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Author Topic: Diminishing Counters - SO Wars / Full assault  (Read 30307 times)
Amagnon
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« Reply #90 on: February 25, 2008, 12:01:01 PM »

Jessie, you have a separate issue.

You tried to land a counter on someone and they warped 14 times.  Lower fleetpower and increase your disruptor tech - imagine you were attacking that player - you would have tried 14 times to land an attack.  Your disruptor tech is not sufficient - a new topic was started to discuss this.

The issue I have is that there is a flat 5% chance of being caught by a counter attack, which means your opponent can powerup to ludicrous fleetpower and land it on you regardless of the fleetpower difference.  Why should they have the privilege of that when you are so limited in fleetpower when trying an attack - attacks are not balanced with counters.

Jessie, imagine your trying to attack me - you know your going to have to cut fleetpower as much as possible - if by some miracle you got a successful attack, I can counter with 100 trillion fleetpower if I wanted and crush you.  You would have hardly scratched me - but I could zero you, not fair on you - landing an a successful attack on me would require a lot of effort and skill, for my counter I can just pull out all the firepower I can afford and hit you with it.

Zelox suggested making the max warp 100% rather than 95%.  I am in favour of that solution as well, 99% would be enough.
« Last Edit: February 25, 2008, 03:00:39 PM by Amagnon » Report to moderator   Logged
jessiedog
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« Reply #91 on: February 25, 2008, 04:28:18 PM »

amagnon, if i hit you, there are many ways to avoid complete and udder destruction. sure you would take segs,  but i would bounce back.

100% warp for max is ok, but the max has to be significantly larger. also, 100% warp should not be able to be achieved by stabilizers, no matter how high.
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