We have heard your feedback regarding the imbalance of Player vs Player (PVP) combat and want to share some information about the upcoming Player vs Player (PVP) rebalance and bug fixes. These changes are slates for the 8.26 release, which is expected the week of June 26th.
Instead of having an additive bonus of 25% for each turret, we have discovered a bug in which the group bonus of Tier 7 turrets is being calculated multiplicatively. This is causing a wider than intended swing in the power of base defense by granting a 600% bonus to a full set of turrets, rather than the intended 200%.
In the 8.26 update we are correcting this calculation to be additive, to match the description of turrets. This will give a total of 200% bonus with a full set of 8 turrets. While we do not have a problem with powerful base designs, the intention was never to be able to create an unbeatable base.
The team has recently discovered a bug in which any weapons or counter measures equipped to a ship have an unintended 100% bonus to accuracy. This has made counter measures that are equipped to defender hulls much more effective than intended. This bug is being corrected in 8.26, the week of June 26th.
More info on Accuracy Bug: Here (<--- Click Link)
We are working hard to bring PVP back into balance. We don’t have a problem with players being able to create difficult bases to defeat, but through these bugs it was possible to create an unbeatable base with little effort. Our goal is to maintain a competitive balance between attackers and defenders, and these corrections are the first steps towards getting there
TL;DR
Fixing T7 Turret group bonus to match the 200% bonus on the blueprint
Fixing accuracy bug that is making Defender hulls much more effective with countermeasures
https://forsakencove.blogspot.com/2018/03/so-how-does-turret-damage-work-again.html
with that said, are they going to also re do the calculations for fire support stacking??
374766/2*1.35*1.31*1.25*1.5*1.15^5*1.25^8/2 = 3724567.36 damage to the hull after 50% turret defence. A difficult number to balance and rightly needing to be reduced.
However what you've proposed is making the T7 bonus additive instead of multiplicative thereby changing those damage numbers to
374766/2*1.35*1.31*1.25*1.5*1.15^5*3/2 = 1874636.13 damage applied to a hull after turret defence.
What this means is you are in effect negating missile turrets against missile cruisers even before additional armour has been equipped. The same can be said of ballistic turrets against the impact cruiser without me needing to bore you with the math. All one needs when designing an attacking fleet is add armour to counter the opposite faction to either of these hulls and one need never worry about a turret when attacking a base ever again.
I urge you to please consider that adopting this step without implementing change in the armours you've since released will only result in a massive swing in the opposite direction making turret designs irrelevant to base defence. I think you've done untold damage to the pvp community without further aggravating the situation.
If you wish to any further advice on how to do so please feel free to contact me.
I should also add i look forwards to being able to participate in the aspects of the game I enjoy in 20 days time. Until then I feel it's only right to curtail my participation.
The Almighty Spack
Spack is actually my Tyler Durden.
Give credit where credit is due. Thanks [insert name here]
But thanks to the BP team for trying to sort this mess out. I for one, appreciate any effort put forth in an attempt to try and keep this game on track, which I'm sure is not an easy job.
Yeah...I admit that sometimes I, as well as some others, get a "bit" carried away with our rants about the way things are going within the game. And sometimes the anger gets misdirected, but that's because we ALL have passion for the game. Or...we did anyway.
So, I apologize for anything I have said that has offended anyone personally.
But just don't expect me to sit quietly in my corner with my coloring book and box of crayons.
Right before bounty..ofc lol
Two months to acknowledge, and three weeks to fix. And as Spack said above, this is by far not a solution. Unbelievable, by far not suprised.
Now no matter if your base could or couldn't insta death fleets, they will now no longer be able to do much, if any, damage to the incoming fleet.
So much for those that enjoy base defense.
Hopefully kix can come up with some middle ground fix instead of swinging from one end of the spectrum to the other. Although five years of playing has shown me it's not likely kix knows how to do a middle ground fix.
Oh well, in a month or so kix will swing it back to base defense.
Also I appreciate you may well be looking forwards to the next turret type in the mean time those of us who only play to pvp have been sat on our arses for the last month or two and now we have to wait another 3 weeks
The Almighty Spack
Spack is actually my Tyler Durden.