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Updates and Changes

Started by BrokenSwordS · 08/09/2009 · 02:35 AM · 485 replies · 22 reads
BrokenSwordSOP
Over the next few hours the following changes will take place.


  • Lyth
    Upkeep will be restored to 52,052 from 41,154

  • Lakko will be tweaked:-

    M.Lakko
    Energy Damage 11,500 => 7,700
    Missile Damage 24,000 => 16,000
    Hull 55,000 => 36,500
    Range 3
    Scanner rating 623 => 416
    Power rating 36,666 => 24,444
    1 turn produces 1 => 2
    Ship upkeep 32,999 => 20,666


    Ship Specials
    No retaliation
    Ships attacked by this ship cannot return fire.

    Energy Shield +40%
    Absorption Shield -60%
    ECM +40%
    Ionized Hull -95%

  • G.Sapphire
    Buildrate will be changed from 1 => 2

  • G & D class

    Marauders D class & Miners G class will be put back into there own shiplists (I.E Miner`s G class is currently under guardian to prevent capture.. While Marauders D class is under Dark Marauder to prevent capture


I have found a possible fix that in my testing appears to work well to disable capture within captureable shiplists..

Long story short this Should change nothing other then providing proper listing for these ships..

However if you do happen to capture any D/G class you are to inform Me personally via PM immediately with details as for How it happened if you are able to..

And if you are a viral and happen to capture/reverse any G/D class ships your entire shiplist will be ERASED



Edited by BadWolf on 2011-01-07
K keltikelti
srry have to say something about this description for the terran starbase.. if they arn`t going to have missiles is it possible to change the description

SHIPS - Chimaera

The Terran Starbase is a heavy weapons platform used as a defensive structure to ward off hostile intruders. Three times the size of the average spaceport, it is massive in size and has many weapons of all types. Ranging from Ionic pulse guns to Plasma Cannons, to the standard seeker missiles. Designed for Defense, Starbases focuses on the state of art hull design and shield technology. This allows more energy to be diverted to the shield system thus making it generally quite hard if not impossible to bring down one of this starbases. Nothing has thicker shields than Starbases, entire fleets have been destroyed attacking a Starbase.

Name Chimaera
Class Starbase
Weapon 10,000
Energy Damage 4,000
Kinetic Damage 6,000
>>> Missile Damage 0
Chemical Damage 0

don`t see any missiles on it
S Squaks
yea i`d agree with pp on that one, to not really nerf the ship at all but adjust its pr to around 30-40k per turn to make it more reasonable for tb
B Blazed
Can we updat the admins please..
N nedflanders
dunno if changing the range from 3>5 accomplishes much, really...the ships that are good against flourite will still be good regardless of that change...(cept pinnace for collectives I guess, but then again col vs guard match ups are rigged already anyways, so it doesn`t matter much)

I think decreasing the buildrate to something like 40k-50k is probably the best idea...and keep hull/PR ratio the way it is, or increase missle shielding a little.

Combination of these ideas should change flourite from a spam ship into a more stack friendly ship, imo. and for the love of god please don`t touch upkeep...let`s try to focus on increasing incentive to stack, not force people to not spam, since there are always going to be other guard ships that work well incredibly well as spam ships and once we touch one, we`ll need to touch all the ships.
P PistolPete
That is exactly the point ArchAng3l. The buildrate makes the ship too good at turnbased. Buildrate is much more valuable at TB, compared to RT, so it makes sense to nerf the Buildrate instead of the quality/PR of the ship. 30k per turn is not much, but 40-50k per turn, and then undo the current nerf of the ship, and raise the range to 5, will solve the problem completely is my guess.
A Ang3l0fDeath2
ArchAng3l

known fact players, not newbies sit at low power with 1 ship hard to beat at low power just for wins. Guards are well known for that.
S Sibiriangun
I think thats is a very good suggestion Arch! Remake fluorite to a 40-50k pr turn, and keep the hull/pr, damage/pr ratio as it is now. Maybe range should be increased a bit then.
A ArchAng3l
jus a note, guard are meant to be at higher power. i don think it`s fun to be guard to jus build 1or2 florite at low pr and waiting to win all battle.. guard have higher base pr too.. i think the problem in turnbase is that the buildrate of florite is too fast for them to build a decent stack to reach them and kill them. florite have the turns efficiency advantage in turnbase.

as bandits have mentions, florite is entirely balance at higher pr...

so instead to aiming at the hull, why don aim at the buildrate? make florite a ship with around 30k pr. build at 1ship per turns. then reduce the hull weapon according to the pr... this is to reduce the spam of florite and let turn-based player with limited turns to kill those florite..
R raven
I agree with HB and PP , i been playing around with the battle calc , i would say drop the hull a decent amount because nearly impossible to break one of these at low pr with 1 or 2 of them , higher pr is not really any issue for the ship tho
P PistolPete
hmm. This ship is not a problem at RT, as everyone has enough turns to adjust all the time to what they shoot at. But how on earth are we supposed to shoot at all this hull on turnbased servers? :/ I doubt that this 7% nerf is enough to make this ship fit into TB. It is not a big problem at the server we pay at, mainly because the empires that spammed this ship stopped playing. But I do believe the problem is still there.
BadWolfOP
big thanks to stephen for unsticking the thread anyway i have a suggestion i have 3 suggested changes for fluorite i will leave up for discussion... please note these are only suggestions for possible changes not things that will be done for sure..

G.Fluorite
E: 30,000
Hull: 160,000 > 150,000
R: 3
Scanner: 1,500 > 2,001
Upkeep: 7,500 > 9,000
PR: 69,768
BR: 1
ES: 30
KS: -50
MS: 20
CS: -10

Edited by BadWolf on 2010-01-17
S Stephen
i`ve unsticky this because this post is kinda old
F Feanor
Hey, of all those hits, at least I killed some Flourite! 3 of 5!


*pats self on back
B Bandits
Drunken, i`m not biased at all.
When fluorite was first updated, i also agreed it was totaly overpowered
but now i just think that its pretty much balanced ,
as it can be killed at even pr on a normal attack stance :)
J Joker
Looks at the BattleSim

I guess for its built rate the fluorite is rather more powerful then it should be,But
maybe its Energy shields should revert back to 99% and the rest negative modifiers instead
of decreasing its hull, Always thought of guardians having high hull ships, by decreasing their
hull i feel it will loose that characterisitic ?

I feel its the positive 20% missile shields thats probable making it harder to kill it


Built Rate > ~70K/turn

Fluorite
Hull/pr 2.2933
Weapon/pr 0.43
E30
K-50
M20
C-10

Hun Xe
Hull/pr 1.1217
weapon/pr 0.39
E99
K99
M25
C50

Quartz
Hull/pr 2.2180
Weapon/pr 0.39
E99
K-10
M-20
C-20

Built Rate < ~60K/turn

Lyth
Hull/pr 1.1651
Weapn/pr 0.5
E45
K-25
M45
C-35
P PistolPete
6 more fails in a row. Hmm. i gotta stop spamming these flourite, as I also want to loose my borders, so i can explore som new. lol

3:00 PM 07/01/10
xxx attacked you. Attack has failed !

Name Units Casualties Remaining
xxx`s fleet
Nirvana Dreadnought 5 5 0
T.Empereur Battleship 9 9 0
T.Fenrir Cruiser 31 0 31
Hercules Juggernaught 1 0 1
F.Spear Cruiser 29 29 0
Strafez King 46 0 46
T.Garuda Destroyer 41 41 0
Tyr Dreadnought 3 0 3

PistolPete`s fleet
G.Fluorite Cruiser 5 3 2

1:29 PM 07/01/10
xxx attacked you. Attack has failed !

Name Units Casualties Remaining
xxx`s fleet
T.Garuda Destroyer 80 80 0
Strafez Queen 80 0 80
C.Cancer Cruiser 27 10 17
Hercules Juggernaught 1 0 1
P.Thor Destroyer 16 0 16
F.Sword Destroyer 20 0 20

PistolPete`s fleet
G.Fluorite Cruiser 5 0 5

1:27 PM 07/01/10
xxx attacked you. Attack has failed !

Name Units Casualties Remaining
xxx`s fleet
Hercules Juggernaught 4 3 1
C.Cancer Cruiser 32 5 27
F.Sword Destroyer 20 20 0

PistolPete`s fleet
G.Fluorite Cruiser 5 0 5
Light Corvette Corvette 1 1 0
P PistolPete
1:26 PM 07/01/10
xxx attacked you. Attack has failed !


Name Units Casualties Remaining
xxx`s fleet
Hercules Juggernaught 7 3 4
F.Sword Destroyer 20 0 20

PistolPete`s fleet
G.Fluorite Cruiser 5 0 5
Strafez Queen 1 1 0
Small Strafez Fodder 1 1 0
C.Aries Corvette 1 1 0
Light Corvette Corvette 1 0 1
Light fighter-drone Fighter 1 1 0

1:25 PM 07/01/10
xxx attacked you. Attack has failed !

Name Units Casualties Remaining
xxx`s fleet
Hercules Juggernaught 10 3 7

PistolPete`s fleet
G.Fluorite Cruiser 6 1 5
Strafez Queen 1 0 1
Small Strafez Fodder 1 0 1
C.Aries Corvette 1 0 1
Light Corvette Corvette 1 0 1
Light fighter-drone Fighter 1 0 1

2:33 AM 07/01/10
xxx attacked you. Attack has failed !

Name Units Casualties Remaining
xxx`s fleet
D.Bullhead Cruiser 50 50 0
D.Angel Battleship 10 10 0
Sting Cruiser 128 0 128
Tiger Destroyer 96 0 96
Strafez King 105 0 105
Pike Destroyer 50 0 50
D.Thresher Battleship 2 0 2
Barracuda Destroyer 1 0 1
Shark Cruiser 1 1 0

PistolPete`s fleet
G.Fluorite Cruiser 12 6 6
S.Opal Scout 60 60 0
Strafez Queen 1 1 0
Strafez King 1 1 0
Large Strafez Runner 1 1 0
C.Gemini Frigate 1 1 0
Large Strafez Fodder 1 1 0
F.Axe Frigate 1 1 0
Light Frigate Frigate 1 1 0
Small Strafez Runner 1 1 0
P PistolPete
Miner update discussions.

http://gc.gamestotal.com/hef.cfm?&8460&f=hef_detail&hi=8371&ch=100
Page 17 of 25

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