Author Topic: patch 7.2 released  (Read 34667 times)

0 Members and 1 Guest are viewing this topic.

Offline Jynx

Re: patch 7.2 released
« Reply #30 on: June 28, 2015, 04:51:17 pm »
I did not have such problems with the difficulty.
The game IS a bit harder than before, but nothing impossible to handle (at least, not on Captain difficulty). Kinetics are still a bit too powerful, probably, and not really on par with the lasers. But that is somehow forced, since the enemy spawns massive quantity of laser attacks, and almost no kinetic (since their cannons have such terrible accuracy...).

I am definitely glad of this update; I had to update my playstile a bit because of it, but it was not revolutionary. I still rely on a standard Full Forward + clutched formation with heavy kinetic power. I fail to find any tactical situation which requires me to act differently.

Offline Histidine

Re: patch 7.2 released
« Reply #31 on: June 29, 2015, 04:28:03 am »
It's possibly at least partly because I have more experience with Sunrider now, but I'm finding the mid to late game (I'm coming up on the battle with the Legion now) a fair bit easier.
  • The energy accuracy degradation change means you can often focus down key targets from a distance with lasers (using Shield Jam to strip off any shielding first). Cheaper double-fire lasers and energy damage upgrades make it even more effective. Works on mooks, bombers, cruisers, battleships, carriers, assault carriers, destroyers, Ironhogs - though not PACT Elites or Supports.
  • As Marx says: Combined with the change to ryder spawning from carriers, Assault Carriers have gone from "OMG OMG disable it now!!" to merely moderately threatening. Regular carriers were always kind of meh and are now even more so.
  • Pulse is actually pretty good now.

On the other hand, the Agamemnon escort mission is still as hard as ever.

Highlights of my 7.2 playthrough:
  • Pulling Nightmares 3 hexes/turn with the gravity gun so I could get them close enough to hit without moving myself
  • The first few tries of Far Port, before I figured out I should use All Guard at start. Defining moment: eating three battleship rockets and losing the Phoenix and the Seraphim on the first turn. FML.

Offline Drath

Re: patch 7.2 released
« Reply #32 on: July 25, 2015, 06:58:56 pm »
Here are some thoughts on v7.2. after playing a little bit recently (first 5 battles). Giving Space Whale mode a try, now that the AI is mostly fixed. No more suicidal mooks! And lasers are deadly in 7.2. There's a v4.2 feel to the battles, as in enemy units would hang back and shoot the crap out of you instead of advancing into kinetic range. Rockets are back as well. Amen to that.  :D

I'm not entirely sure if I would like to go heavy kinetics with Sunrider in this version, whereas in v6.0b, kinetics were clearly ahead and especially in v7.1, it was a no-brainer with all the suicidal units. I probably still will as overlapping shields kills laser damage outright.
But its pretty tempting to invest a little in lasers at least to make the earlier parts smoother as I find I really didn't use kinetics much at all for the first 5 battles, and laser damage and laser energy reduction upgrades are really cheap in this version. Mooks don't venture close enough to make Assault/Kinetic viable. Even PACT cruisers are pretty skittish and prefer lasers over kinetics. Most units that I blasted away readily with kinetics were not threats anyway, ie Missile Frigates which had used up all missiles and had no choice but to approach and Bombers which had used up rockets and all missiles and had no choice but to close in to use Assault.

It might be possible to advance into kinetic range and hit enemies at close range, but I reckon its going to require a good deal of defensive upgrades like additional shielding. In Space Whale mode, the damage you take at the start of encounters doesn't seem repairable if you advance outright (ie nearly 900 laser damage per turn (shielded by Liberty) from 6 enemy units in Versta, and even more when Phoenix shows up).
I frequently relied on Blackjack to take aggro to get some misses, because if the enemy is aiming Sunrider, they're almost certain not to miss.

Pulse is now a pretty strong option in lots of battles as increased laser damage from upgrades overcomes armor more easily. Giving Sunrider and Blackjack enough energy to execute a laser and a pulse per turn made earlier battles a good deal easier.

So yea, I would say so far I've found things play out quite differently this time as compared to v7.1. Its really closer to v4.2 (which was a really good and stable release) in mood if anything else.
 

Some issues I've found:
1)Accuracy upgrades for energy weapons (Laser/Pulse) currently still do not work. If Britnoth were here, I fancy he'd look upon this rather disapprovingly lol. :P Right now lasers don't need additional accuracy so its not a big issue. Later on as pulses gain even more ascendance due to increased damage, upgrading accuracy to optimize pulse damage may become a strong option.
Suggest to quick fix this as soon as possible. Non-functioning upgrades are never trivial bugs.


* The Black Jack had her melee attack energy cost reduced to 45 (from 50)
2)Blackjack's melee energy cost is 40 for me.


3)Liberty's Disable prevents an enemy unit from doing anything for 1 turn which is correct, but it takes away enemy flak and shielding for 2 turns which doesn't fit its description.


4)Space Whale mode now gives (net credits x 10)/(turns + 4) CP after battles. The CP displayed after battle is correct and the actual amount given is also correct. However the official wiki still states the constant as 3 instead of 4.
http://sunrider.gamepedia.com/Command_points
The other difficulty modes probably need rechecking and correction as well.


P/S - Also noticed that previous proposed changes to Full Forward, reducing its duration to 4 turns and more importantly reducing the buff to +10% dmg, +15% accuracy (from +20% dmg, +15% accuracy) were not mentioned in patch notes. Not implemented? If so we're going to end up with a patch with mostly just buffs (apart from the AI bugfixes... which should have happened anyway), which makes me a rather sad panda.
« Last Edit: July 26, 2015, 07:34:43 am by Drath »

Offline Histidine

Re: patch 7.2 released
« Reply #33 on: July 26, 2015, 11:26:58 am »
The 1-2-1-2 duration bug on shield debuff from shield jam also needs fixing.

Looks like a wrong comparison operator (is the check for current duration even needed?)

Offline Vaendryl

Re: patch 7.2 released
« Reply #34 on: July 26, 2015, 11:11:24 pm »
<<great feedback>>

Hey Drath! Always great to hear your extensive thoughts on the state of the game :)
I'm aware of the issue with accuracy upgrades but I'm loathe to upload a new build when I'm neck deep in LibDay development. (first patreon beta in a few days. eep)
overall it seems most of my intentions were achieved, which is good to hear!

I'll need to take another look at BlackJack's melee cost. not sure if I should fix the notes or the code xD

the Disable ability completely locks down a unit which does indeed include shield generation and flak and this is intentional. although shielding doesn't seem to cost EN points and flak fires automatically in-universe they do in fact require both power and pilot action, both of which are impossible when completely disabled. Maybe the description could state it more explicitly.

the wiki is out of date in the case of CP. I don't really take any particular pains to keep it up to date  ::)

I fully planned for Full Forward and All Guard to get nerfed pretty hard but Sam nixed that at pretty much the last moment, saying the game was balanced around full forward being there and the game becoming too hard without it.

The 1-2-1-2 duration bug on shield debuff from shield jam also needs fixing.

Looks like a wrong comparison operator (is the check for current duration even needed?)
abusing the frigate's shield jam ability to extend shield debuff duration when it's at 1 turn was intentional as a bit of an advanced trick, but I'm not sure if you're referring to something else. well, this will be a moot point soon anyway.
(╯□)╯︵ uoıʇdǝɔxǝ
latest version: 7.2
RTFW
Mark 5:9

Offline Histidine

Re: patch 7.2 released
« Reply #35 on: July 27, 2015, 03:21:43 am »
the Disable ability completely locks down a unit which does indeed include shield generation and flak and this is intentional. although shielding doesn't seem to cost EN points and flak fires automatically in-universe they do in fact require both power and pilot action, both of which are impossible when completely disabled. Maybe the description could state it more explicitly.
Hmm, I read that part as bringing up the following behaviour:

Turn 1 player: Use disable, target has no flak or shield
Turn 1 enemy: Target disabled, can't move
Turn 2 player: Target has no flak or shield
Turn 2 enemy: Target can move again (also gets back its flak and shield)

So from a certain way of counting it, the flak/shield off effect lasts for two turns but the energy disable for only one.
I agree that it's kinda odd, but not sure if fixing is worthwhile.

Quote
The 1-2-1-2 duration bug on shield debuff from shield jam also needs fixing.

Looks like a wrong comparison operator (is the check for current duration even needed?)
abusing the frigate's shield jam ability to extend shield debuff duration when it's at 1 turn was intentional as a bit of an advanced trick, but I'm not sure if you're referring to something else. well, this will be a moot point soon anyway.
Hm, if it's supposed to only extend the debuff duration if it's currently 1 turn, that's fine. Problem is if you cast it when the duration is 2, it goes back down to 1 :(

Offline Drath

Re: patch 7.2 released
« Reply #36 on: July 27, 2015, 08:40:04 am »
I fully planned for Full Forward and All Guard to get nerfed pretty hard but Sam nixed that at pretty much the last moment, saying the game was balanced around full forward being there and the game becoming too hard without it.

Lol isn't Sam usually the one who wants to make things more difficult :P Well I was always ok with reducing Full Forward and All Guard duration to 4 turns. As for reducing the FF buff to 10% dmg, initially I wasn't in favor of it
(and I can understand Samu-kun's reasoning), but seeing as we're getting so many small buffs, its only natural that we should get some significant nerfs too. As it doesn't seem like CP will be carried forward to Liberation Day as you all have said that CP works differently, it is now even more important that all CP be spent in Mask of Arcadius.

Therefore:
1)Any change which promotes more CP use (reducing buff duration) and any change that reduces CP given at end of battles (increasing constant for equation) will always be met with approval.

2)We still need some CP sinks in the game, in terms of story. If Samu-kun decides to revisit MoA after Liberation Day, that's one of the first things that should be considered.


Now that I have some idea of what's going on, I've decided to mod my game from this point onwards, to alter FF to 10% dmg, 4 turns and AG to 4 turns as originally planned, to see if its doable or if its too much. Because I am still
after all a beta tester and I reckon that's what devs use testers for lol. Nope, I don't know if I can still beat the game, but for me not knowing is half the fun. ;)
And since I haven't used FF or AG in the first 5 battles (though I certainly expect that I will use FF in the escort mission), the results should be valid overall.

Code changes to classes.rpy for original proposal:
Code: [Select]
        def battle_order_full_forward(self):
                self.active_strategy = ['full forward',4]

                    if apply_modifier(ship,'accuracy',15,4): succesful = True
                    if apply_modifier(ship,'damage',10,4): succesful = True

                    store.show_message('All ships gain 10% damage and 15% accuracy!')


        def battle_order_all_guard(self):

                        if ship.modifiers['damage'][0] == 10:
                            ship.modifiers['damage'] = [0,0]

                self.active_strategy = ['all guard',4]
                for ship in player_ships:
                    if ship.flak > 0:
                        if apply_modifier(ship,'flak',20,4): succesful = True
                    if ship.shield_generation > 0:
                        if apply_modifier(ship,'shield_generation',10,4): succesful = True
                    if apply_modifier(ship,'evasion',10,4): succesful = True
If there are other changes I need to make apart from those above, please let me know. I'll test in-game as well to make sure the changes are working.


I'll need to take another look at BlackJack's melee cost. not sure if I should fix the notes or the code xD

Either will be fine, though I'll admit that being able to have Black Jack pull off 2 melee strikes on Havoc in battle 2
felt good as the battle is pretty tight on Space Whale if the rocket from Havoc hits. 2 strikes is only possible if melee cost is 40 as Havoc doesn't seem to venture into BlackJack's melee range while using Assault, so you'll have to use 20E to move BlackJack 1 hex to close in.


the Disable ability completely locks down a unit which does indeed include shield generation and flak and this is intentional. although shielding doesn't seem to cost EN points and flak fires automatically in-universe they do in fact require both power and pilot action, both of which are impossible when completely disabled. Maybe the description could state it more explicitly.
Hmm, I read that part as bringing up the following behaviour:

Turn 1 player: Use disable, target has no flak or shield
Turn 1 enemy: Target disabled, can't move
Turn 2 player: Target has no flak or shield
Turn 2 enemy: Target can move again (also gets back its flak and shield)

So from a certain way of counting it, the flak/shield off effect lasts for two turns but the energy disable for only one. I agree that it's kinda odd, but not sure if fixing is worthwhile.

Yep, Histidine elaborated it better but that's exactly what I meant. One of the reasons to use Shield Off or Flak Off is that those debuffs last 2 turns. So if you didn't mind the enemy moving/shooting but didn't want it to have flak and shields for 2 turns, you would use Shield Off then Flak Off.

If you make Disable = no flak or shield for 2 turns, in additional to having enemy not moving/shooting for 1 turn, that kinda makes Shield Off and Flak Off a good deal less likely to see use. So yes I would say fixing it is worthwhile.


On updating the wiki, I didn't mean for the devs to fix it. Pretty sure you guys have enough on your plate and your time should be spent on making Liberation Day and not worrying about documentation. As our wiki caretakers have
more or less been Marx and Histidine, I would like them to resume the updates when convenient for them. And here's a thank you once again from me for all the work you all have put in to the wiki. Much appreciated. :)


I'm aware of the issue with accuracy upgrades but I'm loathe to upload a new build when I'm neck deep in LibDay development. (first patreon beta in a few days. eep)
P/S - first Liberation Day beta out soon... whoa, that's big news!! xD


PP/S - Some notes on energy (laser/pulse) upgrade progression which I'm finding fairly excessive at the moment.

The previous state of energy (laser/pulse) upgrades in 7.1:
1)energy damage upgrades use (95)(1.45)^(Mk-2) progression which is cheaper than kinetic damage upgrades
2)energy cost upgrades are similar to kinetic cost upgrades and use (100)(2.0)^(Mk-2) progression


What was posted in the "some ideas to discuss" thread (and largely agreed upon by forumers as good/appropriate changes):
1)laser weapons damage upgrade now increases damage in increments of 7.5% instead of 5
2)and energy cost upgrade multiplier goes from 2.0 to 1.8


What was posted at the start of this thread in patch notes:
energy damage now scales significantly better with upgrades. (compared to kinetics)

... pretty vague lol, trying to fudge matters? :P


What was actually implemented in the current 7.2 live version:
1)laser weapons damage upgrade now increases damage in increments of 10% instead of 5 and damage upgrade multiplier was reduced from 1.5 to 1.3
2)and energy cost upgrade multiplier goes from 2.0 to 1.8 and decreases energy costs in steps of 7.5% instead of 5

The bolded text are the differences between originally suggested changes which IMHO were fairly reasonable and current implementation which IMHO might be a tad excessive, in particular the increment from 5 to 7.5% for energy cost reduction and increment from 7.5 to 10% for energy damage. Would like to hear some views from the rest as well.




Update on missions:
Finished the 1st escort mission yesterday. I didn't kill everything. Wasn't expecting to. If I didn't do it on Hard before with suicidal units, I certainly wouldn't expect to be able to do it on Space Whale with proper AI and with Full Forward nerfed to 10% damage, 15% accuracy for 4 turns. So yea finished at 9 turns as expected.

Tried to see what would happen if I left things alone for 1 turn and as expected even 1 round of lasers from 6 cruisers proved too much for Agamemnon to take. I was left with about 1.4k worth of CP at that point, so there's no question on trying to use All Guard to hang on. Just not enough CP to even think about doing it.


* The AI now considers attacking with melee a bit better.

In the escort mission I came to a point where Phoenix was technically in range of BlackJack but I was thinking Phoenix would be using Stealth, thereby needing another 20E before she would close in, and Blackjack could weather an Assault barrage. But nope, she closed in right away by marching forward 6 hexes (60E) and sliced the hell (40E) out of BlackJack for 700+ damage! Ouch. She didn't even take any counterattack. Reloaded that one lol, but yea if that's what you mean by "AI now considers attacking with melee a bit better." its certainly an improvement.  :D
« Last Edit: July 28, 2015, 05:48:33 am by Drath »

Offline Histidine

Re: patch 7.2 released
« Reply #37 on: August 01, 2015, 02:58:37 am »
I went for a mixed upgrade build and having affordable double lasers was nice - gives the Sunrider a secondary long-range support function, and makes Black Jack actually useful (hue hue hue). But it might be too affordable.

It seems likely that a pure laser build might get ridiculously powerful in the long run with the super efficient upgrades, particularly once Mining Union frigates become available. There'd be no way the enemy could win a standoff laser engagement against a player with upgraded shields unless multiple PACT Supports are available, and possibly not even then.

Offline Drath

Re: patch 7.2 released
« Reply #38 on: August 02, 2015, 03:57:45 am »
I went for a mixed upgrade build and having affordable double lasers was nice - gives the Sunrider a secondary long-range support function, and makes Black Jack actually useful (hue hue hue). But it might be too affordable.

It seems likely that a pure laser build might get ridiculously powerful in the long run with the super efficient upgrades, particularly once Mining Union frigates become available. There'd be no way the enemy could win a standoff laser engagement against a player with upgraded shields unless multiple PACT Supports are available, and possibly not even then.

Yep, that's exactly my concern. Right now for Sunrider, you get an additional 20 damage with each laser upgrade which is similar to kinetics. This allows lasers to keep up in terms of damage done and at high levels of energy cost reduction, this may potentially put laser/pulse ahead as you can spam them more often compared to kinetics.

I've only invested heavily in lasers for Blackjack, which is a given for me at this point. Like you, I've also opted for mixed upgrade for flexibility. I won't deny part of it was fueled by indecision though. Just finished Far Port and I think I'll wait and see how Blackjack does in the latter part of the game, with Mining Union frigates. Based on that, I'll probably decide as to whether to be more kinetic focussed or go for lasers.


Table comparing credits and CP between 7.1a, Hard and 7.2, Space Whale with 10% dmg, 4 turn FF attached.
Table comparing upgrades at the end of First Arrival between the 2 versions above also attached.


Some thoughts at halfway mark. Battles are still doable, but really tight in terms of upgrade selection and damage distribution. This is the only playthrough where I felt CP actually matters, and yes CP is greatly reduced because:
1)Space Whale tax hits both credits and therefore also CP for 20%
2)longer battle durations due to a functioning AI that keeps its distance (there are even some cases where it backs off slightly) and also reduced damage output
3)a constant of 4 added to turns spent ensures no easy CP gain even from fast victories (yes we were really too pampered in 7.1 lol)


On missions:
There's quite a lot of difference in turns between the 2 versions for early missions, for example PACT Spire times. Without enough upgrades, Blackjack is weak and the current AI for mooks and cruisers which prefer to harass with long range laser shots prolongs battles considerably. At Space Whale difficulty moving forward into kinetic range is really risky and will likely result in a unit or two getting killed. Even at laser range, I quite frequently found Sunrider and Blackjack down to less than 1/3rd of their original health in these earlier missions, which is reminiscent of v4.2 playthroughs.

Relied a lot on getting aggro on Blackjack early on as Sunrider is a bit too easy to hit. Beefed up Phoenix a bit more than usual and made her my main dodge tank in later battles.
In the later battles, I also quite frequently found damage not quite enough to finish off enemy units. On 7.1 Hard, Seraphim was one shotting mooks and Phoenix was one shotting bombers just fine, with Full Forward. Now on 7.2 Space Whale with a (self-modded) nerfed Full Forward (10% dmg), neither Seraphim nor Phoenix are able to one shot, which is irritating as getting another unit to do cleanup requires expending resources which are no longer readily available. Blackjack with enough laser/pulse upgrades is a potent damage doer and shouldn't be saddled with using Assault to cleanup (actually don't think I used Assault at all for Blackjack during the current playthrough as Pulse just scales too well).

Farming reinforcements at Wedding Crash was pretty hellish with the new AI and increased damage taken. Had to use VC to clear units and even then although I managed to kill most of the top half of reinforcements (same strategy as before), Sunrider was brought really low in hps despite starting at 1500. At the end of this battle, I spent most of my CP, and could not even afford an additional order to speed things up. Spent an extra turn at the end just to recover from all the damage taken.


On upgrades:
For Sunrider, I took off Evasion (unnecessary if you can make the AI target Blackjack and Phoenix most of the time) and missile upgrades (laser upgrades were too attractive early on, and with longer times needed to complete missions, missiles get less and less favored).

At 115EN and 3 laser cost upgrades, Blackjack dishes out 3 pulses per turn or 2 lasers. I found this a nice point to settle into and usually didn't have too much trouble hitting enemy units. Mooks and other ryders are still hard to target with pulses, but there usually are other good options, for example, a half health capital ship disabled by Liberty. With enough damage upgrades (went up to 51 damage per pulse), capital ship armor is no longer a big barrier. I generally don't use pulses if their armor is still more than 20, but anything around 10 or below is fair game.

No upgrades for Liberty this time round. Didn't seem to be worth it at this stage. Will probably get the repair booster and also give her 120EN at some point in the latter half of the game.

As Seraphim and Phoenix can no longer one-shot units at base values on Space Whale, I had to upgrade damage for both quite a bit, which is something I didn't do much back on Hard difficulty.

Always thought Kinetic cost reduction was a bit of a waste for Bianca as sometimes she's on Aim Down duty and on others Gravity Pull is a better choice than a straight shot. And once she gets 120EN, she'll have 2 shots anyway without needing Kinetic cost reduction.

Paladin upgrades remained essentially the same though I skimped on energy and just gave her enough for 2 kinetics or 1 kinetic + 2 missiles. At 110EN, she moves like a slug though. Had half a mind to use Bianca to drag her into position with Gravity Gun at Far Port.
« Last Edit: August 02, 2015, 09:26:41 pm by Drath »

Offline Drath

Re: patch 7.2 released
« Reply #39 on: August 06, 2015, 03:58:18 pm »
A few more issues to bring up on 7.2:

In 7.1, for missile energy cost reduction upgrades the progression was (100)(2.0)^(Mk-2)
In 7.2, for missile energy cost reduction upgrades the progression is now (150)(2.5)^(Mk-2) which results in more costly upgrades.

Well its not an issue at all for me as I only use missiles for burst damage, don't have many to start with, and therefore never bothered with reducing the energy cost to use them and detected this issue pretty late.
However as its not documented in the list of changes at the start of this thread nor in the suggested list of changes in the old "some ideas to discuss" thread, it would be nice to know the reason for these changes (if intended) or revert to original progression (if a bug).


Played a bit with Union Mining Frigates and can confirm what Histidine mentioned earlier on their debuff duration being bugged. Trying to increase the potency of the debuff from 30%, 2 turns to 45%, will drop duration to 1 turn. It should stay at 2 turns instead of flip flopping between 1 and 2 turns whenever another ShdJam is applied.

Offline Marx-93

Re: patch 7.2 released
« Reply #40 on: August 06, 2015, 05:26:08 pm »
Wait, we decided that missiles had to get buffed, not nerfed, specially if laser got such a buf!

As a missile player that has slowly shifted his playstyle due to being nerfed constantly, I'm sad.
Why can only the evil have empires, power and majestic theme music? I reclaim the possibility of creating the Federal-democratic-free Empire! A (democratic) tyranny fueled by the Power of Love!

Started writing. You can check it out here: Home

Offline Cliff_Mastah_15

Re: patch 7.2 released
« Reply #41 on: August 18, 2015, 10:14:22 pm »
has anyone beaten space whale difficulty w/o cheating? just curious. And I'll be honest, i am being a bit lazy w/ reading the thread today.
1st Stage: man and sword become interchangeable.

2nd Stage: the sword resides not in the hand, but in the heart.

Final Stage: the sword disappears altogether. The desire to kill is gone; only peace remains.

Offline Verthand

Re: patch 7.2 released
« Reply #42 on: August 20, 2015, 01:45:31 am »
There is a person that posted s/s of it on steam.

I doubt its veracity though...

woolyshambler [Sep 09, 2015, 04:28:48 PM]:   don't let anyone say i don't love you vert.
Amber Lee Connors [VOICE] [Jan 27, 2016, 10:23:00 PM]: Dominatrix Ava is now canon in my heart.
WeAreTheMeta [Oct 11, 2016, 06:22:37 pm]: I shall rewrite the constitution so that France become a loligarchy!
Deeox2 [Oct 17, 2016, 04:32:39 pm]: I'm pretty sure Eli is fucking literally everyone in WoolRPG, mang.

Offline Drath

Re: patch 7.2 released
« Reply #43 on: October 07, 2015, 12:56:23 pm »
Sunrider Penta-Pulse at 2nd escort mission: 470 dmg per strike! (before factoring in difficulty) Takes Assault Carriers from 1300+ hps to 0 (on Space Whale). xD
 
If played on Captain, that's more or less enough dmg to down an Assault Carrier all on its own in 1 turn. Who needs Sunrider kinetics lol. I'm declaring Pulse, your new damage overlord in 7.2.


P/S - Yes I know Pulse is still limited by overlapping shields and heavy armor and is not the be all end all, but I wanted to make a stronger point, as people are generally all still in the kinetics camp and not exploring Pulse sufficiently.
With judicious application of ShutOff/Disable/ShieldJam, plus killing off units with shields first via kinetics/missiles, plus weakening units with heavy armor first, you can get to a point where pulse damage consistently bests kinetic damage (assuming cumulative cost comparable upgrades for damage/cost reduction and even with the currently non-functional energy accuracy upgrades).

Offline Vaendryl

Re: patch 7.2 released
« Reply #44 on: October 07, 2015, 06:33:54 am »
Sunrider Penta-Pulse at 2nd escort mission: 470 dmg per strike! (before factoring in difficulty) Takes Assault Carriers from 1300+ hps to 0 (on Space Whale). xD
 
If played on Captain, that's more or less enough dmg to down an Assault Carrier all on its own in 1 turn. Who needs Sunrider kinetics lol. I'm declaring Pulse, your new damage overlord in 7.2.


P/S - Yes I know Pulse is still limited by overlapping shields and heavy armor and is not the be all end all, but I wanted to make a stronger point, as people are generally all still in the kinetics camp and not exploring Pulse sufficiently.
With judicious application of ShutOff/Disable/ShieldJam, plus killing off units with shields first via kinetics/missiles, plus weakening units with heavy armor first, you can get to a point where pulse damage consistently bests kinetic damage (assuming cumulative cost comparable upgrades for damage/cost reduction and even with the currently non-functional energy accuracy upgrades).

just how many attack upgrades do you need for that :o
(╯□)╯︵ uoıʇdǝɔxǝ
latest version: 7.2
RTFW
Mark 5:9

 

179 Guests, 1 User