The Hyperspace Artillery
You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
posted on December 26th, 2008, 9:03 am
I already mentioned this in a thread somewhere b4, but I have to say that the Dominion Hyperspace artillery should be rebalanced. Right now, in the current balancing, it is completely useless. B4 it fires, it gives that warning for all the players to see and move their ships, if they're fast enough add to that that it doesnt really do all that much damage, not to mention the huge reload time it has and it becomes useless. I remember 1 instance when I tried it for the first time in v3, it was against the Borg assimilator and I thought to myself, damn this assimilator is going down. But to my suprise, from a direct hit, its hit points got lowered by approximatly 1/3. And I got angry.
I got angrier still when yesterday I tried out the Romulan Serkas artillery ship. It doesnt cost any credits and it isnt all that expensive either, you also have no limitation to how many you can build and it is built in the small romulan yard. But for some reason this ship got a major power boost from preV3, its now very very strong and can generally put away ships easily, the same goes for stations and it has a powerful area affect. I was impressed with it so much that IMO 3 of serkas can do what the hyperspace can do, but a lot more efficiently and easily.
For all of you that dont know, the Hyperspace arty is the most expensive unit in a game, credits vise, as it costs 12 credits per unite. Also you need the whole tech tree b4 you can build it. So basically you can only have 1. For comparison it costs twice the ammount of credits than the tavara costs and we all know how powerful that ship is
As it stands now, the hyperspace arty is completely useless against stations, as it cant kill even the smallest staions in 1 shot and by the time it reloads its weapon the station is probably already healed again anyway. Add to that its semi useless against all, but the smallest of ships, which is kind of strange as it is awailable only very late in the game, when small ships do not matter as much (and usually are not that many around).
If I remember correctly, in the unit describtion Optec wrote (in a newspost) it was said that the ship was specifficaly made by the dominion to clear away stations from huge range, but the ironic thing is, that it is much more effective against ships.
In my opinion if you have a ship in a game that costs so much credits, then when someone builds it the opposition should tremble, but now u'd probably get teased for building it and it would get destroyed in a matter of minutes.
Heres my solution:
-Make it do more damage, right now it does maybe double of what Serkas does which is a joke, to be even comparing ships that cost 0 credits to the ones that cost 12 credits. If you dont want to do that, at least lower its reload time, so you can fire more frequently. If this disturbes the balancing, then lower its health in order to compensate. You can also add this, like you did with tavara or with the stations, when you build a ship you can upgrade its offense. Maybe add 1 module for blast radious and another for total damage and let the players decide if they want to fire concentrated shots or maybe prefer big blast radious.
-Another solution would be that you could research maybe more shot types. As with the modern artillery you could fire many small charges in an area-bombardment mode, you can have precision strike mode for clearing out especially strong targets like big ships or stations. And you could also add special strikes, like a strike that disables all ships shields in an area, or all ships' shields or whatever.
These are my ideas for the hyperspace arty, Im sure you'll do what you think is best, but right now IMO its not balanced at all. And it is also a little disappointing for a ship with such huge cost to be so... simple. Consider all the special weapons you could put on it, maybe make its construction a little different, a little more difficult. Whatever you will do about it, I just hope it will be worth constructing in future versions
This concludes my little rant 
I got angrier still when yesterday I tried out the Romulan Serkas artillery ship. It doesnt cost any credits and it isnt all that expensive either, you also have no limitation to how many you can build and it is built in the small romulan yard. But for some reason this ship got a major power boost from preV3, its now very very strong and can generally put away ships easily, the same goes for stations and it has a powerful area affect. I was impressed with it so much that IMO 3 of serkas can do what the hyperspace can do, but a lot more efficiently and easily.
For all of you that dont know, the Hyperspace arty is the most expensive unit in a game, credits vise, as it costs 12 credits per unite. Also you need the whole tech tree b4 you can build it. So basically you can only have 1. For comparison it costs twice the ammount of credits than the tavara costs and we all know how powerful that ship is

If I remember correctly, in the unit describtion Optec wrote (in a newspost) it was said that the ship was specifficaly made by the dominion to clear away stations from huge range, but the ironic thing is, that it is much more effective against ships.
In my opinion if you have a ship in a game that costs so much credits, then when someone builds it the opposition should tremble, but now u'd probably get teased for building it and it would get destroyed in a matter of minutes.
Heres my solution:
-Make it do more damage, right now it does maybe double of what Serkas does which is a joke, to be even comparing ships that cost 0 credits to the ones that cost 12 credits. If you dont want to do that, at least lower its reload time, so you can fire more frequently. If this disturbes the balancing, then lower its health in order to compensate. You can also add this, like you did with tavara or with the stations, when you build a ship you can upgrade its offense. Maybe add 1 module for blast radious and another for total damage and let the players decide if they want to fire concentrated shots or maybe prefer big blast radious.
-Another solution would be that you could research maybe more shot types. As with the modern artillery you could fire many small charges in an area-bombardment mode, you can have precision strike mode for clearing out especially strong targets like big ships or stations. And you could also add special strikes, like a strike that disables all ships shields in an area, or all ships' shields or whatever.
These are my ideas for the hyperspace arty, Im sure you'll do what you think is best, but right now IMO its not balanced at all. And it is also a little disappointing for a ship with such huge cost to be so... simple. Consider all the special weapons you could put on it, maybe make its construction a little different, a little more difficult. Whatever you will do about it, I just hope it will be worth constructing in future versions


posted on December 26th, 2008, 10:18 am
noted down. i will take a closer look into it. the serkas damage will get lowered in the next patch by the way 

posted on December 26th, 2008, 12:10 pm
noted down. i will take a closer look into it. the serkas damage will get lowered in the next patch by the way
That is all I ask, danke schon

posted on December 27th, 2008, 1:47 pm
some current recalculation shows that the ari could indeed be boosted a bit again, i think either the damage-over-time effect will get a buff or it will deal additional damage against stations. i will test it this weekend
posted on December 27th, 2008, 2:05 pm
yay
I knew it was unbalanced 


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