Mojoqmeyvam
Warlord
- Joined
- Jul 25, 2009
- Messages
- 129
Cruisers
What's the purpose of the Cruiser unit? I find myself using them early before I unlock Battleships as barb-busters (since they don't have to worry about even Destroyers on the prowl). If it's meant to be a missile boat, then why not have it be a specialized (and arguably cheaper) missile boat like the carrier as a specialized flight deck? (Also, I find myself never wanting to build any anti-ship missiles. I'll use the SB-built ones alright, but they're not so powerful that their one-use makes them not cost-effective, compared to building more fighters/bombers)
Also, can I get a quick explanation of why collateral damage was added to Invasion Ships? Was this to allow them to also limit the need for lots of bombers?
My take on UU balance (Regular/Delta/Omega):
Needs Tweaking:
New Earth: Battlecarriers (BB replacement) (22S/33S/50S instead of 24/36/54, but carries 1/1/2 squadrons). Interesting hybrid concept, and while it saves some hammers by being able to skip carriers (a little), the "Numidian Cavalry effect" worries me: any UU that is countered by its base version is in trouble. Since Battleships are primarily stack protectors and starbase- or other battleship-busters, Battlecarriers need to be able to continue that original function. I'd prefer leaving the strength as-is on the Battlecarrier but increasing the cost a little if you think it would be a balance concern (so 250h/500h/1000h instead of 225/450/900): 25h is well worth it to skip 1/3 of a 175h carrier.
AstroTech: Missile Destroyers (-1 Str, +1 Missile Capacity, +5% Interception Chance): Especially since AstroTech isn't an amazing civ to begin with, weakening their early anti-Pirate vessel is dangerous (on high-Pirate maps, the Missile Destroyer isn't going to survive scouting for very long, and as a zone defense/escort for colony ships, it's also sub-par). (AstroTech overall: their UB is great, but +1 free promotion is far worse than the Brotherhood for units, and double-speed on frequently optional and only built once-per-system squadron factories and capital shipyards isn't that great, either). Why not return the strength, but remove the interception chance increase?
Useful, should be left unchanged:
Paradise: Long-Range Bombers (+1 range for all four levels, including Q-Squadrons): Easy upgrade; always useful.
Avowers: Recon Ships (Scout Replacement: Lots of upgrades. The basic version gets +1 move, they can attack, they have extra strength at 3/5/7 instead of 2/3/5, instead of Improved/Upgraded Sensors, they get +Visibility, which stacks with Upgraded Sensors I believe, and they get a small chance to intercept squadrons and to withdraw from combat). Obviously only really good with huts on, but they make a nice Medic unit for your fleets, as well.
Halis: System Defense Boat (5/7/11 Str PDS replacement, and 1 First Strike Chance): Very nice. The Protective of FF, but it's actually helpful on defense.
Red Syndicate: Rapid Construction Ship (3MP instead of 2): Obvious economic power, but nowhere near as good as the Fast Worker. Feels about right power-wise.
The Brotherhood: Battlecruisers (12/18/27 strength instead of 10/15/22, and bombards at 15% instead of 10%): This type of upgrade on a Battleship would be broken, but on a weirdly-placed Cruiser unit, it's more than fine. I like them, although in my current Brotherhood game I'm not building a single one now that I've got Battleships, and I don't plan on nuking anybody)
The Forge: Planetary Siege Ships (Invasion Ship Replacement, +1 First Strike Chance, can bombard defenses at -10% a turn, and deals up to 5% more collateral damage): Great for the human player, bad for the AI who has too much trouble handling the large differences between space combat and city combat when building its fleets. I don't think that this could be made any more powerful, or given to a different civ, since The Forge strike me as the weakest civ because of their slow start due to their lack of early food.
What's the purpose of the Cruiser unit? I find myself using them early before I unlock Battleships as barb-busters (since they don't have to worry about even Destroyers on the prowl). If it's meant to be a missile boat, then why not have it be a specialized (and arguably cheaper) missile boat like the carrier as a specialized flight deck? (Also, I find myself never wanting to build any anti-ship missiles. I'll use the SB-built ones alright, but they're not so powerful that their one-use makes them not cost-effective, compared to building more fighters/bombers)
Also, can I get a quick explanation of why collateral damage was added to Invasion Ships? Was this to allow them to also limit the need for lots of bombers?
My take on UU balance (Regular/Delta/Omega):
Needs Tweaking:
New Earth: Battlecarriers (BB replacement) (22S/33S/50S instead of 24/36/54, but carries 1/1/2 squadrons). Interesting hybrid concept, and while it saves some hammers by being able to skip carriers (a little), the "Numidian Cavalry effect" worries me: any UU that is countered by its base version is in trouble. Since Battleships are primarily stack protectors and starbase- or other battleship-busters, Battlecarriers need to be able to continue that original function. I'd prefer leaving the strength as-is on the Battlecarrier but increasing the cost a little if you think it would be a balance concern (so 250h/500h/1000h instead of 225/450/900): 25h is well worth it to skip 1/3 of a 175h carrier.
AstroTech: Missile Destroyers (-1 Str, +1 Missile Capacity, +5% Interception Chance): Especially since AstroTech isn't an amazing civ to begin with, weakening their early anti-Pirate vessel is dangerous (on high-Pirate maps, the Missile Destroyer isn't going to survive scouting for very long, and as a zone defense/escort for colony ships, it's also sub-par). (AstroTech overall: their UB is great, but +1 free promotion is far worse than the Brotherhood for units, and double-speed on frequently optional and only built once-per-system squadron factories and capital shipyards isn't that great, either). Why not return the strength, but remove the interception chance increase?
Useful, should be left unchanged:
Paradise: Long-Range Bombers (+1 range for all four levels, including Q-Squadrons): Easy upgrade; always useful.
Avowers: Recon Ships (Scout Replacement: Lots of upgrades. The basic version gets +1 move, they can attack, they have extra strength at 3/5/7 instead of 2/3/5, instead of Improved/Upgraded Sensors, they get +Visibility, which stacks with Upgraded Sensors I believe, and they get a small chance to intercept squadrons and to withdraw from combat). Obviously only really good with huts on, but they make a nice Medic unit for your fleets, as well.
Halis: System Defense Boat (5/7/11 Str PDS replacement, and 1 First Strike Chance): Very nice. The Protective of FF, but it's actually helpful on defense.
Red Syndicate: Rapid Construction Ship (3MP instead of 2): Obvious economic power, but nowhere near as good as the Fast Worker. Feels about right power-wise.
The Brotherhood: Battlecruisers (12/18/27 strength instead of 10/15/22, and bombards at 15% instead of 10%): This type of upgrade on a Battleship would be broken, but on a weirdly-placed Cruiser unit, it's more than fine. I like them, although in my current Brotherhood game I'm not building a single one now that I've got Battleships, and I don't plan on nuking anybody)
The Forge: Planetary Siege Ships (Invasion Ship Replacement, +1 First Strike Chance, can bombard defenses at -10% a turn, and deals up to 5% more collateral damage): Great for the human player, bad for the AI who has too much trouble handling the large differences between space combat and city combat when building its fleets. I don't think that this could be made any more powerful, or given to a different civ, since The Forge strike me as the weakest civ because of their slow start due to their lack of early food.