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Kaos
Joined: Sat May 01, 2010 11:39 am Posts: 1217
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So I am level 224 and some level 43 idiot attacked me and set off my trap. I went to attack him back and this is what happened.
Attack: 1521 / Defense: 1169 Attack: 300+ / Defense: ? You gain 18 [ Shields Left: 556 ] My Damage - 49 His Damage - 69
Rank 43 Konqul Raider Legion Size: 38 Combat Reputation: Dangerous
Weapons Heavy Graviton Shearer x2, Heavy Laser Cannon Energy Omicron Injector Sensors none Hull Hardened Durtanium Plating x4 Shields none Cloaking Zolazin Jammer Defenses none
Neither of us have any special affects and he has 1/3 the defense of the NPCs I attack and deal 200-300 damage to per shot. How is someone a 1/5 my levels doing that?
_________________ Galactic Paladins - Recruiting Select Rank 300+ - #3 with level 6 base and #3 in Legion strength (not just NPC fighters) - 13 Lab creations (all the best) - Our base gives 22000 RP a day
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Mon Jul 12, 2010 9:24 pm |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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decks, you have lots of them.
_________________ Your right to an opinion does not mean your opinion is right.
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Mon Jul 12, 2010 9:33 pm |
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Kaos
Joined: Sat May 01, 2010 11:39 am Posts: 1217
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What?
_________________ Galactic Paladins - Recruiting Select Rank 300+ - #3 with level 6 base and #3 in Legion strength (not just NPC fighters) - 13 Lab creations (all the best) - Our base gives 22000 RP a day
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Tue Jul 13, 2010 1:02 am |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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decks are now a major factor in the damage calculations, you have alot of them, your opponent did not because of that the damage ceiling for you is much higher then it is for him. and before anyone says this is unfair research some hulls and try again (youll notice that the hulls simply increase the amount you can take not how much is dealt) and thusly because you have alot of decks you should be more then capable to get enough hull to offset these changes.
_________________ Your right to an opinion does not mean your opinion is right.
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Tue Jul 13, 2010 1:07 am |
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Kaos
Joined: Sat May 01, 2010 11:39 am Posts: 1217
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Ok, but if I have 1500 in attack and he has less than 500 in defense why isn't he getting a lot more damage?
My problem isn't with the damage I am taking but the damage I am dealing. I should be able to destroy him in 3 or less attacks.
_________________ Galactic Paladins - Recruiting Select Rank 300+ - #3 with level 6 base and #3 in Legion strength (not just NPC fighters) - 13 Lab creations (all the best) - Our base gives 22000 RP a day
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Tue Jul 13, 2010 1:15 am |
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Cothordin
Joined: Sun Feb 14, 2010 4:49 am Posts: 2606 Location: Cowland
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he probably has so few decks that his damage ceiling is very very low. And you keep hitting the top of it
_________________ Your right to an opinion does not mean your opinion is right.
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Tue Jul 13, 2010 1:18 am |
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furlfoot2
Joined: Tue Jun 01, 2010 12:30 pm Posts: 125
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The new system isn't good for the following reason.
If I put 'everything' into attack, I still only take 5 points of damage with no defense since I am in a scout ship at level 50 and have the kill power of a heavy battleship (which I do 600 damage to because of the number of decks).
Since 50 decks (10 levels of rank points) = 1 upgrade to size, every 130 (13 levels of rank points) tactical officers and/or helmsmen should add +1 effective upgrade to size. This would help to even out the high end game and prevent the situation described in this thread and help to prevent total attack scouts with no equipment (1300 attack at level 130 with the possibility of receiving next to nothing in damage (hull strength artifacts could boost his hull just as much as the star destroyer) from totally ganking a level 200 heavy star destroyer just on the merit of its size even if the HSD has 1300 defense and hull.
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Tue Jul 13, 2010 11:00 pm |
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Kaos
Joined: Sat May 01, 2010 11:39 am Posts: 1217
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Thanks, that is much better than I could have said it.
_________________ Galactic Paladins - Recruiting Select Rank 300+ - #3 with level 6 base and #3 in Legion strength (not just NPC fighters) - 13 Lab creations (all the best) - Our base gives 22000 RP a day
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Wed Jul 14, 2010 2:45 am |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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the only problem I see with it is that a lower level could just neglect defense and use the space for something else to take advantage of the cap
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Wed Jul 14, 2010 2:57 am |
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webguydan
Joined: Sat Jan 09, 2010 12:49 pm Posts: 2085
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SpoonyJank wrote: the only problem I see with it is that a lower level could just neglect defense and use the space for something else to take advantage of the cap Nope, that wouldn't work. As the ship becomes larger, it is more likely to be 1-shotted without defense.
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Wed Jul 14, 2010 3:02 am |
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SpoonyJank
Joined: Fri May 14, 2010 7:20 pm Posts: 1178
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webguydan wrote: Nope, that wouldn't work. As the ship becomes larger, it is more likely to be 1-shotted without defense.
Not if they spent most of their points on crew and use all their existing space for weapons.
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Wed Jul 14, 2010 3:05 am |
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webguydan
Joined: Sat Jan 09, 2010 12:49 pm Posts: 2085
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Well, maybe folks will start putting points into crew now.
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Wed Jul 14, 2010 3:16 am |
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Barracuda
Joined: Mon Apr 12, 2010 4:13 pm Posts: 622
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webguydan wrote: Well, maybe folks will start putting points into crew now. Perhaps, but then it actually does spoil the game, no modules, super crew 50 decks with 500 helms + 500 tactical. Some people could get screwed as they found out that although this config is suitable for combat (just add one piece of super HULL + small weapons from NPC), it will be a big problem when they need decks for like scanning. (assuming they found out about the importance of scanning way late into the game, rank ~50) All they can do is reset, or quit. Perhaps it should be explained in-game about the damage cap due to decks and decks needed for certain actions, like scanning. Tons people who neglect decks initially only find out about their importance after they start scan blitz with more than 1 sensor. But now with the cap damage issue going around, some players may think decks now make them vulnerable, neglecting decks completely. Hope this doesn't happen to anyone.
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Wed Jul 14, 2010 6:38 am |
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Matress_of_evil
Joined: Thu Jun 17, 2010 11:45 am Posts: 778
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Shouldn't the higher level platings reduce the amount of damage you receive? Yes they provide more hit points, but if they're stronger, they should be more resistant to damage too. That would help to balance the new system better.
Perhaps there could also be the chance for damage to ship modules as well, or even crew death. More crew or more modules would then result in greater loss risks from combat.
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us." My folding@home stats
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Wed Jul 14, 2010 9:42 am |
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furlfoot2
Joined: Tue Jun 01, 2010 12:30 pm Posts: 125
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If you raid Kaos's ship, over 50% of the crew are androids (could you imagine trying to take a ship full of Data's?) so it would stand to reason that your crew no matter how big would get Mubared by the raid (lots of injuries/deaths); whereas Kaos would just have to 'patch up and repair' his crew.
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Wed Jul 14, 2010 10:48 am |
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