Reducing the overall effectiveness of the battlecruiser
Posted: Wed Mar 11, 2015 12:31 am
Here are problems players are currently having with the game
1) Battlecruisers die to fast, you spend 15-40 minutes building up, and you die within 30 seconds, even 10-20 seconds in the later stages of the game...
2) Battlecruisers v ships late game are INSANELY POWERFUL! yes, a battlecruiser should be able to 1v1 or even 1v5 any ship, but at the absurd and sheer power it can deal out with lasers (kinetic multi-tier is balanced, and single tier cant hit anything) and broadsides, its a fan, so your likely only to get hit by 1, even then broads are easy to dodge, but lasers? they are fast, and they hit very hard. In the early game, ships can deal with single burst, and even triple burst, but late game there is no chance at getting close to a battlecruiser to kill that miner.
~~ Those are the main problems that people i talked to have with it. For me...
3) There are 10 laser upgrades. Lasers have the unique situation of avoiding the change in removing scaling time to upgrades. Each upgrade gets longer and longer. While the first 5 are reasonable, it gets really boring and annoying fast. Its very expensive as well, but nothing else is as important, I will skip boost, wraith, corvette or even miner upgrades just to get laser upgrades.
4) Laser upgrades are the most cost-effective way to win in a game. And lasers are the one avenue where you can win without ANY support of other mechanics, I have even seen wins without broadsides, not that broadsides are powerful in their own right (but are very poor at dealing with small ships, unlike lasers. Which is fine) It is getting better now, as the new shield mechanics reward burst damage over sustained damage, but you can still simply overwhelm it with insane amounts of DPS from lasers+broadside.
So what do i propose? some major changes, when it comes to balance, many unexpected balancing issues occur, while i have no doubt there will need to be tweaking of numbers, the core concept needs to change.
-Reduce amount of laser upgrades from 10 to 5 (level 2 requires T1 3-4 Requires T2 and 3 T3 Requires) Remove scaling time, each laser upgrade will be 5 seconds. Decrease laser damage from 20% to 15% and increase broadsides from 10% to 20%. (lasers: 200% to 75% and broadsides remain the same *100%* though ultimately cheaper, and faster to upgrade) It should be broadsides dealing the real DPS, not the lasers, they should just be more of an anti-small small ship. not a 800 DPS machine which does even more hull damage then the single-target kinetics...at just 5 upgrades...
-Reduce shield regeneration per 5 from 1.25 to 1.0 (1 is cleaner and also makes shields more balanced vs weapons nerf, so offense still has a real chance to take down defense)
Its alright to have a "safe" method, but when it is also the "best" method things tend to get unfair. If laser dps does more damage at level 5 to hull then kinetics, then there is a problem (thats not even including broadsides,) or the fact that level 5 lasers almost less then tier 3 kinetics....T3 Kinetics 240
240
400
. 5 Lasers: 200
100
350
(though admittedly it also has added costs of penta and broadsides and two tiers, the advantages still outweigh the disadvantages by far!)
1) Battlecruisers die to fast, you spend 15-40 minutes building up, and you die within 30 seconds, even 10-20 seconds in the later stages of the game...
2) Battlecruisers v ships late game are INSANELY POWERFUL! yes, a battlecruiser should be able to 1v1 or even 1v5 any ship, but at the absurd and sheer power it can deal out with lasers (kinetic multi-tier is balanced, and single tier cant hit anything) and broadsides, its a fan, so your likely only to get hit by 1, even then broads are easy to dodge, but lasers? they are fast, and they hit very hard. In the early game, ships can deal with single burst, and even triple burst, but late game there is no chance at getting close to a battlecruiser to kill that miner.
~~ Those are the main problems that people i talked to have with it. For me...
3) There are 10 laser upgrades. Lasers have the unique situation of avoiding the change in removing scaling time to upgrades. Each upgrade gets longer and longer. While the first 5 are reasonable, it gets really boring and annoying fast. Its very expensive as well, but nothing else is as important, I will skip boost, wraith, corvette or even miner upgrades just to get laser upgrades.
4) Laser upgrades are the most cost-effective way to win in a game. And lasers are the one avenue where you can win without ANY support of other mechanics, I have even seen wins without broadsides, not that broadsides are powerful in their own right (but are very poor at dealing with small ships, unlike lasers. Which is fine) It is getting better now, as the new shield mechanics reward burst damage over sustained damage, but you can still simply overwhelm it with insane amounts of DPS from lasers+broadside.
So what do i propose? some major changes, when it comes to balance, many unexpected balancing issues occur, while i have no doubt there will need to be tweaking of numbers, the core concept needs to change.
-Reduce amount of laser upgrades from 10 to 5 (level 2 requires T1 3-4 Requires T2 and 3 T3 Requires) Remove scaling time, each laser upgrade will be 5 seconds. Decrease laser damage from 20% to 15% and increase broadsides from 10% to 20%. (lasers: 200% to 75% and broadsides remain the same *100%* though ultimately cheaper, and faster to upgrade) It should be broadsides dealing the real DPS, not the lasers, they should just be more of an anti-small small ship. not a 800 DPS machine which does even more hull damage then the single-target kinetics...at just 5 upgrades...
-Reduce shield regeneration per 5 from 1.25 to 1.0 (1 is cleaner and also makes shields more balanced vs weapons nerf, so offense still has a real chance to take down defense)
Its alright to have a "safe" method, but when it is also the "best" method things tend to get unfair. If laser dps does more damage at level 5 to hull then kinetics, then there is a problem (thats not even including broadsides,) or the fact that level 5 lasers almost less then tier 3 kinetics....T3 Kinetics 240