Sheep's Specialist Balance Suggestions

Strategy, feedback, or anything SUBTERFUGE-related

  • Heya!

    Let's jump straight in as I'm terrible at introductions.

    Diplomat: Releases all captive specialists, not just specialists at outposts. Keeps his range.
    Revered Elder: No enemy specialists participate in combats involving you within his range, which would be the same as an outpost's sonar range.
    Foreman: No changes.
    Engineer: 35% instead of 25.
    Pirate: No change.
    Lieutenant: 10 drillers destroyed instead of 5.
    General: No change.
    Princess: No change.
    Intel Officer: Further officers after the first add 33%.
    Infiltrator: Destroys 50% of shield charge or 20, whichever is higher.
    Sentry: No change.
    War Hero: 40 drillers instead of 20.
    Tinkerer: No change.
    MoE: Increases cap by 500 instead of 300.
    Saboteur: No change.
    Assassin: Only get one per hire.
    Inspector: No change.
    Sec Chief: +50% shield charge. So 10 becomes 15, 40 becomes 60.
    DA: No change.
    Thief: 20% instead of 15.
    Smuggler: No change.
    Tycoon: No change.
    Navigator: Travels at 75% speed.
    Martyr: Travels at 1.5x speed.
    Helmsman: No change.
    Hypnotist: No change.
    King: 1 king is 1 in 5. 2 kings - 1/4. 3 kings - 1/3. 4 kings and above - 1/2.

    Thanks, Sheep
    Last edited by bleatingsheep39 on Sun Dec 25, 2016 11:40 pm, edited 6 times in total.
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    bleatingsheep39
     
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  • I feel like you don't have you much practical experience with how specialists work. Most of these change already bad specs. And most of the changes don't fix the problems.
    My faith has found a resting place,
    Not in device or creed;
    I trust the ever-living One,
    His wounds for me shall plead.
    I need no other argument,
    I need no other plea,
    It is enough that Jesus died,
    And that He died for me.
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  • Intresting
    fatpig10
     
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  • fatpig10 wrote:Intresting

    Thanks
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    bleatingsheep39
     
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  • aclonicy wrote:I feel like you don't have you much practical experience with how specialists work. Most of these change already bad specs. And most of the changes don't fix the problems.


    Please give examples.
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  • The MOE, nav, Martyr sabo assassin IO sentry infiltrator sec chief are all unnecessary.
    Simply put, my job here is to keep the forums afloat through any means necessary
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  • nojo34 wrote:The MOE, nav, Martyr sabo assassin IO sentry infiltrator sec chief are all unnecessary.


    But whyyyyyyy
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    bleatingsheep39
     
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  • Alright, an example. The enigineer is awful. He gets outclassed by other promoted specs and he doesn't repair the global effects, he is already one of the worst he doesn't need to get even more awful. Lieutenant doesn't need a buff 15 is ridiculous for a single hire (especially considering the war hero is only getting a 5 driller buff with no speed boost). General doesn't need it either, they are insane as is and are extremely viable against even a king, so making them better will not help the situation. The Intel is just fine already people can already stack vision really well, so not really something it needs (although it is interesting as a concept) when is a sentry ever gonna kill 50 drillers in one shot?! That's insane, at would mean the sub attacking you would have to have 1000 drillers in it, if you have that many drillers in one place, you don't care about a sentry, it's just extra info the sentry doesn't need. War hero getting a buff of 5 still doesn't make him viable at all. MoE, again, people already hate this, it does not need to reduce production by more or it'll just be outclassed by the tinkerer itself. I don't really get he saboteur and I honestly doubt it's very useful. Smuggler is another useless ability, and in most cases it shouldn't even be going to an enemy outpost, that's not what smugglers are for. Martyr, no, again, people don't like this, it doesn't need to be hated even more.

    Alright, special shoutout to the theif. That idea of a buff up to 25% is horribly horribly horribly horribly horribly (have I said it enough yet) horribly broken. Don't forget the theif ADDS drillers to your sub, if someone sent a sub with no specs having one thief and only half of the drillers they have will give you a victory(beating a 100 drillers sub with 50 and a theif) if you have 2 of these bad boys, oh no, it gets worse. (I know that the theives don't compound directly to get 30% as is but slightly less but since I don't really wanna do the math I'll assume they work like that and the numbers will be close enough) if you have 2 your getting about 50 that means with 2 theives you could beat ANY NON-SPECIALIST SUB WITH 0 DRILLERS. That's insane, he's a monster. You snowball this a few times and congrats you don't need people to feed you specs you'll win on your own. 15% is fine a 10% increase turns him into a monster.
    My faith has found a resting place,
    Not in device or creed;
    I trust the ever-living One,
    His wounds for me shall plead.
    I need no other argument,
    I need no other plea,
    It is enough that Jesus died,
    And that He died for me.
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  • Spell thief right, Aclo.
    Last edited by bleatingsheep39 on Sun Dec 25, 2016 11:38 pm, edited 1 time in total.
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  • Among some other problems pointed out, you super overpowered the diplomat. That mean no captive specialists whatsoever for any person with one.
    I'm highly suspicious of your motivations.

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