3.1 Balance Requests, Pt. Deux

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
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posted on January 17th, 2010, 2:31 am
So Mal and Dom and I had been going over what we think could benefit from adjustments at the moment.  I put together a great big exciting list of what I think works exceptionally well and what I think would effectively balance a race on it's own.

Let me preface by saying three things:
1.  I LOVE THIS MOD.  It's fulfilled the dream that I tried to create in A1 by myself.  :blush:
2.  I have played a lot of online games both with better and worse players than myself.  I feel that I am in a very good position to see what aspects of a faction's playstyle and numbers affect their win/loss ratio.
3.  These are my opinions.  They don't belong to Mal or Dom.  They have agreed on a number of them and disagreed with others.

Oh, and PLEASE PLEASE PLEASE let's keep this on topic and civil.  This is about fine-tuning an already excellent mod using the countless hours of play that we've had!  It's our gift back to the creators.  Our Goat that we sacrifice to Optec and the Bull Testicles that we smash on an altar for Doca.




KLINGONS:
[tt]Changes that worked in 3.1[/tt]


   
  • Speed Increase

The speeds for the Interceptors have completely changed the way the game is played.  Suddenly having small groups of Destroyers zipping around lends a tactical benefit as they can harass far off places or sit in "strategic reserve" to support outposts or other fleets.

Bottom Line - Fleets can be split up without much liability.

 
  • Supply Gain

Supply gain from rank-ups is a great way to encourage the aggressive themes of the Klingons.  Battle makes life easier and rewards you!  Ranking Ships and preserving them now leads to more benefits (thus, skilled warriors who can fight and live to tell the tale benefit doubly! )

Bottom Line - Klingons MUST be aggressive and offensive, but not stupid.  Excellent!  Good use of cloak, attack "wings", and map coverage are paramount to being successful.


Adjustments:

   
  • K'vort
It now completely replaces the B'rel.  150 vs. 160 speed, respectively with better shields and firepower.  The speed is crucial to fulfill it's role, so it either needs a slight reduction in speed (120-140) or a slight reduction in shielding.  It's speed allows it to cloak and run more easily than it maybe should ... especially if not enough firepower is available.  Thus they are in little danger most of the time.  Otherwise an EXCELLENT change to the vessel as of 3.1  :thumbsup:.  It's really a KLINGON feeling vessel.

  • Chor
Dom and I talked about how the Civil Disruptor is essentially moot.  It's use is little and it cannot be used while building; a relic of when they were spammable.  Thus we talked about having no civil disruptor and instead being granted the ability to drop a fighting drone much like the Bortas.  The drone can only be dropped while not building and lasts about half as long as it takes to build a turret.  Maybe 45 seconds with a 60 second cooldown.  Thus it can protect the builder as a little more than JUST a deterrent.  I feel it should be medium ranged, pulse-armed, and do quick burst damage with a long reload time (emphasizes deterrent function instead of actual KILLING defense).

  • Torpedo Turret
Either reduce the buildtime or reduce the cost for an increase in supplies.  One or the other but not both.  It's just too much of a liability to try and build as your constructor is exceedingly vulnerable.  I have to say though that I LOVE how the torpedoes will choose different targets each volley now.  With this feature ships aren't slapped down as fast as they were in 3.0.7.  I feel a reduction in buildtime or cost would stay balanced.  If a heftier supply cost for the Turret can give it a better buildtime, I dig it.

  • Vupta
Needs to be available at the same time as the Vorcha (upon Armory completion).  Let's face it: it's mainly for fighting destroyers.  Who wants to build the Ordinance depot just for them when the Vorcha is better?  I have used the Vupta's alongside Vorchas and they work pretty well against torpedo-heavy factions like the Feds, but seeing as they are a little weak stat-wise and do most of their damage firing only forward ... the Ordinance Depot seems like an unnecessary handicap for it.

  • Negh'Var
Wow we have an exciting Klingon Battleship, don't we?  It's finally the terrifying beast that it should be.  The only problem is that it is very easy to "kite" using overload as well as tech directly to Negh'Vars and spam only those.  They are relatively cheap for a battleship with an excellent build-time, making a fast-tech and spamspamspam very possible (and having seen it several times it's very effective).  I like the speed, but I'm not sure exactly how to avoid this issue.  But like any spam it is a bit of an issue.

  • Supply Gain
The Klingon economy is supposed to be messy.  I dig it.  But right now it can be utterly crippling due to supply.  The supply gain from battle is an excellent addition  ^-^ but has it's drawbacks.  In regards to supply I have suggested making each vessel odf have a specific number of supply a Klingon gets for killing it.  A Cube killed by a B'rel should not give 4 supply as it will now ... I'm quite sure this is possible to code and will frankly be a better way if you ask me.  This will doubly solve the problem of not getting supplies once a vessel hits Veteran (and thus proceeds to kill more vessels than non-vets).



ROMULANS:
[tt]Changes that worked in 3.1[/tt]

  • Tactics vs. Ship Cost
You guys may disagree with me here, but I think the increased ship cost was to FORCE Romulan players to adopt stealth tactics to avoid the loss of ships.  Romulan vessels are now a bigger liability to lose than a Fed or Klingon vessel.  This is very much akin to how they seem to behave in the Star Trek Universe and provides a very unique playstyle given that cloak detect is now far less frivolous and quick strikes much more possible.

Bottom Line - Rommies are Rommies now :).  Strikes n' Specials ftw.

 
  • Refits
With Refits now coming later in the tech-tree, Refitting is now a major overhaul of a vessel and extends usefulness TRULY into new phase of the game.  This complements the need to be stealthy and preserve vessels so that stronger and ranked vessels can be refit as money allows.  Refitting also now grants the ability for a rather slow-to start race to rapidly hard-counter an opponent for at least a decent period (until they can adjust their own tactics).
-  More important than that: the Rhienn's new refit scheme gives us the opportunity to set distinct purposes for each one as well as the "Rhienn Classic" or unrefit version.  I'll get to how this can be implemented below.

Bottom Line - The same vessels can be kept useful over more time.  More flexibility in terms of what is necessary to use at a given moment.


  • Overall Strong Vessels
How we love our Rommie Bships...  With the new passives they certainly have better defined uses.  Norexans can still be effective against more than destroyers due to their Tactical Weapons passive.  In General Romulan ships should be that bridge between the "Throwaway" vessels of the Klingons / Feds / Dominion and the "All or Nothing" vessels of the Borg.

Bottom Line - Hopefully Battleships will serve a larger part of the Rommie fleet when compared to other races and rank up faster, while almost every other Romulan vessel ends up being stronger stat-wise than their other faction's counterparts to make up for cost.


Adjustments:

  • Rhienn
Clearly the Rhienn is too costly for what it's got right now.  It's a tiny, expensive, flying fabriche egg.  However, it is a chassis all in itself and has excellent potential.  It has:
-2 excellent refits
-The Ability to hold their usefulness well into mid-game and late-game. 
Originals should be either interceptors or strike-fighters - thus they should be quicker, medium ranged (so as not to be PWNED by brel's, kvorts, and monsoons as they are now), and be given the Kaleh maneuver back.  Without the Disruptor or Multi they are no longer such a spammable decloak-buttonpush-win kind of unit.  Kaleh will give them the use of intercepting, swinging by to unleash 1 or 2 volleys of powerful weapons, then decloaking to run.  Thus good damage can be dealt without being overpowered or bogus.  This is for the original - I'll get to the actual refits in a second.  A small stat boost might also be in order (+2 or so to 16/15) sounds about right if cost comes down.

[tt]Suggested Rhienn:[/tt]
Cost: 345di / 143tri / 17sup
Speed:  140
Stats:  16 Offense / 15 Defense / 10 System
Weapons:  2 Forward Firing Pulse Disruptors, Ranged Medium
Passives:  Kaleh Maneuver - Deals extra damage on opening volley.

The Rommies just lack a good early game unit.  This unrefit Rhienn will be their only true interceptor and still won't have the passives that others do like Tact. Weapon Arrays.  Thus the sexy Rhienn Classic will have a use throughout the game for harassment purposes and engaging long range targets.  I will list the Refits below.


  • Miner & Constructor (maybe)
A energy-draining cloak.  :cloak: Both are so vulnerable early game due to the Romulan's comparatively slow starting production that they are generally sitting ducks if you move them away from your starbase.  A few B'rels can reach the first miner or even the constructor headed towards an exp with ease.  I caught Mal's builder with 3 B'rels on Openfields before he even half reached his intended expansion site.  A short-term cloak could help them hide just long enough for help to arrive or at the very least to scamper off in a direction away from danger.  This will clearly not be able to be used while mining seeing as the mining beam is classified as a weapon  :thumbsup:.  The constructor clearly would not be able to cloak and build.  I think enough special energy to cloak for maybe 10 seconds would be adequate and compare nicely to the fact that Feds can protect with Warp-ins and speedy turret-times, while hopefully the Klingons can have speedy ships out or a better deterrent for their builder as well.  Dominion get cheap turrets as well as RAM RAM RAM!  The Rommies need some love!


  • Refits in General - Become "Chassis"
I like having the refits COMPLETELY alter the vessel's purpose and abilities, as well as extending it's life in the game.  I also think that the process of refitting should not be a "click and drag on fleet - upgrade all" kind of thing, but instead a kind of option for when the situation arises.  If the Rhienn-Classic becomes an interceptor, then the Refits should take on very different roles to ensure that they do not completely render the Classic obsolete.  Clearly as the game progresses a weak vessel like the Classic would be replaced by other vessels taking it's role as interceptor (Leahvals later for example), but would still occupy a distinct function.
Thus I propose that both the Generix and the Rhienn become a "Chassis".  The Americans did this is WW2 where the Sherman M4 tank became the Chassis for countless other vehicles from SP Artillery to engineering vehicles to whatever.  The Germans did it with the Mk III Panzer chassis and then later the Mk IV  :thumbsup:.  The reason was because the chassis was cheap, if a little weak, but the flexibility to adjust to what's needed could be done at anytime. 
Thus I feel the Generix and Rhienns should become (relatively) slow interceptors (140 maybe) and the refits put them in distinct roles outside of that.  The Generix could be relatively close to the Kvort in strength (instead of weaker) and utilize tactics of strike and run along with Rhienns.  This way also it would be beneficial to a Romulan player not to upgrade ALL at once as we see now and did in 3.0.7.  I think this theme could be very easily supported by:
  • Placing the refit researches themselves in an early facility at very cheap prices
  • While making the cost of refitting each individual ship much more expensive.
That way, making a fleet of 10 Rhienns into a fleet of 5 Classics, 3 Disruptor, and 2 Torpedo would be a wise option.  Special abilities could be placed in higher research yards at larger cost to prevent what the 3.0.7 Rhienn Multi-beam used to be.

Overall I like the cost of Romulan ships being higher than the others, but they NEED to have the stats to back it up.  With such fast vessels like the Negh'Var, Intrepids, and K'vorts out there just itching to chase down and eat things, the strike and cloak is much more difficult.  They just need to have a little more lasting power to make up for the costs or they will just get steamrolled early on like they do now :(.
Cloak has become so much more advantageous due to adjusted detection I think there's really something to be said about how much a 2-second cloakable vessel should cost.  Let's be honest: with most sensor stations getting 1 ping each before recharge, Tavara's with 1 second cloak are NEVER going to die...
posted on January 17th, 2010, 3:09 am
Lol there is a limit of 20,000 characters per post.  Who knew?  :wacko:

Fed-time babeh.  Let's dig in and make the Fed-rats level with the others, eh?  :hungry:



FEDERATION:
[tt]Changes that worked in 3.1 for the Fed-Rats.[/tt]


  • Speeds
The Monsoon and Intrepid Classes are invaluable!  Their speed and newly-acquired firepower have made an enormous difference on how the Feddies get played.  No longer does massing Excel II's beat out everything else.  Suddenly the more than twice as fast interceptors put the Excel II's to shame until it comes time to start bombarding bases and deal with heavier vessels.  I feel this has also helped balance the warp-in to a degree as the most common vessel (Excel I) is no longer a kiter, nor is it "Large" size and thus means the Warp-ins can't kite.

  • Passives
With the inclusion of many kinds of passive abilities the tactic of spam spam spam is no longer really all that feasible.  :rolleyes: It still is when you can field overwhelming numbers of Akiras ... or even Intrepids for that matter ... but the point being that suddenly each Federation ship seems to have been given a new lease on the game and a new reason to be used.  Alright!  Let's give a big, warm welcome back to the Canaveral!  :woot:

  • Warp-in
Now with slower long range units the Warp-in vessels tend to be a little more exciting and less expendable due to kiting Sabers being slowed as well.  Now those Nebula's and Galaxy's with their speed increases are more than necessary to keep around later while the Ambassador can finally run around with your destroyers!

  • Risner vs. Mayson
Because of the added uses of the first Chassis Upgrade (bomb-ass interceptors  B)) Risner has a new lease on life.  She's certainly the more exciting and challenging of the two and has had many of her shortcomings partially made up for by the speed adjustments and the fixing of the Avalon.  Also the Avalon and Phalanx have more defined roles and the very fact that variety is more necessary now in fleets gives much more weight to her discount on Chassis prices.  Consequently, the new roles and speeds of vessels pushes Mayson farther and farther away from the Saber-Warpin-Norway-Excel II spam that we all hate.  Not completely there but the framework for that push is there  :naugthy:.

  • Science Rulez!
Canaverals are now more necessary than ever with a rebalanced Sensor Blackout, the Probe to help scout, and an EXTREMELY useful tachyon scan to locate cloaked vessels.  The cloak detection system now requires you to be MUCH more careful and having a mobile vessel with other uses and a tach scan is critical.  Vetting one up only makes it better and this is proof to me that science-based vessels will have a wonderful new future ahead!  :thumbsup:

With that being said ...


Adjustments:


  • Norway
The Nuke is back  :(.  Not as bad as before but the AoE damage nuke is once again present and ready to conquer the poor little vessels that dare to take it on.  With that comes the increased speed of short ranged vessels and the Norway itself.  Now inherently I think the increased cost and movement speed of the Norway is a good thing, but I think that Plasma Coil still needs an adjustment.
Ideally I'd like to suggest that it no longer be a nuke at all, but instead should be an AoE speed reducer against enemy ships.  Whether it stays in it's current deployable manner or becomes a small plasma cloud that is hard-pointed to the ship itself (so you can stay with the target to keep it slow), I don't really care.  Manipulation and assisting their own vessels is a much better theme for the Feds and it would make Norways VERY useful without giving them a reason to be spammed for a nuke  :thumbsup:.

  • Saber
Our sad little Saber got the shaft  :o :(
  • Adding Excel II to Chassis Upgrade #2 (Mayson Only)
Put the Excelsior II into the Chassis 2/3 upgrade and put maybe the Defiant in it's place as an automatic build with the Eraudi yard.  With the added bonus to the Excel II that he gets (especially the ACS Torpedo), the Excel becomes a light battleship.  Putting it in one of the Chassis Upgrades ensures that Mayson HAS to do some teching in order to reach his pride and joy.  Not all the teching ... but some.  I suggest the 2nd Chassis upgrade.  Put the Defiant in place of the Excel II as the automatic-ship for Mayson's Eraudi.


BOTTOM LINE FOR FEDS

They benefit ENORMOUSLY from having far too little strain on their build-times or resources.  All too frequently we see people spamming the same ships, many turrets, and free warpins.  All these things have little liability or consequence that befalls from abusing them.  That's what we need to fix. 

In nearly EVERY game a Fed player is in, they are able to waste their ships, use poor tactics, and just wall themselves with Turrets because the vessels are incredibly cheap in both supplies and resources, while never being in danger.

SOMEthing has to cost supply ... Feds have cheap ships, decent buildtimes, good support ... great!  SOMETHING must eat up some supply ...  The line between Risner and Mayson needs to be more clear, and they need more direct incentives to take paths the hard way if need be.  Boom.
posted on January 17th, 2010, 4:07 am
Im not gonna write along post right now, but warp in is fine, and there certainly should be no notification, thats stupid, thats part of whats cool bout warp in you can sneak around, and the warp in ships really can be destroyed easily if its just the warp in, so yeah, warp in is fine dont mess with it

as for the fed spam, i dont neccesarily agree with that, i think every race now is pretty balanced, you just use different tactics for each
posted on January 17th, 2010, 4:09 am
Agh.... why doesn't anyone think that maybe we should NERF THE NORWAY! Plus also I believe that the feds should get a turret build time penalty. I mean, I can litterally spam turrets for defense. I'd have a 3 screen wide turret wall! :lol:
posted on January 17th, 2010, 6:44 am
I'm just going to comment on the klingons here and say I'm very happy with the way they turned out. On one of the last games me and my roommate played it was me, him, and one of our friends vs 3 hard AIs.

Me and our other friend were playing the federation, (well, I chose random, but got feds), and my roommate was playing the klingons.

Early game was him going around and laying waste to stuff with kvorts until they were more or less outclassed, except for his one or two officer ones, which I believe lasted the entire game.

I chose risner to test our the new fighter carriers, and our other ally was playing Mayson as he usually does.

We managed to get ahold of our first expansions quite early and then almost literally "draw a line" against the AI assaults on our side of the map (and it was an open map with not much of a bottleneck).

The AI kept attacking down the same line, a bit of a letdown, as our Mayson player just built a line of torpedo turrets there to fend them off while my speedy fleet of interpids moved about the map to assist where needed or to pick off stragglers.

But this is about the klingons, not the AI or the feds.

My roommate quickly teched up to Negh'Vars and upgraded their engines as soon as possible. He then took his small (5-6) fleet of the new klingon beatstick and proceeded to make awesome hit & run attacks on the enemy's expansions. The funny thing was, me and the other fed player weren't ready to attack, and we definately were in no position to mount a full scale attack, but my roommate kept attacking as the klingons because he needed the 'free' supplies. :)

And it worked out nicely. The enemy AI stayed hell bent on attacking our chokepoint, and when we were ready, we forced our way up through it with the two federation fleets, and had my roommate flank them from the side with his now huge (cloaking) fleet of negh'vars.

The cloak and the speed helped the ship immensely, and has to be one of my favorite changes for any one race made to the game. :)


The only complaint I have is that the B'rels could use a role, as has been said, the K'vort simply is better, and is pretty easy to build early on, especially against the AI.
posted on January 17th, 2010, 8:40 am
Indeed, Dark Dragon.  The Klingons are much better now.  The K'vort is definitely the way to go.  No reason to use the b'rel as an interceptor when the K'vort does better.  One thing I've noticed with Klingon supplies is that if you're fighting say, the Borg, you seem to not get as many supplies, since it is based on rank up, and not based on the value of the kill.  At least that's how I understand it.
posted on January 17th, 2010, 8:47 am
Excelent suggestions by Boggz :)
posted on January 17th, 2010, 10:31 am
Aye, as to the Klingon rank up cashback, I'd suggest a supply gain that is proportionate to the amount of honour gained for a target (aka, it's value). That way Klingons can get a a lot of return on Borg ships to make up for their lower numbers.
posted on January 17th, 2010, 1:51 pm
Phoenix wrote:Aye, as to the Klingon rank up cashback, I'd suggest a supply gain that is proportionate to the amount of honour gained for a target (aka, it's value). That way Klingons can get a a lot of return on Borg ships to make up for their lower numbers.


Aye I think I mentioned that, no?

  That Klingons should get supplies based on what was killed, not what did the killing.  Right now a B'rel that kills a Cube will get 4 supplies for the Rank-up while anything else will get much more  :lol:.  Also, veterans cannot rank up further and will not gain supplies from kills (when they happen to kill much more).


  DarkDragon isn't going to like this...

Some of you are coming up with very long responses based SOLELY on playing against the AI.  Before you poopoo my hard-thought ideas, maybe you should (drumroll please)

TRY playing online so that you understand exactly where I'm coming from.  I have played little against the 3.1 AI but many games against the 3.0.7 AI.  I'm not talking about the AI here ... I'm talking about how player vs. player stacks up in balance. 

Mayson Feds is almost impossible to beat right now.  Only with MAJOR mistakes, lack of experience, or something like that is a person going to lose with Mayson.  It's really frustrating actually :).

I have played many games against the AI.  I am (once again) going to suggest that those of you who don't play 3.1 online do so before poo-pooing my ideas.  That's only fair!  :D
posted on January 17th, 2010, 2:17 pm
very detialed report, thanks, we will see to work through these changes and get solutions for the reported issues within the next patches

the next patch (which we are testing right now) will include some speed changes for the Dominion, an additional usage scenario for the Rhienn and some new balls for the Saber ;) along with fixing the nukism of location-bound area weapons, so a lot of your ideas got already adressed :)
posted on January 17th, 2010, 2:29 pm
Optec wrote:very detialed report, thanks, we will see to work through these changes and get solutions for the reported issues within the next patches

the next patch (which we are testing right now) will include some speed changes for the Dominion, an additional usage scenario for the Rhienn and some new balls for the Saber ;) along with fixing the nukism of location-bound area weapons, so a lot of your ideas got already adressed :)


Oh Optec.  You always leave me with a smile.  :D

  Hope the post was helpful!
posted on January 17th, 2010, 2:30 pm
Last edited by Dexter on January 17th, 2010, 2:46 pm, edited 1 time in total.
I have read also Boggz's "3.1 Balance Requests, Pt. Deux " and Mal's "3.1.0 Balancing Change Requests ", and let me tell you that you all forget that the faction that relies most on pulses are Klingon and Romulans.

Now it was said that pulses should only do 60 % damage to stations. Great, but what do you get in return ? Currently we have speed. But this seems to bother people, as they suggest lowering the K'vots speed to 120, lover also the shields.
Why not remove it completely then ?
Why would a klingon commander build a ship with forward fiering arc, weak shields, low speed, and prone to system failures as soon as the shields are gone, unable to attack effectively defensive structures thaks to it's pulses.

In my limited understanding BALANCE is take something and give something.
But all your "suggestions" in my modest opinion are making especially klingons again the underdog.
I have to swallow the explanation that klingon economy is a little more than idiocracy, there scientist are noobs, and they need tons of stations to build up a fleet.
No wonder they don't have an empire, oh wait do have one... I wonder how it has not yet collapsed, considering they use antique weapons, ships.

Sorry if this post seems offensive but you don't seem to consider the implications.
Lowering the klingons speed, but letting the other races be faster is a death sentence.

The Federation uses phasers with 360 arcs, has the best shields, has the most versatile ships.
The Romulans have the weakest hulls and mediocre shields but have the most agile (not speed but turning speed) ships.
The Klingons use heavy armor, speed and weaker shield.
The Borg are nightmare.
The Dominion is the DOMINION.
At lest that's what I thought.

But you newer ask why ?

Federation is always preoccupied with defense. In game I think we have a good representation of this.

Romulans prefer hit and runs, cloak and dagger approach, for this they boost there weapons energy and neglect the shields slightly, but use superior maneuvers. Also there large battleships like the iconic D'Deridex also called Warbird is literally a moving fortress.
They also prefer to attack systems rather then use brute force.

Klingon prefer close combat, brute force, therefore there forward shields are strong but there rear shields are the weakest. In game we have therefore weaker shields. They prefer short weapons, and do build there ships equipped with many weapons, neglecting shields in favor of firepower, but compensate with armor and speed. Even the small B'rel is armored. They also prefer superior speed as they hunt other races ships.

The Borg are the ultimate nightmare, as you can consider yourself lucky if you die, if not all your knowledge, all that you are will be assimilated.

The Dominion, is really a totalitarian empire, with strict rules of conduct, determined to bring there order to the universe. They use genetically engineered (altered if you prefer this term) warriors, in huge numbers. There ships are expandable, as they produce them in huge numbers.

So if you are still reading, then I can tell you that there are still balancing problems in game, but nerfing one race and neglecting the implications it will bring is not the best approach.
To put it simple if you weaken A to be beatable bye B but forget that there is also C,D and F, I can't and will not ever call that balance.

Edit : Typos.
posted on January 17th, 2010, 2:57 pm
Well, some of us are talking about 2 different things, Dex.  I'm asking for global changes, that all of these fast speeds have basically returned us to armada 2 warp in/warp out strategies.  I would like to see all short ranged ships be a little slower and all long ranged ships be a little faster.  I think Boggz is saying that if the current system stays, then that's the speed he's suggesting.  We all have our own ideas about how things should go, it's up to poor Optec to sort through everything and make the call. :sweatdrop:

I don't think anyone wants to turn the K'vort into a useless ship.  It's lack of speed was what killed it in the last several patches, so I still want to see it be fast.  But right now the B'rel and the K'vort are really filling in the same role, and it makes the b'rel obsolete.  Why build a cheap throw away ship when you can have a ship that does the same thing and is far more durable, especially now that supplies are precious to the klingons right now?  It's basically your argument, but only for the b'rel.  We could remove it and none of us would notice.

You're right, though.  When you balance one ship, you have to look at the whole picture and see how that will affect its interaction with all the other races, including against the same race.  Now that the K'vort has got its speed, I'm sure it won't return to what it used to be.  As I've said before, for every 3.0.5 or 3.0.7, there's a 3.0.4 or 3.0.6.  The balancing is pretty skewed at the moment, but I'm sure it will be alright a few patches down the road. :D
posted on January 17th, 2010, 3:20 pm
the kvort itself wont be adressed in the following patch, as we want to do some creative fixes, like new abilities, changes to existing ones and so on, that also helps making vessels different from each other. we will take a close look at both BoPs and adjust them in the following patches, to give the B'rel its role in the fleet :) till then we have to live with the b'rel being best for shorties, and the K'vort toasting the rest :D
posted on January 17th, 2010, 3:27 pm
Last edited by Dexter on January 17th, 2010, 3:31 pm, edited 1 time in total.
B’rel Class  - passive: Tactical Weapon Arrays – strong versus long range, weak versus short range
K’vort - passive: Single Stage Energy Conduits – strong versus medium range

K'vort looses shields -> looses system almost instantly  (actually you loose 2-3 systems at once)-> you loose a ship
B’rel looses shields -> you take hull damage, may or may not loose a system -> thank you OPTEC and DOCA for the speed 160 as i now have at least a chance to save it, most of the time

I put it as simple as i can .. sorry if it seems rude, etc.. but frankly i don't give a damn annymore.
If i win with klingons i get that i won because it's OP. Solution for me currently is not to play at all.
Againe sorry if this offends annyone, but i'm offended enough. Last post for today.

Edit: Optec posted before me.
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