Request [Rebalance of units]

Devs

Please test the unit balance of this game. 

I have tested  LRMs and HC and have posted my results.  I have also tested scouts, lf and flak.  Most people will be shocked by the results (some wont).  Please look at cost and fleet supply use when doing your own inhouse test.  thanks

4,536 views 8 replies
Reply #1 Top

uh... ok.. let's see those results...  And besides, there is already a yay/nay thread which is essentially a master balancing thread, but anyways...  Let's see that data...

Reply #2 Top

I say yes and no here.

You proved the enforcer is weak, but the enforcer has reintegration. Perhaps the fix here is to lower the time it takes for the Enforcer to heal itself (From 720 health over 40 sec to say 720 health over 10). It's tough to balance the enfrocer because it's the only HC with a healing ability. The devs did that intentionally. The skirmisher and enforcer are each a little weaker in the grand scheme of things because they get to heal mid battle.

I will say the skirmisher needs a buff in DPS. Why does this ship do 10 dps, as much as a cobalt? 5 ship slots vs. 7. Skirm should do 12, not 10. If no reintegraiton then 14, but since there is reintegraiton, 12.

Assailants and LRMS fight each other off well enough. The illum needs a nerf, but how drastic, I don't know. LRMS and Assailants fight differently than Illums. Illums are meant to destroy fleets and because they're tier 3 they bring a more drastic effect to rush maps , i.e. the online community, than its counterparts. Illums are the only ship I would say is designed to destroy enemy fleets, so I'd say that's where the IMBA is coming from. Oh, and instant hit. Have I mentioned the instant hit? Oh, and the incredibably high health that makes them tougher than HC's in the grand scheme. Have I mentioned that too? Hopefully a fix is a'comin.

Reply #4 Top

Let's not go in circles. I can remember days when none would use Illuminators.  It was just silly concept.  You had very few options as Advent back in the day.

Illuminator is an interesting animal. It is one ship that really shows skill curve when used. If a newbie uses it, it will seem very much harmless, because theyw ont move it in to make use of side banks to tear enemy fleets apart from within.  While if a good player uses them, they are devistating and take out the enemy LRF fleets with ease.

Reply #5 Top

whats to say i cant bring in a skirantra and some regen bays and heal my enforcers this way? EVERY HC has the ability to heal whether it be DIRECTLY on it or not. your argument is irrelevant.

Reply #6 Top

Except that the Enforcer is the only one that can heal itself. Not always can a Kodiak or Crusader waltz to a repair bay or healing unit. The Enforcer can just stop battling for a little and restore itself, which can be an enormous advantage.

Reply #7 Top

Quoting Swordsalmon, reply 6
Except that the Enforcer is the only one that can heal itself. Not always can a Kodiak or Crusader waltz to a repair bay or healing unit. The Enforcer can just stop battling for a little and restore itself, which can be an enormous advantage.
End of Swordsalmon's quote
BS. Sorry, the reintegration is a lol of an ability. It only works in tiny fights, with pirates maybe. In any decent battle, reintegration will do as much as trading 3 seconds of extra life expectancy for 10 seconds of weapon shutdown.

I mean, seriously. How much does that repair? 18hp/sec? 22 on second level? What is that in a battle of, say 20+ ships focus-firing that enforcer? He has 150+dps incoming, how's mitigating <15% of that (whilst not shooting) gonna save the battle for you?

I am afraid you're better off with upgrading armor or building two more enforcers, ignoring this ability completely.
Obviously, putting it on autouse will cause it to trigger only when the enforcer is just about to go puff.

Reply #8 Top

Afraid I disagree N3rull.

Reintegration, isn't much use in a focus firing battle, as you stated, but its far from useless. 1st there are very few battles where every ship that dies falls prey to focus firing (especially against advent illuminators) Reintegration finds usefulness there. Let's also not forget its usefulness after battles, when any enforcer left standing can quickly regain a good majority of their health. Also useful when taking Phase Jump Damage from enemy starbases, allowing enforcers to quickly recover hp they've lost. And against Starbases themselves, longer the ship stays alive, more damage you can deal to the starbase. Truth is reintegration is really useful in any situation where the enforcers are not being focus fired upon individually, and you can stack abilities on top of that. Repair platforms, overseers, repair cloud and reintegration make for a crap load of damage absorbtion. That's more healing power than Advent and rivals TEC.

All in all there are much more useless abilities that need some fixing. Scramble bombers anyone?