07-31-2013, 12:24 PM
I'd like to put in the spotlights; the extremely unbalanced nature of POB shields which make them practically unkillable except under very specific circumstances.
Just to put into perspective how powerful they actually are, these are the rough numbers required to damage a base enough to steadily let it decline in health instead of it instantly regenerating its damage. Ship classes used as an example will hereby be defined by these stats (chosen by most damage per second while maintaining a steady powercore);
Bombers are standard heavy bombers (like the Barghest, Waran and Challenger) which only use 4 Bomber Energy Cannons, doing a total damage of 2,087 per bomber every 16 seconds to a base.
Cruisers are heavy cruisers (like the Rheinland Cruiser, Bretonia Destroyer and Praefect) which only use 2 Cerberus turrets, doing a total damage of 5,920 per cruiser every 16 seconds to a base.
Battlecruisers (like the LABC, Geb and Kusari BC, all have the same energy output), which only use 3 Cerberus turrets, do a total damage of 8,376 per battlecruiser every 16 seconds to a base.
Battleships are heavy battleships (like the Rheinland Battleship, Legate, Valor) which only use 3 Cerberus turrets, doing a total damage of 19,656 per battleship every 16 seconds to a base.
From then on, it's just a matter of dividing the damage repair rate of bases (as shown below) by the damage done per ship. If the amount of damage done is equal or lower to the damage repaired every 16 seconds, the base will never drop below 100% health, so the only harm coming to the station when shooting it with numbers lower than that is wasted fuel.
What does this mean? This means that a Starflier with its energy nerfed down to 1% with a single class 1 Stunpulse will be just as effective at damaging a Core 4 station with all 3 repair commodities as 36 battleships, 86 battlecruisers, 122 cruisers or 345 bombers.
The only way to kill those stations is through hoping the owners are lazy and forget to supply it to the point every repair commodity or food/water/oxygen runs out, Baseslayer McModerate it, sabotage it by somehow receiving docking permission and buying any fuel, repair commodities, spaceship crew or food/water/oxygen you can buy in order for it to perish faster or miraculously gathering the above mentioned numbers in order to kill the base, but good luck with that.
If you ask me, balancing this is as easy as changing the damage absorb rate from
99% to 97%.
Base repair rate reference: http://discoverygc.com/forums/showthread.php?tid=80349
Ship and weapon statistic reference: Discovery Wiki
Just to put into perspective how powerful they actually are, these are the rough numbers required to damage a base enough to steadily let it decline in health instead of it instantly regenerating its damage. Ship classes used as an example will hereby be defined by these stats (chosen by most damage per second while maintaining a steady powercore);
Bombers are standard heavy bombers (like the Barghest, Waran and Challenger) which only use 4 Bomber Energy Cannons, doing a total damage of 2,087 per bomber every 16 seconds to a base.
Cruisers are heavy cruisers (like the Rheinland Cruiser, Bretonia Destroyer and Praefect) which only use 2 Cerberus turrets, doing a total damage of 5,920 per cruiser every 16 seconds to a base.
Battlecruisers (like the LABC, Geb and Kusari BC, all have the same energy output), which only use 3 Cerberus turrets, do a total damage of 8,376 per battlecruiser every 16 seconds to a base.
Battleships are heavy battleships (like the Rheinland Battleship, Legate, Valor) which only use 3 Cerberus turrets, doing a total damage of 19,656 per battleship every 16 seconds to a base.
From then on, it's just a matter of dividing the damage repair rate of bases (as shown below) by the damage done per ship. If the amount of damage done is equal or lower to the damage repaired every 16 seconds, the base will never drop below 100% health, so the only harm coming to the station when shooting it with numbers lower than that is wasted fuel.
Code:
Single commodity repairs (basic alloy)
Core 1 - 60,000 damage repaired per 16 seconds
Bombers: 60,000 / 2,087 = 28,7 = 29 bombers required to damage the station
Cruisers: 60,000 / 5,920 = 10.1 = 11 cruisers required to damage the station
Battlecruisers: 60,000 / 8,376 = 7.2 = 8 battlecruisers required to damage the station
Battleships: 60,000 / 19,656 = 3.1 = 4 battleships required to damage the station
Core 2 - 120,000 damage repaired per 16 seconds
Bombers: 120,000 / 2,087 = 57.4 = 58 bombers required to damage the station
Cruisers: 120,000 / 5,920 = 20.3 = 21 cruisers required to damage the station
Battlecruisers: 120,000 / 8,376 = 14.4 = 15 battlecruisers required to damage the station
Battleships: 120,000 / 19,656 = 6.2 = 7 battleships required to damage the station
Core 3 - 180,000 damage repaired per 16 seconds
Bombers: 180,000 / 2,087 = 86.2 = 87 bombers required to damage the station
Cruisers: 180,000 / 5,920 = 30.4 = 31 cruisers required to damage the station
Battlecruisers: 180,000 / 8,376 = 21.6 = 22 battlecruisers required to damage the station
Battleships: 180,000 / 19,656 = 9.3 = 10 battleships required to damage the station
Core 4 - 240,000 damage repaired per 16 seconds
Bombers: 240,000 / 2,087 = 114.9 = 115 bombers required to damage the station
Cruisers: 240,000 / 5,920 = 40.6 = 41 cruisers required to damage the station
Battlecruisers: 240,000 / 8,376 = 28.8 = 29 battlecruisers required to damage the station
Battleships: 240,000 / 19,656 = 12.4 = 13 battleships required to damage the station
Double commodity repairs (basic alloy and robotics)
Core 1 - 120,000 damage repaired per 16 seconds
Bombers: 120,000 / 2,087 = 57.4 = 58 bombers required to damage the station
Cruisers: 120,000 / 5,920 = 20.3 = 21 cruisers required to damage the station
Battlecruisers: 120,000 / 8,376 = 14.4 = 15 battlecruisers required to damage the station
Battleships: 120,000 / 19,656 = 6.2 = 7 battleships required to damage the station
Core 2 - 240,000 damage repaired per 16 seconds
Bombers: 240,000 / 2,087 = 114.9 = 115 bombers required to damage the station
Cruisers: 240,000 / 5,920 = 40.6 = 41 cruisers required to damage the station
Battlecruisers: 240,000 / 8,376 = 28.8 = 29 battlecruisers required to damage the station
Battleships: 240,000 / 19,656 = 12.4 = 13 battleships required to damage the station
Core 3 - 360,000 damage repaired per 16 seconds
Bombers: 360,000 / 2,087 = 172.4 = 173 bombers required to damage the station
Cruisers: 360,000 / 5,920 = 60.8 = 61 cruisers required to damage the station
Battlecruisers: 360,000 / 8,376 = 42.98 = 43 battlecruisers required to damage the station
Battleships: 360,000 / 19,656 = 18.3 = 19 battleships required to damage the station
Core 4 - 480,000 damage repaired per 16 seconds
Bombers: 480,000 / 2,087 = 229.9 = 230 bombers required to damage the station
Cruisers: 480,000 / 5,920 = 81.2 = 82 cruisers required to damage the station
Battlecruisers: 480,000 / 8,376 = 57.6 = 58 battlecruisers required to damage the station
Battleships: 480,000 / 19,656 = 24.8 = 25 battleships required to damage the station
Triple commodity repairs (basic alloy, robotics and ship hull panels)
Core 1 - 180,000 damage repaired per 16 seconds
Bombers: 180,000 / 2,087 = 86.2 = 87 bombers required to damage the station
Cruisers: 180,000 / 5,920 = 30.4 = 31 cruisers required to damage the station
Battlecruisers: 180,000 / 8,376 = 21.6 = 22 battlecruisers required to damage the station
Battleships: 180,000 / 19,656 = 9.3 = 10 battleships required to damage the station
Core 2 - 360,000 damage repaired per 16 seconds
Bombers: 360,000 / 2,087 = 172.4 = 173 bombers required to damage the station
Cruisers: 360,000 / 5,920 = 60.8 = 61 cruisers required to damage the station
Battlecruisers: 360,000 / 8,376 = 42.98 = 43 battlecruisers required to damage the station
Battleships: 360,000 / 19,656 = 18.3 = 19 battleships required to damage the station
Core 3 - 540,000 damage repaired per 16 seconds
Bombers: 540,000 / 2,087 = 258.7 = 259 bombers required to damage the station
Cruisers: 540,000 / 5,920 = 91.2 = 92 cruisers required to damage the station
Battlecruisers: 540,000 / 8,376 = 64.5 = 65 battlecruisers required to damage the station
Battleships: 540,000 / 19,656 = 27.4 = 28 battleships required to damage the station
Core 4 - 720,000 damage repaired per 16 seconds
Bombers: 720,000 / 2,087 = 344.9 = 345 bombers required to damage the station
Cruisers: 720,000 / 5,920 = 121.6 = 122 cruisers required to damage the station
Battlecruisers: 720,000 / 8,376 = 85.96 = 86 battlecruisers required to damage the station
Battleships: 720,000 / 19,656 = 36.6 = 37 battleships required to damage the station
What does this mean? This means that a Starflier with its energy nerfed down to 1% with a single class 1 Stunpulse will be just as effective at damaging a Core 4 station with all 3 repair commodities as 36 battleships, 86 battlecruisers, 122 cruisers or 345 bombers.
The only way to kill those stations is through hoping the owners are lazy and forget to supply it to the point every repair commodity or food/water/oxygen runs out, Baseslayer McModerate it, sabotage it by somehow receiving docking permission and buying any fuel, repair commodities, spaceship crew or food/water/oxygen you can buy in order for it to perish faster or miraculously gathering the above mentioned numbers in order to kill the base, but good luck with that.
If you ask me, balancing this is as easy as changing the damage absorb rate from
99% to 97%.
Base repair rate reference: http://discoverygc.com/forums/showthread.php?tid=80349
Ship and weapon statistic reference: Discovery Wiki