardians are supposed to be the major threats to an attack force, not the guard posts, but guard posts have such pathetic firepower compared to the ship of equal Mk. that would normally be assaulting them that they may as well have no weapon at all. (Note, I am excluding guard posts that are supposed to have pathetic weaponry, like spire shield, command station shield, and passive guard posts. I am also excluding the Mk. V and Core guard posts, as those actually hit pretty hard) | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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In particular, I find the shorter ranged Guard Posts very lacking. I don't mind long range Guard Posts not hitting like a truck, but the Short Range GP for example isn't very impressive. |
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I for one want to know what the bug was that required the wormhole guard post to have a weapon. I agree that the guardpost weapons are almost all useless, except maybe for the ones on the homeworld. (especially ones with special side effects, like parasite) edit: Must make sarcastic comment. Guard-posts have an attack?!?!?!? |
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Well, if there is a general consensus that the offensive guard posts are too weak offensively, how strong should their weapons be? Between fleet ship and guardian level, guardian level, between guardian and starship level, or starship level? (As they currently are now, they are about fleet ship level, which is kind of pathetic for a building that is spawned in smallish numbers) |
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I think they should have guardian level attacks, perhaps a bit higher. |
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Same. At least guardian level. I'd probably push them higher by a fair amount. |
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If you make them too strong it is going to be more of a pain when you go to kill a Ai eye. You might already be at a disadvantage number wise and the strength of a buffed guard post might cause more problems and tilt balance a bit to far against you. |
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In the wake of the AI eye - I'm inclined to be nervous about changes to the guard posts. I agree they're mostly just target practice right now however. They probably should be pushed up past the guardians, and maybe the guardians should be made fewer in number of nerfed just a tad to compensate for how much trickier it will be to clear systems. |
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Starships are a good answer to GP under an AI Eye. |
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Until you run into anti-starship posts or AI has mini-rams/other anti starship bonus type. Then your in for a world of hurt. :( |
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@Drin Ouch, I know that feeling. One time I had an AI that got Spire mini-rams as their bonus type. I basically had to hold off on using starships until I had enough fleet ships that could take the rams out before they got to my starships, which wasn't until around the later part of the mid game. :( |
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Mk1 and Mk2 guard posts shouldn't be much of a threat, and they aren't. That's fine by me. Mk3 and Mk4 guard posts should be a decent threat, and some of them are. MLRS guard posts are quite nasty against the right mix of ships, maybe some of the rest aren't so dangerous like the short range guard post and they need more distinction from each other by lowering damage on guard posts across the board and giving them much higher multipliers to encourage mixing and matching, intelligent assaults rather than blobbing. A guard post by itself shouldn't be too much of a threat such that it requires an entire fleet, so one option, rather than boosting guard post damage, is to give the guard posts different localized fleet boosts. Munitions Boosts, armor boosts, range boosts (if that's possible at all in the game) within maybe a 3000 range, so that attacking a fully stacked guard post is a more daunting prospect if you don't manage to draw the guards away, speed boosts maybe within a 6000 or 9000 range so that fleeing from a failed assault is harder. Maybe 6000 range tractor beams on some of them. The guard posts should add their own flavor to the "battlefield within a battlefield" concept, rather than just being "another guardpost" (barring command shieldposts, spire shieldposts, and counterattack posts). Maybe one guard post could even work like a very weak neinzul spawner, except launching squadrons of zombie fighters at whatever mark level it is. |
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I partially retract my earlier statement about Mk. V and core guard posts. While they are by no means weak, they don't live up to the standards of what they will be dealing with when you come across them. Aka, they may actually deal something resembling damage, but they still fall short of Mk. V standards. |
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Thanks to the buffs to the core guard posts recently, they should actually be somewhat scary. The normal guard posts still seem rather sad though. |
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So, is this fixed to satisfaction? |
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I should hope so ;) |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 9, 2011 12:26 am | TechSY730 | New Issue | |
Aug 9, 2011 11:11 am | Hearteater | Note Added: 0012843 | |
Aug 9, 2011 2:22 pm | Ranakastrasz | Note Added: 0012844 | |
Aug 9, 2011 2:26 pm | Ranakastrasz | Note Edited: 0012844 | |
Aug 9, 2011 8:56 pm | TechSY730 | Note Added: 0012846 | |
Aug 9, 2011 9:18 pm | Ranakastrasz | Note Added: 0012847 | |
Aug 10, 2011 10:12 am | Hearteater | Note Added: 0012849 | |
Aug 31, 2011 8:14 pm | Drin | Note Added: 0013062 | |
Aug 31, 2011 11:05 pm | realcoolguy | Note Added: 0013071 | |
Sep 1, 2011 10:03 am | Hearteater | Note Added: 0013078 | |
Sep 2, 2011 6:59 am | Drin | Note Added: 0013093 | |
Sep 2, 2011 8:56 am | TechSY730 | Note Added: 0013094 | |
Sep 2, 2011 11:56 am | Sunshine | Note Added: 0013097 | |
Jul 20, 2012 12:41 am | TechSY730 | Note Added: 0026954 | |
Aug 8, 2012 4:02 pm | TechSY730 | Note Added: 0027460 | |
May 3, 2013 10:55 am | Radiant Phoenix | Note Added: 0031570 | |
May 3, 2013 6:02 pm | keith.lamothe | Internal Weight | => New |
May 3, 2013 6:02 pm | keith.lamothe | Note Added: 0031626 | |
May 3, 2013 6:02 pm | keith.lamothe | Status | new => resolved |
May 3, 2013 6:02 pm | keith.lamothe | Resolution | open => fixed |
May 3, 2013 6:02 pm | keith.lamothe | Assigned To | => keith.lamothe |