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IDProjectCategoryLast Update
0004777AI War 1 / ClassicSuggestion - Balance TweaksApr 2, 2013 1:15 am
ReporterTechSY730 Assigned To 
Severityminor 
Status consideringResolutionopen 
Product Version5.019 
Summary0004777: Fortress damage adjusting to a less "grindy" setup
DescriptionIn a forum thread* I talked about how fortresses seemed to be a grind due to having such a ridiculously hard counter in the form of bombers (and polycrystal stuff in general)

(Main issue ends here, one possible suggestion begins here)

As such, I propose the following,

-Reduce fortress DPS by a [b]large[/b] amount, enough so that even non-polycrystal stuff has a good chance of firing more than one shot before dieing.
-Increase the Fortress' multiplier against polycrystal. Thanks to the damage nerf, bombers will still be a good counter and will last a good chunk of time against it, but just not be a brain-dead good counter.

Something that would have to be decided is to figure out how to reduce the Fortress' DPS. This could be done by reducing the number of shots per salvo, reducing the damage per shot, or some of both.
Also, there is the issue of how high to raise their multiplier against polycrystal such that they are no longer helpless against them but still leaving bombers as a good counter.

If fortresses prove to be underwhelming with this change, maybe they can get an HP buff. See the forum thread for more ideas.

This is meant to be an alternate proposal to the reduce AI version's HP suggestion, though I still think the AI version's HP multiplier could be brought down a tad.

*http://www.arcengames.com/forums/index.php/topic,9291.0.html
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

related to 0004667 considering Reduce AI Fortress Health 

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TechSY730

Oct 10, 2011 11:56 am

reporter   ~0016365

Last edited: Oct 10, 2011 2:25 pm

One, could someone think of a better title to this?
Two, I was thinking maybe something like this can be done: Double the number of bullets per salvo, but quarter the amount of damage per bullet. This way, it still gets an effectively halfed DPS, but it can still really spread out damage.

Hearteater

Oct 10, 2011 4:23 pm

reporter   ~0016378

I think care needs to be taken here. If we lower there damage too much, they are just bigger Missile Guard Posts. Annoying, but nothing special. Right now they require special handling, and I don't know how easy it will be to find the right balance. Maybe make them unable to double-up shots, so they still crush fleet ships, but are countered by starships. I'd also make them not immune to antimatter. That would mean Bombers, Antimatter and Lights would be ideal for taking them out. It might even be worth it to bring Raid starships.

TechSY730

Oct 10, 2011 6:20 pm

reporter   ~0016380

@Hearteater
100% agree on the removing anti-matter immunity. The only issue I can see is that zenith bombards and anti-matter starships out-range AI fortresses.

However, I do NOT agree on the removing the ability for fortresses to focus fire. One thing I like about fortresses is that they can inflict a decent amount of damage to a large number of targets or a large amount of damage to one target, and anywhere inbetween. This should stay IMO.

Kittens

Oct 11, 2011 1:15 am

reporter   ~0016390

I think fortresses do what they should and just reducing their health a bit should be enough to make them less boring.

TechSY730

Oct 11, 2011 1:17 am

reporter   ~0016391

@Kittens

Then vote up the related issue, as that is basically what you just suggested

TechSY730

Jul 6, 2012 12:59 am

reporter   ~0026366

Or alternatively, reduce raw DPS only some, but give them a more interesting set of bonuses.

TechSY730

Jul 28, 2012 10:07 pm

reporter   ~0027178

Last edited: Jul 28, 2012 10:17 pm

Just to give you an idea of how ridiculous the current situation is, a cap of Mk. I bomber fleet ships can win against an AI superfortress. Yes, the Mk. I bombers will have only about 3% of their numbers left, but they will still win.

That seems like a stupidly strong counter. o_O

TechSY730

Apr 2, 2013 1:15 am

reporter   ~0031439

Last edited: Apr 2, 2013 1:16 am

Just to let you guys know, after the Superfortress buffs, a cap of Mk. I bombers can no longer take out the superfortress (human or AI). For the (possibly AI only) superfortress, neither can a cap of Mk. IIs. Only starting at a cap of Mk. IIIs can they take on an AI superfortress without backup.

Issue History

Date Modified Username Field Change
Oct 10, 2011 11:46 am TechSY730 New Issue
Oct 10, 2011 11:46 am TechSY730 Relationship added related to 0004667
Oct 10, 2011 11:48 am tigersfan Internal Weight => Feature Suggestion
Oct 10, 2011 11:48 am tigersfan Status new => considering
Oct 10, 2011 11:56 am TechSY730 Note Added: 0016365
Oct 10, 2011 2:25 pm TechSY730 Note Edited: 0016365
Oct 10, 2011 4:23 pm Hearteater Note Added: 0016378
Oct 10, 2011 6:20 pm TechSY730 Note Added: 0016380
Oct 11, 2011 1:15 am Kittens Note Added: 0016390
Oct 11, 2011 1:17 am TechSY730 Note Added: 0016391
Jul 6, 2012 12:59 am TechSY730 Note Added: 0026366
Jul 28, 2012 10:07 pm TechSY730 Note Added: 0027178
Jul 28, 2012 10:17 pm TechSY730 Note Edited: 0027178
Apr 1, 2013 1:05 pm TechSY730 Summary Fortress damage adjusting => Fortress damage adjusting to a less "grindy" setup
Apr 1, 2013 1:07 pm TechSY730 Description Updated
Apr 2, 2013 1:15 am TechSY730 Note Added: 0031439
Apr 2, 2013 1:16 am TechSY730 Note Edited: 0031439