Re: RIPs need wimping

#11
TheDude is right.
This doesn't affect just BCs, but all ships RIPs have RF against.
I only stated BCs because most of the people use them. This is about RIPs. So either ships who have RF from RIPs should be stronger, or RIPs should be weaker against them. Since I believe it is easier to adjust one ship instead of 14 ships, I believe wimping RIPs is the only solution. Maybe I'm wrong.

Try to bring more people in here. The dev team needs more statements apparently.
if yer gonna be stupid ya gotta be tough

Re: RIPs need wimping

#12
I think the game was unbalanced but it is much worse now. RIPs kill everything now and LG's now kill RIPs really well. I think that for now RIPS RF needs some tweaking they make building anything useless. Just spam RIPs and LG's nothing can stop you.

BC's also now decimate BS like they are nothing. Before it was much more balanced. Making battleships now is pretty much pointless whereas battleships in the previous engine could serve a purpose and where just enough weaker then battle-cruises to make them useful in an early fleet when the player didn't have enough crystal and deut.

Re: RIPs need wimping

#14
I agree that RIPs need a little wimping. I would note that in Speed they at least have a significant fuel cost, which at least makes them de facto more expensive than in X - a fuel cost of 1 is ridiculous but I would suppose that the players who already have lots of them would protest vehemently at any increase in fuel cost.
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Re: RIPs need wimping

#16
We have a player with more RIPs than anyone in game saying RIPs are too strong, and that they wtf pwn every other ship. I sure hope this topic will get some attention from someone from the developing team since battle engine issues cause more problems than anything else in the game.
if yer gonna be stupid ya gotta be tough

Re: RIPs need wimping

#18
Before we can discuss anything on a solid basis, we need to clear out what was changed after the update of the combat engine:

1)There is no shield regeneration after each round
2)There is no shield regeneration after each RF shot
3)There is no armor regeneration after each round
4)There is no armor regeneration after each RF shot.

Here is an example BEFORE:
BC vs RIP for example:
RIP would fire 4 time against BC and after each time BC would regenerate its shield, making the RF rating of RIP against BC practically useless/of small importance. This is why BC now fails to to appear as good against rip.

Regarding RIP wimp:
RIP is supposed to be the strongest ship. It has an RF rating against BC (do not recall exact nnumber right now). Since it has a RF rating against BC, it is expected by design to wftpwn BC.

The major argument here is that there are many people who were used with previous engine and have invested in fleets that performed well with previous engine. The key point is that despite the various glitches the previous engine had, it still was able to give good outcomes thanks to some fixes we implemented the last time before this update. So the major difference the 2 versions have is the break point for 0 loss. Thanks to the 4 points I already mentioned, the previous engine was able to produce 0 loss combats far more easily; this was abnormal.

Ultimately, this is the same engine without the glitches of the prior version. That is except anyone here wants to claim the shield or armor regeneration between RF/round is normal.

Re: RIPs need wimping

#19
No one here claims the shield or armor regeneration between RF/round is normal.

It is the same argument as with the LLs need tweaking thread.

Take a look at my example in the first post:

8.000 BCs cost 40.75 times more than 2 RIPs if you use a 3:2:1 ratio (or if 4:2:1 ratio suits you better, they are 42.5 times more expensive), yet 2 RIPs are now unprofitable for BCs.
Sure RIPs are supposed to be the strongest ships, but this is rather unbalanced. Why should I build 8k BCs if I can have 81-83 RIPs which can pwn the 2 RIPs in the sim along with a crap load of other ships behind them.

We are saying that you leave players no other choice but to spam RIPs or LGs, and frankly, I don't see a reason why anyone would want to play a high speed universe like Speed or Xtreme if you can use RIPs only, and wait your attacks to last for hours.

Just think about it. The latest battle engine update made some changes that were the right thing to do, but RIPs are now too strong. They should have lower WSA or lower RF (this is something that has yet to be discussed).

It is true that lots of people had other approaches on how to solve this problem, but no one was against the idea of wimping RIPs, and last time the 2 of us talked you did say that the most important thing is what the community wants.

I suggest you start a poll. No suggestions, just a question
'Should RIPs become weaker? YES/NO'

And then when you see the results, maybe we can start looking for the best way to change it.
if yer gonna be stupid ya gotta be tough

Re: RIPs need wimping

#20
Some further clearing out:
-LLs tweaking was proposed a long time ago and the reason they were tweaked was because we compared it to the rest of defenses. The engine update made the time to tweak them perfect but it is not the cause of the tweak.

Everyone, please make sure you have read both my post above and the explanation for LLs.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

As for RIPs;
These are designed to be the strongest ship of all with one main weakness: speed.
After much discussion in the past, in the forums, from many great players and after a long time of tests and contradictions, we wimped RIPs: We added one ship weak to all which could wftpwn RIPS; Lunar Guardians.

Lunar Guardians were designed to beat RIPs under specific circumstances too; after all the defeat of the greatest ship of all should be a challenge and not an easy chore.


Some other important facts:
RIPS were designed to win BCs -> exactly what happens (did not happen in prior version).
Plasma cannons weredesigned to win RIPS -> exactly what happens (did not happen in prior version)
etc etc etc

I am not here to unveil all the strategy of the game; the set is more than full and agile for anyone to determine how to outsmart opponents in his favor. If you think you have found the way, then you should go ahead and make it reality.

As far as developer side goes, we prefer a set that needs thought and strategy over mono fleets that beat everything; at first it was mono-rips. then LGs were introduced and this stopped. then it was mono-Battle Cruisers. With the glitch fixes, there goes the second and last mono-stacking. I say good riddance; I see no strategy in a ship type that has everything. Do you want to beat defenses ? Get RIPS. Do you want to beat RIPS ? Get LGs. Do you want to beat LGs ? Get xxx (Can't give all the hints here, can I ? :P ).
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