Balance Discussion
English is not my native language, the following text is written using a translator. I apologize in advance if anything is unclear
English is not my native language, the following text is written using a translator. I apologize in advance if anything is unclear
Hey 12312kh,
thanks for the feedback! As you may know, we are continuously releasing patches, including balance updates. T5 techs should sure feel strong and I get where your feedback comes from. It's important to keep in mind, that +10% is still a +10% so it will help you in late game fights. But I will convey the feedback to the team! ![]()
Just some random thoughts to myself. Ever since the DLC came out, I feel like the late-game gap between TL and TR has been getting bigger and bigger. The Javelis and Ogre are absolutely insane with the Takadaran and Akkan buffs. The Kol gets noticeably tankier from the gravity well buff and the Takadaran damage reduction — so it survives much longer, and can stay right in your face, keeping its laser on you nonstop... The Khevarkov, with its missile module, is also pretty good in terms of area damage, but it simply can't match the impact that the Takadaran has on the entire battlefield. The more players in the game, the more this becomes true. After the latest patch, defensive capabilities were buffed — TR benefits from that too, but TL benefits even more. TL players who spawn on the flanks have become very hard to break through... I really think TR should have more unique offensive advantages. Right now, on the surface, TR has a few extra offensive techs, but even with those researches, TR's capital ships and cruisers are nowhere near as combat-effective as TL's (it's counterintuitive...). Sigh...
I think it's worth making a whole branch to strengthen weapons for each faction. I didn't understand how the developers missed it. But my logic is strong in that. In this way, the player begins to realize during the game that there is a new type of damage barrier. This is penetration.
And so. Each faction adds technology levels 4 and 5, technologies such as total damage, Total protection for the race. Total penetration. Or Study technologies to increase damage, punching for each type of weapon. We have 3 types of all weapons. Each type has its own damage, its own physics, its own penetration, its own rate of fire ...
for example, take a small cannon, a medium cannon.
So make it so that you can increase the damage for medium guns. New buffs can be added to new cap spikes, which either provide damage against some kind of shield, or vice versa, a shield against certain damage.
Very much appreciate sharing more feedback!
I do agree that late game techs should bring a punch, but I think changing penetration is not the answer to it.
Even in late game, light guns should not cut through heavy armor. They should deal more damage to unupgraded foes, but penetration is a very important mechanic in forcing a fleet diversification.
Just my 2 cents ![]()
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