Gar Posted May 13, 2008 Report Posted May 13, 2008 (edited) How do you post excel stuff? I tried and it came out as garbage. Edited May 13, 2008 by Gar Quote
9vgnc3eZ01 Posted May 13, 2008 Report Posted May 13, 2008 (edited) Well, let me just point out some stuff about the ships, now that you kindly posted their stats. Balance issues in the ships are clearly visible. First, notice the gunners. The Warbird, the Spider, the Terrier, and the Shark. All of these ships are used fairly well in the game. The WB, Spider, and Terr ALL have more recharge than its respective counterpart meaning, right now this means the upper hand. The WB has every stat it needs over the Jav to force the Jav to kill it as fast as possible. The WB has more speed, outrunning it; it has more recharge, outlasting it; and has cheaper energy weapons, also outlasting it. This means that the Jav is pressured into the corner while the Warbird has free reign. If the Jav can not kill the WB fast enough, the WB will get it and win. On the other hand, the WB has every means to escape, with the only hope for the Jav is its bomb speed. My opinion? Its not enough. Not only that, but it has a lack of firepower to energy usage ratio. The Jav has Salvo, the WB has positron, lets say. The problem here is the energy consumption department. If the Jav can't hit every shot, it fails. Falcon? Well, you better hope you hit every shot. A Jav may have the upper hand if it can hit every shot, but if not it is doomed by statistics. Now if the WB fails, it can run. Ok, now if the world was blue this is fine. It isn't. For if you may know, WBs have it easy in the item department. BOTH guns and bombs are lethal, with Phaser and SOP serving itself. For one thing, the WB can use this if the Jav attempts to chase, while the Jav... has Phaser? Ok, then we use Salvo. Here comes the outlasting part. Ok, so lets go with Arcfire Array and Heat Reaver. Capitalizes on your bomb speed, even has Multifire lv3 guns. Problem is some inferior weaponry. Now the WB, still free with a sig spot, buys Ampere and rapes you. Oh come on, how fail is that. Wait, go back to Phaser Salvo, and buy Ampere. Now !@#$%^&*uming you're all up to date and can hit shots like some crazy man, you stand a fair chance. But you are still inferior. Where do Javs get their kills then? Either by those who suck, or skilled players who make one too many mistakes. My point: By stats and because of fail weapon combinations, together the Jav loses in a scale just too much. My primary complaint is this. Now notice the Levi and and Weasel. Levi suffers from situational (surely intentional) while the Weasel suffers from the same thing (it is a rusher) and inferiority in practically everything else. Now the difference with the Levi is weapons. As long as it has its tacnuke, it can still be useful. Not much choices in bombs though, unlike the Spider... Terrier... Warbird... oh wait now the Weasel. It actually has higher speed than a terrier, more thrust, and actually, with a good Emp and Phaser, actually seal the deal with a terrier. But just like the rest of the bombers, it lacks good non-signature weapons for its love to taste, and just a lack of variety in general. Its a struggle to find a good weapon set all together, while gunners sit back in not only their recharge, but bask in their awesome 1st class gun variety... such discrimination against bombers. I call it failure. I won't even bring up how Sharks screw around. Anyways, I notice the shipsets follow certain patterns connected with supposed ideas. Gunners have more recharge, but bombers supposedly compensate with stronger weapons. (I bet I nailed your idea there Arnk). But hey, barely does it happen anywhere. Weasels are practically forced to rely on their single barrel guns, in ways that thats a little too sad for this supposed "bomber". Its more like an inferior gunner with fast EMPS; and well, the Terrier sits around with Plasma and Antimatter... hey lets get a terrier instead! Why it has 10 different ways to be cool while the Weasel has like... 2? (Fail.) Now I'm not going to come off without offering some solutions. Firstly, try reversing the recharge balance. Bombers could have more recharge, and gunners have less. It would close off some of the major gaps, and also correlate with the fact that apparently guns simply are stronger then bombs, and Tacnukes rape regardless, high recharge or not (and its delay will still be there to exist). Two: Make bombs better. More shrap bombs. Bombs take less energy. Less delay. Are faster. Hey, so many possiblities that work, there must be one the suits Arnk. Other: Whatever that is that works. But know that this may be part of the problem HS gets today. Just my instinct, but do think about it. Edited May 13, 2008 by Relos Quote
Gar Posted May 13, 2008 Report Posted May 13, 2008 (edited) http://i31.tinypic.com/bfp8is.jpg Edited May 13, 2008 by Gar Quote
Gar Posted May 13, 2008 Report Posted May 13, 2008 (edited) http://i27.tinypic.com/2j2ur0y.jpg http://i32.tinypic.com/4jx9a0.jpg these should all be self-explanatory. note that the items listed for sublight addons don't necessarily match optimum. the maximums are in the text on the right. Edited May 13, 2008 by Gar Quote
aquarius Posted May 13, 2008 Author Report Posted May 13, 2008 what is dps, eps, and dpe? and what does 'realenergy'and 'realdelay' mean? but good work i thought about it, you did it Quote
Gar Posted May 13, 2008 Report Posted May 13, 2008 dps = damage per secondeps = energy per second (used while firing)dpe = damage per energy spent realenergy is the real energy cost of a shot once multiplied by gun levelrealdelay is the delay hyperspace lists (like 9 for shredder) multiplied by 10. This gets the real delay in milliseconds. 1000 milliseconds in 1 second. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.