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Nanite transfer balance

Posted: Thu Apr 18, 2013 8:11 pm
by Tempest
I have proposed a means of making Nanite transfer less effective on small ships early game, and more effective on large ships late game. The dps a large ship (Chomper - Destroyer) faces late game exceeds 250+ dps between broads and lasers and it can be much higher. The highest regeneration you will reach with nanite as a % based heal at 2-3% hull per second will be around 60 hull per second on a fully upgraded destroyer. on a chomper it will be 45hps or less.

so 3% hull regeneration a second will make a wraith regenerate a measly 3 hull per second (a little higher if hull is upgraded), but with his ability to swiftly enter and exit combat this has great use. A corvette can no longer sit in front of a bc and not feel a thing. A chomper can still easilly be killed, a destroyer is no longer a sitting duck in the event of a boost attack on top of it (it will still probably die, but it has a fighting chance to escape now)

In my eyes this NERF of Nanite is a perfect solution to the problems facing our players. Nobody has complained that a destroyer gets too much healing from nanite. The problem is miners, corvettes, and wraiths with nanite. You cant kill them at 20 hull per second early game, until you have pentas maxed and fully commit to the assault.

Thoughts?

Re: Nanite transfer balance

Posted: Thu Apr 18, 2013 8:24 pm
by Karl913
Hmm.. If you have the same amount of nanites each ship for healing.. Wouldn't each ship heal at the same rate? Although if you're like me then you'd say screw the realism and bring the balance. ;) l agree on this.
Played a game where a wraith got it early and from there it was almost impossible to kill him. Of course, l suppose, l didn't lose any miners.. But still.

Re: Nanite transfer balance

Posted: Thu Apr 18, 2013 8:27 pm
by DumbMarine
Your math on the wraith is wrong FYI, it would get 9 hp/s unupgraded or 21 hp/s upgraded.

Re: Nanite transfer balance

Posted: Thu Apr 18, 2013 9:00 pm
by Tempest
i apologize, 9 hull per second. Have a huge headache today should have used the calculator xD

Re: Nanite transfer balance

Posted: Thu Apr 18, 2013 9:01 pm
by Tempest
the point being in this is that yes it will be 21 hull per second once hull is maxed, but at that point bc lasers will also be upgraded, enough to nullify and tear apart the healing at that point. I think 4% is too high and 2% is too low, 3% would be perfect.

Re: Nanite transfer balance

Posted: Thu Apr 18, 2013 9:02 pm
by Tempest
ty btw karl :o

Re: Nanite transfer balance

Posted: Fri Apr 19, 2013 2:06 pm
by HumanLisk
I like this suggestion! But I feel that Nanite transfer might be a little too nerfed at the start verse Ionic then.
Beside that I love it! Bring on the nerf!

Maybe if Ionic was a % based speed upgrade too? More upgraded Small Ship Thrusters, more ionic % boost?

Re: Nanite transfer balance

Posted: Fri Apr 19, 2013 2:44 pm
by Tempest
it is a 50% speed boost last i checked already :o