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Guardian Rebalance

Answered Started by DrKsTGuardian · 02/07/2020 · 11:12 AM · 25 replies · 1 read
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.
R Rusty
"Guard only has two good offensive ships"

I 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.
D DrKsTGuardianOP
@ Captain Guard only has two good offensive ships the tourm and the ruby, everything else like G.class are scalpel ships you need to see where your going before you start cutting or you prob going to get screwed. Guard offence is based around kinetic damage so the tourm still needs to resemble the ruby in build. Ruby doesn`t hold up that great anymore but still has its place as a useable ship you just always end up rebuilding alot of them.

@Omegian K.class has had 99% shield mods for years and if you research all the complaints about guard over the years number 1 is build rate,number 2 is the tourm nobody ever mentions K.class because they are easily killable by any class. Now that shields have been reduced and done away with everyone wants to jump on the bandwagon and say" omg shield mods should never be over 80" when you guys have spent 10 to 15 years of leaving K.class bits spread across the cosmos and got real good at it. This version of K.class is a weaker version of its Kalzul counter part and significantly weaker than 99% when you compare Kalzul shields which are 100s

This is a good compromise without drastically overhauling Guards primary offense. And for the record Kalzul ships have higher range and better shield mods than guard with range no higher than 7, why should guard get a range 8 K.class with goofy stats it`s just inconsistent with game mechanics and perception. Guard shouldn`t have range 8 chem its op in my opinion and slightly unbalanced.
F Frenzy
You forgot to mention that we should cut all the guard ship build rates
O omegian
Mods for guard K Ships should not be higher than 80%, even 75% is pushing it.

K Xe is fine as a destroyer, just needs to be tweaked, not overhauled. You have to consider that each K Class was for a unique role when the ships were tweaked. But if you want to go down to two K Class, then remove the Xe and just make Zen the 8 range K Class it should be with tweaked mods.
C CaptainJackSparrow
Tourm I would still reduce its weapon to 7000 and hull to 8000, still has massive stats for its pr, just not overly tuned.

Hun li looks fair

Hun Xe is broken, triple 90% shields I feel should never exist on anything, unless hull is reduced accordingly. If functionality is as a really tough meatshield, then something like 70/70/20/70 would balance it more, keeping it extremely durable, while still fair (still on the strong side, it would trivialise any ship that isn`t pure missile).

G.corundum looks good
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