Author Topic: Cylon Baseship missiles and nukes need more resistance to flak  (Read 22157 times)

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Cylon Baseship missiles and nukes need more resistance to flak
Currently I am able to fly out of the combat zone, and bring all the other fighters with me and not one missile gets through the wall of flak created by the Battlestar. Also you are able to finish the missions by just waiting outside the combat zone and there is no risk of the Battlestar ever being lost. I tried this on insane difficulty. Other then that this has been the Battlestar Galactica game I've been waiting for so long and have had a lot of fun playing it.

 

Offline MatthTheGeek

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Re: Cylon Baseship missiles and nukes need more resistance to flak
The AI gets better in Insane. It is likely that, by cranking up the difficulty, you actually increased the Theseus' fire rate and hence its missile interception rate.
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Re: Cylon Baseship missiles and nukes need more resistance to flak
Okay, I tried it on normal and had the same problem but let me put it on easy and see then, Thanks.

 

Offline newman

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Re: Cylon Baseship missiles and nukes need more resistance to flak
That's weird. In M1 (the first combat mission) on advanced and above I'd usually see the Theseus take one or two nuke hits if I failed to go nuke hunting when prompted about another volley of nukes.
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Offline NGTM-1R

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Re: Cylon Baseship missiles and nukes need more resistance to flak
The AI gets better in Insane. It is likely that, by cranking up the difficulty, you actually increased the Theseus' fire rate and hence its missile interception rate.

Doubtful; the screen is perfect on the Easy/Very Easy equivalents.
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Offline Sushi

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Re: Cylon Baseship missiles and nukes need more resistance to flak
The AI gets better in Insane. It is likely that, by cranking up the difficulty, you actually increased the Theseus' fire rate and hence its missile interception rate.

Nope, doesn't matter.

Framerate, however, does. The flak screen unfortunately works better at smooth framerates.


 

Offline MatthTheGeek

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Re: Cylon Baseship missiles and nukes need more resistance to flak
Heh. Sounds like FS beams.

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666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
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batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
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MatthTheGeek: the way you just spelled it it means fat
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Axem: jabba does the coup de gras
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Offline Gunteen6

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Re: Cylon Baseship missiles and nukes need more resistance to flak
Seems a tad counter-intuitive to have fewer missiles get through on higher difficulties. I do agree that they need a liiiiitle more resistance to flak... I ignored missiles in M1 and Theseus took more damage from ramming than missiles.
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Offline karajorma

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Re: Cylon Baseship missiles and nukes need more resistance to flak
The basestar/Battlestar combat is likely to get rebalanced for R2 or R1.5 (whichever one is next) as at the moment the basestars aren't much of a threat.

The problem is that we're based on the miniseries, and they weren't much of a threat there either. 2 basestars pound on the Galactica for a good 5 minutes and what, 1 missile gets through? :D The same basically goes for many of the big battlestar/basestar confrontations except when the Battlestar in question is heavily outnumbered.
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Offline Dragon

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Re: Cylon Baseship missiles and nukes need more resistance to flak
To be honest, it's a Basestar. It's a carrier, not a battleship. It's main weapons are Raiders, and those are a threat.

 

Offline karajorma

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Re: Cylon Baseship missiles and nukes need more resistance to flak
Yes but the problem with that approach is that we simply can't have enough raiders in the game to make that realistic and still playable.

The FRED walkthrough mission* is a good example of this. I had to try all kinds of tricks to balance it and even then the mission still favours the Sobek quite handily.

 *check the FREDdocs folder and move FRED Tutorial Mission.fs2 to the missions folder if you want to play it without building it yourself.
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Offline jr2

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Re: Cylon Baseship missiles and nukes need more resistance to flak
So, then increase the effectiveness of the raiders' weapons, maybe shields (do they have shields)?

 
Re: Cylon Baseship missiles and nukes need more resistance to flak
This is Battlestar Galactica, not FreeSpace.  Nobody has shields.
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Offline Colonol Dekker

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Re: Cylon Baseship missiles and nukes need more resistance to flak
Stabuck has Plot bra armour.
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Offline MatthTheGeek

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Re: Cylon Baseship missiles and nukes need more resistance to flak
Don't you worry, I'm pretty sure the Diaspora team is very well aware of the means at its disposal to balance ships.
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666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline jr2

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Re: Cylon Baseship missiles and nukes need more resistance to flak
yeah, I know

 

Offline Ace

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Re: Cylon Baseship missiles and nukes need more resistance to flak
Welcome to the word of balancing ;)

If we make the raiders too tough, players instantly die, etc.

If we make the Theseus too weak, with persistent damage people fail M5 through no fault of their own, etc.

So overall yes the baseships are weak and the raiders are weak. Intentionally. The idea is to capture the feel of the show and Galactica goes through a lot and we didn't want to frustrate new players even though we hit the "missions can play themselves" issue in a few places.

The Raiders and baseships in the campaign are weakened by a huge degree. The default loadout for the baseship can give the Theseus a pretty good kick in the teeth.

The realistic amount of Raiders would be... 784 or so per baseship? (I think that sounds right for the rack figure) Even if they launch half of their wings let's say it'd be crash ville far worse than the stability issues some players are currently having.
« Last Edit: September 07, 2012, 03:42:46 pm by Ace »
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Offline KaraBulut

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Re: Cylon Baseship missiles and nukes need more resistance to flak
It's a single player experience, while grabbing the player with audio and visuals that make him feel frakked up, sneakly actually support the player with gameplay elements that are balanced and give a non frustrating experience

 
Re: Cylon Baseship missiles and nukes need more resistance to flak
Wouldn't the easy solution here be to double/triple the hit points of the missiles so that it takes more flak fire to take them down? This probably means that it takes a few more Viper KEW shots to take down a missile. Question: do damaged missiles inflict less damage? Also, is there a bit of a random effect to the amount of damage a missile can make?

Also, slightly unrelated but, the Heavy Raiders weren't very smart at defending themselves. What's the issue with them?

 

Offline Dragon

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Re: Cylon Baseship missiles and nukes need more resistance to flak
The realistic amount of Raiders would be... 784 or so per baseship? (I think that sounds right for the rack figure) Even if they launch half of their wings let's say it'd be crash ville far worse than the stability issues some players are currently having.
Who said they have to deploy it all at once? That's a stupid thing to do, since if they somehow got blown up, the Basestar would be left defenseless. I'd say, use waves, and use more Heavy Raiders in proportion to Advanced and regular ones. I haven't seen too many Heavy Raider flights in campaign (BTW, I've seen an FS use of the term "wing" a few times in Diaspora. Unless the same error is made in the show, the correct term is "flight"), and more of them would certainly make the Basestar engagements tougher.