Let’s be a bit harsh tonight, let’s talk about balance. I still don’t understand at all how devs balance stuff.
I mean, siriusly : Tyrant can get a broken 4th passive (10% weapon damage is so powerful that the 2 other choices are useless) AND a powerful gun AND a broken shield modifier.
But then sirius get a totally useless 4th passive (Come on, the 100% reduction to cooldown time isn’t even 100% but 50%…), a copy paste of shared cooler (with only a few more percents) which do the opposite of what the 4th passive do, and that’s it. The only unique thing for sirius compared to other r14 destroyers is destabilizing field, which deal no damage to fed inties so what’s the point ?
What do we have to expect for empire ? A 4th bonus that give shield resist on a hull taking ship, or even more OP stuff ?
And that’s far from being the only aberration in SC. Some SP ships have the choice between 10% weapon damage and 10% crit chance. We don’t need to be a genius to know that the first one is always better.
Even with 200% crit damage bonus, the 10% weapon damage is still MORE damage then 10% crit chance because 10% weapon damage increase raw damage.
Don’t trust me ? I did an app about the REAL dps including crit damage (If you want it, I can share it). Let’s use insane crit values to prove my point :
1000 raw damage + 100 RoF + 90% crit chance + 200% crit damage
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Base DPS = 4666
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10% crit chance bonus DPS = 5000
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10% damage bonus DPS = 5133
Numbers speaks by themselves.
10% crit chance buff becomes equals to 10% damage buff only when you reach 1000% crit damage bonus, that’s totally insane.
Or we can speak about Brokk :
1200 healing per second… For BOTH hull AND shield, with a DPS of 2k.
Eclipse launcher ? 1200 healing per second, but only for hull. And a DPS of 1k7.
Or Brokk special that heal 6k shield per seconds in a huge area for a total of 18k heal, that also destroy objects, and drones still attack targets/heal yourself when not used. Compared to the standard special, that heal only 5k shield once in a smaller area.
Or Cyning legion special : Cast time reduced from 1s to 0.6 seconds, to get a cooldown increased from 45s to 60s ?
Is 0.4 second cast time really worth 15 second cooldown really ?
Or on the opposite, Mjolnir Guardian special : Cooldown increased from 40s to 45s, to get a bonus “Remove all negative effects”. I mean, 5 second cooldown is worth such a really strong effect ? Some debuff last longer then 5 seconds…
And tt’s the same for implants and modifiers.
I mean, all players here know that Resistance > Volume because healing are fixed values ; that Over-clocked processor is useless, but Infrared Scanner is a must have, or that you should never ever take something else then r3 +30 shield resist implant.
You guys are doing small updates nearly every weeks. Why don’t you just change the values of over/underpowered stuff every weeks or two until things are more balanced ?
It’s to the point where the “Reset all implants for 500 credit” is useless because half of the implants never change so it costs less then changing them manually.
It’s cool to have a lot of different options, but diversity works only when everything is useful.
There’s no point in having many cool mechanics when everybody use only one thing.