Open Novaras opened 3 years ago
Will try doing this today and tomorrow.
Main concern is that if I miss important weapons, their damage to the new armour types will be 1.0
which could radically buff or nerf them.
With that said, I know every ship in the game by heart, campaigns included.
DestroyerArmour
:
HeavyArmour
HeavyArmour
) SuperUtilityArmour
:
MediumArmour
Right now it feels really bad when trying to fight capital/frig balls with strike compositions - early pulsars instead of rushing DDs for example. Strike do extremely minimal damage in real games to capitals, due to various things like kill time, cover from enemy strike, MDDs, torpedo frigs, etc (a little map dependant; Shield games don't suffer quite so much for example).
Basically it's difficult to balance things like lasers against the range of capitals on show, while also keeping pulsars and others in line: lasers are absolute monsters against carriers (able to oneshot vgr carriers if you have 32 or so), but massively weaker against DDs and BCs.
I would do the following:
Armour types:
SuperUtility
DestroyerArmour
HeavyArmour
SuperUtility
HeavyArmour
, exceptions: - lasers should be noticably weaker - bombers should be slightly weaker - non-anti-heavy weapons should be slightly stronger - cloaked fighters should be slightly stronger again - repair beams should be somewhat strongerDestroyerArmour
HeavyArmour
, exceptions: - bombers should be slightly stronger - heavies should be significantly stronger - mines should be slightly stronger - pulsars should be somewhat strongerHeavyArmour
No changesHgn ions can do +10% hereAlthough this appears a bit spooky at first, it actually solves a lot of issues by giving us the additional values we can scale:
So the only units which will have their armour type changed are
The TO icon for
SuperUtility
needs thinking of, I would suggest a square with rounded corners.