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Post by resistor on Jan 26, 2019 13:21:23 GMT -5
drspendlove, a few others, and I have been talking about Twitch Surge in the Discord and came to the conclusion that it is a little OP because it is impossible to escape when the other ship uses it. I suggest limiting the usable range of this talent to 2-4 instead of the current 2-5. As a side effect, this would make Flash Charge more desirable for close-range builds to start battle in Twitch Surge range.
If this makes the talent feel too weak, maybe it can be compensated for by having Twitch Surge use Agility+Quickness instead of 10+Quickness.
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Post by drspendlove on Jan 26, 2019 13:23:00 GMT -5
Interesting on the Agility part. That'd actually weaken it slightly for very large ships, which would make sense.
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Post by fallen on Jan 26, 2019 21:07:29 GMT -5
Thanks for the suggestion! Added it to the long list for consideration.
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imp
Curator
Posts: 25
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Post by imp on Jan 28, 2019 0:03:41 GMT -5
Twitch surge is only effective that turn so unless its used repeatedly its not an issue unless you want the ability to always be able to escape which sounds lame. Using it at range 5 should therefore be valid, used mid combat to try and close range because you are trying to leave or high risk first move to close range, not boosted defences or used a talent that gives negative buffs to opposing ship. Have used this as a valid option on second turn if tried closing range at start of battle and still ended up at range 5.
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Post by drspendlove on Jan 28, 2019 10:02:52 GMT -5
The imbalance we're referring to isn't the free move. It is the fact that a guaranteed move also 100% prevents foes from escaping that turn.
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Post by resistor on Feb 28, 2019 15:18:13 GMT -5
I wonder how people feel about this since the AI has gotten better at using Twitch Surge. I have recently lost one explorer captain that couldn't escape a pirate because of a range 5 Twitch Surge.
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Post by fallen on Feb 28, 2019 17:00:39 GMT -5
At the moment, it is something you need to be extra wary of when fighting Pirates for sure. Heard of another loss from another captain as well.
My suspicion is that yes, Twitch Surge is helping, but also that the pirate you faced tossed some other components to gain more Nav and Pilot modules ...
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Post by resistor on Apr 23, 2019 17:18:00 GMT -5
Maybe instead of it being unusable at range 5 it should just have no effect the opponent is making an escape roll. That way it can still be a counter to long range builds without making escape impossible.
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Post by fallen on Apr 23, 2019 19:53:35 GMT -5
There are no plans at this time to change the Talent.
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Post by tarquelne on Apr 24, 2019 7:22:13 GMT -5
I’d wondered if TS trumped escape. (It seemed likely.)
I’m more concerned with all the ways there are to completely avoid combat - I don’t mind that the AI can temporarily nail me in place.
OTOH, I’d like to see the introduction of some “extreme” Escape talents that allow players to drop out of combat in return for damage of one sort or another. Perhaps they could only be used after X turns of combat. I like the idea of ship combat being less all-or-nothing. I think that’d make balancing combat easier, too, in that we could see some exceptionally tough enemies without them being so likely to end a game.
(Really, I’d like SotV to be an in-combat talent. My Merchant and Spy captains are getting complacent.)
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Post by contributor on Apr 24, 2019 9:53:59 GMT -5
Speaking of "extreme" escape talents, I like the idea of a boarding talent that would allow escape. It would be some sort of sabotage that would create a window of opportunity to get away. It would go to a generally non-combat crew E-tech, Mechanic or Engineer. I'm thinking that it could be post boarding, or potentially even during combat, but using it during combat would mean that you would lose your combat crew. It would set up some pretty wild last-ditch efforts to escape battle. I can't escape, but if I can close range or launch a boarding shuttle I have a chance. And once I get on board I have a terrible choice. Do I try and save the crew knowing that if they all die I may not be able to escape or do I pull the talent ensuring escape but lose the crew. It seems like actually having this as an earlier talent would be good, because once we get Skip it may be obsolete.
A similar craft talent would be possible. Sacrifice a bomber by ramming it up their tail pipe in order to escape mid-combat.
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Post by fallen on Apr 24, 2019 19:50:21 GMT -5
Speaking of "extreme" escape talents, I like the idea of a boarding talent that would allow escape. It would be some sort of sabotage that would create a window of opportunity to get away. It would go to a generally non-combat crew E-tech, Mechanic or Engineer. I'm thinking that it could be post boarding, or potentially even during combat, but using it during combat would mean that you would lose your combat crew. It would set up some pretty wild last-ditch efforts to escape battle. I can't escape, but if I can close range or launch a boarding shuttle I have a chance. And once I get on board I have a terrible choice. Do I try and save the crew knowing that if they all die I may not be able to escape or do I pull the talent ensuring escape but lose the crew. It seems like actually having this as an earlier talent would be good, because once we get Skip it may be obsolete. A similar craft talent would be possible. Sacrifice a bomber by ramming it up their tail pipe in order to escape mid-combat. Sounds like a cool debuff that a boarding Talent could grant.
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