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Aminer Shiplist Suggestions

Started by Maraudian · 07/06/2007 · 11:22 PM · 118 replies · 4 reads
M MaraudianOP
Ship: M.Epidote
Currently: Shielding is Foul
Suggestion: increase Energy Shield +25% Becoming +20%

Ship: M.Lyth
Currently: Reasonable
Suggestion: Increase Range +1
4k pr drop max ( please feel free to reason on this below )
Defense Modifier
Energy Shield + 45 % increase 10%
Absorption Shield - 25 % Increase 10%
ECM + 45 % Increase 10%
Ionized Hull - 35 %

Ship: M.Chlorite
Currently: die without doing much alot of the time
Suggestion: Removal of No defence

Ship: M.Chlor
Currently: useless even as a singular dummy :-/
Suggestions: ECM and Ionized Hull Shield Increase 25% Becoming +10% on both
Deiloche / DrunkenMaster`s Suggestion: Include more damage ( 200 / 300 )

Ship: M.Calcite
Currently: Similar to Chloright just more unapealing
Suggestion: 1.Removal of No defense
2.Kinetic Shield Increase 15% Becoming -15%

A.Aragonite
Currently: Dies Easily
Suggestion: Increase Kinetic Shielding +35% Becoming -30%
Hiig`s & Deiloche`s Suggestion: Increase Build rate to 40k per turn ( 8 units )

Edited by Maraudian on 2007-06-13
D DreamlandReformed
ermmm stop buffing shields up >.< thats how you upgrade uc ships not gc ships,

lyth is pretty good already,

epnot-smarte have to try it out before i can say anything, but it takes too long to build i`d rather have 15 per turn instead of 10 and keep the stats the same

chlorite suggestion is good but then you should remove no retaliation aswell,

m chlor do NOT buff the shields up, bump up the hull to make it a good dummy :P

m.calcite, if you remove no defense mremove no retaltion aswell, not sure about shield mods

a. argonites are pretty good
S species382
Well Maraudian, the biggest prob i have with this mod-suggestion is, that it improves one of the best miner ships and let all the others still way to suc.cy (plus 20% in one shield does not significantly improve a ship, which on average does only 50% of the damage of comparable ships of other races).

This kind of update will NOT encourage stacking.

Instead on should let Lyth and Flysh as they are (at best) and improve the other ships, that miners actually have a chance to stack with miner ships, and not only with neutral ones.

Just as side note, my personal wishlist would be

M.Lakko: reduce range to 7, add "no retail"
M.Hal: increase hull to 15-25, scanner 0, range 5 (pr approx 24)
increase build rate M.class up to M.Chlorite by 25-50%
A.Aragonite: battleship (lower pr=4532), absorbtion shield -35%, build rate 8/turn
G.Lictor: remove completely, relpace by something like Quarz or G.Corundum
A.Kryo: ECM-40%, damage at least 18.000, scanner 5000 => pr 72482
M.Calcite: Range 9
D DrunkenMasters
Why don`t you turn on thr DM server to try these out, not just talking?

ship edit affects all gamespeed at the same time , so if we test them on DM then they will be the same on all gamespeeds during test , they are small changes that only boost A miner a small amount if any at all , these are nothing big that need to go through numerous tests etc , hence why suggested

Edited by Maraudian on 2007-06-08
S Sync0pe
lyth need range 7 to be able to counter ruby...miner got nothing but flysh...and when you run in hunli spam, you are doomed lol...
S species382
Well, the problem why miners are so suc.ky is the following:

1.) they shall be a defensive race. Therefore many people think, their ships shall do no dammage
2.) paired with the no damage however it is generally requested, that the miner ships shall not have so much hull, that they can sustain a normal attack with high-damage ships like Tyr,

So the boundary conditions for miner ships are no damage and no hull.

This course is usually justified with the "miners are a counter race" argument.

However, the argument is totally useless as long as miners have way to few ships with decent build rates to actually counter someone. The lyth has a good build rate (quite comparable to herc, well, of course without the killer shields). Then one has the Lictor, well, lets forget it. For countering the damage also counts. Unfortnuately if you build 2 Lictors you created >100k pr, but that makes only 28k dammage. For comparison, if a terran builds in one round 3Tyrs, these make 30k damage (dont let me get startet with pyth ect....). So the lictor is not realy a high-buildrate ship for countering. and then, whats next: the Flysch? 28k pr with 12k dammage potential per turn is not realy a ship for countering......
A Angst
"Aminer ships are supposed to suck." I never read that in the manual.

I like most the suggestions and `Currently:`s" Epidote is just fine, maybe nice to subtly add 10% missle shields and -5% energy. Lyth, yes is useless unless you are about to be spammed by a guardian atm.
Chlorite Great idea and the ship still won`t pwn, but it would be a comfortable change.

Chlor, this ship is C class? or M class? because it looks a LOT like a C class except for it`s range......

M.Calcite is on the brink of useless, suggestions are great

A.Aragonite. I`m very opinionated on this one too because it`s upkeep is too high for how many other ships in this game pwn it. if we`re going to keep that brutal -65% kinetic on it, then I suggest also making sure it does some closer to brutal kinetic damage such as +500 kinetic to bring it to 2000 kinetic damage.
D Deiloche
Of course they be pwned by all races... these suggestions are just to make them a bit more usable. And that was just a few seconds of thought from me because I work soon and need food. Lyth +1 range is VERY necessary... miners still need more, though, you`re right.
D DrunkenMasters
That`s funny, do you all really think that giving lyth +1 range will make miners so much stronger o.o Even if all these ideas are implemented miner will be still pwned by each race...
D Deiloche
Epidote update is nice... lyth update is nice... chlorite update is interesting, calcite update is nice... aragonite update is a BIT too heavy though. Chlor isn`t enough.

My suggestion:
Lyth:
Range +1 as suggested...
Buildrate -1

Aragonite:
Increase Kinetic Shielding +30%: Becoming -35%
Range -1
Buildrate +4

Chlor:
Damage +300 Becoming 600
Increase ECM Shield 20% Becoming +5%
T thisismine
maybe change the A.Kyro a bit, since its weapon/pr ratio isn`t too impressive to be used...

Current A.Kyro
Weapon 6,000
Energy Damage 1,500
Kinetic Damage 1,500
Missile Damage 3,000
Chemical Damage 0

Proposed A.Kyro
Weapon 16,000
Energy Damage 4,000
Kinetic Damage 4,000
Missile Damage 8,000
Chemical Damage 0
(-2,000 scanners to keep at same pr)

keeping the kyro at a range of 7 makes it about as useful as the lakko or hoko...
F FOUNDERS
a miner are easy prey so it would be nice to see them put up a bit of a better fight.
O Omegian
hmm, Lyth needs the update badly, aragonite would be interesting to see now with that c hange, not too sure about others, would experiment with those this weekend.
A Aginor
i agree to the Epidote

M lyth is terrible. though an increase in SHIELDING i think would be good. miners are defensive correct? possibly increase the shielding to +20 on the energy and missile and a +10 to kinetic and chemical making it something like a

+55 energy
-25 kinetic
+55 missile
-25 chemical -this might make it a bit more appealing and worthwhile. the nirvana and tyr have good mods, why not give the defensive race some good mods on the capitol ships too. i also dont think it would change the gameplay TOO much but would help out a bit more in the case of miners being defensive instead of the cruddy 1:1 defense it has right now. range increase is unecessary.

chlorite just increase range by 1 or increase defense mods. i like it ok as it is though.

chlor i dont really know i dont use.

calcite with no defense i think would be pretty sweet.

aragonite- i agree.
T ThePakistaniEmpire
lol i still dont agree miners should also pawn not like any other race where u make money slow but u terrorize and giving a.mienrs a little terorizing powers doesnt mean they willll goooo wicked strong they will remain where they are just harder
H Hellus
I agree with dani you play miner to be rich not to pawn. The sbs make them strong for power uws, mixed with their cash i`d say they are the best for attempting a uw. If you give the lyth one more range then that will make them even harder to take out. As far as the defence mod changes i don`t have much of a problem with them. But boo to the lyth +1 range. I know when i try a miner it won`t be for getting my wins up lol, it will be for making the world go boooooom!!!!
T ThePakistaniEmpire
And a good offence is a good defence well that dont apply to maraders so applying that to a.miners it will not only increase defence and it will increase the offensive i think and another sugestion i wanna make is make good hulls on teh destroyers if ther are defensive have them like 10k hull or 8k hull and increase ranging on the dreadnought pls like over kill one 9 because they cant defend they suck at attack they just might have only 2 good ships m.flyce and a.aagnorite make a third m.lyth
T ThePakistaniEmpire
its suppose TO DEFEND MAKING THE RACE STRONGER? LOL WTA U THINK HE ISNT he is mainly sugesting how maruders are offensive thats wat a.miner should be and it says that they are more defensive in nature i dont think so its more like cant defend problem
D DaniCalifornia
Mara, miners are suppose to have sucky ships.. what they do is just counter.. they have good sbs already... why making the race more powerful?
M MaraudianOP
well the whole A miner ships not being able to defend themselves when atacked hurts my eyes when i look at it

its apparently a defencive race ... that has ships with no defence -_-
its only a small change that will allow it to defend itself in combat , i kinda thought it was a nice idea in whole , but meh :-(
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