Hi All,
The changes hitting Holodeck this week are wide ranging and impact every element of the game. This will tell you the things that will impact you the most particular for Tactical & Engineer.
Sorry Science... they kept tinkering with Science Captain abilities etc. I just haven't had the time to sit down and look at it.
I hope you find this useful. I present you - What you need to know about the Space Balance Pass in 12 minutes.
https://youtu.be/0obIrwK0CwY
Comments
Nice video with good information. Thanks!
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
The inability of carrier pets to keep up with the player is their biggest issue. Fighters blowing up not so much as the respawn on them means they can be replaced faster than having to hope they wander over to shoot something or better despawn so they can be replaced with a new set of belligerent muppets.
It'll be interesting to see if you'll be able to summon a single wing of fighters in combat in the tholian RA while the torp spam is going on. At the moment you're lucky to get 1 alive.
Some obvious ways are simple checks for player being in combat or not and if they're not then pets form up. Is the player at full impulse, if yes then pets engage at the same speed. Are they more than 20km away, if yes they hightail it to the player.
Slightly more involved would be to dedicate more command abilities specifically to pets and have the carriers converted to have a command boff seat at the cost of subsytem attacks. You could then have abilities, similar to deploying mines, where they go into set formations or wing attack patterns which could have procs that take down subsystems (specific or random) instead of the players beams.
Docking strikes me as an issue with the ship models having the docking bays as a specific point but rather than being outside the visual model its inside and that breaks what little ai they have.