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Change deflectors to reduce damage.

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13 years ago
Jul 24, 2012, 2:23:43 PM
vyolin wrote:
@ Ign: The reason you get past the first phase of battle is obvious with regards to your faction: High HP and Defense let your ships live longer to see the later phases while reduced accuracy gives the enemy the same benefit.

Basically you have longer fights because neither you nor your enemy manage to reliably hit anything.




That combined with a all-around weapon loadout. I see 3 missiles, 4 beams, and 1 kinetics on the primary attack ship, plus 5 of each defense tech (plus Intelligent Tools and two S2G bombardment weapons). The support ship has 2 of each defense, 5 beams, and 2 support modules (Intelligent Tools and High Energy Couplings).



1) Mixed weapons is downright inferiour to an all-out loadout. You might as well go all-out beams, as that's already your primary damage dealer.

2) The AI defending fleet is using 100% kinetics, making the tonage spent on shields and flak dead weight.

3) Intelligent Tools is dead weight, at this point, as the Repair card played in the non-existent third phase (that is, you'll no longer reach the melee round, thus you can play whatever you want and it will always succeed) will do more repair than the module.
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13 years ago
Jul 20, 2012, 2:00:26 AM
Wait...what part should I retype?
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13 years ago
Jul 20, 2012, 2:03:14 AM
Specifically I don't know what "your enemy AI" could refer to, and generally I can't tell what point you're trying to make.



The only even theoretical way I can think of that combat could go past 1 phase is if the two fleets almost cancel each other out, AND have quite a few HP modules. Otherwise one of them dies, really fast. The chances of that occurring are obviously kinda low..
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13 years ago
Jul 20, 2012, 2:06:01 AM
In my games me and the AI frequently duke it out to at least the second phase.



I could upload some of my ship schismatic's, empire perks and enemy ship statistics if you would like?
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13 years ago
Jul 20, 2012, 2:09:36 AM
Sure. Even when I design ships with hardly any attack, the AI's designs are so lacking so I still obliterate them smiley: frown
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13 years ago
Jul 20, 2012, 4:28:22 AM
I'm down for this. I don't understand the opposition to this, it'll actually allow the Kinetics to deal damage.
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13 years ago
Jul 24, 2012, 1:13:46 PM
@ Ign: The reason you get past the first phase of battle is obvious with regards to your faction: High HP and Defense let your ships live longer to see the later phases while reduced accuracy gives the enemy the same benefit.

Basically you have longer fights because neither you nor your enemy manage to reliably hit anything.
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13 years ago
Jul 20, 2012, 1:54:14 AM
Then your enemy AI is truly worthless.



Not on a larger scale, if anything it just acts like refreshable HP for energy weapons, and once multiple shits are added, well....your AI centrally does use shields on ships, and im guessing you have seen its effect.



Frankly i want the while lot of defenses scraped and redone, but im making do with what i have got.
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13 years ago
Jul 24, 2012, 2:48:49 PM
Cards of skipped rounds no longer have any effect, do they? The rest still holds true, though.
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13 years ago
Jul 24, 2012, 2:49:46 PM
  • As a fan of the Omni-tank setup, I would argue that some of each defense is a good thing - especially on hulls larger than destroyers.
  • I concur on the "pick a weapon" for your fleet. - Beams benefiting the most from Hero boosts.
  • As someone with omni-tank builds, I also frequently reach round 3. Especially when my 3-4 dreadnaughts are facing 10+ships.
  • I would also not characterize repair modules as dead weight, more like "extremely useful". Additive healing is good in a tight spot.
  • Not killing all your foes in the initial pass means they attack you next round. Which can mean more XP.

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13 years ago
Jul 24, 2012, 4:00:46 PM
By now i already know what will be more efficient, and what will win the game in 1 phase.



But that's not fun, i set up my races like this because it makes the game fun, really really fun!
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13 years ago
Jul 24, 2012, 4:43:06 PM
vyolin wrote:
Cards of skipped rounds no longer have any effect, do they? The rest still holds true, though.




Based on my most recent experience (admitted about two weeks ago), Nano-repair bots still worked in "skipped" phases as their entire effect takes place at the START of the phase.
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13 years ago
Jul 30, 2012, 3:21:20 PM
Personally, I think kinetic defense should be slightly reduced. It should be the only defense where offense is stronger than defense.
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13 years ago
Jul 30, 2012, 3:32:28 PM
I wouldn't mint to blocking shots if it were a %, especially due to the inaccuracy issues.
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13 years ago
Jul 30, 2012, 5:49:07 PM
+1 for the OP suggestion to make deflectors reduce dmg instead of blocking shots



Atm rank 1 deflectors can block higher rank kinetics too well, making at least me skip that entire tech tree in each game and just steamroll everything with beams. Granted, beams are far better due to many other reasons too (as stated in this thread, but baby steps, baby steps :P)
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13 years ago
Jul 30, 2012, 5:52:59 PM
Drendil wrote:
+1 for this suggestion




Which bit, making deflectors direct damage reduction (which, technically, they already are) or one of the other suggestions present in this thread?
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13 years ago
Jul 20, 2012, 1:06:16 AM
what +attack%?



I don't know what your referring to.
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13 years ago
Jul 19, 2012, 11:40:07 PM
I don't think the shields are specifically the problem. Its this.....plus the fact that beams have the highest overall accuracy in the first 2 phases of combat, which is where 90% of battles occur. If beam accuracy was adjusted, I don't know if shield would need to be changed.
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