For balance, I think that we should have a situation where the stun probability is a lot lower with larger ships and perhaps the duration a lot shorter.
Otherwise, we end up in a situation where once Phasors are deployed, they become a mechanic that makes ships larger in size uncompetitive.
Hot posts in thread: Defending against Phasor stuns
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I dont know if its true but Ive read somewhere else that in general, Total War games with fire weapons tend to be worse to play custom battles against AI since AI handle badly fire weapons, for example in Empire Total War. Well, what I actually read is that in general terms, Total War with melee battles are better to play against AI in custom battles since AI play better with melee weapons, this is more or less the idea I have read. Anyway, which is then the best Total War for custom battles against AI?
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I agree with the statement from Konstantine.
But however we try to control the stun solution, I also agree the mentioning of impatient young people who will walk away from this game if it is not properly balanced.
But as our wise Konstatine says if you walk into a battle with a single ship then you should be punished. If you make a proper fleet to fight with then it shouldn't be a big issue.Last edited: Jul 16, 2019- ThumbsUp x 1
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Stunning is still there, and can be used effectively if you plan around that. However, I believe it should not be exploitative at this stage, or at least much harder to do so and ultimately not worth the trouble. In other words, it should be fair and working as intended now. We can continue tweaking it along the way if we feel that is required.
Thanks a lot for your detailed input on this matter.- ThumbsUp x 2
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I think I better clarify my position as I may be sending mixed signals
The player defending from a phasor stun becomes an acute problem if the player sends a single ship against the AI… and it should be a problem. For example, if the player sends a single titan to engage hostile forces, that Titan is, and should be more vulnerable than if it had escorts. Historically this is what happened to the Kriegsmarine in WW II when it sent some of its all too few capital ships out alone as commerce raiders. Today, any admiral that sent out a single carrier without its supporting battle group would be cashiered. In ISG, a single ship means the AI has a single target to focus on, if that target gets stunned the player is screwed.
If we nerfed the stun solely to accommodate that type of player, I am vehemently against it, but the truth is that it would only be a matter of time before players started exploiting the stun against the AI. In light of that, a fix is needed.
I lament the fact though that this has broader consequences. Yesterday I described a battle I lost because of the AI’s use of the phasor stun, with our fix now, it means I would have won that battle…
In short, I support the fix but for different reasons, I support the fix as it can become an exploit that unbalances the game. I support the fix to correct a broken system. I do not support the fix as a way to make the game easier for a player that prefers to use a single large ship in combat. MoO2 suffered from the end game being Titans only, and the poll I referenced yesterday may indicate that a lot of players didn’t care for that…but that is a matter of taste and subjective.
What isn’t subjective is that we need to have proper motivation for adjusting systems and weapons. If we are redressing an imbalance or an error, I am for fixes. If on the other hand, we fix or nerf systems because the AI is giving the player a hard time… then battles will become nothing more than target practice, that I can’t support.Last edited: Jul 11, 2019- ThumbsUp x 2
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This is now implemented. Each phasor that hits now has a 5% chance of stunning the target. I made a few tests and it felt right to me, and this should avoid exploits while still being a good tool to give you an edge and help create dynamic elements in combat, as 1 Titan skipping a turn can be huge.
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Also, 5% per shot, at least statistically, feels like a better solution that doesn't encourage tons of single weapon slots to game the odds.- Agree x 1
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The stun chance was too high, so it was an issue irrespective if the AI used it or not. The AI could look formidable with this weapon but only because it was broken. If you did the same exploit you would see that it would be a walk in the park for you if you equipped all your ships with phasors, irrespective of what the AI would bring, they would not play once.
So, we need to decrease the chance of stunning. As for the AI not being formidable enough in combat, well, that's something that needs to be improved as we go.- Agree x 3
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I experienced what aReclusiveMind describes in his post. I entered a battle and had the AI target my flagship which was stunned on the first round. The first time this happened, I recall that I felt I was in trouble, something I rarely feel against the combat AI. I withdrew from the battle and almost lost the flagship as it was stuck for a while. A few turns later I came back and the AI now had a second Titan in the system. My flagship was the same Battleship that had fled a few turns earlier, this time though, it had far more numerous escorts. I beat them. But I did it by spreading out my SSPs over numerous ships versus one or two Titans.
Yes it was a harder fight and required that I control more ships, but in both those fights, I felt the AI had a chance to fight well and perhaps even win, due to the weapons they were using. It is not usual for me to feel that the AI can do well in combat, and we have now diminished that AI in the single area where it was most effective at the tactical level
You have my vote for the latest solution you just proposed, but I can't say that I feel great about how we have approached this. I mean what did we really just do? Did we just identify an area where the combat AI was giving the human player a problem (based more on a particular playstyle) and answer by diminishing the AIs ability to win a combat? -
We can go with a linear chance for phasor stun, to solve the deep vs spread slot issue. So, we can go with +5% chance of stun per individual weapon, indepent if they're all equipped in the same bank or spread through several.
So, 20 phasors would mean 5% each of hitting, individually, indepent on if they are all in the same bank or spred through several. Note that it's not a sum of chances, like +5% per weapon, but the chance of each individual weapon at 5% hitting.
But, probability explanations aside, the idea is to go with linear chance irrespective on if it's 5 phasors on 1 bank or 5 banks with 1 phasor each.
We would allow people to go with as many banks as they wish for now. What do you think?Last edited: Jul 10, 2019 -
I just recalled a poll we took here
Perhaps letting the players deal with it in a more organic manner is an option after all? Nonetheless we agree here.
If this stun mechanic is such an issue, why not remove that effect from Phasors entirely? Why must this weapon, which has some of the highest number of modifications allowed, also have the ability to stun? Removing it would certainly mean it won't be exploited by anyone. Perhaps it could even be re-assigned (with it's reduced effectiveness) to a different weapon, One that requires much more space and can't be miniaturized easily. -
Allowing the player to exploit the bank system when the AI won't does weaken the AI. That is why I support a limit. Also it prevents min max players from feeling they have to use a single slot for every weapon to reach maximum effectiveness. Some people do feel compelled to micromanage to this level, even if they don't like to, because they know they are otherwise making suboptimal moves.
We aren't talking about a small 4 bank limit on a titan or anything. There would still be plenty of slots for realistic, non exploitative, ships.Last edited: Jul 10, 2019 -
I don't disagree with what you have done by the way, as newer and younger players may be more impatient and not used to the way games like ISG work. But by doing this you have already addressed (and weakened) the AI on a tactical level, you must now redress the balance as a player can take advantage. The thing is artificial limits suck. So what to do?
Do you artificially restrict the number of banks?
Do you impose a further penalty if a number of banks are exceeded
Do you scrap the stun entirely?
Do you impose a limit of one stun per targeted ship per combat?
Do you impose a cooldown (on the stun only) in addition to the new numbers you have implemented?
I don't know the answer, but I do know that whatever you do now has to be fair to the AI. It is in manual combat where the AI is the weakest, you have just weakened it further, I feel you really need to think this through and redress the balance
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Just to clarify, my "solution" was based on real life, there is a reason why an Aircraft Carrier is part of group and never sent out to hostile environs on it's ownLast edited: Jul 10, 2019 -
I would scale the bank constraint by ship size, if possible.
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I think a constraint should be set to avoid abuse. This is one mechanic where the potential for abuse is evident. Just put all your phasors in separate banks and you can almost guarantee a stun again. A prime example of the issue.
It also rewards "bad" behavior in creating tons of single bank weapons. Why not use 1 weapon per bank so you can avoid overkilling a target? Multiple banks offers a lot of flexibility and no disadvantages other than micromanagement.
You want to allow different configurations, but not exploits. -
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So a bank of 20 phasors has one attempt to stun at ~45% chance. Two banks of 10 have two attempts at ~31% chance each. So multiple banks is superior to a single large bank if you want the optimum stun chance. Up until you hit the bank/slot limit on the ship anyway. -
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The infinite stun issue should be resolved now. Previously, a phasor shot had a 50% chance of stunning the target. This was too much. Now it starts at 10% for 1 weapon in the phasor bank, 25% if you have 6 weapons in the bank, etc.
So, if you have 2 phasors, the chance of stunning the target when you hit is around 14%. Sounds fair to me, especially because one side will probably have more than a couple of ships with phasors, so the chance of being infinitely stunned should now be much lower. We can keep assessing the numbers as we go.
By the way, the ion cannon shield disabling/destroying chance was also toned down.
Thanks for bringing this up, and for the discussion!- Agree x 2
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