G
GDPR 302420
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Meta has absolutely nothing to do with size, any ship can be meta for its size and it seems that is something you don't quite get.If size were not a balance issue, then the meta for competitive combat ships wouldn't have been ships perpetually on the bleeding upper edge of the size spectrum to the point that they frequently lagged & even crashed servers when jumping to large bases to to each other if (god forbid) one or two players happened to mining real hard someplace else at the same time.
Meta by definition is Most Effective Tactic Available, and for the most part the current meta for 2.0 is applicable to all ships regardless of size class.
As for lag, that is an issue with the games abysmal optimisation and not an issue with size in itself.
Size is only overpowered when you take a 10k mass dingy to fight a 1m mass titan and expect to come out on top.Size has been an OP meta throughout the entire history of the game. No softcap or other penalty imposed has changed that enough to see a real change in the result. To say the relationship between size and power in 1.0 is not actually an issue is incorrect.
Larger ships generating more power to power larger systems which require more power isn't an issue, this is not an opinion, this is fact.
Nice try MacThule, but you and I both know that the reason servers did not see an overall decrease in mass used was due to a majority makeup of the players on these servers had absolutely zero experience with the meta and thus did not apply it, which is why they still believe size = effectiveness.The proof is in the pudding - tell me which server without admin-enforced limits had a PvP meta that saw decreases of size in combat ship preference over time as players improved their meta. It's never happened.
Firstly, Veilith's designs are still very much effective against larger ships that are very much up there with the meta, Veilith's size tech advantage allowed him to fight when he was outmassed against both less experienced players and more experienced players alike.You can point to Veilith and others using smaller ships to wreck noobcubes, but those are poor examples because of the tech & experience differences, and did not - could not - result in a change to the size meta because as opponents adapted to new technology that slipped out, they still trended towards larger ships to outclass opponents with relatively similar tech levels.
Secondly, opponents who adapted the meta did not slip towards larger ships, the opposite occured, they went smaller because they relised that they could use less resources to do more. The only exception to this is Vaygr Empire, because they didn't have to worry about resource costs because up until recently every ship that had was created with exploits.
The people who were leaning towards larger ships were not the people who took on the meta.
This statement is factually incorrect.Size in Starmade is - and has always been - imbalanced.
Oh please MacThule, what is this "actual evidence" you speak of? Because so far all your arguments have been debunked.Until there are equally valuable reasons to go small, and those reasons are valuable enough to show themselves as such by a change in the way people play, an imbalance is indicated and no argument about the math of mechanics, no tossing around emotive terms like "nerfed" and "penalized" to paint large ships as picked-on and gimped, none of that can dispel the actual evidence of how good players wage war against each other.
There are several reasons to go smaller, some include:
- Smaller ships are more fun to fight with
- Smaller ships cost less resources
- Smaller ships are better with speed tanking builds, which is the current meta over absolute defences
- Smaller ships are better suited to offence focused builds, which is the current meta over balance between offence and defence
I can tell you have not been involved in serious fights in well over a year, several fights under 20k have occured that were very much serious.You don't see ships under 20K at a serious fight, because they are too underpowered.
LAS, the faction I was in ran entire campaign on LvD with 3k mass ships and were very successful and Veilith has hosted 5k tournaments on LvD and streamed them, he has a few on youtube.
To say that 20k ships are not seen in serious fights is a factually incorrect statement.
Also, smaller ships are not underpowered, any ship of any size can be meta for its mass, what I think you are having an issue with is that you expect a single fighter to kill a titan.
What the heck are you even talking about? None of the real life examples you are talking about are in any way applicable to StarMade.The temptation may be to argue that this is "just natural" or "common sense" because "bigger is stronger," but ebola is a single-celled organism. We don't make fighters IRL as big as possible for more power, we don't group troops in clusters as large as possible for combat, many animals & plants have evolved to smaller sizes over time to take advantage of the benefits.
Small sizes are very much effective in StarMade, as I said before, don't expect to win against a titan in a single fighter.mall size has legit advantages. That's a fact in life as well as in fiction, and this game has never reflected that reality.
This statement is factually incorrect as proven by the text above.New systems fundamentals designed to change the actual gameplay value of size (and other issues) was absolutely necessary.
This is a good example of what I am talking about, size doesn't always mean better, fleets are one of the many ways where smaller wins against bigger.Size is king for the most part, mainly because people didn't use fleets/drones and it was the easiest way to scale.
A fleet of drones with 10% mass value can decimate any titan, and many of the more experienced PVP factions used them extensively (vagyr for example loved spamming 16-20k destroyers).
Thryn for another example had the votaries designed by Zyrr running in the 2-3k range, lovely little beam platforms each outputting hundreds of thousands of DPS.
A swarm of 10-20 of them literally ate ships like a swarm of piranha.
No they are not, this isnt an assumption nor it is based on anything.Your assumption is based on pre-integrity shield mechanics.
From actual testing, a Spaghetti ship can still evade waffles with relative ease, the only time I have found where it is easy to hit a spaghetti ship with waffles is when they are at point blank knife fighting range and are almost motionless.Your assumption is based on pre-integrity shield mechanics. If spaghetti shields take multiplied damage just like spaghetti systems, then a basic waffle gun will hit it enough to kill the shields and start disabling systems. If you you look at either of my suggestions on the matter, a true spaghetti ship should suffer ~100 x damage to systems, so it would only take 1-2 lucky missiles or a strafing from a waffle gun to bring one down. Based on my fights with spaghetti using non-spegetti ships, I'm fairly certain that that is about their ratio of combat effectiveness to a "normal and rational" ship design.
As for missiles... well...
They don't like to shoot at their target.
[doublepost=1519329569,1519329298][/doublepost]Let me give you a quick TLDR with an analogy for ya MacThule
So we got a fully armed and crewed battleship, going up against a fully armed and crewed dingy.
Who wins? The battleship for obvious reasons. Do you consider that result to be a balance issue?
Now, here is another example using the same analogy.
A fully armed and crewed battleship is going up against an identical copy of itself as its foe, they are both evenly matched even thought they are larger then a dingy and both are well even through the fight.
In the end, both destroy eachover because they are both evenly matched large ships. Do you consider this a balance issue?