Finally had a marza missle barrage me. Strangely enough, in a couple hundred games played (online), I've never had it happen. And since I don't play TEC, I've never used it before.
I was advent, playing against a TEC. He attacked me at one of my planets (all lrm, basically). I had a larger number of illums than he had lrm, and pushed him back - he took pretty big losses from my recollection. I then pressed ahead and attacked him. In waltzes his marza with some lrm. I still outnumbered him (with superior ships, no less) but all of a sudden my entire fleet went "poof" (30-something ships, from recollection).
Yeah, I'm pretty sure that the ability to press a single button on a capship with one finger, while picking your nose with the other, and be able to evaporate a superior fleet... should be considered just a *LITTLE* bit OP. Just a little. Someone will say "but you can disable it or avoid it!" Boy, what a false choice! So all he has to do is pick his nose while pressing a button, and all the burden to either "disable" or "avoid" is on me? Now how is that anything close to "balanced?"
Boy, is that shit ever broken. They ought to nerf the hell out of that crap, and nerf it good. In fact it should have been nerfed ages ago. A superweapon, which takes a ridiculous amount of credits to build, all said and done, won't even do that to a fleet.
Tec's way to counter MB:
practically none, hoshiko's might repair alot of ship but you need ALOT of hoshiko's (about haf of yor fleet should be hoshiko) and a bunch of cielo cruisers, (if your economy allows that)to get out of MB alive, TEC has no effective way to counter MB... in turn.. it's hard to cripple all hoshiko's, so thats a + side for mass-repair...
Advent way to counter MB:
guardians, Progenitor mothership's shield restore lvl 3, continuously cast during MB (about 3 casts) this only works if un-interrupted, and an akkan ion bolt makes short work of your strategy and you're gonna lose alot of HP from all (but guardian + cap-ships)
Vasari way to counter MB:
Antorak Marauder's phase out hull, to interrupt the marza's MB (becuase the antorak = a capship rarely picked, you wont see it alot) another way for vasari = to use enforcers with the reintegration ability + overssers to aid them
all these solutions take alot of effort to use (advent being the most effective counter (2 progenitors))
the single-click MB of the marza = so much easier to use, and if you catch the enemy 10 seconds off-guard youre gonna own his fleet.. guaranteed
not long ago i was in a match with me as an advent, and the enemy fortified on his homeworld with a starbase and defenses, i managed to effectivly counter 2 missle barrage abilties with my progenitor and 10 guardians in the battle but zoomed-out for a second or 15 to build some new frigate factories on a nearby world + diverting ships around a pirate base
zoomed back in, all illuminators heatlh down to 10%, fleet taken heavy damage from a missle barrage, all that in the time it took me to build frigates and frigate factories and diverting a fleet past a pirate base
lost the battle afterwards 15 seconds turned from an overwhelmingly winnig situation to overwhleming defeat becuase of 1 ability
yes it IS counterable, if you keep paying attention (wich you cant if you have an empire to run)
an ability shouldnt change the tide in 15 seconds, yes abilties DO change the tide either by negative buffs on the enemy or positive buffs on your own but not damaging whole fleets to the point they have to retreat and prevent losing everything at once
and i cannot imagine anyone not seeing the overwhelmingly obvious imbalanceness here, so i will stick to my originial conclusion: everone that still states this to be part of the game i have to live with it, pay more attention to my fights spend more work, cash everyting on countering the MB... is plainly trying to defend his strategy not being nerfed. wich is think is pretty selfish, given that YOU KNOW the ability isnt right??
just 2 options availbe imho
#1 nerf marza's MB
#2 buff 1 cap ship of vasari + advent (#1 plz.. we want super-cruisers not speedy-death-stars)
(if u want deathstars get the real capital ships mod.... but atleast leave sins vanilla balanced!!)
Don't throw TEC players or marza defenders any bones. No other level 6 ability is "devastating," fleet support or no fleet support. Nerf the marza MB to be exactly in line with other faction's abilities in terms of "devastation." Nothing more.
Hmm... why not rework MB to just buff the Marza for 30 seconds, so it fires twice the amount of missiles twice as often?
1: All friendly missile weapons in range of the marza have their fire rate dramatically increased for 30sec. Increases the Marza's fire rate even more. Combine with an LRM fleet, and cluster warheads to do massive damage.
2: Greatly increases the number of missile banks on the Marza for a short time. It fires as normal, but with vastly increased damage.
3: Missiles do explosive damage, striking multiple ships in the area with every shot.
4: recharges cluster warheads on all nearby ships.
There's only so much you should do to boost nearby ships. The Marza really is the one with the missiles, not the surrounding fleet.
Don't think Missile Barrage should affect ships other than the Marza, but I like 2 and 3.
My thoughts.
Remove target cap(or put very high, like 50-100) for the Marza's missile bank. This would let it attack almost every ship in front of it with its NORMAL attack. Combine that with a rate of fire increase or explosive missiles and you have an ability that can severly damage fleets but is much easier to avoid(as it only affects ships infront of the Marza rather than 360 degrees) and does less damage.
I don't really mind the missile barrage the way it is now that much, the two problems I see are: how hard it it to notice and how quick it is to deal damage. I think one of the modders should experiment with giving it a delay and making the Marza light up like a christmas tree the entire time it is using Missile Barrage(including the delay time).
Also, giving each ship that is in range of a missile barrage a big flashing icon over them would help.
And what do the carriers do ?
Feed the Marza with XP, that's what.
4 out of 5 capital ships can be countered with a bunch of carriers. How does Missile barrage work into it?
N3rull, that Missile Barrage ability sounds needlessly complex. First of all, most lvl 6 abilities tend to pack high power into a small time frame, with a long cooldown. Your ability is active for 20sec, with a 1min cooldown. It's a much more steady stream of power like that, so much so that you can consider it a base part of the ship's DPS, rather than as a 1 shot ability. Considering it as base DPS, that's still an INSANE boost to damage. Second, most ultimate abilities have a very efficient antimatter cost for their power. Your abiltiy will wipe out the Marza's antimatter all on its own (100-120AM per minute!).
Thirdly, it involves affecting every target with a VERY STRANGE debuff. This debuff causes targets to have increased hit chance from every attack that they get hit with. If the buff is applied along with missile barrage, this means most ships will start out with 0 stacks of the debuff. Because of how buffs are updated, it'll take a few seconds for each buff stacking to take effect (where several waves of missiles can be "wasted" as a result). The final stacking tally won't take effect until near the end of Missile Barrage. The stacking will also favor fast firing ships like flak frigates and strike craft, who deal large numbers of low strength attacks, while having a minor effect with heavy weapons like the Kol's rail gun. It also sounds like the hits from MB will increase the stacking from MB, meaning a lucky streak increases the chance of doing a massive combo. Overall, that means the accuracy stacking is going to have a very unreliable effect, supporting ships don't have much time to help out MB, and it'll confuse the hell out of players. Not good.
Lastly, that ability does 20 waves x 110 damage x 30% accuracy x unlimited targets x a LARGE radius x 3 times the uses. That's still about 1/3 less as powerful as the original MB, except it's even more spammable. That's not counting the additional damage of the accuracy bonus debuff (which is also kinda messed up).
Keep it simple. Missile barrage is a raw damage ability, it should stay as a way to deal a high amount of damage. For example:
Missile Barrage: Activates all missile banks for the Marza's main missile weapon(3-6 extra banks per side), allowing it to fire on many ships at the same time. These main weapon missiles also explode, dealing a portion of their damage to all nearby ships(small radius). Affects the Marza's main missile weapon.
This type of ability will get boosted from friendly buffs, and will increase in power as the Marza's weapons improve from lvl 6-10. It can be hurt by different abilities (like vertigo, weapon lockdown), and the damage is easier to minimize (by fanning out your fleet). The damage output from missiles is low enough that they can be healed, but the overall damage is still high enough that you need support ships to protect against it. Such an ability will still add thousands of potential damage to a battle, however it won't simply end the battle on its own.
Yes it is strange, yes it is sophisticated and yes it is f*cked up. I admit .
It was 4AM in the morning and I just threw whatever came to my mind first.
Whatever the change is, I still think Missile Barrage shouldn't be outright massive AOE damage dealer. Nothing does that. Cleansing brilliance affects a tight cone of targets. Volatile Nanites require a lot of dps ( = fleet) to work. It shouldn't be nerfed to boot, I don't mind a good ability on Marza. But it should require some more work from the owner to make it a battle-turning ability.
How about:
Missile Barrage - Supercharging the missile batteries allows them to fire several massive waves of missiles at a medium sized area. So great is the number of impacts that enemy shield generators will work erratically for a short duration.(or shorter: Barrages an area with massive waves of missiles, dealing damage and overloading enemy shield generators)Duration: 12 secondsAM cost: 150Cooldown: 100Affects an area in 2500-4000? radius from a selected point up to 7000 away.Effects:* 150 Damage (every 2 secs)* 6 Waves* -2% max shield mitigation for 40 (30?) seconds after each salvo hits. Stacks up to 12% (up to 10%?).
reasoning: self explanatory. The damage is nerfed and is done over a decently sized area and not against a whole gravwell of units. However, it leaves a powerful debuff for your fleet to use. If the enemy reacts quickly and moves his fleet, he will only get -4% or -6%. If he oversleeps, he'll get -12%. This equals +30% damage against frigates, ~35% against a lvl1 cap and about ~50% against a lvl 10 cap. (hmm.. that's a bit too much so probably the number should be lower, but I don't feel like tinkering with it now). Ok, simething like that. A missile barrage that is still a missile barrage, still useful but ain't an outright killah.
As always, this is just an idea that took me 5 minutes to put down. There may be and probably are better solutions, but all I really want to say isYES to scalability, fleet-compatibility and NO to any sort of direct, outright AOE damage that doesn't take anything on the Marza's side into account (because the line between such an ability being 'IMBA' or 'useless' is extremely thin, in my opinion)
The thing is, the ships won't die 30% faster. As you pointed out, Vasari have no way to regenerate their shields. Their abilities are directed at healing the hull, and they're quite good at it. The TEC also are focused on hull durability, although not quite as much as the Vasari. For TEC and Vasari, shields act more like a time cushion before you need to start using antimatter for repairs than something that is essential to keeping your fleet alive.
The shields are nice, sure, and it's better to have them than not, sure. TEC and Vasari don't really suffer from being shieldless though. Their hulls are much tougher than the shields, and they also have strong hull repair abilities. That's my whole point. Low-damage abilities (like Radiation Bomb, Phase Missle Swarm, etc) can't turn the tide of battle late game because the ships in use are too tough, and healing abilities quickly repair small to moderate amounts of damage. Missile Barrage, being a level 6 ability, should be significantly stronger than similar "normal" abilities.
If I was going to construct a single cap to counter the Marza as Vasari, it would be the Marauder. The Skinatra is (should) be a given part of any large later-game Vasari fleet. I usually have two. The repair cloud is not only the Vasari's only AoE healing ability, but it's not too shabby, and can heal the already tough Vasari SC. Microphasing aura gives your SC a pretty big advantage when near the Skinatra. I disagree with your assesment of the Skinatra as a useless ship.
Overseers are the Vasari's answer to FF situations. Focus fire by any large fleet will kill anything pretty quickly, so the extra 900 damage on one target won't really matter. By the time that you move on to the next target, the first wave of healing abilities will have repaired most of the damage done to all the remaining targets. By the time you're shooting the third target in the sequence, all of the damage is repaired (assuming that TEC and Vasari even NEED to repair hull at this point - maybe their shields took the brunt of the damage and they haven't needed to use antimatter yet).
Missile Barrage should be able to do a crippling amount of damage. It fits the personality of the Marza in particular and TEC in general. It should not, however, be able to do a crippling amount of damage to an entire enemy fleet.
I support the idea of making MB into a "better radiation bomb" for two reasons:
1) It would be more in keeping with the current balance of things.
2) It would be a more interesting application of the ability than simply "hurts everything around the ship." We already have plenty of abilities like that. I think that "targets a selected area for saturation fire with high-explosive missiles" sounds a lot more interesting than "targets all ships around the Marza and damages them for a duration."
EDIT:
Well, I get called away from the computer for a few hours, and there's already another half page of replies. Anyway.
I like your idea about changing MB. Does decent damage, but leaves the real damage dealing to the accompanying fleet.
MB is imo overpowered but the fix seems pretty simple and obvious to me...
The range is ridiculous... cut the range in half...
Now you've made it so that it takes a good amount of work and risk to take out an entire enemy fleet and certain ships like LRM will outrange the MB... The biggest problem with MB is its 'I win button' nature with its range cut in half you can block a Marza with your tougher ships, disable it much easier and otherwise stop it rather than desperately trying to get your disabler cap in range or desperately trying to run away... And if you ignore the Marza and it gets into the middle of your fleet? Well... it's your own fault
a range change would be a fix of a separate kind. you can only fit so many ships inside a certain radius. i mean, they could concievably ball up around the marza spherically but thats not what happens in practice. the ships nearly always stay close to the ecliptic plane. changing the range gives it a smaller area which would pretty strictly limit how many ships could be affected. its a workable fix.
it may however be too much of a nerf. if limiting the maximum targets is the desired outcome then just limit the maximum targets. there's no need to affect its functionality in some other way.
Limiting targets is not the desired outcome. Reason: what is to be the target limit?
5? Lmao.10? too nerfy15? One-click wipe of small fleets, quite useless in big battles.20? That's already a little OP for what a single cap can do with one click and still not too powerful in big battles.25 is basically imba.
There is no hard target limit that would work. MB will either become junk or will still be the same one-ship, one-click, no-fleet-required imba ability that it is now.
It needs to be changed in the way it works.It ain't just a 'nerf' that's being talked about here. The discussion goes about how to turn that one-click no-brainer ability into a similiar powerful ability that would yet require some skill and support to be effective, not just a lvl6 cap.
then you and i have differing opinions on whats wrong with the Marza.
i really don't have an issue with MB being a gigantic threat that your opponent should try very hard to avoid. its ok for it to be alot more powerful than other abilities, not everything has to be approximately the same worth.
the problem i have with it is simply that it has no real limiting factors. scaling to infinity causes the ability to invalidate good strategy on the other side. if your opponent's economy is so good that he brings twice as many ships then he should beat your ass no problem. the marza can just as easily destroy 60 ships as it can 30. thats problem i have with it.
so i figure, you just set a limit as to what constitutes the upper boundary of how many ships you can kill at a time with it. personally i'm gonna say its in the 20-30 range, i've proposed 24 as a number to start testing with. that way you don't run into a problem where your opponent is upping the power level of Marza by beating you even more. it won't kill 60 ships as easily as it kills 30. it will just kill 24, period. that would completely solve the issue i have with it.
so my position is that its not about the destructive, battle turning potential of Marza as much as it is about an ability that has no reasonable limiting factor on it. the reasonable limit is what i expect. any other nerf would have bad side effects that i would like to avoid. harsh nerfs are severely alienating to players and can disrupt balances in the game that you didn't even realize were in trouble. i say do the least that is necessary to fix the problem.
secondary points
why is it so hard to decide what a fair upper boundary is? you seemed to be zeroing in on one yourself. according to your other post the fair level is somewhere near 20 ships. see, its not so hard really. playtesting could help further pick out what a good number is. i've seen alot of agreement on the general range though. the lowest is like 15 or 16, the highest is like 30. i'm pretty sure we can figure out which number in that range (15-30) is the right number.
and finally, what does skill have to do with anything? there are alot of perfectly balanced and useful abilities that require no more skill than a button push to use. the Halcyon's Anima Tempest is like this. So is Kol's Finest Hour. other than deciding when and where to use an ability i'm not sure i really believe there's any trick to this game. Missile Barrage already meets those "skill requirements" of being sensitive to time and place but requiring nothing else than that to use. thats how almost everything in Sins is.
Wait. WHY should missile barrage be killing ships outright, again? There's this strange idea going around that MB can be easily imbalanced if it butchers too many or too few ships. Why is it killing them to begin with? And is it REALLY an issue that MB would become "inconsequential" in large battles because it can't SINGLE HANDEDLY kill the exact right number of frigates needed at that point in the game? How many frigates can other caps solo?
The Marza has three damage over time abilities that allow it to turn ships into slag (2 parts of radiation bomb, 1 from incendiary rounds). What if missile barrage was changed to a DoT ability along those lines?
For example, it may inflict a massive fire, dealing DoT damage to many nearby ships (or maybe all nearby ships, friend or foe). Or, perhaps it ignites a moderate area of space that'll really butcher ships unless they break formation. Part of the blaze can hinder enemy ships, lowering their fire rate/accuracy/damage/ability output while they're cooking. A combination of these can keep the Marza's lvl 6 as an ultimate ability, but without making it an automatic kill switch.
That's not really possible with current game engine...
i don't think a damage cap is beyond the engine. not part of it, yes, but i don't think it would be too hard to add in.
I agree with this, and disagree with transitive. I think transitive's (and other peoples') ideas about nerfing the marza would still leave it OP. It's like they are scared to piss off the spoiled marza-loving TEC players with too much of a nerf, so they just want a slight adjustment. But that won't solve the problem. MB is massively OP. It therefore needs a massive nerf.
I believe transitive said that its power level doesn't need to be EXACTLY in line with other capships out there, because in my own words in a post a while back, "there's a difference between balance and symmetry." Yes, we all agree that there is. Games don't necessarily need to be balanced "unit to unit," rather they can be balanced "race to race." However, this doesn't mean that MB isn't massively OP, and it doesn't mean that its power level can't be brought in line with other destructive capship abilities. If someone says that leaving MB in a massively OP state (even after a nerf) is somehow "balancing by race, not by unit" then I want to know what the rationale is for that statement. I want to know where the cooresponding balance would be on the vasari side and advent side. You can't say vasari's balance would be returning armada, especially when TEC gets all their economic super-abilities late game. Your best shot would be to claim that phase gates are vasari's balancing component. But do you know how often I see a phase gate ever built online multiplayer? Never. I can count the number of times on one hand, and in most of those instances it was I myself building the phase gates. Besides, don't TEC also get exclusive late game techs? Now tell me what the balancing component would be for Advent?
Giving marza the ability to evaporate "20-something" frigs is still OP. But sure, I'll agree that it's better than the ability to evaporate a whole fleet.
OK, I checked the finishconditiontypes, and I am afraid that it won't be possible. There isn't any conditions that can cap the damage given.
Sigh, this is due to the fact that insane calculation would be needed to calculate the damage..
BUT GUYS.
LISTEN.
FIRST OF ALL, MARZA IS NOT SPEEDY DEATHSTAR. IT IS A GLASS CANNON.
SECOND, IT IS OTHER CAPITAL SHIPS SUCK HARD, NOT MARZA OVERPOWERED. NERFING MARZA ONLY MAKES THE GENERAL VALUE OF CAPITAL SHIPS DECREASED, FURTHER DISCURAGING PEOPLE TO BUILD CAPS.
*exhausted.
you honestly think there's no difference between destroy 60 ships and destroy 24 ships?
seems to me like the difference is 36 ships. quite tangible.
look, i know that wasn't your point. i dont wanna make a game out of just attacking your semantics. what you're saying is that you dislike the very model of the Missile Barrage style ability. thats fine. there have been some good suggestions about how to make the ability a bit like a big Radiation Bomb or a Cleansing Brilliance with a longer channeling time. those might be good solutions as well.
personally i think the target cap is the best solution for a few reasons. its the smallest change that might get the job done. accuse me of appeasement if you want, but taking into account the fact that this really is a point of controversy is a wise thing to do. i also think the target cap would be extremely easy to implement and thus is likely to be doable in an upcoming patch. they could just lift code from abilities that are already target capped (Phase Missile Swarm, for example). finally, i dislike the premise of making massive changes all at once. incremental adjustment is how game balancing is done. no matter how well intentioned your idea is, it WILL have consequences that you don't foresee. the smaller change is inherently the better change because it has fewer unforeseen consequences.
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