Star Trek Armada II: Fleet Operations

Fleet Operations => Feature Request => Topic started by: Acidpunk on September 20, 2006, 02:58:20 AM



Title: Balance Changes
Post by: Acidpunk on September 20, 2006, 02:58:20 AM
So far what ive noticed

Vupta class - Useless ( this thing costs 3x as much as bop takes forever to build and to top it off the pulse just doesnt fire fast enough to fight small ships )

Luspet - Great ship but sometimes wonder worth even getting due to teh extreme cost its the same as a warbird and not nearly as good

Sabre - this is ridiculous this thing needs some kinda improvement it cannot take on bops at any point leaving feds defenceless till mid game

Sang - cost is extreme and takes forever to build never worth getting at the price of 2 and a half bops

canveral - The passive scan doesnt work it uses active which is kinda harsh and the ship cannot take a beating what so ever or deal any damage

Norox - That ship would be very good at fighting small stuff except for a few things it A, costs more than a Warbird B, fires the pulses too slow and C , has less defence than a warbird under mirjual

I suppose the worst thing about right now is that the only 3 races have an advantage right now Klingon , Romulan and Dom the feds dont stand a chance at the destroyer level and that kinda ruins the game dont get me wrong i love bops and i love to play as klingons but its just not any fun :S

As for the things about its about improving balancing of fleets like the

Qaw duj- right now is the worst support ship it has the best special but its in effective as the ship dies too fast and cant dish out any damage

Remore - 600 Tri is too much if ur going to spend alot on research and Chassis 1 2 3 you just cant justify the cost next to an excellsior or defiant or akira for that matter :S

B5 - this ship is meant to be a battlecruiser or battleship it cant take any punishment at all they die way too fast like really really fast......

Btw these are all observations from Games played online

Generix support - Big glitch with plasma bolt :(

Generix dreadnought - defies the point of building it anymore it just dies ...

Cahaler? - THat thing costs too much is ridiculously Slow ! and cant fight effective vs smaller cruisers it shouldnt even be called a warbrird with how it is :(

Monsoon - the build time is too high to fight an early klingon bop or kvort rush

V13 - I dont even need to mention the problems there

Defiant - overpowered but considering the federation fleet at this point it has to be left alone ( cube will like that ) its just too damn powerful but if u cant really use anything else at this point it does make sense

I think to improve the game right now the feds need a Good destroyer available early as they simply cannot fight the other races early on and what this leads to is just large fleets of destroyers we want to be pushed to upgrade to vorchas, akiras,b5, Generix and so on rather than just fight at destroyers

Proof of this its been 2 weeks since i built a warbird online or even a negvar i dont even remember when i did that last **** Cube hasnt built defiants in weeks and i used to remember seeing them everywhere

any oppinions?


Title: Balance Changes
Post by: Acidpunk on September 20, 2006, 08:00:48 AM
I also forgot one ship the defender

It lost to an even ammount of defiants with ease ...


Title: Balance Changes
Post by: Smoerebroed on September 20, 2006, 08:09:13 AM
your forget the Plasma Coil "glitch" of the Norway class
oh and don't forget that Duras Artillery ship -> USELESS; not enough damage and firerate is to slow!


Title: Balance Changes
Post by: Acidpunk on September 20, 2006, 08:13:45 AM
with the duras arty its fire rate isnt the problem its the accuracy its useless they cant hit a thing and do no damage


Title: Balance Changes
Post by: hypercube on September 20, 2006, 09:37:18 AM
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Vupta class - Useless ( this thing costs 3x as much as bop takes forever to build and to top it off the pulse just doesnt fire fast enough to fight small ships )
yeah, since the torpedo can actually hit it it has become useless and it is better to build vorchas

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Sabre - this is ridiculous this thing needs some kinda improvement it cannot take on bops at any point leaving feds defenceless till mid game
This is true, but they do have long range, that is useless though when you have your base attacked, since no man in his right mind will even go for them.

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canveral - The passive scan doesnt work it uses active which is kinda harsh and the ship cannot take a beating what so ever or deal any damage
Well, i never built them and i play with the feds 99% of the time and the sensor blackout is broken.

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Norox - That ship would be very good at fighting small stuff except for a few things it A, costs more than a Warbird B, fires the pulses too slow and C , has less defence than a warbird under mirjual
Norexian? yeah i think you meant norexian, well according to our test it performed beutifully againt defiants, akiras, vorchas and other medium ships.

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I suppose the worst thing about right now is that the only 3 races have an advantage right now Klingon , Romulan and Dom the feds dont stand a chance at the destroyer level and that kinda ruins the game dont get me wrong i love bops and i love to play as klingons but its just not any fun :S
Yeah, i really do stand no chance, since the monsoon is beaten by a bop and the saber is molested by it(not to mention shreiks)

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Remore - 600 Tri is too much if ur going to spend alot on research and Chassis 1 2 3 you just cant justify the cost next to an excellsior or defiant or akira for that matter :S
I never bult them either, the cost is just too much for the stuff it has to offer.

G
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enerix dreadnought - defies the point of building it anymore it just dies ...
yeah i propose a power boost and a bonus vs battleships along with an increased cost to the research.

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Cahaler? - THat thing costs too much is ridiculously Slow ! and cant fight effective vs smaller cruisers it shouldnt even be called a warbrird with how it is sad.gif
I dissagree on that one, it's an excelsior type ship, and it's quite effective againt stations, not every ship can be used for everything.
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Monsoon - the build time is too high to fight an early klingon bop or kvort rush
yes it is, but don't make it stronger, make others weaker.

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Defiant - overpowered but considering the federation fleet at this point it has to be left alone ( cube will like that ) its just too damn powerful but if u cant really use anything else at this point it does make sense
i do like that, but if monsoons, norways couldn't stop my foe at this time, they really cannot make much of a difference.
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I think to improve the game right now the feds need a Good destroyer available early as they simply cannot fight the other races early on and what this leads to is just large fleets of destroyers we want to be pushed to upgrade to vorchas, akiras,b5, Generix and so on rather than just fight at destroyers
yes we do!

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Proof of this its been 2 weeks since i built a warbird online or even a negvar i dont even remember when i did that last **** Cube hasnt built defiants in weeks and i used to remember seeing them everywhere
Actually, they just cannot be built fastly enough, we tried, believe me, i concentrated on defiants while baron covered me with bugs, but even with 2 aditional minings, 2 yards and building constantly, by the time i finished a group, it didn't matter anymore, i attacked witha  group of defiants and a group of monsoons and destroyed about 4 groups of rhienns and some klingon k'tingas, bops, k'vorts.....but i lost all but 10 defiants, not even reclaiming my moons, i was invaded soon after.

Suggestions?
MAKE THE STARBASE 10X STRONGER

 


Title: Balance Changes
Post by: Jan on September 20, 2006, 12:28:23 PM
I once set up a suggestion on the german board to set a general unit limit for each ship class or better an increasing cost value for each ship class ( the more ships of one class the more expensive they get). Unfortunaltely there is no way to do so. As DOCa said you have to go around this problem by using e.g. a credit system. Every modder do no possibilities the best.

Devs are aware of the problem you mentioned. But give Optec the chance to do it the best way for the real V3.

I also agree on a much stronger starbase. Give us the ability to upgrade starbases aswell with an additional torpedo launcher or a second, third phaser bank. But concentrate defence value so that this become stronger.

@Devs:

It's a shame that a sovereign gets raped by fleet of 10 bugs. I would increase defence value for battleship drastically.

I generally think that you are too reservedly with stuff like strength of special weapons and battle ships beeing real battleships that I have to fear of! With two fleets of bugs or bops there is no balance in the game anymore because big ships cant withstand against the half of them.

 


Title: Balance Changes
Post by: -=B!G=-The Black Baron on September 20, 2006, 12:57:12 PM
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It's a shame that a sovereign gets raped by fleet of 10 bugs. I would increase defence value for battleship drastically.

I generally think that you are too reservedly with stuff like strength of special weapons and battle ships beeing real battleships that I have to fear of! With two fleets of bugs or bops there is no balance in the game anymore because big ships cant withstand against the half of them.


Forget about 10 bugs, 4 would be more than enough imo :S
We tested yesterday 8 bugs vs 4vupta, vupta won. But only 1 survived...




Adil:

I totally agree with you on the B5, its defence is shameful. Though its not very expensive either. Its just, when u see a ship roughly the size of a battleship u expect it to take more beating than that. For comparison Sang has like 20 defence and is the size of a bop -.-

I agree on most of your points anyway lol. I only disagree with the one about Sang, that is a great little ship and its offence and defence values are quite high for a ship its size


Title: Balance Changes
Post by: Acidpunk on September 20, 2006, 04:28:24 PM
well the Sang is a great ship BUT

Do you ever get to build it with Mp as it stands .....


Title: Balance Changes
Post by: kyrios84 on September 23, 2006, 11:39:32 AM
I really think you should make the starbases MUCH more powerful so it would take an entire fleet (16 ships) to destroy it - the starbases are horribly undergunned and undershielded!!!


Title: Balance Changes
Post by: Skitzeh on September 23, 2006, 11:43:49 AM
not just an entire fleet, an entire fleet of something other than destroyers, plz! and again the cost UPPPP, to stop spamming :P


Title: Balance Changes
Post by: Smoerebroed on September 25, 2006, 10:09:16 AM
Quote
well the Sang is a great ship BUT

Do you ever get to build it with Mp as it stands .....
erm i did; it's good for raiding res camps and bases, but you need stuff to back it up and against puls-weapon ships it's a waste


Title: Balance Changes
Post by: Cpt Ryan on October 01, 2006, 05:32:40 PM
i know im a bit late in saying this but, if the starbases are to be beefed up. (with multitarget weapons 5 or 6 targets at one time) the fed starbase has pulsephasers, so early on anything friendly near the starbase should be pretty much protected.

Also, in regards to defence platforms: keep the current shield & hull points, but make them capable of engauging 2 or 3 targets at one time.


Title: Balance Changes
Post by: Skitzeh on October 01, 2006, 05:41:39 PM
mmmm, id say keep them good for firing at one ship, but imo turrets should be able 2 decimate a destroyer in 2-3 shots... and a starbase shud be able 2 do it in 1.

 


Title: Balance Changes
Post by: Cpt Ryan on October 01, 2006, 05:52:23 PM
nahh an automated weapons platform should be designed to engauge multiple targets seemlessly, not just move from 1 to another.


Title: Balance Changes
Post by: hypercube on October 01, 2006, 06:36:41 PM
well, it could have up to 3 fiiring archs i suppose.


Title: Balance Changes
Post by: Acidpunk on October 01, 2006, 08:22:25 PM
well yeah exactly cause right now a ******* scout takes 3 hits to die from an SB so imagine a ******* turret ?


Title: Balance Changes
Post by: hypercube on October 01, 2006, 10:37:16 PM
well, i believe it has been stated on many occasions how horribly underpowered the starbase is.


Title: Balance Changes
Post by: RedShirt on October 03, 2006, 01:31:19 AM
I tried something at my friends house

3 sabres vs 6 dominion scouts.  

The scouts won.  

Not funny.


Title: Balance Changes
Post by: Acidpunk on October 03, 2006, 02:03:15 AM
well i think that wins the case for the sabres i was making


Title: Balance Changes
Post by: hypercube on October 03, 2006, 12:16:20 PM
i think 5 scouts would win too.


Title: Balance Changes
Post by: RedShirt on October 03, 2006, 10:26:55 PM
It would be darn close.


Title: Balance Changes
Post by: -=B!G=-The Black Baron on October 04, 2006, 08:12:51 AM
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I tried something at my friends house

3 sabres vs 6 dominion scouts.

The scouts won.

Not funny.

Dominion scout costs 3 supplies.
Not funny ;)

Try it out with other scouts too and lets see the results


Title: Balance Changes
Post by: Acidpunk on October 04, 2006, 08:14:31 AM
that doesnt excuse anything Barron as we both know you have Supply cost for a reason


Title: Balance Changes
Post by: hypercube on October 04, 2006, 10:18:25 AM
indeed, you just can't compare dominion supply cost and the other races.


Title: Balance Changes
Post by: -=B!G=-The Black Baron on October 05, 2006, 07:44:50 PM
LoL Sabre costs 1 supply?
Look, Im not excusing anything, but it is a fact that 3 supplies is A LOT for a scout (3x as many as a Sabre  :rolleyes: ) so it cant just die right away as that would be FUBAR :P

Leave it the way it is OR make it weaker AND lower its frickin cost.

Also do not forget that other scouts cost 0 supplies and roughly the same ammount of dil an tri, so why on earth should the dominion scout be suckier then?

I personally do not care if u make the scout cost 100 supplies and nerf it so its the worst. Its just I hate how 1 of you comes out with something like: "uuuu 6 x ships destroy 3 y ships and its stupid." And then all of you start talking about how stupid that is etc etc. Without actually thinking it over first. Tell me something, who in the right mind would go massing dominion scouts if they cost 3 god damn supplies?
BTW Bugs cost 6 supplies (4 in the next version) and IMO that is a MUCH better investment than the scout.

IMHO it is MUCH easier to mass other races scouts as u dont really need a hell of a lot to do it and it wont screw u up in later stages as with the dominion if you do that u're gonna be out of supplies and sooner or later out of scouts. Now is that really worth it?

Also I do know we cannot compare supply cost for Dom and other races, but remember. for 80(I think) supplies u need to spend 600 dil and 1800 tri. So that means for 1 supply u must pay: 7,5dil and 22,5tri
If you multiply that by 3 u get 22,5dil and 67,5tri
So if you add that to the A4 scout of 70+22,5 dil and 40+67.5 tri means it actually costs 92,5 dil and 107,5 tri and for a scout that most certainly IS NOT cheap.  :sweatdrop:

U can argue that the dominion get a station that generates supplies. That might be true BUT it also blocks out a resource moon for you ;) Do not forget that tiny little detail :P

OK Im babbling a bit now, its just I get annoyed by your selection of the dominion scout which actually is not cheap. And when I point that out, u2 want to slam me down :( (bastards)
What Im trying to say is, try it out with other scouts too and see how that works out. I hope the Sabres loose :P  


Title: Balance Changes
Post by: Cpt Ryan on October 05, 2006, 09:52:02 PM
lol baron, you kinda lost me with the whole 7,5 dil part :blink:  :lol:  . but i think i get the gist of it. IMO the dom scout should be slightly tougher than the others, in terms of hull ( & maybe shild) points.

Anyway try that test scout to scout, my money is on the dom scout losing against the others cos if im not mistaken all the other scouts use pulse weapons.


Title: Balance Changes
Post by: RedShirt on October 06, 2006, 02:25:58 PM
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lol baron, you kinda lost me with the whole 7,5 dil part :blink:  :lol:  . but i think i get the gist of it. IMO the dom scout should be slightly tougher than the others, in terms of hull ( & maybe shild) points.

Anyway try that test scout to scout, my money is on the dom scout losing against the others cos if im not mistaken all the other scouts use pulse weapons.
You're not.

Hmmmm I wonder if massed ventures can block a destroyer rush?


Title: Balance Changes
Post by: Frodo on October 07, 2006, 03:06:19 AM
probably not red shirt.

the dom scout is perfect as it is. if anybody wants to get statistical 16 ventures against 16 dominion scouts went into battle. i don't remember how many of the winning fleet survived but it was dominion :woot: perfectably resonable for an expensive scout ship. if u were to send 3 sabres to fight 6 dom scout ships then u are being gay but u cud still destroy some, if not all ;) i could destroy your doms scouts with 3 sabres red shirt :lol:

anyway don't fcuk with the dominion, they are great as they are, perhaps a couple of ships credit cost taken down by 1 or 2 OR an easy fix for the whole race the Founders found...lower the trit costs of the supply the station generates, but not too much. supply isn't really a problem with dominion anyway.

sabre and starbases need more weapon power!


Title: Balance Changes
Post by: hypercube on October 07, 2006, 04:46:43 PM
well, the dominion are great, but the supply cost should be looked into, couse when playing on 4 or 2 moon resources you'r really up poo creek without a paddle.


Title: Balance Changes
Post by: RedShirt on October 09, 2006, 06:42:41 PM
Just don't be Dominion on those maps, lol.


Title: Balance Changes
Post by: Frodo on October 09, 2006, 07:21:02 PM
not neccessarily, the dom are easily playable on 2 or 4 moon sets, u just have to manage ur resources well. which i never do :P


Title: Balance Changes
Post by: redmanmark86 on October 09, 2006, 07:45:59 PM
2 moon sets hard, 4 moon sets **** easy

2 moon sets would be easy apart from one problem, if you stick a ket facil and a mining facil around one moon so they can share it, it wont work, all ru miners will just go to the closet


Title: Balance Changes
Post by: Cpt Ryan on October 09, 2006, 08:08:02 PM
they dont do that for me :P ,  (with the freighter selected) make sure you right-click on the station, you want the miner to go to rather than clicking on the button to mine or the resource itself :) .


Title: Balance Changes
Post by: hypercube on October 10, 2006, 03:16:41 AM
i was thinking and i have a question
would it be possible to have a switch button to switch a mining station between supplies and resources, i think many dominion fans would like that.


Title: Balance Changes
Post by: Skitzeh on October 10, 2006, 07:55:27 AM
that is the best idea yet on these boards...

n1 cube!


Title: Balance Changes
Post by: hypercube on October 10, 2006, 12:25:59 PM
i tought so too ^_^  


Title: Balance Changes
Post by: Frodo on October 10, 2006, 04:28:07 PM
excellent suggestiong cube, i'd prefer that to the 2 mining stations