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Post by resistor on Oct 29, 2017 12:44:33 GMT -5
Torpedoes and Missile systems seem a little too accurate compared to other guns, with the highest Attack bonuses. Also, considering the player starts at optimal range for torpedoes, and starts with no defensive Talents active, I think it is somewhat unbalanced how accurate Torps are.
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Post by fallen on Oct 29, 2017 13:48:19 GMT -5
Interesting feedback. They are definitely on the more accurate side of things, but also on the lower end of damage. I do not think we will change this, because the first round of combat and any associated damage is so critically important to the entire game's balance and well working. Torps are intended to be very accurate.
It is very easy to get defensive Talents imho and most builds start with at least one Evasive Maneuvers?
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Post by resistor on Oct 29, 2017 14:32:15 GMT -5
Interesting feedback. They are definitely on the more accurate side of things, but also on the lower end of damage. I do not think we will change this, because the first round of combat and any associated damage is so critically important to the entire game's balance and well working. Torps are intended to be very accurate. It is very easy to get defensive Talents imho and most builds start with at least one Evasive Maneuvers? Defensive Talents don't always help much at range 5. My current build has two Pilot Assist 4 modules and one Nav Assist 4 Module. When using Evasive Maneuvers at range 5, I will be hit by around 67% of torpedoes from Paladin Cruisers and Guardian Interceptors, around 75% from Cautela Heavylifts, and around 95% from Xeno ships. Also, keep in mind these are level 1-3 torps the AI is using. When the AI is updated to be able to be generated with higher level torps, there will be nothing I can do to effectively dodge torps without minmaxing my ship for evasion.
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Post by fallen on Oct 29, 2017 15:26:13 GMT -5
Thanks for the feedback! Not something we are planning to change at this time.
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