Topic: Klingons in SFC3 need balancing...  (Read 1476 times)

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Magnum357

  • Guest
Klingons in SFC3 need balancing...
« on: May 01, 2004, 04:11:59 pm »
I really like the new build (531) but I still think Klingons are a tad too powerful.  Now that they have Disruptors tracking much better at warp (a good thing) this really keeps warping down in the game.  As a matter of fact, a lot of changes have really helped out bring down warping and really rely more on impulse speeds (this is a good thing).  But I don't like the fact that Triple fire is in the game.  I wish their was some way too turn if off if you don't want it.  It can be very unbalancing and only favors ships with Legendary Tactical officers, which in my opinion results in picking Tactical officers too much.

As for the Klingons, I think they are a little better now.  I've noticed that Klingon players are staying away from "Zip" ships and focusing on heavy sheilds and armor.  I don't have a problem that Klingon Armor is strong, but the sheilds could be a tad too powerful.  I think Taldren could reduce their strenght by 10 to 15%, it would help out a great deal too balance the Klingons.  Also, I'm not sure if they were changed or not, but I think Ion Cannons should take 3 turns too rearm instead of 2.  This would give more reliance on Polaron and K-Photons more.

The_Pelican

  • Guest
Re: Klingons in SFC3 need balancing...
« Reply #1 on: May 02, 2004, 10:15:24 am »
Actually, Ion Cannons only take 1.5 turns to charge. If you mod your game so you can fit a Quantum, a Shield Inversion Beam & an Ion Cannon. You'll find the Ion Cannon takes the same length of time to charge as the SIB, not the Quantum.

Magnum357

  • Guest
Re: Klingons in SFC3 need balancing...
« Reply #2 on: May 02, 2004, 01:41:46 pm »
Ah, I didn't know that.  But regardless, I think Taldren should increase it.  If not 3.0 turns, bumping it from 1.5 to 2.0 would help some in my opinion.  The Ion cannans maybe short ranged, but they can produce a significant amount of damage over the course of 2 Ion cannon shots.  A Heavy Plasma Torpedo can produce 20 points of damage from range 1 through 6 over the lenght of 3 turns.  The Ion Cannons can produce up too 28 points of damage over the same amount of time as the Plasma Torpedoes over the same amount of range.  

If Ions recharge at 1.5 turns, bumping them up too 2.0 would help a lot too balance them.  they would be more on Par with Heavy Plasmas.

Age

  • Guest
Re: Klingons in SFC3 need balancing...
« Reply #3 on: May 02, 2004, 02:12:52 pm »
   Where is this points telling you about the Damage and the turns it takes.Where can I read up on this please point it out.Thanks.  

Pestalence

  • Guest
Re: Klingons in SFC3 need balancing...
« Reply #4 on: May 02, 2004, 03:26:13 pm »
These are stickied to the top of the D3 forum in posts started by David Ferrell.

Praxis

  • Guest
Re: Klingons in SFC3 need balancing...
« Reply #5 on: May 02, 2004, 05:35:52 pm »
They're also in the gf files for the game, in SFC3\Assets\CommonSettings.  You can actually modify these, so that your quantums could kill a Cube in one shot, if you felt like it.

Magnum357

  • Guest
Klingons in SFC3 need balancing...
« Reply #6 on: May 01, 2004, 04:11:59 pm »
I really like the new build (531) but I still think Klingons are a tad too powerful.  Now that they have Disruptors tracking much better at warp (a good thing) this really keeps warping down in the game.  As a matter of fact, a lot of changes have really helped out bring down warping and really rely more on impulse speeds (this is a good thing).  But I don't like the fact that Triple fire is in the game.  I wish their was some way too turn if off if you don't want it.  It can be very unbalancing and only favors ships with Legendary Tactical officers, which in my opinion results in picking Tactical officers too much.

As for the Klingons, I think they are a little better now.  I've noticed that Klingon players are staying away from "Zip" ships and focusing on heavy sheilds and armor.  I don't have a problem that Klingon Armor is strong, but the sheilds could be a tad too powerful.  I think Taldren could reduce their strenght by 10 to 15%, it would help out a great deal too balance the Klingons.  Also, I'm not sure if they were changed or not, but I think Ion Cannons should take 3 turns too rearm instead of 2.  This would give more reliance on Polaron and K-Photons more.

The_Pelican

  • Guest
Re: Klingons in SFC3 need balancing...
« Reply #7 on: May 02, 2004, 10:15:24 am »
Actually, Ion Cannons only take 1.5 turns to charge. If you mod your game so you can fit a Quantum, a Shield Inversion Beam & an Ion Cannon. You'll find the Ion Cannon takes the same length of time to charge as the SIB, not the Quantum.

Magnum357

  • Guest
Re: Klingons in SFC3 need balancing...
« Reply #8 on: May 02, 2004, 01:41:46 pm »
Ah, I didn't know that.  But regardless, I think Taldren should increase it.  If not 3.0 turns, bumping it from 1.5 to 2.0 would help some in my opinion.  The Ion cannans maybe short ranged, but they can produce a significant amount of damage over the course of 2 Ion cannon shots.  A Heavy Plasma Torpedo can produce 20 points of damage from range 1 through 6 over the lenght of 3 turns.  The Ion Cannons can produce up too 28 points of damage over the same amount of time as the Plasma Torpedoes over the same amount of range.  

If Ions recharge at 1.5 turns, bumping them up too 2.0 would help a lot too balance them.  they would be more on Par with Heavy Plasmas.

Age

  • Guest
Re: Klingons in SFC3 need balancing...
« Reply #9 on: May 02, 2004, 02:12:52 pm »
   Where is this points telling you about the Damage and the turns it takes.Where can I read up on this please point it out.Thanks.  

Pestalence

  • Guest
Re: Klingons in SFC3 need balancing...
« Reply #10 on: May 02, 2004, 03:26:13 pm »
These are stickied to the top of the D3 forum in posts started by David Ferrell.

Praxis

  • Guest
Re: Klingons in SFC3 need balancing...
« Reply #11 on: May 02, 2004, 05:35:52 pm »
They're also in the gf files for the game, in SFC3\Assets\CommonSettings.  You can actually modify these, so that your quantums could kill a Cube in one shot, if you felt like it.