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Ship Balance

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Oct 24, 2003 Eldrad link
First off I'd like to say that over all I think the ships are reasonably well balanced. Also these are my observations as primarily a vulture/energy combat pilot as I have been for the past few months or as a trader. So I don't have the best perspective on how the non-vultures perform against each other (i.e. I know what a prom vs vulture fight is like, but not a prom vs rag).

These ships are BALANCED (with each other):
Warthog
Vulture
Ragnarok
Prometheus
EC-88

Details (skip if you want to read less)
The Warthog: This has the best acceleration of any ship that can equip an advanced gat. (tied for 4th best acceleration of all ships) Most players are able to keep the gat stream on any target at distances greater than 30m. Which basically ends up meaning if the target is skilled enough to dodge the gat, and still hit the hog they will win. In a fight between two less skilled players the hog will beat the vulture, if the players are both equally skilled aces the vulture will win. It's easy to get the hang of this ship, but the 'masters' of it don't perform much better than decent pilots. Could use a bit more armor.
The Vulture: Best acceleration for a non-special ship. The thin profile puts it in the same ball park as the Valkyrie (for energy fights) though in a valkyrie vs vulture fight with pilots of equal skill the valkyrie will win almost 100% of the time. I don't think this ship should have gotten a 500 hull boost, but it's also not enough to make it broken. Slightly harder to learn than the hog, but skill to effect returns don't diminish at all.
The Ragnarok: This ship obviously can not stand up against others in 1 on 1 fights. But if the ragnarok has support it is a very effective weapon. It's role in the game is currently similar to that of artillery. In a 3v3 fight with 3 vultures against 2 vultures and a ragnarok (all equally skilled players) the team with a ragnarok would win. Very easy to learn, but skilled rag pilots aren't much more effective than newbs.
The EC-88: It's free. Tied for 4th best acceleration. The only ship with more than 4 cargo (other than the Marauder) that goes from 0 to 195 (turboing with heavy engine) in under 20 seconds, and does it in 12.5 seconds. Fast enough to have good chances of running away from any ship. Second best trader. Good as is.
The Prometheus: Has the best hull, and a good weapon lay out, yet is still maneuverable enough. This is probably the hardest ship to learn to fight with, but if you get the tactics right it can be very powerful. It has a smaller profile than the other large ships, which helps it, if the pilot can keep their opponents in front of them. The biggest weakness is probably against homers, since it's maneuverability isn't enough to consistently dodge them. As I said before, hard to learn to use well, but worth it. It's a special so it should be made better than the non-specials (if the concept of 'specials' is going to be maintained which isn't this topic). I would suggest upping the hull by 1k at a time until balanced.



These ships are BETTER (than the first group):
Marauder
Valkyrie

Details (skip if you want to read less)
The Marauder: Hands down the best trader. Tied for 4th best acceleration. Good hull, and weapons, and agility allows it to choose between running or fighting off pirates. The hull and speed allow make running quite likely to be successful, especially since the best chasing weapon (flares) has been brought down a notch. Also of course it's tied for most cargo. Doesn't take much to learn to trade in this ship. More skill allows pilots to fight of less skilled pirates, or escape more skilled ones. Good as is. (again wether or not specials should be special is a different topic)
The Valkyrie: Hands down best combat ship. Best acceleration, tied for best rotational acceleration. Very powerful weapons given it's rotational acceleration. The large hull makes it easy for newbs with flares since they can win by ramming. Also since it has the best acceleration (reaching 195m/s in 6 seconds vulture takes 8) newbs are able to run from fights their losing instead of dying. Similarly to the vulture effectiveness is linearly proportional to skill. Suggested change; reduce the cargo by 1-2.



These ships are WORSE (than the first group):
Centurion
Wraith
Hornet
Atlas
Centaur

Details (skip if you want to read less)
The Centurion: 3rd best acceleration. Not much to comment on, similar to the valk/vult but worse in every way. The devs have said they will up it's acceleration as soon as they can, but there is a mass issue/bug that's causing problems. No changes until the acceleration can be increased.
The Wraith: The best ship in this group. It has a good rocket lay out, but I'm biased against rockets because I'm very good at avoiding them. It's difficult to become good with, and the result isn't quite worth it. Suggested changes; either (Increase hull) OR (1 less S port AND 1 more L port AND decrease hull)
The Hornet: This ship is one of the worst ships. It has the worst angular acceleration of any ship without at least one L port, by a significant margin. This makes the weapons ineffective against a skilled target. It also has bad acceleration making it ineffective at dodging or running away. This ship needs significant changes but as the devs have pointed out has the potential of becoming too powerful. Possible changes; 1 or more of (decrease model size) AND/OR (decrease mass) AND/OR (increase hull)
The Atlas and Centaur: This ships have the 3rd and 2nd worst acceleration. They are easy to catch in any ship other than the ragnarok. They're not made as combat ships so other ships also have an easy time killing them. The end result is that these ships are good for trading the following routes: 1-4, 2-12, and 3-6, or during times when there aren't many pirates. Now at the moment there aren't very many pirates because there is SO much money, but after the reset I (and you should) expect to see many more pirates (people going after other's cargo, not kills). Suggested changes; change at least one of the ships to one of the following (acceleration similar to bus/maud AND from 8 to 12 cargo AND 1-2 S ports, 0 L ports) OR (acceleration similar to the ragnarok AND from 25 to 50 cargo AND 1 L port)


Well those are my thoughts. Hopefully people will come up with more thoughtful discussion on these points. Wow, long post.
Oct 24, 2003 Renegade ++RIP++ link
I like it

But could the centaur could a change of 50 cargo and 2L ports?

I like to have a lot of mines you know :D

/me sees his wraith getting nocked down and losing the ability to put in 2 gausses :(. still 2 swarms, jummy :D. Still, the wraith reminds me as a little prom :D. It only has a better sizeratio and has a couple advantages on the prom because of it.

Still, I was able to beat the prom with a wraith because of its nice hp :(
Oct 24, 2003 Magus link
"But could the centaur could a change of 50 cargo and 2L ports?"
-In a word: no.

In 5 words: 20 cargo would be better.

In 6 words: 50 cargo would make it too uber.
Oct 24, 2003 SirCamps link
I strongly disagree with the Vult vs Valk point. The vult would win 100% of the time. The Vult simply gives its opponent no target. It's like shooting a laser through a one-way mirrored window. IT doesn't matter how powerful your gun is, because its impossible for your opponent to hit you. I vote that we switch the Centurion and Vulture models.
Oct 24, 2003 fenix link
Sounds like someone's getting sick of me killing him in my vult...teeheeeheeee
Oct 25, 2003 Celebrim link
Haven't we learned by now that everything you change changes everything else?

Back when the primary weapon was the rocket, did it matter what the profile of the Vulture was? Before the rocket was changed, the Vulture was not 'uber', nor am I convinced that it is now. We are still in the process of adjusting. I don't think that the Vulture needed the 500 hull boost, but I'm not convinced we should be freaking out over it just yet.

Back when the primary weapon was the railgun, the Hornet ruled and nobody was complaining about how inaccurate it was then. And even once the rail was nerfed, the Hornet didn't start to 'suck' until the boost tap bug was fixed and it lost its ability to keep up its speed. Bring the railgun back to a fully playable status (and its finally getting there but it still has a way to go) will help the Hornet as much as any change to the model itself. As would a greater diversity of small weapons.

Eldrad: As usual, very solid observations. Some things you observe there simply isn't anything you can do about it. As a rule, the more agile the ship the more it rewards high levels of skill. The real advantage of ship's with high firepower is in the weapons. The better the weapons, the easier it is for a less agile ship to compete. (In fact if the weapons become sufficiently good that they can't be dodged the agile ship can't compete at all with heavier hulled heavier hitting ships.) You are spot on about the Prom.

I'm personally inclined to think that the Marauder has too much cargo, and would drop it by 2-4. It can stand to lose it. It would still be the best trader. Part of the problem with the Centaur and the Atlas is the Marauder is so good, and so quick between stops, and so survivalable that there isn't much point in using anything else. Therefore, I think the Centaur has too little cargo, but I'd only increase it by 4-6. For a fifty cargo ship I'd expect an even bigger investment. That's something a trader should be striving for, and not one of the readily accessible ships.

I'm in favor of increasing the hull of every ship with mobility lower than the Marauder by a small amount until they start to seem hard to kill, and dropping the Vulture back to where it was. Specifically, I'd increase the hull on the Wraith by 500 or 1000, on the Ragnarok by 10000, on the Hornet to some level slightly _above_ that of the Wraith (say to 12000 or 13000), and on the Centaur to 19000. The Prom as you say should be slowly increased, and I don't think it would take more than one or two thousand more hull before good pilots would start giving the ship a second look.

With the exception of the Centurian (which is bugged as you say) and the Atlas (the only ship notably less agile than its hull/firepower suggests it should be), any playing with the masses of the ships at this point should be very small if its done at all. The only other case that I think can be made for a small tweak, and here I do mean small, is the Hornet, which could _slightly_ close the gap in the agility between it and the Marauder but certainly by no more than half the distance. I'd hate to see it reach the point where there was such a small difference in agility between the ships that they were effectively the same.

The Atlas could really use a new model, but thats a different issue.

I really would like to see some two engine/two battery ships, but that's probably a dream.
Oct 25, 2003 Eldrad link
Magus the idea of a slow ship, with 50 cargo, and bad defence, would be that it needed to stay in safe sectors (ei home sectors, low profit) or would need lots of protection. 20 cargo doesn't split 4 ways without it being better to just take busses. The maud, or bus could probably also do a run in about half the time as this proposed ship. I think you over estimate how uber it would be.

SirCamps. This is one I'm sure on. If me and fenix fought vult vs valk the valk would win, in vults we're pretty evenly matched. The front on shot is easy to dodge but if the pilots are equal the 33% better accel will mean the valk is making most of their shots from above or bellow the vult. Not to mention that the valk's accel makes dodging shots just as easy. Even if the valk had 2 s ports and 8500 hull it would be better than the vult. When good pilots like hsr switch to tri gauss valk there's nothing I can do in my vult, but pray/die. Though I could almost always take out his tri-flare valk.

Celebrim: That particular observation that different ships give different returns based on skill is something I don't think should be changed even if you could, it's good for diversity of play.
I'm also more inclined to bring the other traders up closer to the marauder's level than the other way around unless people feel that trading with lots of pirates is getting too easy and the pirates need more advantages. But you're right that bringing the marauder down would be another way to balance the trading ships.

EDIT: DS4 me and Fenix did some testing valk vs vult, and as we knew the person in the valk won by a large margin. We only did two fights (one with each of us in the valk). If you still don't beleive us we'll do more fights.
Oct 25, 2003 The Kid link
vulture isn't that hard to hit, just don't hit it head on or straight side, go turn on them, in a valk.
Rockets are still very powerful. The style of fighting in 3.1 didn't really matter what rate rockets fired (run, fire 1 or 2 rockets, hit, keep running, possibly hit some ions or lasers, repeat). Valk also has an agility edge, hull edge, and firepower edge (the 3rd port).
Oct 25, 2003 fenix link
I think the "Vult is too good" thing needs to die....really....
Oct 25, 2003 UncleDave link
"These ships are BALANCED (with each other):
Warthog
Vulture
Ragnarok
Prometheus
EC-88"

Exactly my point. The prom isnt balanced with the other 2 specials like it should be.
Oct 25, 2003 Dagger link
Yep. The specials needs to be balanced.
- arc.
Oct 25, 2003 genka link
the agility it originally had would be nice...
and the hull...
and three large ports, with four small ports, and a super battery that never runs out!
yea!
Oct 25, 2003 Magus link
SirCamps: Fighting a Vulture with energy requires the use of tactics. You have to try to go around it to expose its broadside. It's a very agile ship, so it can be difficult to do in slower fighters like the warthog, but a talented Valkyrie can do it very often. That and the Advanced Gatling cannon can make swiss cheese out of a vulture if it tried to get into close range. Too many times has UncleDave shredded my vult to bits when I got too close to him.
Oct 25, 2003 Sovereign link
i partially agree with you about the centaur. i use a centaur for trading. with dual mines and a heatseeker launcher, it can defend itself reasonably well but that won't stop a tri-flare valk. because i do long range cruising with the centaur, it's equipped with a fast charge battery and a medium engine. but even with the heavy engine, mauverability is half-baked at best.

i think the problem is with how many rocket launchers one can have on a ship. i'd like to see it capped to 1 per ship sometime in the future.
Oct 25, 2003 Eldrad link
Uncle: My point too

Sovereign it's not just flares. Though flares are the easiest for hitting turboing ships I can do it with tachs, or guass, and many can do it with rails.

Everyone: I'm going to wait for a bit and see what people have to say about this. Then I will rewrite it based on feed back and post it in the suggestions section.
So more people need to weigh in on the trade ships issue, since it seems people have a lot of different ideas about it. Also I'm just going to put SirCamps as a decenting opinion on the vult vs valk issue since everyone else seems to agree on that one. Other than that I've only seen agreement, so speak up if you disagree with something else.
Oct 26, 2003 crazydeb8r link
Yeah - the problem isn't weapons. The problem (Small as it is) is that the Vult's profile is too small. I think there I 1 error here. NOT putting the vult in with the valk and maud. It just belongs there. I too think the vult and cent's models should be flipped.
Oct 26, 2003 SirCamps link
-----------
"These ships are BALANCED (with each other):
Warthog
Vulture
Ragnarok
Prometheus
EC-88"
----------

Hmmm. It seems that the Vulture would be able to kill every one of those ships easily except for the Prometheus and maybe the Wart Hog. Here's my take:

These ships are balanced with each other:

EC-88
Wart Hog
Wraith
Hornet
Atlas (could stand a small agility upgrade, but not so much that it warrants "unbalancedness")
Ragnarok (possibly another 3-4k armor, but again, same as the Atlas)
Centuar (same as Rag)
Valkyrie
Marauder
Prometheus (good with the current agility)


Ships that are not balanced:

Centurion
Vulture.

In my opinion, the Centurion and Vulture should change names and models (Centurion would come with 2 small weapons, Vulture, 1). The Vulture would be a good light craft, in my opinion. The slim profile lends to the opinion that it has next to no armor. The current Centurion's agility is somewhat canceled out by its profile, which is easy to hit with gauss or rail. I think it would be best to leave all the stats the same, but switch models and names.
Oct 26, 2003 roguelazer link
Yay. The Centurion's my favourite ship. Go make it better!
Oct 26, 2003 Sovereign link
the centurion is basically two thrusters with a seat in front. i think it's fine the way it is.
Oct 26, 2003 Nalar link
I am going to start using the gold special more (I forgot I had a special as a gold) and see how it fares as a railgun plateform.Ship balance now is the best it has ever been since I have started playing.

The prom is fairly good as a support craft, its dead alone...maybe. The large hull level allows the pilot to escape if he really wants too.

I would love to see a more agile centurion.

The vult's profile makes it a heavy contender against the valk. I agree with Eldrad in that with two pilots of the same skill level, the valk will win most fights. This is probaly how we want the fighters - the vulture as the standard, the valk as advanced. The valk isnt as ubber as it once was, and thats what we have been asking for.

We also have to ask the question...should ships be balanced? Remember money is supposed to mean something, at some point. We should enter a ships costs into the equation. Cost wise, the vulture is the best deal by far. I think that the ship parts should be decreased a lot, its wierd to see the parts cost so much more then the ship itself in a game.

-captain america