Ideas for the D-Rhienn :)

Post ideas and suggestions on new features or improvements here.
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posted on January 23rd, 2011, 7:21 pm
  So the recent competitive tournament has encouraged me to take a closer look into WHY certain vessels tend to dominate 1 v 1 play as opposed to others that dominate team games.  The stuff I started to see in regards to critical mass and cloaking advantages led me to actually write up some little strategy threads for the Klingons and Romulans.  This also gave me ample opportunity to compare reasons why certain units are much more flexible than others and can end up doing the job of even other specialist units BETTER than they can.


  The Disruptor Rhienn is the one I'd like to discuss right now ^-^.

  Ultimately I hope to encourage the Devs from this post to make some adjustments to the Disruptor Rhienn that slap it with a drawback that I feel it currently lacks.



  The areas in which I feel the D-Rhienn could use a drawback:  (I'll explain why in the following text)  The traits in bold are the ones that I feel make the most difference and should be adjusted to bring them in line with other ships.

1.  Place in the tech tree (teching to them does not sacrifice ship production)
2.  Vessel Speed (120)
3.  Kaleh Manuever + Multi Disruptor (45 extra damage every 120 seconds + Multi)
4.  Defensive traits (High Defense, small size)


1.  Higher-Tier Tech
 
  The Disruptor Rhienn is a higher-tech ship, but the Rhienn is the beginning ship.  This means that, unlike other quick-tech strategies, there is no period of vulnerability where quick action by your opponent can prevent the tech up.  Rhienns are fielded and are likely to have phase plates so there is no slowdown in production until the Refits actually begin to be upgraded themselves, by which time it's generally too late.

  What I recommend:
  The tech-placement is just fine.  The stats are on par with medium cruisers like Akira's and T-15's.  The extra abilities and the fact that teching straight to them has no real drawback is what creates part of the issue.  It's tech-spot is fine, but reaching them requires no drawback in the form of lower ship production or fewer expansion/offensive opportunities.  The fact that the strategy of going straight to D-Rhienn should be remembered as we look at other reasons.


2.  Vessel Speed (120)

  Speed of 120 makes the D-Rhienn just 10-20 speed less than most interceptors.  This + long range + 360 beam / multi and the ability to strike from cloak means that really you are never going to be actually caught by the ships designed to intercept you.  A few ships can catch you, but we'll take a look at why those few exceptions are somewhat nullified shortly.

  What I recommend
Along with a few other small changes, the vessel speed should be reduced to 100.  That makes it just 10 slower than an Akira but still faster than battleships like Warbirds, the Sovereign, or even the Excel 2 (80).  The speed allows it to kite and allows also: (120 speed + high defense + 2 second cloak = few early game losses = stackability = critical mass).


3.  Kaleh Maneuver + Multi Disruptor

  Kaleh Maneuver is direct free damage that is focused on a single ship when battle begins.  This makes the D-Rhienn more effective against small numbers of powerful ships.  Multi-disruptor spreads lots of damage across many targets, making the D-Rhienn more effective against large numbers of small vessels.

  What I recommend
The removal of one of these abilities.  My vote is for Kaleh to become an officer ability.  The Romulans do not have other decent methods for handling massive hordes of small ships so the Multi-Disruptor is a good way of getting damage across small vessels, but to be effective against lots of weak and few numbers of strong is not balanced.  It makes the Disruptor Rhienn too attractive and renders irrelevant other vessels that fulfill the same functions when stacking D-Rhienns does the same thing as well as other functions BETTER.

The Norexan has Multipurpose Weapons that fulfill this role of dealing lots of damage directly onto a single target.  It's not needed on the D-Rhien as well and I recommend that it become an officer ability.


4. Defensive Traits (Small Size + High Defense)

[align=center]The ideal vessel specs to counter the D-Rhienn WOULD be: Large sized, pulse-based, medium Cruisers able to be fielded in equal numbers to the D-Rhienn (as in not LOTS of weak ships and not a FEW strong ships).[/align]

  Here's one of the big kickers that I don't think people really consider.  Ok so the D-Rhienn is small sized (choose pulses to counter) and has pulses itself (medium/large sized to counter).  So you need a medium/large size vessel armed with beams or pulse weapons to effectively counter it.  Those exist in the Norexan, the Defiant, and the Phalanx.  Not exactly easy ships to field in numbers and certainly not ships you're likely to get when the D-Rhienns are making their weight felt.

  The Dominion units designed to counter the D-Rhienn (B'rel and S-2) do not fulfill this role effectively enough to really be used as such.  I take that back ... The S-2 can do so well enough because it's stats are on par with a single D-Rhienn as well and is fielded in MUCH higher numbers for much less of a cost.  Those factors make up for the fact that they take full pulse damage and miss with torpedoes.  B'rel are wiped out by multi-disruptor and take full damage from pulses.  B'rels are also slower to build than Rhienns and, if you want to field them in numbers capable of handling D-Rhienns you need multiple yards that require extensive invesetment and time.  Just not a practical counter in most cases.  Monsoons counter D-Rhienns quite effectively and Norexans / Frigates do as well.  Borg ships are strong enough to handle D-Rhienns well due to large size and beam based weapons.

  What I recommend:
Mal had brought up the idea of having Kaleh Manuever have a drawback: to increase the rate of torpedo impacts by 20% OR to have Tactical Weapons Arrays do a 100% increased damage instead of 50% to D-Rhienns.  I am personally in favor of making torpedoes hit D-Rhienns 80% of the time like a medium sized vessel because this means that, if the D-Rhienn is going to have so many all-around good attributes, then more vessels all around will put up acceptable fights with them.  Sangs would suddenly go from being one of the worst things you can field against them to pairing nicely with B'rels in taking them out.  Feds ships that aren't Monsoons would also be better equipped to handle them.





  So this is what I think.  The D-Rhienn just has too many beneficial traits that come with no drawback.  In 1 v 1 play it's a bit different as direct pressure can result in low numbers of them, but truthfully they still perform very well.  In team games the D-Rhienn shines and usually cleans the game as massing them is very easy, team donations can make up for being harassed, and they perform so well across the board against nearly anything.

  I would personally like to see:

  • Speed reduced to 100
  • Kaleh become and officer ability
  • Either 80% torpedo hit rate OR 100% total increased effectiveness from TWA
posted on January 23rd, 2011, 7:33 pm
Boggz wrote:  The Dominion units designed to counter the D-Rhienn (B'rel and S-2)


when did the dominion steal the brel. now the klinks have even less decloak.  :crybaby:

i think the roms already have enough ships that are easy to hit with torps (birds never dodge)

so i think kaleh manoeuvre should be an officer ability.

id start with a 10 speed reduction and see if that is good enough.
posted on January 23rd, 2011, 7:49 pm
I had a match with 9 regen-spheres against... I think 18 D-rhienns and I lost it (okay, one thing was, that I had a 7 second input lag not being able to give commands to my spheres like "regen" and "take out THIS target") but I think, the D-rhienns do A LOT of damage with their multi-special. There is not ship in the game doing so great against a number of smaller ships.

And this is bad, because in early game, you use many small ships in order to repel the enemy AND harass the enemy at the same time. D-rhienns just counter it to zero.

I think, klingons might be able to counter with K'vorts and those better-K'tingas... BBQ-like name...

Today, I tested the klingons against a merciless AI of dominion and found out, that the Luspet and Vorcha do great against a massive number of dom ships, while the neggie and K'vorts fall too fast against them.
If I imagine to take it with D-rhienns instead of S-2, bugs and T-15 (the V-13 falls pretty fast - not that of a problem) I'm getting afraid, because I know, I dont have the time to micro. Ship is dead or not against D-Rhienn. No time to cloak, take another target or use a counter-special, like polaron field...

I rather fight with a Vorcha against a T-15 than against a D-rhienn.
posted on January 23rd, 2011, 7:53 pm
ya im with boggz all the way on this one ...if you need some kind of techno babble reason y just say that the D Rhienn has a higher energy signature because of the new weapons  and now torps can lock on more  effectively, or some reason like that .....i also found that the B-8 did ok against the D-Rhiens but you can only build so many of them.
posted on January 23rd, 2011, 7:57 pm
Why not weaken the shields for a while after it uses the ability? They could divert energy to the weapon to try and kill the enemy fast.

Sheva wrote:better-K'tingas... BBQ-like name...

Just call it a K't'inga-II, it's pretty much a K't'inga version of the Excel-II.
posted on January 23rd, 2011, 8:01 pm
Well the reason I gave these solutions was because I saw them as objective solutions for objective problems.  Things that would just make more units perform decently instead of making 1 unit steamroll the D-Rhienn.
posted on January 23rd, 2011, 8:17 pm
Things that would just make more units perform decently instead
im not sure what that means .....but if you suggest that they change other ships to make them more effective ....would it not be simpler to adjust the D-Rhien. alter one ship rather  then many ????? not sure what your trying to say ....you make sense most of the time so i must be at fault here :blink: lol.
posted on January 23rd, 2011, 8:28 pm
Exactly:  adjusting the Disruptor Rhienn in order to make more units perform better against it :).  Turning the D-Rhienn's torpedo avoidance down to just 20% would do that, for example.
posted on January 23rd, 2011, 8:31 pm
short range ships like k'vort and even briels can eat dis-rhiens.
If you have let your enemy get so many that you cannot win then you are not as good as you think and deserve to lose.
posted on January 23rd, 2011, 8:38 pm
brels cant get disruptor rhienns. ask somebody to demonstrate this to you on tunngle. on the opening volley the d rhienns will murder a brel with their first volley cos of kaleh. they will never miss the brels with their weapons, while taqqy will miss with torps. the pulses do big damage. and the rhienns have a strong def value of 28. the brels passive just doesnt make up for it. the brels will die by the lorry load.
posted on January 23rd, 2011, 9:54 pm
Myles wrote:brels cant get disruptor rhienns. ask somebody to demonstrate this to you on tunngle. on the opening volley the d rhienns will murder a brel with their first volley cos of kaleh. they will never miss the brels with their weapons, while taqqy will miss with torps. the pulses do big damage. and the rhienns have a strong def value of 28. the brels passive just doesnt make up for it. the brels will die by the lorry load.


Of course if theres lots of them i did just say that.
posted on January 23rd, 2011, 10:38 pm
Kestrel wrote:Of course if theres lots of them i did just say that.


the numbers you would need would never happen in a game. technically if you had enough bugs you could beat dodeca spam, but you would need to be making more bugs than is possible in the early game.

we were talking about strats, brel spam vs d rhienn spam is a big win for the d rhienns.
posted on January 23rd, 2011, 11:45 pm
Last edited by Tryptic on January 23rd, 2011, 11:47 pm, edited 1 time in total.
I like the idea of lowering speed (for D-rhienns, not regular rhienns right?) even though rhienns are the last fast-speed long-range ship besides sabers.  It actually results in a very similar system to generix, in case you didn't notice.

Frigate/Torp Rhienn:
-faster
-higher damage
-higher cost

Specter/D-Rhienn:
-slower
-better defense
-slightly lower cost

However, I don't think I support the torp vulnerability.  I like the idea of the more defensive version being strong against torpedoes, like with specters.  Also by giving them 100 speed and making Kaleh maneuver a veteran ability (which I strongly support by the way) I don't think it'll be necessary to nerf them anymore, at least not right away.

On second thought, I would also support keeping Kaleh maneuver but making it 20 damage instead of 45, then for veteran ships buff it up again.

In a 3v3 game I played recently on Argus Conflict, I sent my cloaked Norexans chasing this D-rhienn fleet around the map for maybe 20 minutes without catching them.  When I finally did, he decloaked in the midst of 5 cloaked Norexans with MPW and full energy.  Hilarity ensued.
posted on January 24th, 2011, 12:01 am
Good post, Boggz. :thumbsup:

You kind of mentioned everything I would have said, so I'll just add that there are only a few vessels like this that are just a little too good.  In this case, it's easy to tech up to them, especially on larger maps.  But as Boggz was saying:  Unlike other quick tech up strategies, this one doesn't really slow down production at all, since you're able to spit out a T1 unit from the start.  I know that I'm simply hoping the redo will already have these fixes in place.

Just remember that we only complain because the game is really, really good. :D
posted on January 24th, 2011, 10:41 am
Yep, we are currently working on redoing some of the Romulan baseline units, including the Rhienn Refits ^-^
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