This member has provided no bio about themself...

Comment History
dlalv
dlalv - - 2 comments @ Skalgrim Mod v1.4.1 (Hotfix included)

1 - Yes, and also, I didn't take into consideration Chaos command skills. The balance between racial skills and their value is another topic. For this case I consider them equal.
2 - Disengage works only if there is a gas cloud nearby and your ships were not marked or against some imperial ships, tyranids or orks. Other factions have long range weapons (and most of them outrange Necron ones) or they can shorten the distance quickly. The only real tactic here is teleporting behind other ship to let it absorb damage.
Necron fighters ARE neglectable, since they are not very durable against turrets, being distracted from a target every time enemy squadron appears, and, if I understand fighter mechanic correctly, fighters deal 8 dmg every 3 seconds with full squadron (which is 2,6 dps) and have 3 minutes (!) cooldown.
Anyway, difficulty wasn’t my point. It is possible to outmanouver AI’s ship with lesser power, as it supposed to be, the game is built around it (around abusing dumb AI?). But it doesn’t negate the fact that playing other factions player can get more for the same amount of efforts.

Good karma+2 votes
dlalv
dlalv - - 2 comments @ Skalgrim Mod v1.4.1 (Hotfix included)

Before I get to the main point of my comment, I would like to express gratitude to SkalgrimFellaxe for this mod. This mod brings new aspects to the game vanilla lacking. However, I’ve got one major issue with this mod. BALANCE. To correctly express my problem, I will show a little example. I’ve done some calculations of stats of two Light Cruisers – Necron’s Khopesh and Chaos’ Hellbringer Mk2. I haven’t included some factors, which are hard to calculate, e.g. skills, passives, crit chances (they are pretty much the same, btw), accuracy, angles of fire, boarding actions e.t.c. Here is what I’ve got ->

Khopesh
Efficient HP - 7058
Total DPS - 22,1

Hellbringer Mk2
Efficient HP - 3836
Total DPS - 26,6

For the calculations above I’ve used the following formulas:
Efficient HP = Hull points / ((100 – Armour value) / 100) + Shields
DPS = Weapon Damage / Reload time * Number of attacks * Number of weapons (for turrets)

Necron’s ship have almost twice more efficient HP (especially with Hull Cauterization passive), and slightly less damage (or almost the same considering accuracy). Everything is ok but the PRICE. Khopesh costs almost three times more than Hellbringer Mk2 (134 vs. 48). For the price of one Khopesh you can get two Hellbringers and still have free 38 points (you can acquire two Iconoclast escort ships). And having more weaker ships usually proves to be better, because of tactical advance (easier to stay behind one ship), more boarding actions possibilities e.t.c.
I do not consider Necrons fighters as a valuable asset, because in the beginning of a campaign (pretty much the only time you were actually using light cruisers) you will only have 1 or 2 light cruisers at a battlefield, and one of them (or both) is your admiral’s ship, and fighters and Pyramidal reconstruction is on the same cooldown.

Despite my emphasis on the ship’s price, the price itself isn’t the problem. I personally like the idea of quality over quantity for Necrons, but as we can see its just not enough. There is the same situation among other Necron’s ships, it is just would take too much time to make such analysis for every ship. Besides, the value of basic stats diminishes as you gain more skills and planetary\upgrade bonuses.

Good karma+2 votes