Make it so, Jean-Luc

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
posted on February 19th, 2010, 6:46 am
I've been writing this for a while, and wanted to get it in before the next patch.  There's been so many Federation balancing posts, I figured what's one more?! ^-^  I love to random, and enjoy playing the Federation when I get them, but I feel like I'm cheating when I play them because it is an instant win.  Here's a few things that have either been mentioned or forgotten that I wanted to go into with regards to changes with the Feds.  I don't just say "nerf this or nerf that", and Optec has some things already cooked up for the UFP.  Anyway, here are the points I really feel need some fixing in their lineup. :)

Turrets-
No matter how you try to balance them, Federation turrets are always built much sooner than their counterparts.  This issue is made worse with Mayson.  As global build times increase, Mayson’s build time decrease makes him even more efficient.  Turrets are no exception.  The ability to quickly build powerful turrets is not fair to the other races, who must spend a great deal of time building their turrets.  What I suggest is to borrow a page from the Borg, where Federation ring stations are like uplinks.  From what I understand, FO Borg use a replace weapon in conjunction with a self-destruct for the uplink; maybe something like that could be done for turrets. 

This would be just like Boggz’s suggestion to add a construction time after you select which turret you want.  It would still be beneficial for the Federation, as the actual construction of the ring could be quite short, with the build time of the specific turret being longer depending on which turret was being built.  This would free up one whole constructor for other tasks! :woot:

Support ships-

One of the greatest strengths of the Federation lies with its support ships.  The Norway, Canaveral, and Remore are all very important.  The problem is, the Norway and Remore can supplant other vessels, and can be spammed as a fleet of ships, rather than as intended support.  Since tritanium has little use beyond purchasing special abilities, it’s an easy choice to spam Norways and Remores to be mixed in with warp ins.  Since these ships are high tritanium, low dilithium, you save a great deal of dilithium to be diverted to either turrets, or even another shipyard.  Even worse, the Canaveral and Norway don’t even need a chassis upgrade.  You can build these vessels as you climb up to get warp ins, which I feel needs to be changed.

Since the Remore requires a chassis research of level 2, I feel it would be nice to have the Canaveral and Norway require a chassis research of level 1.  This way, a player can’t simply skip the chassis system to build support ships that are as good, if not better than the monsoon and saber. 
Also, part of why the Norway and the Remore are so good is that they feel less like support ships, and more like heavy duty firepower. 

The Norway really only has one support power, and two offensive abilities.  Once plasma coil could no longer 1 shot everything, Assault mode really began to show its strength.  Just the click of a button turns the Norway into a cheap, mini Akira.  It already has a high regeneration rate as a support ship, and combined with the abilities regeneration increase it is difficult to kill.  Norways in assault mode have decent firepower, and a high level of survivability.  Damaged ships are fast and can get out of the combat range quickly.  This ship requires no chassis research, and can be spammed right after the SF Science is built.  One change I’d like to see is that assault mode require 1 supply per use.  This way people like me can’t spam the ability whenever we want to get mini Akiras.  The increased cost would increase the stats, to make it even.  So it would be even more powerful now, but at a cost. :D

The Remore requires chassis level 2.  The researched abilities are alright, but the real strength comes from its precise volley.  1 can usually knock out the shields of any ship, and multiple volleys can take out turrets and Starbases.  I use this ship as my “artillery” ship, because it has a high enough defensive value to fly in, take out the shields of a target, and let the other ships devastate an unshielded target.  The recharge is pretty fast, since it is a high system value ship, meaning even a small number of these ships can be used to overpower a foe. 

Understand, I really like the other abilities of the Remore.  They reflect what a support ship ought to have in terms of support.  But precise volley can be easily used from multiple ships because of the Remore’s cheap dilithium cost.  I suggest reducing the damage precise volley does, reducing the special energy cost so it can make use of its other specials, and put a 45 second cool down on the ability like it had back in 3.0.5.  I think it will help curb the abuse of spamming this ship and that particular ability.

Also, I like the Canavaral, as it reflects what a support ship should be.  No direct damage specials, just buffs and de-buffs.  It's finally where it should be and reflects a useful federation support ship. :)


Bypassing/Cheating/not fully utilizing the chassis system-

There’s been plenty of discussion on this.  Excelsior-IIs are a huge offender here.  I’d like to see it require a level 2 chassis, and have the New Orleans or something replace its spot.  I feel like whatever replaces it should be the Federation equivalent of the T-15 heavy cruiser.  Right now it’s like handing me a C-17 without a prototype requirement. :ermm:

Repair ships are somewhat pricey, until you realize their potential.  3 of these set to green alert with high weapon and movement autonomy will save any injured ship.  A ship under 3 repair beams is all but invincible and can keep fighting, while the AI/a player pounds on a ship they can’t destroy or is difficult to destroy.  This is without needing the repair ship upgrades!  Insane!

This is even worse when you see Borg Allies being repaired.  A repair ship can repair a Borg cube very quickly, and even though it can be easily destroyed, it could hide behind the cube, or run away if chased, it’s relatively fast, or you could just build more if you lose that one, they’re not cheap, but not all that expensive either.

What I propose is that the repair ships be changed somewhat.  It would be nice if they couldn’t target the Borg. That doesn’t solve the problem that you can keep regular ships alive during a fight with them as well, or when they keep fed turrets and Starbases alive.  I have a solution I like better, though.  I know that their repair is percentage based, so just reduce the percentage.  I mean, the main reason I would want a repair ship is to repair subsystems, so I can get life support or weapons or engines back online.  This also helps in claiming derelicts. 

So if possible, maybe have a stock repair ship that only repairs subsystems.  If it can’t just do that, then have the repair percentage be smaller than it is now.  The ability to repair in the field is still a huge advantage, even if it’s not terribly fast.  Then have the upgrades to repair ships actually bring meaningful contributions to the hull repair rate, by leaving them where they are now.  So with these changes, 3 repair ships wouldn’t unreasonably fast, but maybe their upgraded versions would be at the level they are now.  That forces the player to actually invest in their repair ships to increase the benefits, instead of treating them like cheap, easily replaceable ships when one dies. 

Warp in-
There’s been plenty of recent discussion on Warp in.  I feel like I’m cheating when I use it on someone early, especially now, when you can box your opponent in so quickly now.
I really like the idea of SFC costing 250 supplies, to try and make warp in cost something.  That sounds like a lot, but remember that the first supply purchase is 750/750, which is really cheap.  It is also consistent with Optec’s statement that he wants to have warp in maintain its free nature.  I know Boggz, Baron, and other have made some other great suggestions of how to make warp in balanced, maybe there’s a way to pool all these ideas together or something.

To recap, I'd like to see:

-Some kind of change to turrets that makes them even with the other races.
-Support ships need to work under the chassis system.  Alter some properties to make them support ships, and not primary assault vehicles
-Make the Excelsior II not the first ship in the Euradi yard line up.
-Reduce the strength of Repair ships so that you actually have to purchase the upgrades.
-Optec already has a plan for Warp in.  Hurray! :P

I’d like to see more support powers in the federation.  Things like emergency power and vector calculation are fun!  What other ideas can we think of that would make the Federation really fun and unique to play?  One thing I’d like to see is a single-target ability that increases a ship’s range for a limited amount of time.  But I’m sure other people have some cool ideas!  I’m sure Optec would love to hear them! :thumbsup:
posted on February 19th, 2010, 7:36 am
So glad to see lots of good ideas!  :thumbsup:

  Glad I'm not the only one who wants the Feds to stay awesome but not simply be a one-trick pony :D.

Support Ships ------ I think I pretty much agree with everything you've said except the Remoore / Norway part.  Optec said the Norway is having it's abilities changed (maybe you weren't aware :)) and I'm willing to suspend my judgment on it until we see what he's cooked up.  I don't really EVER see Remore's spammed or doing much in large groups as you can't leave them all on high autonomy and expect to have them all toss precise volley's around.  They'll all waste their energy on ECM together :lol:.  With single-target weapons in general - the more you have the harder it becomes to use them all quickly and efficiently.  I know you said otherwise in a post before, but really it does get a bit harder ^-^.  I like the support ships being available without the Chassis, but I think the way to fix that is simply make them impractical to spam :).  Clearly no one is spamming Canaverals ... :lol:.

  Turrets ---- I again think the Turret-replace would be a better idea.  No sense in having a pulse turret have the same buildtime as a Quantum Turret.  It's just nutso.  Great way for the Feds to maintain flexibility (as they should!) but not be spoiled children.

  Chassis System -----  I agree quite a bit.  Though again I worry about adding the support ships to the Chassis system simply because there will be NOTHING worth building before Chassis lvl 1, which is coming a little later now in 3.1, sadly.  Hopefully Sabers will be given a little more muscle to actually be worth fielding for Risner especially.  I'm also hoping there will be a second, medium range vessel available without the Chassis to help the little Saber out.  I figured the Nova might actually fit that role well as being slightly more powerful than the Saber and Canaveral, but not being as much of a direct Support ship as the Canaveral.

  Bypassing ----  Yeah, definitely not a fan of having such a PERFECT all-around ship be available with the purchase of the Eraudi Yard.  Seems like something along the lines of the Akira would be better suited for that role: it's a perfectly fine vessel to be built (Like the T-15), but really there are better things you could be making from that spendy yard.  Again I really feel like a Medium/Heavy Cruiser would fit perfectly in that space like the Akira or the Nebula (if it were buildable).  To be honest I'd really like to see the Excel II become a 3rd Chassis ship.  It's abilities are balanced for a late-game battleship.  I think we'd see less of them if a person suddenly had the option of building a Defiant or a Sovereign at the same time they could field their E-2's.  Think about it: 

(Boggz loves his lists :D)
CHASSIS UPGRADES:
  • 1st Upgrade gives: 2 Short ranged Destroyer/Cruiser for early game.
  • 2nd Upgrade gives: 2 Medium ranged Combat Cruiser / Support Cruiser for mid game.
  • 3rd Upgrade gives: 3 Short/Medium/Long ranged Strike Battleship / Line Battleship / Bombardment Heavy Cruiser for flexible late game.  Risner obviously gives more ...

That sounds better to me ...
posted on February 19th, 2010, 7:41 am
I love the turret idea... the only thing that would need to be fixed though is making modules effected by the techtree, otherwise Mayson can spam torp turrets early on. I think that would not only help balance Fed turret build times... but benefit me as well....  :shifty:
posted on February 19th, 2010, 7:57 am
Oh hey, that would help you a ton, TUN! :D 

I don't recall seeing a change to the Norway, only that Optec was getting some ideas about it's strengths/weaknesses.  The last thread I could find was from January.

As far as precise volley is concerned, you might not see it a lot because everyone is so keen on norways and Excelsior-IIs.  I'm just thinking ahead to when things change. :)  I don't find it too difficult to select from 4 or 5 of them (they're in their own separate group when I use them) and use their abilities during battle.  By the time I've gone through the group, the first one is up again usually.  It especially murders turrets in a way the steamrunner can't, and makes taking out shipyards a breeze.  It's the perfect anti-station weapon, to say nothing of taking cap ships and heavy cruisers out of the picture.  Even if I'm the only one that uses them, it's still something that needs to be re-evaluated.  Just think, they need an entire balancing equation just for me! :woot:

I also predict that we'll see more canaverals once the speed changes take place, as it does have fast tracking weapons for those nasty short ranged ships.  If it can pull out before it gets creamed, I think it will be more worthwhile against destroyers.
posted on February 19th, 2010, 8:13 am
Aye.  Right now the Canaveral is just B'rel food :hungry:.

  I mean ... defense of 14 and slow speed?  It's literally ASKING to be chowed on.
posted on February 19th, 2010, 11:58 am
yep, most of the issues mentioned here are on todo to be changed in the next patches. we will take a look at turrets, warp-in and movement speeds. some aspects of special abilities will change, but their greater changes are planed for the redo, as they require other features to compensate
posted on February 19th, 2010, 6:16 pm
maybe giving the repair beam to a constructor (or better all constructors except the borg one)  and nerfing it like 40% would do.
posted on February 19th, 2010, 6:38 pm
Regarding the repair Beams on Borg ...


  Dominus and I had a lengthly argument over the course of about 2 days over just this (until we realized we were actually agreeing with one another  :whistling:).  The Newtons and their repair beams are actually fine given how expensive they are, but without a doubt they can repair a Borg Cube lickety split or at least rejuvenate enough of it's hull to make it WAY somethin ...


  We both agreed that since it so rarely happens online (having 3 Newtons repairing a Cube) it wasn't really an issue yet.  I think people online at least know that ... well c'mon ... it's pretty fucked up to send your Cube out, have it go down to 1/4 hp but destroy 75% of the enemy fleet, retreat it to your base, have 3 Newtons heal it in 7 seconds and head back to your enemies before they could even HOPE to field another Armada again.

  Against the AI (which makes Newtons like the PLAGUE) I really can't say as I don't play it often.  If you guys face a Fed/Borg team as AI do the nasty little Newtons screw things up by repairing them all the time?
posted on February 19th, 2010, 8:34 pm
teh repair rates for the newton will be adjusted, thats just another, nasty hardcoded block we havent touched much yet :) on todo for future patches
posted on February 19th, 2010, 9:20 pm
Optec wrote:teh repair rates for the newton will be adjusted, thats just another, nasty hardcoded block we havent touched much yet :) on todo for future patches


  That's what I figured.  Dom had said it was hard-coded for the moment so we basically agreed that it wasn't something to worry about for now.  I think people know better than to repair Cubes :).
posted on February 20th, 2010, 1:34 am
Boggz wrote:   We both agreed that since it so rarely happens online (having 3 Newtons repairing a Cube) it wasn't really an issue yet.  I think people online at least know that ... well c'mon ... it's pretty fucked up to send your Cube out, have it go down to 1/4 hp but destroy 75% of the enemy fleet, retreat it to your base, have 3 Newtons heal it in 7 seconds and head back to your enemies before they could even HOPE to field another Armada again.
the time?


Psh...just do what I do and send the Newtons down w/ the Borg.....less travel time! ;)  One thing I have got to say about the gameplay online now that I actually have done it from time to time.  Everyone complains about strategies like repairing Cubes or spamming Vor'Cha's.....they're all legit strats if it ends in a win.  And many of them are counterable....just hard to counter.  I don't think the Newton needs its repair rate adjusted at all.  Or if it has an adjustment, up its shields or defense or something.  Just my opinion.  I don't mind losing though.  Just like quitting because you can't find a cloaked ship....it doesn't mean you win cause you destroyed all the other ships and bases ;) (fyi, I've never done that....but I know someone who has. :-p ).
posted on February 20th, 2010, 1:38 am
Borg101 wrote:Everyone complains about strategies like repairing Cubes or spamming Vor'Cha's.....they're all legit strats if it ends in a win.  And many of them are counterable....just hard to counter.  I don't think the Newton needs its repair rate adjusted at all. 


  Wrong.  :)

  It just happened online a few minutes ago.  Dom had a huge fleet of veteran Dominion ships that was all our team of 4 had left.  Everything else had been destroyed but there was his Big Fleet vs. a Fed base and a Borg Base.  The Borg only had a Tcube and a few other things to stop him.  Dom's fleet got the Cube down to about 48% with most of his ships still healthy when 2 Newtons come in and within seconds the Cube is fully healed.  Yes the Newtons ate it shortly afterwards, but the firepower did not remain to kill the Cube.  Game over.

  All because of 2 little Newtons.  We all had to remind each other that Newtons and Cubes are not cool ...

  So with all due respect.  You're wrong. :D
posted on February 24th, 2010, 2:09 pm
Boggz wrote:
   All because of 2 little Newtons.  We all had to remind each other that Newtons and Cubes are not cool ...



I remember that game. I also remember myself almost falling from my chair after watching HOW fast the cube was at full health again, I never saw this before, not even in AI-games. I've tested mods for stock A2 (like the federation compilation mod from the starbase34-modding team) where repairships were kinda reduced to the function of only being a little faster in repairing ships than their own simulated repair crews, so I dare to think there could be ways to work on the Newton.
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