Re: Minimum Damage Cheat |
Tue, 17 July 2012 03:00 |
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neilhoward | | Commander | Messages: 1112
Registered: April 2008 Location: SW3 & 10023 | |
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If Min Dmg is allowed, there is added incentive to take BET (I won't spoil the fun yet), and Galleons should see a lot more use.
Min Dmg confers awesome benefit to AR (defending SBs), SD (wrecking fleets that would now be otherwise more difficult to kill), & IS (first gatling) in early game. In addition to those PRTs, PP (assuming cheaper EN), WM, & SS receive additional benefit toward midgame.
Mass Min Dmg use (overkill) hits an effective wall with fleet limit and battle board overflow. IT (and to lesser extent SS & SD) can handle those limitations better.
Overall, Minimum damage does not wreck the game. The biggest pita it represents is the ability to shut down that stupid lazy hoard of retarded FFs that are otherwise invincible for up to a dozen years before they are useless.
What Minimum Damage does do is drive and reward diversity in ship design and fleet composition, variability of battle plans, and robustness of whole-game strategy and ability to improvise. It offers a natural balance to the game, on par with the best host-imposed restrictions and penalties.
If you think running tests is a boring waste of time, and rely on the write-ups of other players to dictate your gameplay, then you should fear Minimum Damage because it is your bane. Mwahahahaha.
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Re: Minimum Damage Cheat |
Tue, 17 July 2012 16:36 |
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neilhoward wrote on Tue, 17 July 2012 09:00Overall, Minimum damage does not wreck the game. The biggest pita it represents is the ability to shut down that stupid lazy hoard of retarded FFs that are otherwise invincible for up to a dozen years before they are useless.
Well, the min dam loophole goes a bit beyond this.
In the last sas-game our usual attack fleet of 100-200 CCs had to fear the most that a number of 85 beta-DDs might additonally enter the battle and after that it would be praying for the (unpredictable) outcome: while we did use chaff, split fleets, different BOs and sometimes in single tokens deployed beta-DDs ourselves (usually shreddered by IS-miniguns).
Considering that those 85 beta-DDs with 1 comp were able to make only a "normal stacked" damage of around 570 each to shield and armour, and our 200 CCs had 67k shields and 140k armour, this does feel weird.
Of course, it weren't the 85 beta-DDs on their own but coming into a battle with several hundred "real" warships on all involved sides. If bad luck is on your side and those 85 beta-DDs can shoot for 8 battlerounds, they can bring down any CC-stack on their own. In this case you can almost call several hundret other "real" warships serving as chaff for the torps to get the time to do their work.
As I said, the min dam bug adds several extra layers of tactics, anti-measures etc. but also strengthen a lot the unpredictability and luck factor.
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Re: Minimum Damage Cheat |
Fri, 16 November 2012 08:43 |
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It may seem that I'm resurrecting an old thread, but just recently, I have noted an interesting occurence along the Minimum Damage bug:
In a battle where a large stack of missile cruisers was decimating all ships around them, a single valiant piece of chaff managed to close in to 1 range, and began whittling at the stack with its puny x-ray laser.
The damage done made me raise and eyebrow and double check the design... it was doing like 500-600 damage each turn it fired!
Of course, when I reminded myself of the minimum damage bug, I knew what I just witnessed. It is just the first time I actually saw a beam ship taking advantage of this bug.
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