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General Discussion / Re: 7th Starsector Fleet Building Tournament
« on: September 20, 2019, 01:21:18 AM »
I wouldn't really like to see falcon (P) nerfed or banned next tournament. I think a lot of rule changes could've made the falconP weaker, for example unlimited fighter wings (if 7wasp wings can't stop missile spam then maybe 13 could!) also the banning of a second capital. Two capitals that covered each other's back's could've in theory been pretty strong against missile spam too.
Also most tournaments include mods, even if the falconP was the best vanilla ship, a lot of mod ships I feel can compete with it. Additionally a lot of mods have worse ships, but better missiles.
Also, also, in an endurance fight the fact you don't fully refill missiles between waves would... as usual... render falconP's worthless (like in the previous tournament where not a single falconP was fielded despite them being allowed).
Another REALLY good rule change to stop falconP spam would be one that's been used in past tournaments. In past tournaments that were based on credit cost, sometimes fielding a large number of duplicate hulls had a cost penalty of oh I don't remember, maybe 5% or some such. While 7 falconP's were unbeatable, how would 6falconP's fair against 1falconP and 6 not-falconP's? I think all of these are really interesting questions. Although if for some reason you wanted to run another vanilla heavy 15 ship ruleset tournament, you could either ban the falconP or ban expanded missile racks, or ban sabots.
One thing that needs nerfed I think is the sabot shotgun effect. Specifically the AI doesn't seem aware of how fast a sabot shotgun occurs. In fact I don't think the ai even gets a single ai cycle to even consider raising or lowering it's shields in the duration between a sabot mirv'ing and hitting. So either the ai needs to be reworked to be able to predict when a sabot will mirv and consider the mirv shotgun effect.... OR the shotgun needs to take longer and be slower and as such a) give the ai a chance to think for 1 tick about raising or lowering it's shields or b) allow a greater than 0% chance for the shotgun to face PD. As is without a fleet admiral the sabot's gimmick of moving slow, until it hits PD range, then instantly applying it's damage, without taking time to travel the gap... it seems to trick the ai pilots quite badly.
I guess another another option in tournaments is just to ban sabots until they're more AI friendly (the ai is great at knowing when to fire them, but not so great in attempting to lower it's shields for 50% of sabot hits, in order to attempt to avoid overloads. Although the sabot is brilliantly designed to still emp out a ship that dodges the overload, which I don't really want it to lose, it's really cool, but watching this tournament's it's become clear that ai pilots don't fully consider this shotgun effect... really at all ever.
For example: consider how often the caster would refer to omen's or wasps stopping harpoons in their tracks? yet sabots? nothing ever stopped them except hardened shields, and then only rarely.
Also most tournaments include mods, even if the falconP was the best vanilla ship, a lot of mod ships I feel can compete with it. Additionally a lot of mods have worse ships, but better missiles.
Also, also, in an endurance fight the fact you don't fully refill missiles between waves would... as usual... render falconP's worthless (like in the previous tournament where not a single falconP was fielded despite them being allowed).
Another REALLY good rule change to stop falconP spam would be one that's been used in past tournaments. In past tournaments that were based on credit cost, sometimes fielding a large number of duplicate hulls had a cost penalty of oh I don't remember, maybe 5% or some such. While 7 falconP's were unbeatable, how would 6falconP's fair against 1falconP and 6 not-falconP's? I think all of these are really interesting questions. Although if for some reason you wanted to run another vanilla heavy 15 ship ruleset tournament, you could either ban the falconP or ban expanded missile racks, or ban sabots.
One thing that needs nerfed I think is the sabot shotgun effect. Specifically the AI doesn't seem aware of how fast a sabot shotgun occurs. In fact I don't think the ai even gets a single ai cycle to even consider raising or lowering it's shields in the duration between a sabot mirv'ing and hitting. So either the ai needs to be reworked to be able to predict when a sabot will mirv and consider the mirv shotgun effect.... OR the shotgun needs to take longer and be slower and as such a) give the ai a chance to think for 1 tick about raising or lowering it's shields or b) allow a greater than 0% chance for the shotgun to face PD. As is without a fleet admiral the sabot's gimmick of moving slow, until it hits PD range, then instantly applying it's damage, without taking time to travel the gap... it seems to trick the ai pilots quite badly.
I guess another another option in tournaments is just to ban sabots until they're more AI friendly (the ai is great at knowing when to fire them, but not so great in attempting to lower it's shields for 50% of sabot hits, in order to attempt to avoid overloads. Although the sabot is brilliantly designed to still emp out a ship that dodges the overload, which I don't really want it to lose, it's really cool, but watching this tournament's it's become clear that ai pilots don't fully consider this shotgun effect... really at all ever.
For example: consider how often the caster would refer to omen's or wasps stopping harpoons in their tracks? yet sabots? nothing ever stopped them except hardened shields, and then only rarely.