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IDProjectCategoryLast Update
0000983AI War 1 / ClassicGameplay IssueNov 1, 2010 3:35 pm
ReporterLancefighter Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.021 
Summary0000983: Flak guardians still bbq'ing turrets for lunch
DescriptionAccording to spikey, at least. Turrets go poof. *shrug* ask him
TagsNo tags attached.
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Spikey00

Oct 31, 2010 1:04 am

reporter   ~0002403

I believe it was a single IV flak guardian that demolished my 0000126:0000080 T1 mix of basic turrets, laser turrets, MRLS turrets, some flak and missiles in more or less five seconds.

All I remember was "bang bang bang" from the thing, and my turrets disappeared.

4x epic.

Lancefighter

Oct 31, 2010 1:38 am

reporter   ~0002408

try to avoid using ~ before numbers :p

orzelek

Oct 31, 2010 6:54 am

reporter   ~0002413

From what I noticed - no turret can survive meeting with guardian. That seemed generally true for any guardian. The higher mark of guardian - more dead turrets quicker.

Spikey00

Oct 31, 2010 12:48 pm

reporter   ~0002426

Turrets are _really_ unreliable at this point.

Dazio

Oct 31, 2010 3:16 pm

reporter   ~0002429

As I understand how balance is currently generally working, guardians of all sorts are supposed to easily destroy turrets.

Because guardians should only be attacking you in response to things you have done your fleet is supposed to be around to help your turrets out with the guardians.

If you have loose guardians just showing up at your planets, something else is going on, they are not supposed to do that.

Looking at the math, I do think you remember what happened correctly, Mk IV Flak does 123k damage to turrets per salvo, Mk I basic turret has only 55k HP. (Normal ship caps). And that 123k damage is AOE damage so if your turrets are clumped up.....

Anyways, maybe there is a balance issue here but I'd look at why you had a Mk IV guardian attacking Mk I turrets in the first place, I would expect the turrets to lose that fight without an overwhelming numerical advantage.

orzelek

Oct 31, 2010 3:37 pm

reporter   ~0002430

Guardians maybe supposed to counter turrets - but currently they are not simply countering them. They simply nullify them. Any turret defense disappears when one of higher mark guardians warps in. Basically mark V guardian (especially arty one) means death for anything around unless you have fleet nearby. I guess that this maybe intended tho.

Spikey00

Oct 31, 2010 3:48 pm

reporter   ~0002431

I'm seeing a lot of stuff these days just rip through turrets...

Dazio

Oct 31, 2010 3:59 pm

reporter   ~0002436

Last edited: Oct 31, 2010 4:00 pm

Rip through what though?

A Mk IV or V guardian is supposed to rip through Mk I turrets.

Having said that, I did just look at the numbers.

A Mk V Artillery guardian one-shots (not one-salvos) every turret except the Mk III Laser, Mk II/III Missile and Mk III/IV HBC. And since it has 16 shots per salvo that's 16 turrets every 12 seconds gone.

A Mk IV Artillery is pretty much the same, except it only fires 13 shots per salvo and Mk I Missle and Mk II laser don't get one-shotted.

So, I think I will come down on the side that Guardians are a little overpowered against turrets at the moment, but not by much.

Maybe cut their current bonuses against turrets in half?

zebramatt

Nov 1, 2010 9:58 am

reporter   ~0002447

I corrected the summary.

Lancefighter

Nov 1, 2010 10:05 am

reporter   ~0002448

tha....


lol

Thanks, i feel kinda stupid now :x what I get for putting that up that time at night i suppose

zebramatt

Nov 1, 2010 10:15 am

reporter   ~0002450

Ha, no worries :)

keith.lamothe

Nov 1, 2010 3:35 pm

administrator   ~0002474

Ok, I ran several tests of various guardians against a full cap of mkI basic,laser,mlrs,missile, and flak turrets altogether. Generally about 8 mkIV guardians of a single type. In general the turrets won, though the mkIV and mkV flaks were doing some simply insane number of targets-hit-per-second due to how shots-per-second was scaling with mark level, etc.

Anyway, 4.023 has a number of balance changes to guardians, sort of a mix of nerfs and some lateral changes. Notably a reduction of bonuses vs. turrets, though I think it's probably going too far on that front and that will need to be bumped back up to some middle ground.

Flak guardians will still damage your turret balls, but should no longer consume them utterly.

Issue History

Date Modified Username Field Change
Oct 31, 2010 1:00 am Lancefighter New Issue
Oct 31, 2010 1:04 am Spikey00 Note Added: 0002403
Oct 31, 2010 1:38 am Lancefighter Note Added: 0002408
Oct 31, 2010 6:54 am orzelek Note Added: 0002413
Oct 31, 2010 12:48 pm Spikey00 Note Added: 0002426
Oct 31, 2010 3:16 pm Dazio Note Added: 0002429
Oct 31, 2010 3:37 pm orzelek Note Added: 0002430
Oct 31, 2010 3:48 pm Spikey00 Note Added: 0002431
Oct 31, 2010 3:59 pm Dazio Note Added: 0002436
Oct 31, 2010 4:00 pm Dazio Note Edited: 0002436
Nov 1, 2010 9:58 am zebramatt Note Added: 0002447
Nov 1, 2010 9:58 am zebramatt Summary Flak turrets still bbq'ing turrets for lunch => Flak guardians still bbq'ing turrets for lunch
Nov 1, 2010 10:05 am Lancefighter Note Added: 0002448
Nov 1, 2010 10:15 am zebramatt Note Added: 0002450
Nov 1, 2010 3:35 pm keith.lamothe Note Added: 0002474
Nov 1, 2010 3:35 pm keith.lamothe Status new => resolved
Nov 1, 2010 3:35 pm keith.lamothe Resolution open => fixed
Nov 1, 2010 3:35 pm keith.lamothe Assigned To => keith.lamothe
Apr 14, 2014 9:28 am Chris_McElligottPark Category Gameplay - General Complaint => Gameplay Issue