Yeah, I figured I should come back and put in a bit more specific details. I was in the middle of a run when I wrote the initial bit, so I decided to finish the run and quit the game before I came back to give more details/examples. So here they are.
I am currently running the Caligo-class Merchant Cruiser. I tested many fights, however, running with the Maenad-class Frigate (in a different save file).
On the Merchant Cruiser, I am running with Blue Scintillack and a Hellthrasher, with the Serpentine as my engine, WE ARE CLAY as my aux, Avid Suppressor as my aft, and Awakened Seal of the Red Science on my bridge.
On the Frigate, I was running with the Blue Scintillack, the Hellthrasher, and the Memento Mori, with the Serpentine as my engine, WE ARE CLAY as my aux, Avid Suppressor as my aft, and a Judgement Resonator on my bridge.
So during my tests with the Frigate, I fought several of each of the following (3-6) Bound Sharks (both types), Eels, Jillyfish, Behemoustaches, Tyrant Moths, and a single Fluke (non-savage).
On my main game, with the Merchant Cruiser, I only flight smaller stuff, but have fought a small number (like 5 or so, maybe less) of Bat Swarms and Auroral Megalops, and a single Western Angler Crab and a Single Behemoustache.
The only fight the two ships had in common was the Behemoustace, and it was identical to each ship. For all fights I waited RIGHT at the edge until my weapons were fully charged and my Scintillack was off cooldown (which we’ll get to this issue at the end of this). So with the Merchant Cruiser, I had 2 shots and with the Frigate I had 4, most of the time. Sometimes the monster would turn and see me before the Scintillack was off cooldown (20 seconds is a long time).
The end result for ALL the monsters, however, was identical. After firing off my shots, the monsters would be in mid-charge. Their charge lasted long enough that it would connect, even while reversing at full speed. Once they had connected, they would immediately start charging again. This charge would start the second my boat was no longer touching them, and in the cases of the larger monsters and the bats (we’ll talk specifically about them in a second), this second charge would connect AND take them out of my front gun’s firing arc (meaning I wouldn’t get a third shot from my front gun for quite a while, if at all). Sometimes with the sharks and eels, this charge would take them out of the arc of my deck gun as well.
If the beast wasn’t out of my deck gun arc, I’d be able to get another shot off before they charged again. If the charge took them out of my deck gun arc, however, I would not be able to get another shot off before they charged again (because of having to turn to reposition). Monsters also did not need to turn to face my ship before starting their charge, often beginning to start their charge while facing 90 degrees away from me and turn mid charge (on a dime) to slam me.
All in all, most monsters would get, on average, 2.5 successful charge attacks per salvo, not counting the Scintillack. On something like a Behemoustache, that’s 50 damage for every time I get to shoot them. Needless to say, there’s a reason I only fought a single Behemoustache in my Merchant Cruiser.
As for the bats, well, that was super. I killed a couple of them with the opening shot, but my irons is low enough in the save with the Merchant Cruiser that if I do min damage, they are alive with 1 health. This only happened once…and that one time was disastrous. The bat charged over and over and over and over. Every charge took him out of my deck gun’s firing arc, meaning that I would have to turn (about 90 degrees) to get them back into my firing arc. In that time, they would have charged again, meaning that I couldn’t ever get a single shot in. They took my fully repaired Merchant Cruiser from 300/300 hull to 85/300 hull, 5 hull damage at a time. It was nuts. I just couldn’t get it to stay in my deck gun’s arc. I finally killed it by fleeing (all the while it’s beating me up, cause at Full Power to Engines the bats are faster than my Merchant Cruiser) to Venderblight and docking and then immediately leaving to finish it off.
Oh, and remember how I had Blue Scintillack? You’d think that’d help, right? Like I’d get my gun to max because of the Scintillack and then I’d only have to have them in my sights for half a second to finish them? Well, sadly, when I used the Scintillack (which I got to use 3 times that fight), the bats weren’t in my gun’s firing arc…and the Scintillack, instead of maxing my targeting solution, reset it. I tested this later on the Frigate, and the issue was present there too. If I use the Scintillack when my target is in the firing arc of any of my guns, all of my guns get maxed targeting solutions. If I use the Scintillack while my target is not in the firing arch of ANY of my guns, ALL my guns have their targeting solutions reset to 0.
This is on top of the Scintillack instantly going on cooldown, without being used, at the start of combat, as mentioned before. If that’s intended, that’s a HUGE nerf to the Scintillack and that alone makes combat at zee FAR more challenging.
But the real issue here is that Blue Scintillack is used at all. Try to take out a bigger monster, with tons of hps, without it. Even in a Frigate it was REALLY challenging and a Particularly Tormented Bound Shark took me from full to almost dead when I decided to not use it just to see. Combat shouldn’t require Blue Scintillack. But right now, it really does.
The big take away from all this is that even if you don’t think combat is too challenging, ask yourself if it’s worth it. How much hull is 11-60 fragments worth (Tyrant Moth). How much for 30 fragments and 1 zee story? Or 30 fragments and 1-3 hull, and a hunting trophy? Cause even 50 hull is a lot for those rewards. That’s before you finish off a 600 hp Elder Angler Crab and get 10 fragments and 2 hunting trophies. Sigh…
Combat just isn’t worth it anymore. The risks vastly outwiegh the rewards.
edited by DragonDai on 2/28/2015
edited by DragonDai on 2/28/2015