Stomper wrote: »
The stalkers with no armor only take 15 minutes to repair. So it won't be that bad.
Paul Preece wrote: »
Oh and we didn't do it for money.
Hast at work wrote: »
You seem pretty reasonable Heather. I don't understand the problem tho. They aren't taking subs away, you can still use them to open salvages for yourself, and surely the added armor will only remove the ability to instantly repair and only add a few minutes repair time. In terms of salvaging this would mean virtually zero difference. The difference comes in player vs player battles where subs were routinely abused to do damage dissproportionate to their cost (which will ALSO remain the same) and then mean nothing if sunk because they could be instantly repaired and relaunched.
I have personally had it happen when trying to hit a base where all the person needs is 2 sub fleets, 1 to keep you engaged while he instantly repairs the second one. He can then suicide run his subs in, and even if he only hits with 1 or 2 torpedoes, he essentially wins.
Heather Robinson wrote: »
I am resanable and do see your point, I know i will still get my subs just sometimes with the glitches it does take me abit longer to open salvages, so with no instant repair will now take me longer is all i am saying, lol. I do understand the bigger player point of view too, and subs are the only good defence i have against the bigger player too, although not always till i get a better fleet which i cannot till i reserch the bigger fleets and in order to do that I have to salvage to get resorces and defend so maybe the bigger repair time will proberbly seem fair:~)
I see my bigger friends open there salvages in one with there seawolves and wished i had some lol
Kevin Kilfoil wrote: »
I think that KIXEYE should look at the generic problem that sub-spamming is just one symptom of:Instant-Repair Abuse
Before there were subs, there was still the problem of irritating denial-of-gameplay attacks with gunboats, marauders, etc. Subs are just presently the tool of choice.
Tweak the instant repair model instead so that players cannot repair 100 puny ships in an hour (not an exaggeration).
Imposing a 'cooldown' on the 'fix now' button would be a simple and lasting remedy. Something like 2 or 3 minutes between uses, or 'only 10 uses per hour'
This would eliminate the outright spam tactics (subs and other ships) while leaving the feature ALMOST as useful for the rest of us.
A ship with a, say, ten-minute repair would still need five minutes real-time plus the speedup, so you can only do that 12 times per hour anyways.
If someone REALLY wanted to fixup lots of fleets that takes less than 30 minutes to fix, and cannot wait a couple of minutes, then they can spend a WHOLE DIME for each such fleet. Big whoop.
See http://forums.kixeye.com/threads/108154-Player-Mass-Exodus-from-game-underway-after-new-repair-times?p=904504&viewfull=1#post904504 on September 29, 2011, before the October 2011 first raid event:
MAU & DAU (Monthly active users and daily active users).
In the last month the game has gone from about 1.5 million players up to over 2 million.
In the last 2 days statistics show an active 280,000 players which in the last 2 days since repair times were increased by 6 times it shows today daily active users of 240,000.
from http://www.appdata.com/apps/facebook/148669555176974-battle-pirates on March 21, 2012:
Xerantua wrote: »
I don't want to sound cocky. I know a lot of people abused insta repair subs to get on other peoples nerves but to be quite honest them being under water, they still can and anybody denying what I'm gonna say now is either payed by KIXEYE or KIXEYE himself. The only use in changing subs from insta repair is to get people to put more money into the game and push the credit buying ahead and so I find it absolutely crap what the most of the people are saying here about makes no difference because subs can't be hit. Of course they can't unless BETA-version Battle pirates glitches again during raids and so on. I'm growing a little tired of This game only being changed in intrest of KIXEYE earning more money and the players real issues ignored. This is nor real improvement in my opinion. If you see it otherwise, please state your opinion and give a good reason for me to change my mind...
Xerantua wrote: »
I don't want to sound cocky. I know a lot of people abused insta repair subs to get on other peoples nerves but to be quite honest them being under water, they still can and anybody denying what I'm gonna say now is either payed by Kixeye or Kixeye himself. The only use in changing subs from insta repair is to get people to put more money into the game and push the credit buying ahead and so I find it absolutely crap what the most of the people are saying here about makes no difference because subs can't be hit. Of course they can't unless BETA-version Battle pirates glitches again during raids and so on. I'm growing a little tired of This game only being changed in intrest of Kixeye earning more money and the players real issues ignored. This is nor real improvement in my opinion. If you see it otherwise, please state your opinion and give a good reason for me to change my mind...
ExRaided wrote: »
Which one of you dirty asshat pirates stole my plugin?
kevinjarman wrote: »
I feel that this will disadvantage the lower players as a lot of them use subs to salvage
kixeye cm swag wrote: »
the predator submarines currently have a base armor value of 80. This means that if predators are not equipped with any additional armor and have small flagship, they can instant repair. After several months of seeing how the predator is being used in combat, we feel that they should not be able to instant repair.
We will be buffing the base armor value of predator submarines to ensure that no fleet combination of 4 predators + a small flagship will allow for an instant repair time.
Burke wrote: »
What about raids? Taking away the 5 minute speedup during raids would reinforce the trend that prior winners of the raid hulls get a huge advantage and others are increasingly barred from breaking in to get the buffed raid hulls. Also, high level players at the moment have had the benefit of the 5 minute speedup for a year now.
Maybe tweak instant repair some, like a 1 minute per ship delay after say 20 ships in an hour. That should put a real dent in the instant-repair spamming you refer to. However, I don't think that's as big a problem as a small handful of people are making it out to be. I have been playing for a year and I have seen it used twice, months ago by me, both times against people who were subsequently banned for hacking. It's deadly boring and if the attacker has much skill, it seems like they can attack the base with enough ships to get past guard fleets anyway. And, as has been noted before in those "how dare lower level players use guard fleets" threads, you can always come back and flatten the base when they're offline (assuming some reform of the bubble rules is put in place).
Sub spamming is fundamentally different than, say, marauder spamming because the subs have nearly perfect defense when submerged, so they can usually get off a shot or two and wear down attackers. The 4 seconds per armor point repair cost for them (if I remember correctly) should offset a lot of that, but maybe a tweak is in order.
SparrowKiller wrote: »
You will get there Heather It just takes time and patience as in all things One trick I used at your lvl to save up resources was picking a research i didn't "need" yet to hide resources in over night, and when I came on I'd cancel the research and keep collecting. For instance the DU I-III researches all work well for this as DU IV should be the key objective for armor both for fleets and base defense. Hope some of these tips help ya as well as maybe some of the other low lvl's out there going "oh whoa is me!!! **** YOU KIXEYE!!!" LOL
Digger Jones wrote: »
Removal of instant repair ships? Wow. Impressive....
Subs being instant repair.. ok.. remove that fine.. but what about the SW's? during RAIDs they are instant repair so are a lot of others. However they have specials designed for them alone. Subs have none, just the generic ones.
Seriously is there that much whining from players who get hit by subs often?
Azmodan wrote: »
I'm new to the forums, but I just had to post on this. I'm one of the sub using cry babies. If you take away the instant sub repair, and buddy bubbles, You leave nothing for the little guy to defend himself. The 5 level rule will destroy them. there isn't all that much difference between a level 10 and a level 15, but there is a huge difference between a level 25 and a 30. You are going to make it impossible for a new player to ever advance in the game, and all they will be is somebody's farm.... While I don't want to coddle the new people, They must have a chance, or they will not play. and if new people don't play, this game will die.
KIXEYE CM Swag wrote: »
Our intention is not to declaw defenses, rather to balance the game appropriately. The intention of instant repair is to help new players get into the game faster, not endlessly be able to assault level 10 salvage ships. Again with DP, only a small percentage were using it as intended.
However, we have also buffed defense by giving turret specials and the upcoming patrol fleet. It's all a delicate balancing act.
Hellspawn wrote: »
I disagree. I think it will just put the low level players back in their place. There is no reason that a player who hasn't even researched Battle Barges yet should be able to destroy a lvl 9 salvage fleet with no consequences to themselves. There needs to be some sort of actual damage factor for that. As a lvl 32 player, I can take a lvl 9 salvage with no damage, but I have put in the time, researched the tech, and earned that spot. I shouldn't be competing against players 10-15 levels below me (whatever level a player who is just up to Predators is) for lvl 8-9 salvage fleets. I think that either the armor should be increased or the repair time should be modified for them to increase it without increasing the base armor. The other thing we don't want is to increase the armor value and make them more powerful than they should be for their level. An increase to maybe 400 or so at max. And as far as I know, there is already a modifier to the repair time, I believe that should remain.
Fractal wrote: »
I have decent success taking level 8's and even managing a couple 9's now with subs. But it certainly isn't an easy deal. One mistake, bad timing, over confidence, bad night, and the whole fleet is toast. Sure we can take the big salvages, but only with a good amount of practice. That same practice teaches us the skills we can use later with the bigger ships.
Besides, the more resources us little guys can fill our warehouses with, the more there will be for you bigger ones to farm.