13/04/2016 · 06:42 AM
#155
Well RL has been hectic so I haven`t had a chance to respond and i`m tired now so i`m not going to reply like I should just going to hit on some key notes and a tangent or two I want to speak on.
People seem to forget about the unique properties of chlorite and calcite they look worse on paper that they really are but as missile cruisers and destroyers go they are one of a kind, they`re the only ones that lack no defense, out of all races, that gives them the potential to do more damage than appears on paper and their survivablity isn`t so bad
Chlorite has a 0.8 damage to pr ratio. Against ships that lack no retal and no defense that ratio increase to 1.2 . it`s hull to pr ratio is .64
Calcite has a 0.49 damage to pr ratio, Against ships that lack no retal and no defense that ration increases to 0.74 it`s hull to pr ratio is 1.1
for reference
Nova is 0.47 hull ratio of 1.7
quasars is 0.99 hull ratio of 0.33
tigers is 0.8 hull ratio of 1
sting is 0.62 hull ratio of 0.62
bark is 0.39 hull ratio of 0.39
odin is 1.05 hull ratio of 0.62
thor 0.98 hull ratio of 0.30
zues is 0.79 hull ratio of 0.56
As you can see chlorite has the highest potential missile damage to pr out of all these missile boats and more hull to pr than a good bit of the others (I know tiger is very very OP established long ago) now there is one missile boat that can do more damage than chlorite and that is pulsar with normal damage to pr ratio of .94 and potential of 1.4 with a 1.09 hull to pr ratio, but it also lacks no retal and no defense so it won`t survive as well as the that hull number would have you believe to certain ships
i`m not trying to disprove anything just point out something that I think most people miss about those ships also most miner ships are underrated as a whole because they`re not the biggest or best in their categories and their weapons are low but they survive well. Most people want to play aggressive they want to spam with high damage high hull ships or they want to stack and hit on aggressive, miner is a different play style, while they can be successful in these roles they`re just not as great as other they would probably be better off played with a bit of caution i`m going to list some stats from my thread set in the strategy sections for everyone to compare.
Miner Averages.
Weapons/Pr .54072
Hull/pr 1.39819
Pr per turn 44,601
Weapons per turn 23,200
Hull per turn 59,123
Terran Averages.
Weapons/Pr .62533
Hull/pr 1.15977
Pr per turn 37,848
Weapons per turn 22,010
Hull per turn 44,836
Guard Averages.
Weapons/Pr .56556
Hull/pr 1.47132
Pr per turn 74,720
Weapons per turn 37,292
Hull per turn 105,846
Marauder Averages.
Weapons/Pr .64703
Hull/pr 1.14908
Pr per turn 36,587
Weapons per turn 26,186
Hull per turn 38,268
Collective Averages.
Weapons/Pr .75294
Hull/pr 1.33968
Pr per turn 42,551
Weapons per turn 30,069
Hull per turn 57,234
I`m not going to comment on the rest of Omegs post as I think it gets more into how the game is played how it should be played and how people think it should be played (not saying mine isn`t heavily opinionated). I still encourage you all to make sure that you read it and let it sink and and draw your own conclusions and comment don`t just tl;dr it like i`m sure many of you have and will with this post as well.
But still yet on the case of E class I propose the following options we can do a mix of these or what have you but anyhow
Option A, change nothing, wait for further ships changes as miner ships may get better and these may get worse any how I haven`t made any definite plans and won`t for ships until I get econs figured out.
Option B, Lower the BR by 30-50% on all E class ships, making them more like Aries and Gemini, quality ships but slow and cumbersome to build which of course will matter a lot on TB more so than RT but don`t kid yourself it matters on RT too, if not try building 8000 turn worth of ships so a guard can hit and lose, but his entire fleet cost under 2,000 turns but you won right woot, no... no you didn`t you poor sap, even if you come out and counter and win and wipe him, by the time you build 10 mil more pr in ships he can back at you`re pr or higher to hit you again, you won a battle, he`s winning the war.
Option F
changes the stats and i`ve not tested these changes so i`m spit-balling what I think would probably work best depending on the options though I will test if there`s enough support to do some of these. Without touching the range as much as possible
On the Aurora, lower the energy by 1 damage and the range by 1 and the pr by 1 will do bit less damage, be easier to counter, have more ships that can stand toe to toe with it but the hull to pr increase just slightly to counter a major loss In range could also add in no defense, at 6 range I don`t think you`d need to do that
Nova drop the hull by 200-300 if it`s really needed
Pulsar lower the damage by 200, any thing else breaks the spirit of the ship
Quasar lose 600 missile damage cut the hull in half lower the pr by 100, turns it into more of a queen or runner than anything still keeps the range, generally will hit first do some major damage but what ever it doesn`t kill will surely destroy it
all these numbers would need tweaking and if there`s enough enough support to try some of these tweaks i`ll study hard and throw out some better numbers, but honestly I don`t want to touch any of the ranges of the ships if I did I may as well resign them completely as they`re suppose to add some range to the neutral ship list remember it`s not an all or nothing and we can have a mix of categories.
and no wing, it`s a bonus ship a trophy that has a use
Edited by EphemeralEternity on 2016-04-13