Balance Discussion

English is not my native language, the following text is written using a translator. I apologize in advance if anything is unclear

    Hello, dear development team, I’d like to discuss the “high order explosives” research. In my opinion, it feels somewhat underwhelming. As a research exclusive to the TR faction, it requires Military V to unlock and is quite expensive (although cost isn’t really an issue by the time you reach Military V, it’s still significantly more costly than other high-tier research). However, the benefit it provides is rather minimal — only a 10% increase to autocannon weapon damage. The majority of TR units are equipped with Medium autocannons, and the 250 pierce at this stage just doesn’t cut it.
 
    I would suggest changing it to increase all physical weapon damage instead, making this expensive, late-game research more worthwhile. What do you think?

 

207 views 6 replies
Reply #1 Top

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! :)

+1 Loading…
Reply #2 Top
Thank you for your reply! sorry — I'm not very articulate, and with the translation software it's even harder to express myself clearly. What I meant is: yes, the 10% increase does exist. But since Military V is already the highest tech level in the game, a faction-exclusive research that only provides a 10% bonus to autocannon weapon damage feels underwhelming at this stage.
The bigger issue is that most TR units are equipped with Medium autocannons (250 pierce), not Heavy autocannons. Against late-game, a 10% damage increase on a 250-pierce weapon doesn't translate into meaningful improvement — the actual damage gain is very limited.
If this research could be changed to boost all physical weapon damage instead — including gauss and missiles — then this faction-exclusive Military V research would definitely become well worth its cost!
Thank you again for your response, devs — really appreciate it! I truly love this game, wish you all the best and continued success.
Reply #3 Top

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...

Reply #4 Top

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.

Reply #5 Top

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 :)

+1 Loading…
Reply #6 Top
Yes, I also think the light gun's pierce shouldn't be so strong that it can easily cut through heavy armor. It's not good for game balance or lore. But TR's unique late-game techs should affect more powerful weapons, not just the light gun. For example, TR's core identity is their railguns (and gauss cannons, on ships like the Ragnarov and Khevarkov — even though they don't have additional techs for them, they do equip a lot of those gauss cannons). So TR's unique late-game techs should affect physical weapons — for instance, +10% damage and +10% reload speed.
In the new patch, TL with two starbases plus Ion Torpedoes camping at the gravity well entrance is just insane. Their synergy is a classic case of 1+1>2. The same goes for Takadaran's various powerful buffs. As a result, TL — a faction that's supposed to excel at defense — now has capital ships and cruisers that, after the DLC, far outmatch TR's offensively oriented ones in combat effectiveness. And when it comes to defense, TL has left TR so far behind it's not even close...
Speaking of which, I also want to rant a bit: why is TR still so “poor” after fighting for decades? They preach their war philosophy, and profit from war — yet only the Harcka cruiser (which is a common unit for both TR and TL) has heavy autocannons. Even their core Ragnarov titan and the newly developed Khevarkov can't afford to equip heavy autocannons. I know the DPS difference between medium and heavy autocannons isn't THAT big, and there's only a 50-point difference in pierce — but it just feels so weird...