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Sheep's Specialist Balance Suggestions

PostPosted: Fri Dec 23, 2016 8:24 am
by bleatingsheep39
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

Re: Sheep's Specialist Balance Suggestions

PostPosted: Fri Dec 23, 2016 9:18 am
by aclonicy
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.

Re: Sheep's Specialist Balance Suggestions

PostPosted: Fri Dec 23, 2016 9:21 am
by fatpig10
Intresting

Re: Sheep's Specialist Balance Suggestions

PostPosted: Fri Dec 23, 2016 9:24 am
by bleatingsheep39
fatpig10 wrote:Intresting

Thanks

Re: Sheep's Specialist Balance Suggestions

PostPosted: Fri Dec 23, 2016 9:25 am
by bleatingsheep39
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.

Re: Sheep's Specialist Balance Suggestions

PostPosted: Fri Dec 23, 2016 10:07 am
by nojo34
The MOE, nav, Martyr sabo assassin IO sentry infiltrator sec chief are all unnecessary.

Re: Sheep's Specialist Balance Suggestions

PostPosted: Fri Dec 23, 2016 10:11 am
by bleatingsheep39
nojo34 wrote:The MOE, nav, Martyr sabo assassin IO sentry infiltrator sec chief are all unnecessary.


But whyyyyyyy

Re: Sheep's Specialist Balance Suggestions

PostPosted: Fri Dec 23, 2016 6:56 pm
by aclonicy
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.

Re: Sheep's Specialist Balance Suggestions

PostPosted: Sat Dec 24, 2016 9:55 am
by bleatingsheep39
Spell thief right, Aclo.

Re: Sheep's Specialist Balance Suggestions

PostPosted: Sat Dec 24, 2016 2:09 pm
by blobbydude
Among some other problems pointed out, you super overpowered the diplomat. That mean no captive specialists whatsoever for any person with one.