So I’ve been playing since the day the beta come out, and great progress has been made. I’m really enjoying the game so far, and has a surprising amount of depth. I’m just going to list some things that I think could use some work still. If it sounds like a rant it is meant to be constructive criticism :).
This is 2% right now, and I think it was increased from 1% at one point when stacking armor with infinite repair was possible. I currently don’t like how this works. It mainly benefits fighter with laser canons because a squad of 16 with a fire interval of 0.3 seconds = 53.33 shots per second on a target. using .98^53.33=66.0% chance that there is no critical strike in 1 second. That means ever second these fighters will have a 34% chance to get at least one critical strike on an armored target. Ok, it’s not that simple, lots of these shot could be hitting shields depending on the target size. But still, it’s a ridiculous rate of fire for a fix percent chance to penetrate armor.
This might so fighters can still hurt cruisers, but really sucks for making frigates survive, or armored fighters. If you don’t put shields on a frigate their armor goes down so fast it only buys them seconds. Armored fighters just get nailed by 10-20+ armor penetration weapons now anyways. I think that maybe this crit chance needs to be removed (or greatly reduced) against frigates and fighters. Cruisers are the only ship that can get their armor value over any weapon in the game (although it is much harder than it was with the 98% effectiveness added in). Cruisers are also the only ship that can repair this critical damage. Often a cruisers only need 8.4 armor and a repair module to last a long time against fighters. Frigates can have 16+ armor, and get smoked.
I know I just went on a bit of a rant about about crit and armor, but this is about armor ignoring how crit works. It seem right a bit weak. I’ll quote something I said in another thread about it:
Fighter laser cannons (Rebel Fighters)
I feel like this, crit chance, and armor are all tied together now. They all seem to be contributing to eachother. I’m not going to go over everything about this weapon, other than it just makes fighters annoying. You either have to build your fleet around surviving them, or risk 4-6 squads of these guys ripping through you. It also doesn’t help that Rebels can build a fighter with a laser cannon and an engine.
Chaos Nebula and -25% speed
Why oh why did you make -25% speed on a large map? It makes me cry. Because everything is so much slower slow, stacking engines is not very effective. The best ships use all their space for weapons and defense. Erlandr made a fleet of very slow cruisers and fighter for our GT tournament. I tried many combinations of fast ships to take them on, none worked. So I just went for equally slow ships and beat him. The problem was it took about 5 mins at x4 speed for cruisers to meet :(.
I feel like these issues need to be resolved in some way. Fix one or two and the others may go away. Lots of other things have improved, so I’m sure these won’t last too much longer. Keep up the good work Cliffski!