Proposed balance changes (I have facts)

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Proposed balance changes (I have facts)

Postby Supreme321 » 21 Jan 2013, 09:09

Seraphim T2 Fighter/Bomber (Notha)
Air crash damage: 25 --> 200
Reason: Weird that nobody caught this ever, but all other t2 bombers have a crash damage of 200 and this bomber has a crash damage of 25 which should be increase to 200.

Aeon t3 Torp Bomber (solace)
Mass: 1650 --> 1200
energy: 55000--> 60000
Build Time: 6600-->5600
engage distance: 50-->75
Reasons: After much cost benefit analysis I have found that the only things the t3 torp bomber is good for are:
1. commander snipping (in water)
2. fast(er) attack speed then other torpedo bombers
Other than this t2 torp bombers are much more efficient to to build and kill a target for total damage to mass output and this more or so makes t2 torps much more effective then t3 torps when it comes to killing navy.

Final Note: Any Feed back would be appreciated with this idea and I also am not a moder so I cannot create the code in order to make an in game trial mod. So if somebody really likes these changes and wants to quickly make a mod for them please go ahead and post below.
Ze_PilOt wrote:Once it's done, I will give a little preview thingy so you can test and break it :)
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Re: Proposed balance changes (I have facts)

Postby ColonelSheppard » 21 Jan 2013, 09:13

Supreme321 wrote:Seraphim T2 Fighter/Bomber (Notha)
Air crash damage: 25 --> 200
Reason: Weird that nobody caught this ever, but all other t2 bombers have a crash damage of 200 and this bomber has a crash damage of 25 which should be increase to 200.

ok thats smells like a bug/fail, guess could be changed as a "bugfix"

other thing is balance change, in order to change this you have to wait for the next season, undepending from your "facts" (many people have them)
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Re: Proposed balance changes (I have facts)

Postby Supreme321 » 21 Jan 2013, 09:15

When is the next season? Also I was too lazy to post all most cost benefit analysis.
Ze_PilOt wrote:Once it's done, I will give a little preview thingy so you can test and break it :)
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Re: Proposed balance changes (I have facts)

Postby ColonelSheppard » 21 Jan 2013, 09:16

somewhen in March i guess dunno exactly
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Re: Proposed balance changes (I have facts)

Postby Supreme321 » 21 Jan 2013, 09:18

the t3 torps will continue to be made of paper until then I guess.
Ze_PilOt wrote:Once it's done, I will give a little preview thingy so you can test and break it :)
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Re: Proposed balance changes (I have facts)

Postby ColonelSheppard » 21 Jan 2013, 09:24

Supreme321 wrote:the t3 torps will continue to be made of paper until then I guess.


just like a few other units, only a few people contributed to the blance suggestions, i hope there will be more this time

Billly
Chorno Damper
Absolver
there a some units/upgrades that have a certain degree of pointless-ness
(but i dont want to start a discussion about them now)
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Re: Proposed balance changes (I have facts)

Postby Batmansrueckkehr » 21 Jan 2013, 10:49

i think t3 torp bomber is good as it is. the most important thing they have is the speed and the less micro u need to coordinate them. they can kill a cruiser in 1 run which is awesome, but to stay alive after the kill is the more important thing. t2 torps will get shoot down - at least some of them, but with the t3 u still have a killing maschine u can rely on. additionaly t1 fighters can't catch them so easily as they catch t2 torps.

so they have enough advantages which justifies the costs. so the balance is fine there, imo.

please note that t1 bombers are much more efficient as t3 bomber (with ur arguments) - but noone things of decreasing their costs (because of speed, no decreasing of dmg like t1 when a few get shot down etc.)
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Re: Proposed balance changes (I have facts)

Postby Supreme321 » 21 Jan 2013, 18:41

Yes, but when I was comparing bomber rations from one teach to the next I was looking at ratios between them. I found that the t2 torp to t3 torp to be so absurd that it is much better to just build the t2 one. even if it takes a few t2 torps to kill a cruisor the mass to damage ratio is so high that it is innefective to even use t3. For t1 bombers to stats it is better to use t1 bombers for killing, but strats are faster and can kill their target in 1 run. The problem with this though is that like you said it's not practical to spam a ton of t1 bombers because they would all be shot down. Torps though you would have to shoot down 11 to equal 1 t3 torp bomber. it takes only 5 for regular t2 bombers compared to t3 bomber. So it's much, much, much more efficient to spam t2 torps at this point even though t3 can one hit kill.
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Re: Proposed balance changes (I have facts)

Postby rootbeer23 » 21 Jan 2013, 18:57

the aeon t2 "torpedo" bomber fires depth charges that are immune to torpedo defenses.
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Re: Proposed balance changes (I have facts)

Postby Batmansrueckkehr » 21 Jan 2013, 19:02

i dont know where u take those numbers? well, maybe i am wrong but the t3 torp costs about 1650 mass and the t2 torp about 240mass - so u get 6 t2 torps for 1 t3. And those t2 do in 1 run 4500 dmg and the one t3 4000 dmg in 1 run. and u build faster 5 t3 torps than 30 t2.
so if i have a t3 air fac and would have to kill navy i would always go with t3 torps - faster build, faster at the target, immune to t1 air and more hp. sure they cost more, but u get something real good for the costs.


i just checked the db - it says t3 torps shoots 4 torps with 500 dmg, but i remember 8 torps with 500. need to check this ingame.. hm.. when it just does 2000 dmg per run, i fully agree with u.
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