Renegade 2020-06-12 | | Ship Changes | | Just the start of ship changes, a small update aimed at knocking down some of the ships are that insanely better than every other ship and improving a few lesser used ships.
These are not live yet - Should go live about 8PM 6/12 Server Time.
Tourmaline Hull dropped to 5,000 from 15,000. Energy Shield increased from -50% to -10%. Kinetic Shield dropped from +40% to +30%. Missile Shield increased from -50% to -20%. Chemical Shield increased from +40% to +55%.
K. Hun-Xe revamped to serve an actual purpose - PR: 8,749 Range: 8 Weapons: Energy 0 Kinetic 0 Missile 3500 Chemical 2000 Hull: 9000 Shields: Energy -10% Kinetic -10% Missile -20% Chemical +60% No Retal No Defense
K Hun Li - Changed to improve usefulness without ridiculous 99% shields. PR: 87,273 Range: 6 Weapons: Energy 0 Kinetic 12000 Missile 0 Chemical 24000 Hull: 95000 Shields: Energy +80% Kinetic +80% Missile 0 Chemical +40%
H. Corsair Chemical Weapon dropped from 50 to 40. Hull improved from 135 to 165. Shields: Energy -15% Kinetic -15% Missile 0 Chemical 45% No Retal
H. Brigantine Missile Damage dropped from 100 to 60. Chemical Damage dropped from 200 to 120. Hull increased from 300 to 340. Shields: Energy 10% Kinetic -10% Missile +40% Chemical -25% No Defense removed
R. Snow Energy Damage dropped to 1500. Missile Damage dropped to 2000. Hull increased to 8000. Kinetic Shield increased to +50%. Missile Shield increased to +25%. Chemical Shield decreased to -20%.
Hercules Also aimed at decreasing insane shield mods Kinetic Weapon improved to 14000. Missile weapon decreased to 7000. Hull increased to 50000. Shields: Energy: 0 Kinetic +75% Missile +65% Chemical -30%
Garuda Energy Damage increased to 600. Hull decreased to 925. Shields: Energy -10% Kinetic +30% Missile -10% Chemical -10% No Retal No Defense
Edited by Renegade on 2020-06-12 |
|
Sibiriangun 99+ day(s) ago | I dont think guards have been killed off by this ship update (yet... lets see the rest of it) but saying a guard empire can compare with a miner empire because of the lower upkeep simply isnt right. Unless food is above something like 25 (my rough estimate) a tax miner would break even at a higher PR with fleet than a guard. And guards have a lower col space, which is probably why its considered a hard race to play.
I just hope ppl dont get too caught up in nerfint guards for the wrong reasons. I think everyone should try to handle DaRkSt 600 planet guard empire with something like 12mil base PR. Ive seen empires with more planets of any race, but I bet they will be easier to handle than as a guard.
So before you just nerf guard build rates too much - like the new Xe for instance - I hope you consider which type of empires you want to be playable. Guards need high build rate due to the limited col space to be able to play as a hoarder due to the high base PR since tax is the only income path. Yes there are some massively gordoed empires around who benefit of the build rate without having to worry about borders, but those empires have taken decades to build. You can make a mineral miner with the same income to upkeep in a day probably.
Im all for rebalancing and everyone could see that tourm for instance was hugely OP, but I just hope it just doesnt end up in guards being a playable race only for explorable empires. On TB there seems to be much less guard empires than on RT... I wonder why... |
PistolPete 99+ day(s) ago | Hun.Xe looks like a super useful ship, judged on th stats. Its one of few ships with range 8, no retal and chemical dmg. But I think the build rate 8k per turn looks a little low. I think it should be doubled. |
CaptainJackSparrow 99+ day(s) ago | Eh, HunXe looks decent but 8 range isn`t that fantastic, still gets wrecked by any 9 range ship with decent weapons that aren`t chem. Still, it does give guards more long range options. I think we`ll only know for sure what`s good or not after ppl have played around with the new ships enough. At least tourm spams are manageable now haha. |
EnderWiggin 99+ day(s) ago | netron as someone who has as established empires as both Guard and A. Miner, I would take guard ships over Miner any day of the week still. Income is not a valid argument, it is pretty much irrelevant for any established empire, and is already factored in with upkeeps. In fact, at high PR`s races with lower upkeeps and incomes have a significant advantage, because they don`t need to rely on market to climb. |
AceofSpades 99+ day(s) ago | Neutronline3... You completely disregarded the fact that hun-xe now has 8 range, and with no retal and chem damage, it`s potentially one of the best flankers that guards have access to now; before this hun-xe had little use besides being an energy/kinetic soak.
And honestly you can`t say miners are rich therefore they can have weak ships... The game revolves around ships. The ships themselves have to be balanced, regardless of other race attributes. One thing that mitigates the income is that miner ships have very high upkeep compared to guard, for instance.
I`ll be very frank, the fact that you`d think these changes have made guards to have "lousy ships" and become "free targets" suggests your understanding of ships and overall game mechanics is still rather shallow. |
neutronline3 99+ day(s) ago | Because each race has an advantage, miners for money, guardians for ships etc, if one is nerfed somehow it should be rebalanced in another way for example increase weapons damage. I am in favor of rebalancing but not making them free food. |
neutronline3 99+ day(s) ago | I take K Hun Xe for example, PR 8749, weapon 5500, Hull 9000, it has 3 negative modifiers to shields with only ionized hull +60%.... now all the guardians can quit... they have limited 10 colonies, lousy ships, and now become free targerts |
Sibiriangun 99+ day(s) ago | Very interesting! This calls for less Tourm spamming since it can now only be used as a flanker. The 5k hull is maybe a little low considering its range but okay. I look forward to test the new K class ships.
Did lyth really need a buff? |
CaptainJackSparrow 99+ day(s) ago | Also, (hull+attack)/pr ratio is not an accurate depiction of ship strength, and can be quite misleading.
For example:
A ship with 0.5/pr weapon and 2/pr hull would seem more useful than a ship with 1/pr weapon and 1/pr hull (2.5 Vs 2 hull+attack/pr ratio), but the truth is that assuming range and shields and weapon types remain constant, both ships are on par should they go head to head, with each attack wave taking out half the opposing fleet.
Additionally, the value of high range depends on the attack/pr value, and the penalty of having low range decreases with how tanky the ship generally is.
TL;Dr using (weapon+hull)/pr to gauge the usefulness of a ship is very inaccurate as there are many other factors to consider |
CaptainJackSparrow 99+ day(s) ago | The attack/hull ratio isn`t that simple to calculate, even without 99% shields, 80% is still increasing the hull by a factor of 5; meaning hun li still wrecks any energy or kinetic based ships, just that they`re no longer unfairly invincible.
I think this is definitely a step in the right direction for balancing out ships, and I`m very excited to see what the rest of the changes bring. |
neutronline3 99+ day(s) ago | I am not a guardian but without the 99% shields the (Hull+Attack)/PR ratio near 1.7 will really make guardian ships very bad |
EnderWiggin 99+ day(s) ago | I can`t say how happy this makes me. 99% shields and tourmaline were the most anti-fun thing on the planet. Thank you. |
DrKsTGuardian 99+ day(s) ago | #gutted congrats |
xHalt 99+ day(s) ago | Rest in peace my precious Tourmaline, we had a great run... |
Renegade Game-Admin 99+ day(s) ago | And before everyone flames me in shock - nothing is permanent and we will keeping an eye on every change, and will tweak as necessary.
More ship changes are coming in small waves like this as we adjust ships that are way too strong, and try to make some lesser-used ships more useful similar to the Hal adjustments here. |
Renegade Game-Admin 99+ day(s) ago | V. Cronus No Defense added.
A. Aragonite Hull increased to 6100. Shields: Energy -15% Kinetic -15% Missile +25% Chemical +35%
G. Livid(r) Range: 4 Kinetic Weapon increased to 7500. Hull decreased to 15000. Shields: Energy +50% Kinetic -20% Missile -30% Chemical +80%
G. Lictor Energy Damage decreased to 12000. Kinetic Damage increased to 22000. Shields: Energy +80% Kinetic +55% Missile 0 Chemical -30%
M. Hal Energy Damage decreased to 15. Hull increased to 30. Shields: Energy -20% Kinetic +20% Missile -20% Chemical +40% No Retal added.
M. Lyth Hull increased to 45000. Chemical shield increased from -35% to -25%.
Edited by Renegade on 2020-06-12 |