Agreed pulsar...
I will recycle my LG's...
no need for them anymore...
and Rips at 1 mile a day will reign....
and players with limited play time will have even more limited targets.,
thus making the game even more of a challenge..
all good with other ship vs ship battles...
but if LG's have less of an value against rips...
remove them from shipyard..
Re: New Battle Engine 2.0 set for Massacre Debut
#12Nautilus<>Zero wrote:Armour is a fixed value and can be increased by upgrades.
Weapons and shields can fluxuate up to 20% each round @mickylove
I knew there some play in it but one sim I did my shields for LG was 824. But next sim it was 412 this is more than 20% play
-Simulator typo Issue that was fixed, Zorg
Re: New Battle Engine 2.0 set for Massacre Debut
#13Yeah, I did some sims and it would take 3 million lunars to beat 10k rips with no loss. I know you are working on it, but that is insane. I dont know what to think of this update, but it says the battle engine will only take over in massacre and will be passed to only the acs attacks on other servers? So in Speed we wouldnt have to worry about this?
Re: New Battle Engine 2.0 set for Massacre Debut
#14We fixed an issue in the simulator. Now,even 30 LGs can beat a RIP
RF tweaking of some ships is probable.
We will do this based on your feedback.
Try simulating real battles and not only mono-stacks.
Please keep tests coming in so we can discover possible issues and get a whereabouts where we need to update RF.
RF tweaking of some ships is probable.
We will do this based on your feedback.
Try simulating real battles and not only mono-stacks.
Please keep tests coming in so we can discover possible issues and get a whereabouts where we need to update RF.
Re: New Battle Engine 2.0 set for Massacre Debut
#15If u tweak lgs rf against rips how about tweaking battlecruisers and destroyer against lgs be increased and are u open to haveing weapons and shields increases in. Some ships
Re: New Battle Engine 2.0 set for Massacre Debut
#16I used the sim in the link....Zorg wrote:We fixed an issue in the simulator. Now,even 30 LGs can beat a RIP
Not sure what sim you used Zorg....
BUT..,
my 30 LG's die and the Rip still lives....
and I did it 5 times...
same result 3 times... dead LG's... and RIP alive..,
and 2 ties....with 16 dead LG's
used same WSA.., and plasma for both
Re: New Battle Engine 2.0 set for Massacre Debut
#17I think the lunars should have better rapid fire, cheaper cost and better armor
Re: New Battle Engine 2.0 set for Massacre Debut
#18well.., if the rest is changing...
Lunars should not be any worse as attacking ships...
I only ever use them if Rips are involved...
if not for that I wont have them at all...
and with this change they lose the reason they are here...
BC's can kill at same cost and higher numbers.., at much less feul any other fleet...
apart from maybe 0.1% of special combinations...
So lunars is a Rip killer....
or maybe not ....anymore!!...
Lunars should not be any worse as attacking ships...
I only ever use them if Rips are involved...
if not for that I wont have them at all...
and with this change they lose the reason they are here...
BC's can kill at same cost and higher numbers.., at much less feul any other fleet...
apart from maybe 0.1% of special combinations...
So lunars is a Rip killer....
or maybe not ....anymore!!...
Re: New Battle Engine 2.0 set for Massacre Debut
#19At first when I was simming just Lunars v RIPs, it looked as if the changes to the sim had fixed the problem... But then I tried simming lgs v a mixed fleet. And the results are not looking good. I found that a fleet that would currently take about 40k lgs to zero loss in the new engine it takes over 100k lunars to zero loss with this new sim! That is insane. Lunars are still way too weak!
Last edited by Pulsar on Thu Jun 11, 2015 2:32 am, edited 1 time in total.
Re: New Battle Engine 2.0 set for Massacre Debut
#20@mickylove
Have you even tried the simulator? Why to increase these values? Are there any specific reasons?
@Boulder
Have you tried the SIM later today? LGs already beat the crap out of RIPs, well better than they do with MASSACRE engine. Why make them even stronger?
@evilbass
I used the same sim and I got 30% of the time, 30 LGs won 1 RIP
Do you realize that in terms of cost, 1 Deathstar = 66 LGs?
LGs are an anti-RIP ship mainly and nothing more.
They still are, try 66 LGs against 1 RIP and see what it comes.
Then try it to the current engine, just for comparison sake.
@Pulsar
My tests are contradicting your statement that LGs are weak. What numbers have you used? Have you used even numbers at both sides? Your post does not specify and if you do not use even sides you cannot make safe assumptions. One easy way to do this, is to use same fleets at both sides and only give LGs to one side and RIPs to another. (since you are checking Lunars). I don't get your example either, if you need more LGs in Xtreme than with this engine,then how exactly LGs are weaker?
@All
Please, when you make a post, make sure you have tried the simulator first. When you suggest something, try to elaborate why or else it seems like you mostly care for how to utilize your current fleet.
Have you even tried the simulator? Why to increase these values? Are there any specific reasons?
@Boulder
Have you tried the SIM later today? LGs already beat the crap out of RIPs, well better than they do with MASSACRE engine. Why make them even stronger?
@evilbass
I used the same sim and I got 30% of the time, 30 LGs won 1 RIP
Do you realize that in terms of cost, 1 Deathstar = 66 LGs?
LGs are an anti-RIP ship mainly and nothing more.
They still are, try 66 LGs against 1 RIP and see what it comes.
Then try it to the current engine, just for comparison sake.
@Pulsar
My tests are contradicting your statement that LGs are weak. What numbers have you used? Have you used even numbers at both sides? Your post does not specify and if you do not use even sides you cannot make safe assumptions. One easy way to do this, is to use same fleets at both sides and only give LGs to one side and RIPs to another. (since you are checking Lunars). I don't get your example either, if you need more LGs in Xtreme than with this engine,then how exactly LGs are weaker?
@All
Please, when you make a post, make sure you have tried the simulator first. When you suggest something, try to elaborate why or else it seems like you mostly care for how to utilize your current fleet.