Reviews and Balance Issues: Red Hardpoint Modules

#8

IMO the biggest issue with red hardpoint balance is the ever-increasing range and damage of EVERYTHING as you progress through the game. Lasers aren't that great at the start, because damage is relatively low and range not so good. By map#20, celestials can have several lasers with 1500+ range and enough damage to completely melt you away in one second.

I feel that range should not continuously increase in higher levels, since it is an important balance mechanism for the different modules. What good are missiles or photon cannons or even projectile weapons when lasers have enough range to reach anything instantly as soon as you warp in? And they can't be blocked or stopped or dodged in any way?

I'm willing to bet that everyone who is good enough to reach far into endless mode (20+ maps) gets knocked out by that eventual unlucky roll of the dice where three or four ships with lasers/deathrays insta-kill your fleet before you can even scratch your nose. It's just not a fun way to lose the game. Keep increasing the number of ships you face, so eventually you have to deal with a swarm. At least then it's within the power of the player to out-smart the stupid AI masses. You can't outsmart a death ray.
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Reviews and Balance Issues: Red Hardpoint Modules - by the streaker - 04-20-2016, 08:14 PM



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