Specialist Changes

Strategy, feedback, or anything SUBTERFUGE-related
Sun Dec 11, 2016 11:03 am

  • In light of the news that we can fund an update, I'm making these threads to discuss changes. (Once there's enough support in the main thread.)

    One major request is to alter some specialist abilities in order to make the game more balanced.
    I'll give a tentative list of what I've heard, and my suggestions if I have one.

    -Increase Power-

    Infiltrator
    (But if he becomes more powerful, all the old memes and jokes won't make sense to the new players!)

    Thief

    Diplomat

    Revered Elder
    The simplest thing here would be to make the RE cancel out global specialist affects as well as local ones.

    Engineer
    I think she should repaid damage done by global specs as well, otherwise she ends up being useless late game.

    -Reduce Power-

    King
    *Cue arguing*
    Admiral

    Tycoon

    (Pretty much any global specialist, somebody has an issue with.

    So, there we go. Maybe some of these are fine where they are, I just pulled them from the other thread to reduce clutter
    Can you not? Like really, don't.
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    blobbydont
     
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Sun Dec 11, 2016 11:43 am

  • Elder is fine blob. Have him promote into the Chancellor. (see my other post on your other topic)

    Infiltrator should deal 30 shields, and have a x1.5 speed buff
    Thief to %20?
    Diplomat could have something to do with gifts?
    Your engineer idea is great.

    Kings- HIs upside stacks, negative doesnt. The king makes drillers more powerfull, so why not have his negative force you to have less drills? If each king you have, reduces your cap by any amount from 30-60 would be acceptable. Remove the shield penalty.

    Tycoon- simple change from 50% to 40%
    Admiral- Slow down subs with specialists (ignores other speed specs) by .1
    Simply put, my job here is to keep the forums afloat through any means necessary
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    nojo34
     
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Sun Dec 18, 2016 5:32 pm

  • nojo34 wrote:Elder is fine blob. Have him promote into the Chancellor. (see my other post on your other topic)

    Infiltrator should deal 30 shields, and have a x1.5 speed buff
    Thief to %20?
    Diplomat could have something to do with gifts?
    Your engineer idea is great.

    Kings- HIs upside stacks, negative doesnt. The king makes drillers more powerfull, so why not have his negative force you to have less drills? If each king you have, reduces your cap by any amount from 30-60 would be acceptable. Remove the shield penalty.

    Tycoon- simple change from 50% to 40%
    Admiral- Slow down subs with specialists (ignores other speed specs) by .1


    Infiltrator with 1.5 speed isn't a bad idea.
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    topkilla
     
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Mon Dec 19, 2016 2:26 am

  • My thoughts on all the specs:

    Diplomat: Needs a big upgrade. Maybe he can make it so subs within his range send 5% of their drillers to his outpost every six hours.

    Revered Elder: Swapping the combat priority with the martyr could work as an upgrade. Maybe he could have a range similar to that of an outpost, and any combats involving you within his range have his affects applied.

    Foreman: Foreman might need a slight nerf. Maybe only 4 extra drillers instead of six, as large amounts of them can make a player OP.

    Engineer: Might also need a nerf to just 20%. The driller repair could be after the spec phase, in which case it should be 10%.

    Pirate: Maybe it could be scheduled to target another sub after winning a battle attacking a sub.

    Lieutenant: Even in the early game, 5 drillers is nothing. The 50% boost is also quite meaningless. 5 drillers should go to 10, at least. 50% should go to x2, as that would actually make this spec useful.

    General: 10 drillers is little more than 5, but the global effect makes the General decent. Maybe it could stack, so three specs on a sub = 30 DMG and a general is 20 DMG, so 3 generals is 60 damage.

    Princess: As it's just one outpost, maybe put the sonar increase up to 75%.

    Queen: You're just right, Your Majesty.

    Infiltrator: Maybe rather than a figure, just 50% of the max shields of the outpost would make it interesting. A speed boost could also be good.

    Sentry: And, Madame Queen, your sentry is just right too.

    War Hero: 30 drillers, maybe even 40.

    Intel Officer: Maybe more of these after the first one will be +30% sonar as the outpost type bonus can't be 'stacked'.

    Tinkerer: No need for changes here.

    MoE: Or here. People on these forums seem to hate the MoE but I personally quite like it.

    Saboteur: Can be useful sometimes. I wouldn't edit it.

    Assassin: You should only get one with a hire.

    Inspector: Both the inspector and sec chief do a good job and aren't OP.

    Sec Chief: See above.

    DA: I remember the noob days when I sent a queen and a DA to my opponents... This spec is OP, but only when used properly. So it should be left be.

    Thief: Increase it to 25%.

    Smuggler: Make it travel to enemy outposts at x0.5 speed.

    Tycoon: Is fine as it is.

    Navigator: Is also fine as it is.

    Admiral: Remove the x2 bonus and make the x0.5 bonus for all subs, not just ones without specs.

    Martyr: Make her blast radius bigger.

    Helmsman: Is negated by a Smuggler when travelling to enemy outposts to make the speed factor 1.

    Hypnotist: Nothing much here.

    King: Ok, the king. This specialist needs a lot of changes. First off, remove the shield penalty and replace it with reducing driller cap by 50. Make the driller destruction 1 in 4. The king is just OP and it's not designed correctly. It needs an improvement, if nothing else in this list, or anything else at all, is changed. HOWEVER, these changes should be done over a few updates so players don't suddenly find one of their specs has been changed completely and they can't adjust.

    Thanks, Sheep
    Baa.
    bleatingsheep39
     
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Mon Dec 19, 2016 10:39 am

  • You said foreman and engineers are OP? Have you even played with them sheep? Late game they mean nothing if your enemy has kings.
    Simply put, my job here is to keep the forums afloat through any means necessary
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    nojo34
     
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Mon Dec 19, 2016 7:28 pm

  • @Sheep

    I don't mean to be completely rude, but there is honestly very little that I agree with on your list of changes. It seems dangerous to try and haphazardly change the percents and numbers of specialist that have been fine-tuned across the lifetime of this game. Additionally, trying to buff every single spec is only going to end up with more problems, not less.

    The most interesting idea though is the percentage based infiltrator. I do believe that is actually a clever idea for dealing with large turtles, but it does ruin one really good infiltrator trick of being able to attack multiple empty bases without taking any damage or requiring any drillers.
    Zyxe? Now that is a name I haven't heard in a long time.
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    zyxe
     
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Mon Dec 19, 2016 11:34 pm

  • nojo34 wrote:You said foreman and engineers are OP? Have you even played with them sheep? Late game they mean nothing if your enemy has kings.


    Not all game is late game. They've helped me out a whole lot a whole lot of times, before I started playing with you forumers (and a foreman helped me in the turtle game)
    Baa.
    bleatingsheep39
     
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Mon Dec 19, 2016 11:35 pm

  • zyxe wrote:@Sheep

    I don't mean to be completely rude, but there is honestly very little that I agree with on your list of changes. It seems dangerous to try and haphazardly change the percents and numbers of specialist that have been fine-tuned across the lifetime of this game. Additionally, trying to buff every single spec is only going to end up with more problems, not less.

    The most interesting idea though is the percentage based infiltrator. I do believe that is actually a clever idea for dealing with large turtles, but it does ruin one really good infiltrator trick of being able to attack multiple empty bases without taking any damage or requiring any drillers.


    Why do you disagree then?
    Baa.
    bleatingsheep39
     
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