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Make Core Destruction Viable!

Posted: Tue Apr 09, 2013 12:34 pm
by Capricis
Yesterday my team decided to try to blow up our opponent's core with Sabres and Yams. It almost worked but there is one thing stopping this strategy from working:

Sabres and Yams take out a percentage of the opponent's CURRENT core, not TOTAL core. Because of this, our opponent has to kill themselves through core drain. Could we switch that please? (=


Attack commences in replay ~29:10. We attacked with ~30 sabres and 8 yams. I think we got 7 yams off? They started reacting to our core drain at 29:56 with a core purge. At 30:59 they activated emergency shields that almost killed them :shock:. But we still could not manage to kill them because of the relative damage of sabres and yams.

I think with this change, core destruction could be a viable allin strategy against a slow reacting team, but because it is so obvious that you are not using broads and launching a billion sabres, a good team could react easily enough to prevent their death and win the game shortly after.

Re: Make Core Destruction Viable!

Posted: Tue Apr 09, 2013 2:10 pm
by Hopeinmo
I agree with that, if anything, a damaged core should take more damage from a saber or yama... but that might get carried away =o, so ill stick to agreeing that it affects based on total core % per hit

Re: Make Core Destruction Viable!

Posted: Tue Apr 09, 2013 2:56 pm
by Jannik2099
yes would be very good, cause otherwise core stability is a bit useless

Re: Make Core Destruction Viable!

Posted: Tue Apr 09, 2013 3:42 pm
by Red-Rocket
it is capped at 50% to prevent enemies from blowing the core, at 50% it already sucks for the enemy, in fact i think at that point the 50% affect can change the core stability, which can blow the core as do many other things like disc. people from consoles and weps freeze up and engines getting shut off at random times, things that can be deadly already.....NO! Yamato )15% and emp (10% X 6 = 60%) = 85% 2 more missiles or 1 yamato kills, no its OP to let the enemy kill you, its to fast, the 50% is bad enough but is incredibly fun to screw with your enemies with!

Re: Make Core Destruction Viable!

Posted: Tue Apr 09, 2013 3:47 pm
by Capricis
Sabres currently do 2% stability a hit, not 10%.

EDIT: I misunderstood your post. You are right, bad things do happen after the core drops below 50%. Is stability change one of those things though?

Re: Make Core Destruction Viable!

Posted: Tue Apr 09, 2013 3:55 pm
by Red-Rocket
hum...things must have changed, i dont use missiles alot as the game ends before i can fully implement them

Re: Make Core Destruction Viable!

Posted: Tue Apr 09, 2013 3:56 pm
by Siretu
For the record, the yamato used to be capped at 50%, it no longer is. It just reduces the current stability with 15%. So first hit brings it to 85%, second to 72.25, and so on.

I really have to disagree with most of you, I dont want it to be possible to core kill so easily. It means you could be dead in 1½ minute with basically nothing you can do against it. You can try purging but it only prolongs it for like half a minute even if you have the kerm to use it all the time. Even if you drop the core to 0%, it probably wont be enough and then you'll die. I don't find that fun at all.

However, if you have it like it currently is, that amount of sabres and yamatos is probably if used correctly, even if you don't kill them directly with a core explosion. Bringing them to less than 30 core stability is very bad for them. They'll have a lot of disturbances and glitches which will cause their team to play much worse than optimal. At the same time, they'll probably have to lower the core output by a LOT(even if they're using purge) and it will cause them to either have very low shields or lose energy very quickly.

I haven't watched the replay yet, but it feels like you should be able to beat that even if you dont have a lot of other weapon upgrades(triple burst should be enough). Keep a tab on their energy and shields to see how they're reacting and if their shields are high and the energy is dropping like a stone, just wait. They probably wont be able to put much of a fight with constant disconnects and weapon locks and you should be able to keep a standard shield at around 5k with no problem. If their shields are low, you should probably be able to break them. You're unloading a ton of yamatos and sabres after all and they cant afford to keep their shields if they dont let their energy reserves take the hit.

Either way, they're in a TON of trouble that you should be able to capitalize upon.

Re: Make Core Destruction Viable!

Posted: Tue Apr 09, 2013 4:10 pm
by Capricis
If it were switched to total % damage instead of current % damage, it would take: 4 yamotos and 30 sabres to bring from 100% to 0%, with no core cycling or purging involved.

4 yamotos will take at minimum 45 seconds of load time, and I think there is a ~3 second charge time after they are loaded? So ~54 seconds to take out a BC if you can manage to fire 30 sabres in 54 seconds as well. This will also cost a team 300 750 950 160 to attempt with the bare minimum supplies. That's quite a bit of resources.

If the other team manages to drop the core output to 0% within these 54 seconds, I think that's like 1% core regen / second, which will more than cover the damage constant yamotos will do. With a few purges as well, a small cost compared to the yams and sabres, a team will survive no problem and the other team loses THOUSANDS in expendable items.

54 seconds may be less time to react than you want. I think if you switch core damage to one of the less used missile types and upped that missile's cost (sabres do enough as it is without the core damage I think), and reduced a yamoto's stability damage slightly, to 12% maybe, it could be very easy to counter but if a team is unprepared still kill them.

OH PLEASE OH PLEASE CAN YOU MAKE THIS A VIABLE STRAT

EDIT: And one more thing this would do that I like, it would cause Power officers to pay attention to core. Cause really, right now we only gotta look at it if we're using emergency shields or are killing it like crazy to survive a few more seconds.

EDIT EDIT: In the replay I put up, it took us until the 2nd kerm spawn, 20 whole minutes, to prepare for the attack. We spent money on mining, all small ship upgrades, then missiles and yams. So that is maybe 13 minutes of resources spent on consumable items? And we had nothing else. It's an allin. It's counterable. It really seems fair to me.

Re: Make Core Destruction Viable!

Posted: Tue Apr 09, 2013 5:26 pm
by Hopeinmo
A small speedbump type solution, even if % isn't a solid percent, at least don't make it a % of remaining core, cause... well that is an infinity slope, and that's not fair, if the damage it does lowers, then why not a direct percentage, make it a more lenient percentage so shure, less damage to core each time hits, but not an infinity slope of removal (i forget proper mathematical term for when increasing value of Y indefinitely gets you closer to X but can never touch)

(sidenote)
i think the formula is something like xy=1... (i think) which means neither x or y can ever reach 0 =p .... I so need my grade 12 textbook again Dx... maybe grade 11, i can't remember !!! @_@ if i havent through out math wok from school ima sift through it... though a reference book would be usefull...

Re: Make Core Destruction Viable!

Posted: Tue Apr 09, 2013 7:25 pm
by LordDragon
Jannik2099 wrote:yes would be very good, cause otherwise core stability is a bit useless

...really?

I wont bother getting into the vast array of situational uses for core-output increases, or how drastically more viable they've become since the addition of the Core Purge ability. Remember that if stability reaches 0%, the BC blows up.

Infinite DPS; gone; peace; byebye;GG;etc.

Now, back to the real issue at hand: Sabertooth Missiles and Yamato Cannon blasts; specifically their effect on Core Stability.

I do agree that they should perhaps be a bit more viable as far as core destruction goes, but a flat percentage may be taking it too far. You guys came very close to forcing a meltdown, and they didn't have to rely on E.Shield for very long at all. Had you utilized 100% of your capabilities (firing your laser weapons, for instance... "Only use missiles, guys!" ) the battle would've have gone in your favor much more quickly.

I see what you were trying to do in that match: pure core kill. The thing is, if everything does a flat % core damage, there is nothing to stop people from suicide rushing as soon as they have the 'magic number' of weapons. There would be no counter, no getting away, no more balance.

In short, I wouldn't mind seeing the scale of these weapons go up slightly, but I feel they already have the capability of denying the other team of several abilities once core damage is done.