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Unread 4 Aug 2007, 09:30   #1
Aegislaw
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The structure kill cap is 5%, WHY?!

It was 20% last round, which even I think is slightly excessive as a double tap of structure killers landing on the target could easily bombard the target planet back into the stone age! But lowering it to 5%?

Structure killers are one of the most expensives ships you can buy and are a different class from your roid pods anyway, so you'd have to make a special effort to send them. The result is that the target you send them to would really have to deserves it to make the effort worth while.

They fire last, not really a problem and not really that unrealistic(even if buildings aren't mobile targets :P) when you consider that the defending fleet would have every opportunity to out flank and out fire the the ships that were manuovering for a surface strike.

Surely if the maximum number of structures you can kill was a more modrate 15-10% it would make it worth while to build structure killers again. Do you really think anyone will bother with structure killers when all you can kill on a target with 50 total constructions is 2 buildings?
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Unread 4 Aug 2007, 10:12   #2
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Re: The structure kill cap is 5%, WHY?!

It was made like that due to cov-op being so disaterously efficent.

Now as cov-ops have been made less effiecent Structurekillers is somewhat a bore I agree.
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Unread 4 Aug 2007, 10:22   #3
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Re: The structure kill cap is 5%, WHY?!

Structure killing via covert ops was made easier this round, as opposed to before whereby it was essentially impossible to do much damage with covert ops in previous rounds. As such, reducing the damage done by SKs is probably fair.

Also, some races more than others are better able at defending against off class SKs - etd, iirc, has a SK that fits rather nicely into their attacking fleet; and Xans being unable to touch either CR or BS incs means that they'd all just get wasted. the reduction to 5% meant that SKs would only really be used in the rare event that an alliance REALLY needed to hit someone - ie, their purpose - rather than just for random incoming or general spite.
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Unread 4 Aug 2007, 10:23   #4
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Re: The structure kill cap is 5%, WHY?!

Quote:
Originally Posted by Kargool
It was made like that due to cov-op being so disaterously efficent.

Now as cov-ops have been made less effiecent Structurekillers is somewhat a bore I agree.
It was actually lowered because of the greater reliance on constructions this round i seem to remember, a few waves of sk's potentially taking away 100's of ticks worth of effort.

Quote:
Originally Posted by Aegislaw
Structure killers are one of the most expensives ships you can buy and are a different class from your roid pods anyway, so you'd have to make a special effort to send them. The result is that the target you send them to would really have to deserves it to make the effort worth while.
It wouldn't take that much effort tbh, some fleets can have their races sk's in them with no additional changes needed. When it comes to sk's, it's not so much that it's not worth their while, but that the general attitude towards sk's means they don't get used so often.
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Unread 4 Aug 2007, 11:02   #5
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Re: The structure kill cap is 5%, WHY?!

Quote:
Originally Posted by Ceadrath
It was actually lowered because of the greater reliance on constructions this round i seem to remember, a few waves of sk's potentially taking away 100's of ticks worth of effort.



It wouldn't take that much effort tbh, some fleets can have their races sk's in them with no additional changes needed. When it comes to sk's, it's not so much that it's not worth their while, but that the general attitude towards sk's means they don't get used so often.
I think we agree both of us on why it was lowered, you are just explaining the reasoning why they were seemed as more efficent
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