GC FORUM Galactic Conquest
Sign in
Back to the Game
Forum Index General Discussion Guardian Rebalance

Guardian Rebalance

Answered Started by DrKsTGuardian · 02/07/2020 · 11:12 AM · 25 replies · 2 reads
D DrKsTGuardianOP
In light of recent changes to the Guardian race I have spoken with many of the more established guards on rt about their thoughts on the recent changes and all of us agree it was too harsh of a nerf. I have several adjustments I would respectfully like to be considered that accomplish what is needed in making Guard more balanced vrs the other races as well as keeping the ships in line with the original intent according the back story as the K.class ships are reverse engineered Kalzul technology.

Tourmaline
Pr:6510
Weapon 8000 kinetic
Hull 8500
Energy -20%
Kinetic +30%
Missile-30%
Chemical +50%

K.Hun Li
PR:66,590
Weapon 13,000/5200
Hull 65,000
Energy 90%
Kinetic 90%
Missile 20%
Chemical 40%


K.Hun XE
PR:92,718
Weapon 5200/10,400
Hull 104,000
Energy 90%
Kinetic 90%
Missile 5%
Chemical 90%

Repurposed G.Corrundom
PR: 8,749
Weapon 3500 energy/2000 kinetic
Hull 9,000
Range 8
5 per turn
Energy +20%
Kinetic-20%
Missile +10%
Chemical-10%

Tourm was tweaked to be easier to deal with but still hold up against V.class as currently it does not. Hun Li was fine the way it was but decreased heavy shields in line with being weaker than its Kalzul counterpart but still easier to kill than before,improved chem shields on the original XE making it a living fodder more resembling its Kalzul version but slightly weaker,Corr repurposed to be useful other than outrunning someone,Range 8 K.class shouldn`t exist and doesn`t coincide with the rest of the Kalzul ship list. Zen should be removed as guard doesn`t need 3 K.class ships but in exchange give Guard the choice of an authentic Kalzul version of the zen or another Kalzul ship for completing all missions which can be very difficult but gives them something to work towards.
D DrKsTGuardianOP
Thank you for reminding me why your such an not-smart I had almost forgot. None of my wording suggested that my stack 2as either good or bad I merely explained the thought process behind it. Try being a little less two dimensional next time as winning and losing are both a part of the game and just because I didnt win "that" fight doesn`t give you the sudden ability to make up your own version.
F Frenzy
I mean you lost, so before you try to tell me what a good strategy you were using...keep that in mind
D DrKsTGuardianOP
I was 10 stacking when Tal hit ,the fact that I had Xe up was allowing some range to hit first seeing how the new XE is the only decent ranged ship Guard has in a straight up fight and the fact it deals long range chem damage means it`s a decent ship to have in top three stacks. If you were paying attention to more than one ship you would have noticed the majority of the bottom half was for flanking and top half was for hitting first and lasting thru the first wave.

Next time you give advice about GC trying being a little more familiar with the topic first. Just a suggestion.
F Frenzy
Drkst, I noticed you had me top when you were hit

Ren and others have said repeatedly that it`s a very good ship - maybe too good - as a flanker. Might I suggest you try flanking somewhere other than top stack?
D DrKsTGuardianOP
I retract my earlier statement about the staff,its a holiday weekend and I know they care about the game. I was posting out of frustration and regardless of my feelings of the changes to guard it was wrong of me to take it out on them.
R Redline
I applaud the staff for their choices in trying to balance ships. I believe there are a lot of players that choose guardian because it has become so easy to play (especially farming NPC for loyalty planets). There needs to be some balance to make all races desirable to play. If you look at the top 50 players currently, 30 of them are guardian or a.miner. These are easy races with some OP ships.
D DrKsTGuardianOP
Doesn`t matter anymore at this point no staff have even bothered to comment on this thread it`s clear they just want Guard nerfed and have no love or respect for the race. Well atleast we dont have to go back to the old ship list. Remember the old G.class and L.class?
O omegian
I agree with Sibi, which was my point Dark. The issue with guards is less their mods and more of their range. If you fix the range then tweaking mods can be adjusted.This is especially an issue with RT as a Terran I can aggro with 5 +9 range ships on a guard and wipe those stacks almost Everytime if they were using just guard ships.

TB guards is less of an issue due to not having unlimited turns.
F Frenzy
Is this a joke?

Tourm is weak to missile, why would it beat Apollo?

My comparisons weren`t ship battling ship, but stats in a vacuum.

That`s like comparing small fodder to f javelin and me saying fodder is the more useful ship, and you saying no, look, javelin beats fodder.

Like, yeah, it does, but that doesn`t mean javelin is good....
D DrKsTGuardianOP
@frenzy,here`s the sim on tourm vrs apollo at 1 mill pr ea on normal. Apollo being the worst of the p.class by far
Sibi is correct,tourm is pathetic now I`ve run multiple sims and it`s a glass cannon now where as it`s supposed to be guards flagship for offence so I`m not understanding why your saying tourm is so much better than apollo when it clearly falls on it`s own face from equal pr.

Battle Result
1000 Wins and 0 Losses
Attack Successful

Attacker`s Fleet
P.Apollo 15151 0 15151

Defender`s Fleet
Tourmaline 153 153 0

Battle Details

Attacker Lost: 0. Defender Lost: 996,030.

P.Apollo destroys Tourmaline
F Frenzy
Tourm is designed as a flanker.

Half, if not much more, of the attacks against guard (or anyone frankly) are spams. The times you`re going to get hit by a 10 stack are very uncommon. As you said, tourm doesn`t outrange - but it packs a hell of a punch. Also as you stated, most people are hitting guard on aggro. If you`re getting hit on aggro by a spam, if you 10 stack you should do fairly well in the first place. With a ship like tourm tearing into their spam on wave two you`re going to do a decent amount of damage as well.

The ship is not designed to be a spam ship. It`s not designed to lead your fleet into battle. It`s designed to shred into an enemy fleet from a flanking position while some of you`re larger ships bear the brunt of the attack with their Uber shields.

This goes for offense as well when you know the enemy fleet.

I`m sorry tourm isn`t a one size fits all ship anymore that you can just throw anywhere in a fleet and expect an easy win.

As far as comparisons made, comparisons were purely made to ships with either a similar weapon or hull ratio. The comparisons were simply made to illustrate that ships with one similar stat were generally still outdone by guards ships in other stats.

Does that mean a ship like Apollo is amazing? Not at all. Just that tourm is better.

If you`re going to complain that a specific ship is no good, you then have to look at all the ships I just compared it to and improve them too, if they`re worse.
S Sibiriangun
In my oppinion the tourm nerf has been a little over the top. I would rater see the hull increased and the weapons decreased a bit, since guardians are supposed to be a defensive race.

I really dont understand the comparison of tourm with apollo. Does anyone ever use apollo? Terrans have 3 other P class ships (thor, zeus and Odin) that by far outperform apollo with the same purpose. And the comparison with pike/thresher doesnt at all include that the range of tourm is 4 and Pike 9, Thresher 7. When having a range WAY lower than avarage the stats and buildrate should compensate. Like Herc or Lictor for instance or the new range 2 Coll battleship. So just comparing hull and damage without taking range into account doesnt provide any useful information.

What I am conserned about is that since most guarrd ships (excluding L class) have somewhat low range, guards are ALWAYS hit on aggro or maybe normal stance. Never on careful! And a guard would never hit any other race on aggresive, unless he knew it was a spam. My point is, that guards attack on careful/normal due to the ship nature and are hit on aggressive/normal. And that is because of the ship range. Thus the guard ships should be heavier in hull and lighter in weapons. Tourm was rebalanced the other way around making it almost useless. Now Ruby is the better choice for almost any situation.

If I am looking at the shipyards now buth Coll, Maru and Virals look way better than guards comparing weapon and hull to PR AND considering the ship range.

Take the starbase for instance. Try comparing the stats of Diamond to one the other range 7 starbases from Collective/viral. Which one would you rather have? (I consider Terran / miner differently, as they have several starbases so you arent sure what they build if in DP).

Im all for rebalance if things are really bad. Everyone could see that Tourm needed a nerf and I think its a good idea to remove the 99% shield mods of K class for several reasons.
F Frenzy
@Redline, what do you do with all the current guards
R Redline
Rebalance guardian as playable only after a successful UW.
F Frenzy
While Im here, let me compare Tourm to similar ships as well

P.Apollo 1.212 0.379
Tourmaline 1.229 0.768

Tourm has similar attack and double the hull of apollo.
Tourmaline has the 3rd best weapon / pr ratio in the game.

14,520
39,060

Tourmaline has 2-3x the build rate of apollo

Tourm has a shield mod total of 75, apollo 15

Tourm is better in every way than apollo, other than having 1 less range (4/5)

Defensively,
Tourm lines up here

Pike 0.784 0.784
Tourmaline 1.229 0.768
D.Thresher 0.821 0.739

Its hull / pr isnt very good, coming in around rank 100 overall. But look at the two ships it falls in between - pike and thresher. Torum has significantly more weapon / pr than both of them.

25,520
39,060
60,905

Build rate, Tourm is middle of the pack overall, and between these 2 specific ships. Luckily, it seems as if the intended use is as a flanker in the bottom of a balance stack where ideally it will be matched up against dummy stacks and on wave two absolutely shred whatever it flanks, so at least the build rate doesnt cripple it for what it is intended.

Shield Mods, Pike comes in at 0 overall, Tourm at 75 overall, Thresher at 50 overall - so on that metric, Tourm is again the winner.

Tourm and thresher have a similar maximum shield at 55, but tourms lowest shield is -20 while Thresher is -70 (A huge weakness)

When comparing Tourm to ships with similar weapon and hull ratios, tourm again comes out very strong in comparison.
F Frenzy
@DrKsT

I ordered shiplist by weapon to pr ratio, Lictor and Li were exactly the same when going to 3 decimal places, so Ill compare them here.

K.Hun-Li 0.412 1.089 80 80 0 40
G.Lictor 0.412 1.297 80 55 0 -30

Lictor has roughly a 20% better hull ratio, exactly the same weapon ratio. So Lictor in that sense is slightly better.

Now compare the shield. First shield, Lictor and Li are exactly the same. Second shield, Lictor has a fair disadvantage given the additional hull. Third shield the same. 4th shield lictor has a major weakness, whereas Li has still a very strong shield.

Build rate

87,273
82,527

This is Miners fastest ship, and still slower.

Ill mention theyre both 2 weapon ships, with 1 weapon type being about 2x stronger than the second

All things considered, Id definitely take Li over Lictor. in a vacuum. I would take those strong shield mods over the slight buff in hull Lictor has in comparison - especially since Li doesnt have a -30 shield to take advantage of.

Lets look at another comparison when I sort by hull ratio.

K.Hun-Li 0.412 1.089 80 80 0 40
M.Alium 0.652 1.087 0 30 -15 0

Not exactly the same ratio, but for all intents and purposes, the same. Alium actually has 50% more weapon than Li, but lets be real - neither of these ships is being used as a beatstick - theyre being used for their defensive capabilities.

The shield mods on alium are a joke compared to Li. Theyre not even close. Id take Li in a heartbeat. In a blind stack or spam, Li is going to hold up WAYYYY better than Alium.

Thats not to mention the build rate difference

87,273
23,000

Li is effectively 4x Alium build rate. Li is 100% the better ship in literally every firefight possible. Even with Li`s 50% higher wep / pr, Li has a much better wep / pr / turns, so in any active fight, Li has a major advantage.

If you want to buff Li, I think you need to buff both ships I just compared them to - especially Alium. Alium is a laughingst
D DrKsTGuardianOP
@ Ank: points noted most of which are valid,I`m not advocating for guard br I`m mearly saying theirs a reason they have it. Minor and Viral have multiple income path options not just tax guard doesn`t.....

I`m not advocating for guard to keep the 99% shields I`m fine with them being adjusted but the newly implemented Hun Li is just terrible most of the Guards here on rt have called it useless now.

The new Minor ship will melt like hot wax under pressure but it`s a decent offense ship for Minors who like to spam aggressively (wink) .

Nerf Guard BR I`m fine with it, but fix the tourm and Hun Li and restore some balance instead of castrating the class. Other races can UW and get new bad azz ships but not Guard wheres our end game? Other races can buy and push food on the market for a profit and not just consumption but not guard.

Yes Guard is fast on its feet and K.class "had" good shields but the hull to pr ratio was close to the same and missile and chem crack them like an egg it`s only after we know what your stacking with that it`s unfair if we line up K.class against your energy/kinetic we can put a hurtin on you.

We are only asking for a more balanced rebalance
F Frenzy
On the subject of guard shields, Id suggest you can have one or the other - not both.

If you have a 99% shield, you take effectively 0 damage. Heck, I think 80% shield mods are probably too high unless they come with significant downsides . Instead of a downside, youre suggesting that you need both the extreme build rate AND the extreme shields.

This means that in most scenarios, you can outbuild your opponent, so theyre firing from below. Lets assume equal turn use, a collective or a maru is easily going to get outbuilt 2-3x. Now lets ignore for a fact that pretty quickly youd be out of attackable range meaning theres literally no way for them to even hit you, all you have to do is have two or 3 ships with mixed shields and it becomes a massivley luck based situation for anyone trying to follow you up and attack you. If they get very lucky and guess the right order they MAY win (but lets not pretend like K class even has significant weaknesses. Weakest shield on Zen is 25 and weakest on Li is 0.

The new miner ship got a .6 hull ratio, while K zen and K li are around 1 (so very nearly double the hull. Like I said, their weakest shields are 0 and +25, whereas the new miner ship has both a -90 and a -60. Those are vastly inferior shields on an even lower hull ratio. Thats an example of a ship that is liable to get first wave based in a lot of scenarios. I fail to see how Guard can be justified in thinking their ships arent strong enough when compared this way.

You say any race can spam a couple and hit on careful with guaranteed wins. Thats just not true. Guard can do that because in a lot of cases, 50% of weapon types do literally zero damage to a number of your ships. Defensively, you only have to alternate a couple ships to have extremely good shield coverage making any attack on an active guard very likely to fail if the guard puts any effort into defending at all.

Thats not something you can say about most other races.
F Frenzy
@DrKsTGuardian

Miners and Viral also suffer from this base pr problem, so why aren`t they rewarded with great build rates?

If anything, I think Marauder or coll should have guard build rates for a couple reasons.
1. They cant explore. Guards always moan about their low colony count, but maru and coll literally cant get planets without fighting. This is, especially in a low activity game, a massive handicap. Increased build rate would help make up for the inability to explore.
2. These races are the 2 highest plunder races in game. That once again steers them in the direction of fighting rather than playing econ sim. Marauders very name points at them being an aggressive race.

So since viral and miner both get shafted by base pr just like guard....and marauder and coll both have very good reasons to need faster build rates, Im unsure what justification we can base guard having 2-3x the build rates of all other races?
D DrKsTGuardianOP
Rusty-feel like this is wrong when Sims and experience shows that a guard can just jam 3-5 of any of their ships, build to 129%, and with a careful hit win 95%+ the time

@Rusty I find your comment to be extremely broad and relative to a given situation, literally every race can do this only difference is guard can do it faster. Guard income is restricted to tax based=high base pr=the need for high br.
Page 1 of 2

Reply

You must sign in before you can reply.
Sign in to the game and come back — the forum uses your game account.