Pirate Balance: Patch 2c
This is kind of directed at Yarlen but what was the intent of the pirate change. I made my own thread about it because it just seems silly that no matter what pirates seem to always be a problem.
- Pirate Reaper damage per bank decreased from 10 to 9.5.
- Pirate Rogue damage decreased from 57 to 40.
- Pirate Planet is now protected by Hangar Defense and Repair Bays.
Pirate Base defense was increased which was good(While you are at it you should seriously consider giving them unique designs as well;P
The problem with pirates as we know it is its to hard for newer players and to easy for experienced players. Buffing and Nerfing damage will not change this fact it will only make it go one way or the other. Giving the pirates utility while keeping them in low manageable numbers however can make them problematic for a higher level player. But manageable and not a slaughter on a lower level player. The Pirate Cutthroat is the best example of this as it is essentially the Pirate Offensive Support Cruiser. it embargos a planet, and steals credits from a player via ships.
All im saying is giving some simple abilities to the pirate ships will definitely change the way that pirates work in this game. For example, giving the Corsair a taunt. Will shift focus away from the Cutthroats to allow them to continue to embargo your planet. Maybe giving the Rogue an ability to drain the antimatter of a capital ship. While not problematic and overwhelming to a lower level player. The higher level player will feel this change much more, but it wont be to overbearing.
tl;dr: Im just wondering why you keep messing with pirates. Adjusting their damage values does not work. Its a utility problem, not a damage/mass.