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Post by tenbsmith on Sept 17, 2015 9:58:48 GMT -5
With the recent ner... er... balancing of Critical Strike, I thought it'd be nice to Talk Torp Attacks. Even after the balancing, Critical Strike looks like a winner. I skipped Torp Spread 1 in my current game, the damage bonus seems paltry and my ships are generally designed to hit without bonuses. O.k. people, tell me how wrong I am. ;-) Oh, and give me feedback on the table. Attack
| Tech Tree Local | WaterFuel | Damage | Hyper. Attack | Critical
| Torp Strike | -- | 4 | --- | --- | ---
| Torp Spread 1
| SC3--Capital Ships 3
| 10 | +4 | +3 | ---
| Torp Spread 2
| SC 8
| 16 | +8 | +4 | ---
| Critical Strike
| SC4--Fleet Ops 4-- Coordinated Ops 2-- Cadar Fleet Ops
| 18
| +8
| +4
| 15%
| Torp Spread 3
| SC13-- Hyperwarp Weapns 2
| 24
| +12
| +5
| ---
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Notes: SC = Starship Construction
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Post by Cory Trese on Sept 17, 2015 10:00:03 GMT -5
Crit Strike now costs 18
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Post by CdrPlatypus on Sept 17, 2015 10:03:05 GMT -5
Critical strike is still the clear winner. +15% to crit is huge. (Please don't nerf)
Torp spread comes in at high difficulty levels for the plus accuracy or if you want to stick your ship points somewhere else
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Post by Cory Trese on Sept 17, 2015 10:04:17 GMT -5
Critical strike is still the clear winner. +15% to crit is huge. (Please don't nerf) Torp spread comes in at high difficulty levels for the plus accuracy or if you want to stick your ship points somewhere else Critical Strike has to have 15% or it will be lame. Perhaps the damage bonus or something else would be my nerf target ... but I'd rather balance it using W-F consumption myself.
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Post by tenbsmith on Sept 17, 2015 10:35:21 GMT -5
The Cadar Fleet Operations screen says "12 Water-Fuel". That's the screen reached from the Tech Tree screen. I'm running ST4X 2.4.5.
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Post by Cory Trese on Sept 17, 2015 10:39:32 GMT -5
The Cadar Fleet Operations screen says "12 Water-Fuel". That's the screen reached from the Tech Tree screen. I am running ST4X 2.4.5. Hmmmm. I'll look at that, thanks!
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Post by tenbsmith on Sept 17, 2015 10:41:39 GMT -5
De nada,
I'm in favor of leaving Critical Strike as is, because it is fun to discover unexpectedly good techs among the generally balanced stuff in the Tech Tree. If you choose to nerf further, maybe wait a while so that people with fleets built around this attack won't suddenly have things change radically.
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Post by Cory Trese on Sept 17, 2015 10:47:21 GMT -5
Maybe I should really be looking at raising the Talent level a bit.
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Post by elwoodps on Sept 17, 2015 14:56:54 GMT -5
tenbsmithLike other faction specific benefits, a faction specific training has to be significantly better than what's universally available to all factions. Remember you can only choose 3 factions per game, so when you add Cadar to your lineup you give-up the benefits of including some other faction: The shipbuilding skills of Alta Vista, the money-making power of De Valtos/Moklumnue/Javat, the Espionage and Research prowess of Rychart, etc..., . To me it's these various strengths that more than anything else that give each faction their own unique character, which adds so much to the depth of the game.
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Post by bookworm21 on Sept 17, 2015 17:34:14 GMT -5
Maybe I should really be looking at raising the Talent level a bit. This whole talent level thing isn't well explained at the moment. I sort of get that the max talent level of a ship has something to do with its design level, and that better talents use more if this mystical substance. That said, I'm on version 2.4.3 (iPhone 5 running iOS 9) so may not have the latest ui that explains all this.
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Post by tenbsmith on Sept 18, 2015 8:12:35 GMT -5
Talent level?!? Never heard of it. Then again I didn't do the alpha or play the game until quite a while after release. Would love to hear more.
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Post by elwoodps on Sept 18, 2015 8:52:29 GMT -5
Talent level?!? Never heard of it. Then again I didn't do the alpha or play the game until quite a while after release. Would love to hear more. Although I never heard of it either, I think I've run up against it. I think it's about how many trainings a ship can have, based on it's Level. Higher level designs can have more high-level trainings. If you try to put too many trainings, particularly higher-level ones, in a lower level ship design, the ship designer won't let you save the design, giving you an error like "Too many Talent Levels for Design Level". I usually run into this when I try to put something like Sector Scan 4 and Planetary Invasion 3 on maybe a Level 6 or 7 Transport. If I can't bump the design level up high enough get rid of the error, I usually downgrade to Sector Scan 3 to get around it.
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Post by Cory Trese on Sept 18, 2015 9:16:05 GMT -5
That's correct elwoodps -- a Ship Level grants X levels in 3 categories -- Ship, Captain and Training.
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Post by elwoodps on Sept 18, 2015 9:43:34 GMT -5
Do you think it might be worth changing the Ship Designer error message to "Too many Training Levels for Design Level" ?
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Post by Cory Trese on Sept 18, 2015 9:52:25 GMT -5
Do you think it might be worth changing the Ship Designer error message to "Too many Training Levels for Design Level" ? Definitely a good idea
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