The 10th Starsector AI fleet Building Tournament has ended and here are our winners:
The team
Dakkaholics Anonymous, formed by
DaddyPants playing as Tiandong Heavy Industries and
Rubin playing as Vanilla Mid-Tech, is taking the cup with a comfortable 22 points.
They are followed by
Spaceballs: The Tournament Team, with
mortia (Polaris Prime) and
TheKart (Mayasuran Navy), that is only one fumble away with 19.5 points.
In third place, we have
Light of Sura, with
Deskup (Council of Approlight) and
Johan (Mayasuran Navy), which ends at 18.5 points after a strong surge in the second half of the tournament.
And here is the final score sheet:
As well as the rules for those that are catching up:
Congratulations to the winners and thanks to all the participants for another excellent show and a true display of sportsmanship.
Here are the replays of all the rounds:
And the conclusion stream
Where we talk about what went well, what didn't go so well, reflect on the fleets compositions, talk about the future of the tournament, and where I reveal a bit more about what's up with those bosses and how they may be part of the future end-game, and finally we had some written QnA from Alex himself.
If you want to use the tournament mod as a "balance patch" for Vanilla (knowing that half the changes will be part of the next update), or use it to organize your own tournament, you can get it there:
https://www.dropbox.com/s/7p7u3ns47noi9av/AI%20Battles_10_5.zip?dl=1Balance Changes
FROM ALEX
Light AC: significantly more accurate.
Light Dual AC: OP reduced to 5 from 6.
Light Needler: reduced OP cost to 7 from 9.
Railgun: increased OP cost to 8 from 7.
IR Pulse Laser: reduced flux cost per shot to 40 from 50.
Burst PD Laser: reduced flux to 200 from 300.
Heavy Burst Laser: Reduced flux cost to 300 from 500.
Assault Chaingun: reduced damage/shot to 75 from 90.
Ion Pulser:
Increased range to 500 from 450.
Increased damage to 100 from 75.
Increased emp damage to 600 from 400.
Thermal Pulse Cannon: shots no longer stopped by hitting missiles
Thunder: Ion cannon replaced with Ion Cannon (long Delay) from the Claw.
Enforcer:
Increased armor to 900 from 750.
Increased hull to 6000 from 5000.
Reduced shield flux/damage to 1 from 1.2.
Hammerhead: Rear turrets no longer capable of facing directly to the front.
Brawler:
Increased shield arc to 210 from 150.
Increased FLux capacity to 3000 from 2500.
Increased dissipation to 250 from 200.
System changed to Maneuvering Jets from Damper Field
FROM TARTIFLETTE
Fortress shield: added 1.5s cooldown.
Phase Teleporter: added 0.5s cooldown.
Mine Strike: only has 3 charges, regen slightly slower, can't be spammed as fast.
Recall Device: limited to 3 charges regenerating every 20s.
Reserve Deployment: cooldown reduced to 20s from 30, but no longer gives extra fighters.
Sabot: removed EMP, increased acceleration (much more reliable now).
Piranha: cost reduced to 4000 from 6000.
Perdition: cost increased to 6000 from 4000.
Omen: Shield efficiency reduced to 0.8 from 0.6, upkeep raised to 0.4 from 0.3.
Special thanks to the staff:
Nia for a ton of help in setting up the wave as well as a lot of new surprise content (including a full-blown faction!),
Thaago for the submission app,
Dark.Revenant for rushing an update of the Templars to make quite a surprise,
Gwyvern for letting me use the Savior,
and the entire stream team:
Nemo-Naemo, Aurica, Chimni, Gloracle, Fallen-Shogun, Surge and
Nia (again)
Thanks to all that watched the competition, and see you for the next one.