(09-18-2023, 06:25 PM)Haste Wrote: The sheet is read-only but you can check the "calculators" below the ship stat spreads to see what they mean.
Recharge = 35000 + (875 * Powercore Score)
Capacity = 720000 - (36000 * Powercore Score)
Capacity scales down with score where recharge goes up. This is to prevent powercores from being an overly dominant stat, as was the case during testing before we made this change.
I will say it for easier stat balanced and seeing what you really try about it ...
But i have done some "Calculations" ...
But still by power core, is not fitted as
"Power Output | Max Capacity"
Seeing the list or maybe i am seeing it wrong ...
Core gunship become a Heavy Gunboat (Same as BHG Gunship)
What it cost me a lot is, Rheinland Gunboat passed from Heavy gunboat to some kind Mid-Light gunboat instead ...
Are that DATA actually correct? because it don't seem to be likely ...
Buffing all the way to Gunship in powercore and leaving Gunboat (which by definition should be heavier) as Mid or Light boats ...
With all due respect, who was the "Stupid" who did calculations?
Chaging that way light become medium or heavy boats while the all life light are moving to become the top ones ...
Heavier ships should stay high power core and high recharge, while lighter should get less power core and low recharge but more on "Agility" state
I really don't wanna try the "Armor" numbers because only seeing it i belive to where is that going ...
Unless the "Formula is actually bad sided i don't belive Excel will miss the data ... according to what you @Haste actually are writing ...
As more capacity less recharge ... and as far i always belived, recharge isn't always meant to keep the fire sustaining of the guns even the weaker ones ...
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(09-19-2023, 11:18 AM)Lusitano Wrote: how this could affect the frigates? just guns and shields or something more?
They have all been given access to mine launchers and given a balance pass in line with gunboats. I've trimmed the turret count outliers' turret counts a little but, too. If you look at the bottom of the gunboats stats sheet you can see the stats 'spreads' they've been given.
seems like transports will be absolutely screwed, even if you bring two gunboat escorts, and a cruiser... a single gunboat or bomber will seemingly wreck a transport before the defense can do anything about it....
is there any "quickfix" ideas for transports atm to help alleviate the issue until such a time that a proper rebalancing can be done? Like just 2x shield capacity or something. Just to make them less instakill in EVERY encounter imaginable?
(09-21-2023, 08:24 PM)Czechmate Wrote: Aren't transports getting big buffs?
from what Haste has told me before, transport rework is NOT coming this patch.... Maybe they did or didnt do something for this patch. But a complete rework was not possible for this patch. It was too much work already to get Gunboats and caps....