Fractal Softworks Forum

Starsector => Suggestions => Topic started by: TaLaR on December 23, 2019, 07:08:35 AM

Title: Nerf Doom mines insta-kill-ability
Post by: TaLaR on December 23, 2019, 07:08:35 AM
There are 2 cases when mines can insta-kill a ship (or at least inflict heavy unavoidable damage):

1st case is when a frigate moves too fast. Frigates have very small exclusion area, and speed-buffed frigate can end up in situation when even perfect
reaction is not fast enough to avoid the mine. Player can manage this by intentionally slowing down around Dooms, but AI ships are *doomed*, lol.

2nd case is even worse: when friendly fighters move near the ship and run into a freshly spawned mine. Short of raised 360 shield or active phase cloak, nothing can prevent damage in this situation. In fact, friendly carriers will do their best to setup you exactly for this kind of problem with their insistence on using fighter escorts.

Also, UI-wise can we get clear indicator for piloted ship's and selected enemy's ability radius? Not seeing exact mine deployment radius exacerbates these issues ten fold, since I can't even reliably tell when I need to take countermeasures (slow down and deploy shield in direction of friendly fighters). Though I wouldn't mind a big red indicator 'Mine threat' whenever I'm in Doom's or Station's reach on top of that.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: intrinsic_parity on December 23, 2019, 12:40:46 PM
While I do hate being one shot by mines, the dooms ability to deal with frigates and fighters while also dealing with larger ships is what makes it good. It's not fast enough to play assassin and dodge everything like the smaller phase ships so it really needs to be able to handle frigates and fighters to be useful. If the ability to kill fighters and frigates was significantly lessened, I'm not sure the doom would really be worth using anymore.

In order to 'fix' the second case, you would have to completely neuter the dooms ability to kill fighters (if the mines can't land straight on fighters, they will just fly around the mines and you will be completely incapable of killing fighters). The doom would become fighter fodder very quickly in that case. I think the exclusion zone around frigates could be increased a little, but its definitely on a knifes edge between over powered and useless against frigates. Even now, frigates are quite good at squeezing between mines to escape. If the exclusion zone gets too much bigger, the doom may become very weak against fighters and frigates while also being weak against large HE weapons, which doesn't leave it much of a niche given its hefty logistic requirements.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Megas on December 23, 2019, 01:34:16 PM
Doom costs almost as much as a capital.  No one bats an eye when the likes of Onslaught or Conquest destroy frigates very quickly with ballistics spam or dual Locust barrage.

That said, when used by the enemy, mines are most annoying when the enemy high-tech Star Fortress spams them.  However, I am more annoyed by friendly fire from allied mine users (Doom or Star Fortress) when I have ships with Burn Drive in my fleet.  Dominator/Legion/Onslaught Burn Drives, mine gets placed in its path, allied ship takes unnecessary and unavoidable damage.  Or mine gets placed too close to its engines, and ship needs to burn drive to avoid getting its rear blasted.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: SafariJohn on December 23, 2019, 01:59:09 PM
I also think Doom is about balanced for its cost. The friendly fire mines have annoyed me far more than the odd occasion I encounter an insta-boom mine.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: TaLaR on December 23, 2019, 04:59:26 PM
Doom costs almost as much as a capital.  No one bats an eye when the likes of Onslaught or Conquest destroy frigates very quickly with ballistics spam or dual Locust barrage.

Onslaught is trivial to avoid, any case of frigate dying to it is easy to write off as AI being stupid.
Locusts are more of an area denial for frigates - they are easy to run away from, but not much you can do while remaining in their reach. So, once again, a frigate dying to it was simply not smart enough to back off in time.

A frigate dying to Doom on the other hand often didn't have easily available counter-play it could use. Even for player it takes sharp awareness of where exactly Doom can place it's mines(which UI totally doesn't help with) and nearby fighters.


I suppose one way to nerf Doom without affecting it's fighter killing ability would be to significantly increase exclusion zones around ships:
- minimum exclusion zone should be far enough that near instant activation on fighters won't hit any ships
- additionally buff exclusion zone in front of fast moving ships
(and Doom would probably need visualization of these (at least for selected target), since result won't be trivial to figure out)

As compensation, mines movement behavior could change: instead of current slow and even paced, mines would stay still a bit after spawn, but move significantly faster after that.

Title: Re: Nerf Doom mines insta-kill-ability
Post by: Megas on December 23, 2019, 05:14:05 PM
Onslaught is trivial to avoid, any case of frigate dying to it is easy to write off as AI being stupid.
Locusts are more of an area denial for frigates - they are easy to run away from, but not much you can do while remaining in their reach. So, once again, a frigate dying to it was simply not smart enough to back off in time.
What are frigates to do if they want to damage the capital, especially if it is multiple ships?  I guess they can use Timid AI and cower until their CR times out and they flameout and die anyway.

Sure, frigates can avoid a capital, but then it is effectively out of the fight if it goes full Timid.  I guess Doom could be harder to avoid since it can speed-up with phase and chase a frigate (which I do not want my Dooms to do).  If frigate ends up within weapons range of a capital (and it will if it needs to attack), it can be dead very fast if the capital has the proper weapons.

Full Timid is no fun to fight if the optimal strategy is to outlast the enemy in a PPT war.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: intrinsic_parity on December 23, 2019, 06:00:59 PM
I don't really see the trouble with the doom being very strong against frigates. The game is more interesting if different enemies require different strategies/ships to defeat. I think it's good that you can't beat everything with frigates, and you have to stop and think about how you're going to approach a certain fight. Dooms aren't hard to kill, you just need the right strategy (beams/HIL).

I also find it very satisfying as the player to use fighter tricks to deal damage. If it were a multiplayer game, then I would agree that the balance was an issue because people would spam/abuse it, but I think its ok in a single player game since the number of times you have to fight dooms is controlled, and the doom is countered pretty hard by a lot of other enemies so that player needs to use other strategies as well.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: TaLaR on December 23, 2019, 08:35:44 PM
Another proposal: mines are forced to remain phase cloaked for 1-2 sec after deployment. This still allows to insta-kill fighters by placing mines ahead of them (no PD fire opportunity, since mine is phased), but allows ships to take defensive actions.
Mines could also remain phased, until they find suitable target nearby to attack or run out time.

Partial counter-play by carrier would be to issue regroup order (to prevent fighters from running into mines), but:
- only fastest fighters are likely to change course in time.
- mine linger time can be increased as compensation for Doom.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: intrinsic_parity on December 23, 2019, 08:58:20 PM
That seems like another hard nerf to me. 1-2 seconds is way more than enough time for anything but the slowest bombers to dodge. Maybe at like a half second or a bit more but even then, it would make it much much harder to hit fighters and probably impossible for fast interceptors assuming the AI reacts approximately as fast as a human. Even with current mines, you have to be very precise with mines to hit fighters and they will often dodge the mines unless you spawn it directly on them. Frigates are also quite good at weaseling away from mines unless you catch them at full speed perfectly.

If the concern is just that it's too difficult for a player piloted frigate to fight the AI doom, then I think making the AI worse at using mines is a better solution than making mines worse. I still think its ok for the player piloted frigate to have no chance against the AI doom though.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: TaLaR on December 23, 2019, 09:07:03 PM
Catching fast enough frigates is too easy - I've been on receiving end, so I know that in worst case scenario even perfect reaction is not good enough.

Even if carrier reacts by regrouping, you still blocked them (and possibly for long, if mine linger time is increased). They still can't order fighters to fly around the mines.

Player piloted frigate can fight the current Doom (skill-less Tempest is the one I tried at least). But in a duel situation you don't have to worry about friendly fighters or distractions.
In fleet fight you are just doing your frigate things... And then boom, you're dead. Because there is no clear indication when entering Doom's reach, so it's very easy to lose track of (especially if there are multiple Dooms).

AI on the other hand, yep, no chance.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: NorthernWatch on December 23, 2019, 09:38:42 PM
Doom is weak if you know what your doing

Many times they dont phase out as they are too busy deploying mines and a few Blast with High Power Anti Armor is enough to wreck it.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: intrinsic_parity on December 23, 2019, 10:21:12 PM
The AI has none of the concentration or focus issues that humans have and it will generally dodge if possible. I think even a very small change could result in the AI consistently dodging and mines becoming useless against frigates. If the player can easily dodge mines, then AI will also easily dodge mines and the mines will be useless. Fighters also dodge on their own currently, the Carrier doesn’t have to do anything. If you don’t place the mine exactly, the fighters will alter course to fly around them. If you place the mines in front of fighters rather than on them, the fighters will avoid them.

If the issue is that it’s too hard to fight against the AI doom, then I think the AI should be made worse at using mines (but I still think the challenge of fighting a strong AI is good for the game, there’s no reason why the player should be able to beat a doom with a frigate). If the issue is that the player is too strong with the doom, then I think something like preventing the use of mines while phased would make them much harder for a human to use without limiting their potential. I still don’t think current mines are too easy for a player to use, but I could be bad at using them.

I’m also pretty sure there are some inconsistencies with how close you can place the mines, sometimes it feels like you can place them much closer than other times.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: TaLaR on December 23, 2019, 11:59:12 PM
Doom is weak if you know what your doing

Question is not whether Doom is weak/strong, but whether hard to predict gotcha insta-kill is a fair mechanic.

If you don't slow down before entering a Doom's reach or enter it near friendly fighters without having shield raised in their direction, the rest is a luck roll (whether Doom is busy doing something else). If mines are to stay as is, we need very visible highlights for potential mine deployment areas (and AI needs to take precautions too, because mines are impossible to handle reactively).
Title: Re: Nerf Doom mines insta-kill-ability
Post by: intrinsic_parity on December 24, 2019, 07:48:08 AM
I definitely wouldn't mind UI improvements to make it easier to avoid a doom.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Megas on December 24, 2019, 08:31:38 AM
I am mostly okay with Doom being a bit unfair, especially at its current cost.  Make it fair, and its cost needs to be lowered to match Aurora (which is also overpriced a bit).  I am not opposed to mines being spawned a bit further away from frigates (and only frigates), but I rather have mines spawn as they are instead of far enough away for them to easily dodge.  AI frigates already easily dodge mines unless they are pinned somehow.  Fighters are missiles as far as I am concerned, and I have no problem at all with mine spawns telefragging them instantly.

I have been on the receiving end of frigate near insta-kills once or twice.  It is annoying, but I am mostly okay with that.  Just need better bullet-hell twitch reflexes.  I do enjoy it when I pop enemy small ships with mines.  It is less annoying than friendly fire incidents when I have Dominator/Legion/Onslaught in my fleet with mine users.  Doom is a pseudo-capital, and star fortresses (the most problematic mine users) are a major investment.  If I blunder into range of a capital, and it has the right weapons, my frigate is dead just as fast.  Or, if I see fast interceptors coming, my frigate is probably dead too.

P.S.  Forgot to mention I play the game at double speed, or 2f (and I would play at 2.5f or 3f if the game did not lose fidelity at speeds higher than 2f).  I suppose I can lower speed down to the standard of 1f and have more time to react to sudden mine spawns.

However, if there is a problem with Doom or other phase ships, it is that default AI will happily chase them and play into the enemy phase ships' strengths and get picked off.  Micromanagement (such as deathballing the fleet) seems required to avoid taking unnecessary loses when fighting enemy phase ships.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: TaLaR on December 24, 2019, 09:03:15 AM
I have been on the receiving end of frigate near insta-kills once or twice.  It is annoying, but I am mostly okay with that.  Just need better bullet-hell twitch reflexes.

Nope, a fast frigate with speed-optimized character is simply too fast. You don't have enough acceleration to alter your course enough in available timeframe to avoid running into the mine, it's not a question of reaction timing.
The only option is to slow down before entering mine threat area.

Most AI frigates are not speed-optimized though. And often don't even use their full speed. While generally this is sub-optimal behavior, it helps against the Doom.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Megas on December 25, 2019, 04:45:40 AM
Quote
then I think something like preventing the use of mines while phased would make them much harder for a human to use without limiting their potential. I still don’t think current mines are too easy for a player to use, but I could be bad at using them.

That would destroy the point of Doom as it is currently valued (at 35 DP).  Doom is too slow to bypass ship defenses like smaller phase ships can before decloaking to attack.  Doom will take damage (due to phase cooldown and need to get close thanks to inferior shot range) if it cannot use mines to distract the enemy while phased.  It needs the current mines to punch like a capital that it tries to emulate.

I supposed no mines while phased could work if the medium mounts were changed to universals and Doom could kite-and-snipe with HVDs and Maulers.

Mines are not hard to use, but it is not very easy to kill ships with mines alone, unless they are crippled or pinned by other fire support.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Grievous69 on December 25, 2019, 05:04:17 AM
I really don't get the whole "mines unfair to frigates" thing. Look at any other >30 DP ship. For example Aurora, which can also delete smaller ships with ease. They're much different from each other but both feel unfair to small prey. That's their whole point. And lastly Doom is hard countered by swarm and has low peak time in combat due to phase tech.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Megas on December 25, 2019, 05:12:53 AM
...has low peak time in combat due to phase tech.
Doom is always the first ship I retreat in endgame (Ordos) fights, and the Doom has both Hardened Subsystems and a pilot with Combat Endurance 1.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Megas on December 25, 2019, 05:55:33 AM
How far can mines be deployed from Doom?  Unless it is several thousand or from beyond fog-of-war, player should see an enemy Doom coming.  Once Doom is spotted, it would make sense to slow down if necessary and possibly deathball the fleet, before the mines start spawning.  Controlling my AI ships (so they do not wander and get picked off by enemy phase ships) is a bigger problem than my Reaper Afflictor flagship (the only frigate I may pilot in a serious fight instead of a battleship or Doom) being too fast.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Grievous69 on December 25, 2019, 06:27:27 AM
No way it's that extreme, I'd say it's about 2000 range, maybe less.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: TaLaR on December 25, 2019, 08:33:26 PM
I really don't get the whole "mines unfair to frigates" thing. Look at any other >30 DP ship. For example Aurora, which can also delete smaller ships with ease. They're much different from each other but both feel unfair to small prey. That's their whole point. And lastly Doom is hard countered by swarm and has low peak time in combat due to phase tech.

Speed-optimized and player-piloted Aurora vs typical AI frigate that doesn't even put proper effort towards running away - sure.
But typical AI Aurora is not fast or committed enough to catch one of faster frigates that doesn't want to be caught.
It's threat level is nowhere near Doom's.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Grievous69 on December 26, 2019, 01:16:41 AM
It's threat level is nowhere near Doom's.
As it shouldn't be? And I said, two different roles. It's the same thing as saying ''oof SO ships really be stronk''. And then an SO ship without shields whose ability can be completely nullified with decent PD. Taking advantage of an distracted ship is disgusting, as is with every other hit and run ship in the game.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Beep Boop on December 26, 2019, 06:36:30 AM
1st case is when a frigate moves too fast. Frigates have very small exclusion area, and speed-buffed frigate can end up in situation when even perfect
reaction is not fast enough to avoid the mine. Player can manage this by intentionally slowing down around Dooms, but AI ships are *doomed*, lol.
You know, trying to blow up enemy frigates with Doom mines is actually pretty frustrating because the AI has lightning fast reactions, and knows EXACTLY how much he has to dodge to avoid the collision. I usually have to completely box them, otherwise they'll *** ninja-dodge around them. It is really rare indeed that I can nail a frigate without spamming mines, and that's just one tiny *** frigate. I end up having to use like 4 mines to kill one lousy frigate. Even if I do kill one, woo, I killed a Hound, that was going to be a threat to anyone. Frigates chew up way more than their fair share of mines to kill. The only frigates that are seriously threatened by mines are the ones YOU fly, because you probably don't have the reaction times of a 6 year old. And frankly, you probably shouldn't be flying those ships. You can barely even see them and they blow up if anything sneezes on them. Outside of the specialist models, which aren't rushing headlong into battle anyway, you only bring them out for pursuits, they almost always die in pitched battles.

Nope, a fast frigate with speed-optimized character is simply too fast. You don't have enough acceleration to alter your course enough in available timeframe to avoid running into the mine, it's not a question of reaction timing.
You actually DO have enough acceleration, but you need inhuman reflexes. Since the typical human response time is on the order of 100ms+, this is simply inadequate to react to such a threat in time, but an AI pilot totally will ninja dodge that.

Another proposal: mines are forced to remain phase cloaked for 1-2 sec after deployment. This still allows to insta-kill fighters by placing mines ahead of them (no PD fire opportunity, since mine is phased), but allows ships to take defensive actions.
That will actually make mines DEADLIER since now enemies cannot do anything about them.

2nd case is even worse: when friendly fighters move near the ship and run into a freshly spawned mine. Short of raised 360 shield or active phase cloak, nothing can prevent damage in this situation. In fact, friendly carriers will do their best to setup you exactly for this kind of problem with their insistence on using fighter escorts.
Maybe you should mark the opposing Doom for Fighter Attack. That's what I always do, and it tends to keep them out of my hair since the AI doesn't want come out when he's being harassed by fighters.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Schwartz on December 26, 2019, 08:25:45 AM
Doom has some interesting problem cases. AI is extremely biased with its shield use vs mines, so you can direct AI shield direction by using a single mine, then fire raw HE damage into the ship from the other side. Ships and fighters with a lot of momentum can also give you an instant explosion, which is of course deadly.

But by the time you encounter Dooms on the regular (or field them yourself), these tactics are at least matched by a host of other instant kill tactics and weaponry. They are just different and that is why they are powerful.

As much as I would have expected AI Dooms to be a pain to fight against in my last two playthroughs, they could be beaten and there were very few nasty surprises. You don't send your vulnerable frigates in to deal with those. You handle them like you would other phase ships. Keep them under fighter threat. Wait them out to high flux. Cover your ass. And then you usually destroy a Doom within the timespan of 1-2 forced decloaks / overloads.

One single thing needs to be fixed: AI needs to learn to turn its shield towards a mine only right before it explodes.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: TaLaR on December 27, 2019, 06:06:16 AM
Nope, a fast frigate with speed-optimized character is simply too fast. You don't have enough acceleration to alter your course enough in available timeframe to avoid running into the mine, it's not a question of reaction timing.
You actually DO have enough acceleration, but you need inhuman reflexes. Since the typical human response time is on the order of 100ms+, this is simply inadequate to react to such a threat in time, but an AI pilot totally will ninja dodge that.

I experimented somewhat with that, using SpeedUp mod for bullet time. Character-skilled Afflictor vs infinite mines Doom (not really trying to kill it, just to dodge mines as much as possible while moving at full speed and without using phase cloak).
Even at 0.1 bullet time (which should be good enough to eliminate almost all response time latency), if mine appears right in front of your nose there is nothing you can do to avoid it (except phase cloak, but that's outside excercise rules).

Example:
Spoiler
https://www.youtube.com/watch?v=HreGBj9eweo
[close]
Doom deploys the final mine at 38 seconds, at 41 it hits. Note that this happens at bullet time 0.1 .
First, that's only 300 milliseconds without bullet time - literally impossible to react to (other than with instant action like phase cloak, which is barely possible).
Second, even if I'm able to react due to bullet time, I can't change trajectory enough to avoid it.

Title: Re: Nerf Doom mines insta-kill-ability
Post by: Schwartz on December 27, 2019, 07:23:59 AM
Doom is able to place unavoidable mines if the other ship is small and moving with a lot of momentum. It can also catch fighter swarms with instant mines. But let's not go too far down this rabbit hole of reasoning. A Doom laying mines and catching a fast frigate without chance of escape is not much different than a Dominator with a pair of HAGs taking that same frigate apart (is using phase cloak out of scope of the exercise here too?). Or AI shooting a torpedo that happens to intersect with your drifting frigate without hope of avoidance. It may 'feel wrong' to get killed by inertia. But there are a number of surefire ways to get killed in this game, and most of them are predicated on an earlier tactical blunder on the part of the player or the AI.

With Doom, one important tactic is to be able to either choose the engagement or choose to stay the hell away from it. Mine avoidance, mine baiting, correct use of command points are needed - like they are for almost all dangerous capital ships.

I am actually so thrilled that Doom provides this kind of tactical threat. Not the same as a cap ship, which simply pulverizes anything that gets in its way. Doom is there to be outsmarted, and this is a dimension to the late game that I greatly enjoy.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: TaLaR on December 27, 2019, 08:12:04 AM
But Dominator isn't a threat to any frigate at all (well, a SO Dominator might be able to catch slow ones, but that's about it).
Phase cloak is out because the most dangerous moment is decloak, when you are still in cooldown.

If Doom is to stay as is, it needs to massively telegraphed. Like a big red highlight circle around enemy Dooms and Stations showing mine deployment areas, so that you are always aware where exactly mines can be spawned.

Doom itself could also benefit from additional indicators - namely spawn exclusion zone and exact speed vector of target (which is useful for pretty much any ship).
Title: Re: Nerf Doom mines insta-kill-ability
Post by: ANGRYABOUTELVES on December 27, 2019, 07:27:41 PM
Yes, extremely fast frigates without shields or phase can be instantly and unavoidably merked by Doom mines. How is this different from a similar frigate being instantly and unavoidably merked by a Tachyon Lance or a fighter strike? The Tachyon Lance has no travel time and no range indicator, just like the Doom's Mine Strike radius, and it can instantly destroy almost any unshielded unphased frigate with no cost other than a single cooldown cycle, unlike Mine Strike which as you have demonstrated requires a disproportionate amount of Mine Strike charges. Fighter swarms can chase down and kill frigates from 4000 range. Tempests, Omens, Shades, Afflictors, etc., can chase down almost any unshielded frigate in the game and burst or EMP them to death. There are so many ways for a completely defenseless frigate to be destroyed with no opportunity for counterplay in lategame that I don't think it matters that the Doom can do the same. The solution is not to deploy Hounds lategame for anything other than enticing the enemy to waste guided HE missiles trying to hit them. 
Title: Re: Nerf Doom mines insta-kill-ability
Post by: TaLaR on December 27, 2019, 09:39:06 PM
Because TL or fighters are much easier to predict and avoid?

TL has to aim at your ship, it's not a 360-degree no-scope insta-hit as soon as you approach a TL armed ship. You can see whether a TL is tracking your position, to judge whether it's immediate threat. It also has long enough cooldown to exploit.

Fighters need several seconds to reach you, so they can't even threaten the 2 second cloak cooldown. Fighter swarm is also extremely visible, they can't sneak up on you.

As for amount of charges the Doom used up - it seems to me that AI simply targets ship's center and Mine gets displaced in random direction by exclusion zone OR it simply targets random spot near the ship. Most of the Mines deployed are far behind or to the side, meaning they are non-threats. In other words, bad Mine targeting is AI problem, not Mine problem.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: SonnaBanana on December 27, 2019, 11:53:34 PM
Mines being insta-****-you is fine. Just get rid of the homing ability and make them take thirty seconds after deployment to un-cloak.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Beep Boop on December 28, 2019, 12:38:00 AM
I experimented somewhat with that, using SpeedUp mod for bullet time. Character-skilled Afflictor vs infinite mines Doom (not really trying to kill it, just to dodge mines as much as possible while moving at full speed and without using phase cloak).
That's probably not the wisest way to go about dodging mines.

Even at 0.1 bullet time (which should be good enough to eliminate almost all response time latency), if mine appears right in front of your nose there is nothing you can do to avoid it (except phase cloak, but that's outside excercise rules).
Yes, but your rules were kinda stupid: The AI is absolutely not bound to lock the throttle on full. He WILL brake, and he WILL heavily learn on that strafe button. I know this because as a Doom Pilot, I see them do this ALL the time, and it's damn annoying, and I need often half a dozen mines to box them in, and ultimately he doesn't hit ANY of them, he dies because I boxed him in until they went off!


Second, even if I'm able to react due to bullet time, I can't change trajectory enough to avoid it.
You evaded 5 mines without difficulty, and then continued barrelling straight forward without stopping because you chose a terrible personal limitation that the AI is not actually bound by in-game. You also did not use your weapons to clear the offending mine from your path, which the AI will also do. So you died.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: TaLaR on December 28, 2019, 12:59:02 AM
I'm imitating scenario where I'm on phase/blaster cooldown and unaware of being within Doom's reach (battlefield with multiple carriers and Dooms on both sides get chaotic easily, and even if you see a Doom you can only roughly estimate it's reach - easy to mistake).

Safer way to handle Doom is to drop speed to near 0 before unphasing and make sure there are no friendly fighters around, but doing so by default is too wasteful.

Blasters on a properly piloted Afflictor are almost always on cooldown, except right before finishing approach for attack, so AMs are unavailable in most real scenarios. Timing is also tight enough (AMs have pre-fire delay, you need to initiate fire within 100 milliseconds or so), that you could only do it in bullet time. Nice trick, but not practical.

AI is usually not optimized for max speed and rarely uses full speed (which is good vs Doom, but bad against pretty much anything else).

Also, this particular video wasn't a good example of evasion, it was a sample of unavoidable Mine. Other 5 weren't even threats.
Better evasion at 0.3 bullet time (0.1 is too boring, even if better demo of unavoidable scenario):
Spoiler
https://www.youtube.com/watch?v=dUpYTd6QrfE
[close]
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Beep Boop on December 28, 2019, 01:13:28 AM
I'm imitating scenario where I'm on phase/blaster cooldown and unaware of Doom's presence.
How exactly would you be unaware of the Doom's presence, though? I mean, the opponent's battle lineup is not hidden from you going in, and the Doom has a pretty distinctive profile, so just seeing that should be a sign of DOOOOOM! DOOOOOM! It's called DOOM for a reason. Also, normal frigates are probably not using phase lances and blasters, that's very much an Afflictor thing, and Afflictors HAVE A PHASE CLOAK, so USE IT. The AI sure will. And why exactly are your weapons on cooldown, anyway? WHAT are you shooting at? WHY are you moving at maximum speed while shooting at it? Normally when you shoot at something in your phase ship, you're braking as you flip yourself over to unload into their soft vulnerable spots.

And if you are not a phase frigate, but just a regular, non-phase frigate that cannot simply dodge all the mines by phasing, then you don't have all your weapons on cooldown.

Safer way to handle Doom is to drop speed to near 0 before unphasing and make sure there are no friendly fighters around, but doing so by default is too wasteful.

Blasters on a properly piloted Afflictor are almost always on cooldown, except right before finishing approach for attack, so AMs are unavailable in most real scenarios.
A properly piloted Afflictor also HAS A PHASE CLOAK.

AI is usually not optimized for max speed and rarely uses full speed (which is good vs Doom, but bad against pretty much anything else).
Okay, so what's the problem here that we're trying to actually address? That the Doom is excessively good at murdering AI frigates with its mines? Because it isn't, as the AI will utilize all of its defenses, and ninja-dodging skills, to avoid this, and while it doesn't always succeed, the frigates you're murdering are probably not top of the line, either. Being able to murder some Hounds is not exactly a big deal. That an AI Doom is too good at murdering YOU? Players, too, have tools at their disposal to avoid being murdered in this way, and you know what they are. That you refuse to use them and thus die, well, that's not really the Doom's fault. I mean, it's there in the name: DOOOOOOOOM!

I mean, the moment you hear that SCH-CHUNK noise, you should be like "***!", and that's probably not the one that aimed at you since the first few will be deployed against fighters.

Because yes, if you fly stupidly and obliviously, with absolutely no situational awareness, and are piloting a tiny frigate that permits no room for error, YOU DIE. If you're still flying a frigate in capital-grade fights where Dooms are a thing, you clearly like to live on the edge, and this is one of the dangers. Either stop flying frigates in capital-scale battles, or start paying attention to where you're flying.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: TaLaR on December 28, 2019, 01:18:54 AM
Unaware not in sense that I don't know that there are Dooms, but the exact moment I cross the mine deployment boundary. Game just doesn't show that. While over-estimating it is too wasteful.

I guess there is no better option than a mini-mod to show exactly that. Same for death explosion radius.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Grievous69 on December 28, 2019, 01:46:07 AM
Because TL or fighters are much easier to predict and avoid?
Now you're just trolling. Do yourself a favor and go do something else, chill out, then come back to the game. You're obviously just salty about this. Look we've all died to a random Reaper or Hellbore shot, it happens dude, and everytime you feel a little bit helpless. Same thing with multiplayer games, instead of blaming your team, just take a break. Tilt is a thing.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Schwartz on December 28, 2019, 02:31:00 AM
Tachyon Lance is a much better example. Yep, this can be compared to a Doom mine strike in lethality and in the way you counter it. Simply put, Doom is good but it's not crazy good. It was very 'meh' before the phase mines were added, and now it's actually fun to use and fun to fight against.

You'll see AI Doom fry a few frigates with its mines in the course of combat, but you see all bigger ships make piecemeal of frigates. Plenty of them even die in the first minute of combat. I'm not seeing the issue to address here either. And I played and exploited Doom to hell and back in my last playthrough. Again, phase mines have one or two AI issues that need to be dealt with. These are issues of behavior, not balance.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Megas on December 28, 2019, 05:51:42 AM
I did not bring up Tachyon Lances earlier because Paragon, the ship with long range lances, costs 60 DP.  At that price, it better perform like a super-capital and vaporize whatever blunders into its 4x Lance (or 2x lance and plasma) range.  Be thankful lance range is not 2500+ from the old days.  Paragon with old lances will fry things from beyond fog-of-war.

I can see TaLaR's point IF Doom could mine things from beyond fog-of-war.  But if mine range is short enough that Doom must be visible on the map, then Doom might be avoided just like Conquest with dual Locusts or any other capital that can eat frigates like popcorn.  Is phased Doom fast enough to run down a frigate?  The moment player hears the audio cue and sees the Doom profile at the edge of the screen, it is time to take countermeasures (slow down, deathball, launch fighters) immediately, before mines start appearing.  It is not much different than if player sees Onslaught or Paragon profile and is not endgame strong to roll over them.

Quote
Because yes, if you fly stupidly and obliviously, with absolutely no situational awareness, and are piloting a tiny frigate that permits no room for error, YOU DIE. If you're still flying a frigate in capital-grade fights where Dooms are a thing, you clearly like to live on the edge, and this is one of the dangers. Either stop flying frigates in capital-scale battles, or start paying attention to where you're flying.
Reaper Afflictor (with four Reapers and nothing else) can do things no other ship can do, such as killing battlestation sections with splash damage or nuking cruisers or battleships from a blind spot.  Afflictor is basically the 0.9a Harbinger with much fewer missiles.  I bring three to five Afflictors in my fleet to cheese-kill large targets.  Reaper Afflictor has no other weapons to use (because its job is to nuke one or two targets then retreat).
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Megas on December 28, 2019, 06:25:51 AM
Mines being insta-****-you is fine. Just get rid of the homing ability and make them take thirty seconds after deployment to un-cloak.
Then capital ships cannot flak or burst PD them away the moment they spawn.  Part of the reason to deathball the fleet is so mines get snuffed by PD or the like by multiple ships the moment they spawn.

Remember that mines were made mainly for use by Star Fortresses, and then given to Doom to buff it and make it special.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Schwartz on December 28, 2019, 06:36:36 AM
You don't need a Paragon either. You can have a Sunder with a Tach Lance or even 2x Grav 1x HIL that melts an unshielded frigate in a second or two and can't be avoided. Any kind of beam or beams that approach critical mass damage-wise will have a similar 'avoid zone or die' effect vs naked armor.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Megas on December 28, 2019, 07:15:43 AM
You don't need a Paragon either. You can have a Sunder with a Tach Lance or even 2x Grav 1x HIL that melts an unshielded frigate in a second or two and can't be avoided. Any kind of beam or beams that approach critical mass damage-wise will have a similar 'avoid zone or die' effect vs naked armor.
Sure, but Paragon can do it from longish range thanks to Advanced Targeting Core.  Sunder has no more than standard range with destroyer-grade ITU.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: TaLaR on December 28, 2019, 07:58:36 AM
TL isn't as instant threat either. It needs a second or two to kill a fully intact character skills boosted Afflictor. So unless you unphase right into it, you are likely to survive partial cloak cooldown.

TL-armed opponents are also less common than Dooms. I've never seen an enemy TL Sunder or 4xTL Paragon (without Dynasector anyway), and even 2xTL standard Paragon is rare as it's used only by TT, who have phase & carriers doctrine.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: intrinsic_parity on December 28, 2019, 08:39:45 AM
The obvious solution to see seems to be 'don't deploy frigates against a doom'. Nothing in the game forces you to fight dooms with frigates so just don't. There's nothing wrong with dooms requiring a different strategy than reaper afflicter cheese. TBH, it's probably better for the game that they do. If you absolutely HAVE to pilot a frigate against a doom, then you need to be very aware of the map to avoid it. None of that seems unreasonable to me.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Cyber Von Cyberus on December 28, 2019, 09:32:40 AM
I guess a lot of people here have already given plenty of good arguments against the op but well, I'll add mine too.

The Doom's mines are indeed instant death to a frigate altough it's no different than being hit by a reaper, if you fly recklessly with shields off at full speed they can both hit you while you're unaware, at the start of every fight you get a full list of all enemy ships so if you get within range of a Doom without knowing it's your own fault, especially since you're warned by the HUD about ships approaching you offscreen. Likewise a fighter swarm can easily eliminate your frigate while you're busy flanking a capital and surrounded by enemies, and unlike the Doom carriers can do it from offscreen. In other words as soon as a Doom is visible on the screen you know that it is within range and you must stop going at full speed.

As for space station's mines then simply use your larger ships to provide cover while getting closer, rushing in alone will get you killed anyways either from the mines or simply having all of the station's firepower focused on you..
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Megas on December 28, 2019, 10:15:30 AM
The obvious solution to see seems to be 'don't deploy frigates against a doom'. Nothing in the game forces you to fight dooms with frigates so just don't. There's nothing wrong with dooms requiring a different strategy than reaper afflicter cheese. TBH, it's probably better for the game that they do. If you absolutely HAVE to pilot a frigate against a doom, then you need to be very aware of the map to avoid it. None of that seems unreasonable to me.
I would not deploy Afflictor against Doom, but it could be handy to pilot Afflictor toward that Astral that is hiding behind the Doom.  Usually, other enemy phase ships get in the way too, especially Harbinger with its Quantum Disruptor.

In this release, fights are so big that a 0.6.5a-style frigate fleet is not really an option late in the game.  If fights get smaller later, then frigate-heavy fleet may be a more useful option then.  Frigates are nasty when many can be brought to bear, but I only see that when I deploy a bunch in the sim and see if my flagship can survive against so many enemy frigates.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: 33k7 on December 28, 2019, 05:22:08 PM
I don't think they should be touched at all the fighting system is perfectly balanced in vanilla. as all things should be.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Plantissue on December 29, 2019, 03:21:38 AM
Sight radius is 3000 and Doom mine strike range is 1500. What happened in the intervening 1500 distance? It's entirely avoidable.

Meanwhile Remnant battlestation shoots from outside of sight radius and Tachyon Lance can instantly kill frigates and some bomber can easily destroy frigates. Those are much more worthy "unavoidable" frigate death problems.

That said I don't think a Doom should be able to activate mine strike ability whilst phased, but I suppose it does as it ties into the idea of mines phasing in.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Sharmanti on December 30, 2019, 10:17:47 AM
My fav ship is the Doom. But the mines can be very abusive. They completely annihilate fighters/bombers and can evaporate most smaller ships sooner or later.

That said, doom is not a cheap ship. It's expensive to deploy and expensive/hard to get. I mosly think the smaller phase ships are way more broken due to the amount of effort you need to put in to take them down. Sure it takes a lot of effort to chase down a doom. But it's a big expensive ship. It's worth chasing down. Shades and afflictors and whatnot takes just as long and the reward is a dead frigate.

One thing I'd be able to agree with a nerf on is the recharge rate of the mines. You have 5 max and I'm pretty sure you can spawn up to 11 before the first one goes boom. The recharge rate is exceptionally good because of the phase mechanic.

In the end I think, it should just be more expensive than it already is. I don't want it nerfed. It's the most technologically advanced ship in the game.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Megas on December 31, 2019, 05:58:06 AM
I would not want the mines hurt if it means Star Fortress gets worse mines too.

Doom is practically a capital ship in terms of power, and Alex wanted phase ships to be as strong as the next size up.

I mosly think the smaller phase ships are way more broken due to the amount of effort you need to put in to take them down.
Phase ships smaller than Doom are broken because the AI is incompetent and underperforms with them - a waste of a fleet slot that burns out PPT faster than everything else except maybe Hyperion.  Only when player pilots them can he make small phase ships good.  (But aside from Reaper Afflictor, I have better things to pilot, like a real capital.)

They are annoying to take down.  I tend to deathball or edge-camp (and maybe send fighters) until they lose the PPT war.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Igncom1 on December 31, 2019, 06:07:21 AM
Low operational time ships are difficult to use for longer fights, especially if they are expected to do most of the fighting.

As missile boats or as support for flanking/mop up attacks they serve very well.

It is my opinion that they frankly don't serve very well beyond that, and certainly in AI's hands they don't like aggressive builds at all. A single fighter squadron can render them useless with the doom only be an exception due to having a weapon it can use while phased out. A rapid fire one at that.

Smaller phase ships die basically instantly if they can't phase and beyond packing a bunch of reaper torpedoes/AM blasters don't have the fire-power nor staying power to warrant having them over a different ship.

Dooms basically work by having a powerful weapon system and without it suffer just as much as any other phase ship in the game.
Title: Re: Nerf Doom mines insta-kill-ability
Post by: Thaago on December 31, 2019, 10:12:48 AM
The Doom benefits from having a powerful ship system that the AI uses extremely well! The Afflictor has a very potent support system, but it does not use it very well because of how fast it wastes its PPT/CR.