For Sins 1.18 and Entrenchment 1.04
This is a post that I will update regularly to give the DEVS a better idea of what people think should be done to stats in the next patch. This is ONLY for patches, no new ships or elaborate concepts for the next expansion. This is for dealing with peoples’ concerns about balance. If there’s a balance idea you have that’s not on here, post it and I’ll put it up for voting if it seems valid. I love the fact that ICO pays attention to the forums and what people suggest, I’d like to make it easier for them. The idea is to have all ideas posted straight forward and ranked so the DEVS don’t have to sift through pages and pages to find popular ideas. SP and MP players are both welcome to comment. Post yay or nay for any idea you like or dislike (be specific please) or say no fix needed. If you’d like I’ll also insert specific values you may come up with. Some votes will be taken from other threads.
* Topics shoud be considered independent of eachother, vote for each topic as if the Devs were to choose only 1. Yay for fixes that you think would work, nay for fixes that you think won't*
** Now there's an easier way to cast your vote, download the easy entry form, fill it out and then copy and paste your results!**
>> Download The Easy Entry Form <<
REFERENCESSeveral members of the community have taken it upon themselves to run tests to prove imbalances and recommend possible fixes. I would Encourage everyone commenting here to read these and become more informed.Raging Amish's Lums vs Enforcers JJs HC Tests JJs Illum Tests
Deceivers Subjugator thread Deceivers Cap Carrier thread
RAGING AMISH's Balance MOD
Game BugsThese need to be addressed before anything else. The following is a compiled list of all known game bugs. Thanks to Pawelo for helping me compile and test these. If you can think of any others that aren't on here leave a comment to let me know.-Embargo Level 2 and 3 do not stop cargo ships.-Phasic Trap Research level 2 does not do anything.-Magnetize does not interrupt channeled abilities-Disruptive Strikes does not work on pulse beams-Allegiance through wormholes is flawed.-Wrong Sound effects on: Anima Tempest, repair cloud, nanite armor, EMP blast-Infocard errors: Dunov shield restore does not increase mitigation, labs do not speed up build time
-Akkan Colonize ability does not always spawn extractors at lvl2 and lvl3.
-Subverters Disrupt Shields can not target structures with shields-Some musics and Orange Skybox are not used.
SOLANUS ADJUDICATORS
The adjudicator, while it can target multiple structures, just doesnt have the punch its TEC cousin the Ogrovs has and has difficulty handling tight clusters of structures supported by repair bays. Also, without a well functioning healing unit, the poor adjudicator simply cant live long enough in the throws of battle to make a huge difference. We've discussed the changes, now its time to get official votes on them.
Buff the Adjudicator- Change armor type?:
Yay- JuleTron Kitkun N3rull eoncommander
Nay- Dargoon999 Warlord Mike
Reduce supply cost?:
Yay- JuleTron Kitkun Dargoon999 Warlord Mike Darvin3 SivCorp eoncommander
Nay-
Reduce number of firing banks to increase damage per target?:
Yay- Warlord Mike eoncommander
Nay- Kitkun N3rull Dargoon999
Increase damage?:
Nay- Kitkun Dargoon999
Increase shields?:
Yay- JuleTron Kitkun eoncommander
No Fix Needed- Ryat Extremor
MINES
These little critters were introduced in Entrenchment and have been seldom used. They are purely defensive, extremely expensive, and a huge gamble to put your money in. There's been much discussion on possible fixes, but now its time for an official vote, so here you go.
Buff Mines Increase damage? Yay- Juletron Whiskey144 SivCorp Extremor Nay- EadTaes Raging Amish Ovi_187 Kitkun eoncommander Increase damage radius? Yay- Top Vasari Whiskey144 EadTaes Warlord Mike Ovi_187 SivCorp Extremor eoncommander Nay- Juletron N3rull Raging Amish Kitkun Increase activation radius? Yay- Warlord Mike eoncommander Nay- EadTaes JuleTron N3rull Raging Amish Ovi_187 Kitkun Extremor Increase mines per deployment? Yay- eoncommander Nay- EadTaes N3rull Raging Amish Warlord Mike Ovi_187 Kitkun Extremor Increase deployment spread? Yay- Warlord Mike Extremor eoncommander Nay- Juletron EadTaes N3rull Raging Amish Ovi_187 Kitkun Decrease cost? Yay- Juletron Mindseye(25%) EadTaes(25%) Dargoon999 Whiskey144 N3rull(20%) Warlord Mike Ovi_187 Kitkun Extremor Nay- Raging Amish eoncommander Reduce build time for Proximity Mines(TEC)? Yay- Juletron Whiskey144 EadTaes Raging Amish Warlord Mike Ovi_187 Kitkun Extremor Nay- Increase duration of Gravity Mines(Vasari)? Yay- Juletron N3rull Mindseye Ovi_187 Kitkun Extremor Nay- EadTaes Raging Amish Fix homming mines AI to return to original deployment location(Advent)? Yay- JuleTron EadTaes N3rull Mindseye Warlord Mike Ovi_187 SivCorp Kitkun Extremor eoncommander Nay- Raging Amish
Make Gravity Mines an upgrade to existing mines?
Yay- N3rull Juletron Dargoon999 Ue-Carbon Deceiver_0 Mindseye Kitkun Extremor
Nay- EadTaes Raging Amish
No fix needed-
SIEGE FRIGATESCosting more than most Heavy Cruisers, one would expect siege frigates to be able to handle a simple task like bombing a planet to oblivion, but with their super thin and weak hulls they certainly aren't worth the cost, and with Entrenchments bombardment protection on starbases, siege frigates find themselves in the obsolete unit pile. Personally I think they should be tough as nails since all they do is bomb planets and cost loads of resources and precious supply. With a decent buff these units could be the terror they once were and possibly bring back some of the planetary defense tech that fell from use after their nerf. (planetary shielding anyone?) Buff Siege Frigates Increase Hp/shields/armor?: Yay- Deceiver_0(Hp) Volt_Cruelerz Darvin3 Ryat EadTaes Dargoon999(10%) N3rull(+nerf) Kitkun eoncommander Nay- Soasertsus Cykur Mindseye Raging Amish Ascension Howdidudothat Ovi_187 Sobric Warlord Mike Extremor Change armor type (currently light)?: Yay- Deceiver_0(v. heavy) Soasertsus(v. heavy) Volt_Cruelerz(heavy/v.heavy) EadTaes (heavy) Dargoon999(heavy) N3rull(heavy) SivCorp Extremor(heavy) eoncommander Nay- Darvin3 Cykur Ryat Mindseye Raging Amish Ascension Howdidudothat Ovi_187 Sobric Warlord Mike Kitkun Decrease Resource cost?: Yay- Soasertsus Darvin3 EadTaes Howdidudothat Sobric Extremor Nay- Volt_Cruelerz Cykur Ryat Dargoon999 Mindseye Raging Amish Ascension Ovi_187 Warlord Mike Kitkun Decrease Supply Cost?: Yay- Soasertsus(6) Darvin3 Cykur Ryat(10) EadTaes(10) Dargoon999(10) Mindseye Howdidudothat Raging Amish(12) Ascension(12) Ovi_187 mbaron888(8) Sobric Warlord Mike SivCorp Kitkun eoncommander Nay- Volt_Cruelerz Extremor Increase Bombardment damage?: Yay- Volt_Cruelerz Dargoon999(20%) Warlord Mike Extremor Nay- Soasertsus Darvin3 Cykur Ryat EadTaes Mindseye Raging Amish Ascension Howdidudothat Ovi_187 Sobric SivCorp Kitkun eoncommander
Make TEC Heavy Fallout Active (currently passive)?: Yay- Deceiver_0 Soasertsus Volt_Cruelerz Darvin3 Cykur Ryat Dargoon999 N3rull Mindseye Raging Amish Ovi_187 Sobric Warlord Mike Kitkun Nay- EadTaes Ascension Howdidudothat Reduce Heavy Fallout effect time (currently 6 minutes)?: Yay- Darvin3 Sobric Warlord Mike Nay- Soasertsus Volt_Cruelerz Cykur Ryat EadTaes Dargoon999 Mindseye Raging Amish Ascension Howdidudothat Ovi_187 Kitkun Reduce Xp value (currently 65xp)?: Yay- Soasertsus Darvin3(40) Cykur EadTaes(15) Dargoon999(30) Ovi_187 Kitkun Nay- Volt_Cruelerz Ryat Mindseye Raging Amish Ascension Howdidudothat Sobric Warlord Mike Apply fixes to siege militia?: Yay- Deceiver_0 Soasertsus Volt_Cruelerz Darvin3 EadTaes Dargoon999 Raging Amish Ovi_187 Sobric Warlord Mike Kitkun Extremor Nay- Ryat Ascension Howdidudothat Apply fixes to siege pirates?: Yay- Darvin3 EadTaes Dargoon999 Raging Amish Ovi_187 Warlord Mike Kitkun Extremor Nay- Soasertsus Volt_Cruelerz Ryat Ascension Howdidudothat Sobric No Fix Needed-
SEREVUN OVERSEERThe overseer is a powerful, but seldom used ship due to it's current lack of usability. I'd recommend anyone planning on voting on this topic read a few of the replies on page 5, where Ascension and I debated some changes. I've also thrown in a few ideas to make overseers 'Jump Degradation' ability a little more potent for the 100AM and channeling it costs. Buff Serevun Overseers- Increase firing arc of abilities?: Yay- Deceiver_0 JuleTron Volt_Cruelerz Ascension Soasertsus milo896 Howdidudothat lifekatana N3rull Mindseye Cykur EadTaes Raging Amish Ovi_187 Warlord Mike Kitkun Extremor eoncommander Nay- Pbhead Sobric Increase turn rate?: Yay- Deceiver_0 JuleTron Volt_Cruelerz Ascension Soasertsus milo896 Howdidudothat lifekatana N3rull Mindseye Pbhead Raging Amish Ovi_187 Warlord Mike Kitkun Extremor eoncommander Nay- EadTaes Sobric SivCorp Make 'Reactive nanite armor' omnidirectional (360 degrees)?: Yay- Ascension Raging Amish Sobric Warlord Mike SivCorp Extremor
Nay- Deceiver_0 Soasertsus Darvin3 milo896 Howdidudothat lifekatana N3rull Mindseye Pbhead EadTaes Ovi_187 Kitkun eoncommander Increase reduction of jump speed for 'Jump Degradation'?: Yay- milo896 Howdidudothat Mindseye EadTaes Ovi_187 Sobric Kitkun Extremor eoncommander Nay- Soasertsus lifekatana Pbhead Raging Amish Allow 'Jump Degradation' to do a damage % to incoming enemy vessels' hulls?: Yay- Deceiver_0 (5-10%) Soasertsus(20%AM) Darvin3 milo896 N3rull(speed reduction) Kitkun eoncommander Nay- Howdidudothat lifekatana Mindseye Pbhead EadTaes Raging Amish Ovi_187 Sobric Extremor
Allow 'Jump Degradation' to disable passive regeneration?
Yay- Raging Amish Deceiver_0 Diplominator Juletron Sobric Extremor
Nay- Ovi_187 Howdidudothat Cykur Kitkun No Fix Needed-SKAROVAS ENFORCERThe relative weakness of the Enforcer has recently been brought to the forums attention (thanks JohnJames). With their higher resource cost, higher supply cost and more expensive upgrades, enforcers are unfortunately left in the dust by their counterparts. Many speculate that their extra ability (reintegration) is the cause for such a skewed balance, while others agree that reintegration lacks the power enforcers deserve. The following are some fixes that have been proposed. Personally, I think the Vasari should get a little more for what they pay for. Buff Skarovas Enforcers- Decrease Resource Cost?: Yay- Ascension EadTaes Sobric Nay- Deceiver_0 Soasertsus Volt_Cruelerz lifekatana Howdidudothat Darvin3 Mindseye Raging Amish Ovi_187 Warlord Mike Kitkun Extremor eoncommander Decrease Supply Cost?: Yay- Soasertsus Sobric Extremor Nay- Deceiver_0 Volt_Cruelerz lifekatana Howdidudothat Darvin3 Mindseye EadTaes Raging Amish Ovi_187 Kitkun eoncommander Increase hp/shields/armor?: Yay- Deceiver_0 Darvin3 EadTaes(armor+1) Raging Amish SivCorp Kitkun eoncommander Nay- Volt_Cruelerz Soasertsus lifekatana Howdidudothat Mindseye Ovi_187 Sobric Extremor Increase Damage?: Yay- Deceiver_0 Soasertsus Ascension JuleTron Darvin3 Howdidudothat Mindseye Cykur EadTaes(22) Raging Amish(21.6) Ovi_187 Sobric Warlord Mike SivCorp Kitkun eoncommander Nay- Volt_Cruelerz lifekatana Extremor Cheaper damage upgrades?:
Yay- Deceiver_0 Volt_cruelerz Top Vasari Ascension DesConnor Raging Amish N3rull lifekatana JuleTron Darvin3 Howdidudothat Mindseye EadTaes Sobric Warlord Mike SivCorp Extremor eoncommander Nay- Soasertsus Ovi_187 Kitkun Higher reintegration rate?: Yay- Deceiver_0 Volt_cruelerz Top Vasari Soasertsus N3rull lifekatana JuleTron Darvin3 Howdidudothat Ovi_187 Sobric Kitkun Nay- Mindseye EadTaes Raging Amish Extremor No Fix Needed- PbheadDOMINA SUBJUGATORSThe domina has been an a lot of peoples (f spending money on that) list for sometime. I tested and observed the subjugator while I was examining carrier caps and wrote a report on them as well. Here's some fixes that have been proposed for the Domina as well as the Stilakus Subverter (whose destiny is quite intertwined with the domina). I'll be putting the Subverter question under the REPULSE section as it has to do more as a counter to it. Buff Domina Subjugators- Increase firing arc of abilities?:
Yay- Deceiver_0 Mindseye Darvin3 Gugabalog Cykur(heal only) Raging Amish Ovi_187 Sobric Warlord Mike SivCorp Kitkun eoncommander Nay- EadTaes lifekatana Pbhead Increase turn rate?: Yay- Deceiver_0 Darvin3 Gugabalog Mindseye Pbhead Raging Amish Ovi_187 Sobric Warlord Mike Kitkun eoncommander Nay- EadTaes lifekatana Make abilities AOE?: Yay- Warlord Mike SivCorp eoncommander Nay- Deceiver_0 EadTaes Gugabalog Darvin3 lifekatana Mindseye Pbhead Raging Amish Ovi_187 Sobric Kitkun Remove channeling from abilities?: Yay- EadTaes Gugabalog lifekatana Raging Amish Sobric Warlord Mike Kitkun Nay- Deceiver_0 Darvin3 Mindseye Pbhead Ovi_187 SivCorp eoncommander Fix Targeting AI (on all abilities for all races) to prevent wasteful use?: Yay- Deceiver_0 Darvin3 EadTaes Gugabalog Soasertsus lifekatana Mindseye Pbhead Cykur Raging Amish Ovi_187 Sobric Warlord Mike SivCorp Kitkun eoncommander
Nay- Pbhead No Fix Needed-CARRIER CLASS CAPITAL SHIPSI've noticed people use Carrier Caps generally for 1 ability, and not for the strikecraft and SC bonuses they offer. Weaker than most other classes, they are sparse and somewhat unthreatening on the battle field. Personally I think they should offer more benefit in the strike craft department than they do now. I've written a detailed report on them, and taken some of the proposed changes from it for this thread. Buff Carrier Caps- Increase Initial Armor? Yay- Deceiver_0 Soasertsus Ryat Howdidudothat Gugabalog Warlord Mike SivCorp Kitkun Nay- Darvin3 -Ue_Carbon mbaron888 Pirate-Jack EadTaes DesConnor Swordsalmon lifekatana Pbhead Raging Amish Ovi_187 Sobric Extremor eoncommander Increase Squadron Capacity? Yay- Deceiver_0 (see thread) Soasertsus Ryat -Ue_Carbon ReadyMan Howdidudothat mbaron888 Pirate-Jack EadTaes DesConnor Mindseye Swordsalmon Gugabalog N3rull lifekatana -aceca- Derek06 Ovi_187 Sobric Warlord Mike SivCorp Kitkun Extremor eoncommander
Nay- Darvin3 Raging Amish Make SC buffs AOE? Yay- EadTaes DesConnor Swordsalmon Gugabalog Derek06 Raging Amish Sobric SivCorp Extremor Nay- Deceiver_0 Soasertsus Ryat Darvin3 -Ue_Carbon Howdidudothat mbaron888 Pirate-Jack lifekatana Pbhead Ovi_187 Kitkun eoncommander Increase additional drones(Adept Drone Anima)? Yay- Deceiver_0 Darvin3 Howdidudothat Mindseye Swordsalmon Gugabalog Derek06 Raging Amish Sobric SivCorp Kitkun Nay- Soasertsus Ryat -Ue_Carbon mbaron888 Pirate-Jack EadTaes DesConnor lifekatana Pbhead Ovi_187 Extremor eoncommander Re-work Scramble Bombers? Yay- Deceiver_0 Soasertsus Ryat Darvin3 -Ue_Carbon Howdidudothat mbaron888 Pirate-Jack EadTaes DesConnor Mindseye Swordsalmon Gugabalog N3rull lifekatana Pbhead Derek06 Raging Amish Ovi_187 Sobric Warlord Mike SivCorp Kitkun Extremor eoncommander Nay- No Fix Needed-LIGHT FRIGATESMost agree that Light Frigates don't scale well. Being limited in their usefulness early game, and becoming almsot complete obsolete late game with Heavy Cruiser research. Many ideas have been thrown around to get light frigates back on the battle field. Buff Light Frigates- Increase Damage?: Yay- TheRezonator Gugabalog Darvin3 -Ue_carbon Howdidudothat JuleTron Pirate-Jack N3rull Ascension Cykur Dargoon999(20%) Raging Amish(Vasari: 12) Ovi_187 SivCorp(10%) Nay- Volt_cruelerz mbaron888 DesConnor lifekatana Pbhead EadTaes Sobric Kitkun Extremor eoncommander Increase Damage bonus to heavy armor type?: Yay- Deceiver_0 TheRezonator Gugabalog -Ue_carbon JuleTron Pirate-Jack Howdidudothat mbaron888 DesConnor(Light) Ascension lifekatana EadTaes Dargoon999 Raging Amish(175%+) Ovi_187 Sobric SivCorp(25%) Kitkun Extremor eoncommander Nay- Volt_cruelerz Pbhead Increase Hp/Shields/Armor?: Yay- Deceiver_0(armor) TheRezonator Gugabalog Darvin3 JuleTron Ascension lifekatana Dargoon999(10%) Ovi_187 Warlord Mike eoncommander Nay- Volt_cruelerz Pirate-Jack Howdidudothat mbaron888 DesConnor Pbhead EadTaes Raging Amish Sobric SivCorp Kitkun Extremor Increase ability range?: Yay- Deceiver_0 TheRezonator Gugabalog Volt_cruelerz -Ue_carbon JuleTron Ascension Eadtaes Dargoon999 Raging Amish Ovi_187 Sobric Kitkun Extremor eoncommander Nay- Howdidudothat mbaron888 DesConnor lifekatana Pbhead Increase firing arc?: Yay- TheRezonator Gugabalog -Ue_carbon JuleTron Pirate-Jack Howdidudothat DesConnor N3rull Ascension Eadtaes Raging Amish Sobric Warlord Mike SivCorp Extremor Nay- Volt_cruelerz mbaron888 lifekatana Pbhead Dargoon999 Ovi_187 Kitkun eoncommander Increase turn speed?: Yay- Darvin3 EadTaes TheRezonator Pirate-Jack ReadyMan Howdidudothat mbaron888 DesConnor Mindseye N3rull Ascension Pbhead Eadtaes Dargoon999 Raging Amish Ovi_187 Sobric Warlord Mike SivCorp Extremor eoncommander Nay- lifekatana Kitkun Tweak Targeting AI to favor support cruisers?: Yay- Deceiver_0 TheRezonator Gugabalog Darvin3 Volt_cruelerz JuleTron Pirate-Jack mbaron888 DesConnor N3rull Ascension lifekatana Eadtaes Dargoon999 Raging Amish Ovi_187 Sobric Warlord Mike SivCorp Kitkun Extremor eoncommander Nay- Howdidudothat Pbhead Nerf Counters- Decrease LRF Damage?: Yay- Proletari Darvin3 Azrak_Navarion ReadyMan Howdidudothat Mindseye Ascension Eadtaes Dargoon999(10%) Nay- Deceiver_0 Volt_cruelerz Pirate-Jack mbaron888 DesConnor lifekatana Pbhead Raging Amish Ovi_187 Sobric Warlord Mike Kitkun Extremor eoncommander
Decrease LRF damage bonus to medium armor?
Yay- Deceiver_0(125%) Ovi_187 Howdidudothat Sobric eoncommander
Nay- N3rull Cykur Warlord Mike Kitkun Extremor
Increase LRF resource cost?: Yay- Extremor Nay- Deceiver_0 Pirate-Jack Howdidudothat mbaron888 DesConnor lifekatana Pbhead Eadtaes Dargoon999 Raging Amish Ovi_187 Sobric Warlord Mike Kitkun eoncommander No Fix Needed- Soasertsus dresdaREPULSE:Many have said repulse needs a fix. Personally I agree. Nerf Guardians- Increase AM cost?: Yay- Deceiver_0 Raging Amish crashmatusow Ascension Pirate - Jack Volt_cruelerz Tohron Darvin 3 Top vasari mbaron888 Proletari -Ue_carbon Major Stress Mindseye Azrak_Navarion lbgsloan Gugabalog Soasertsus Howdidudothat JuleTron DesConnor lifekatana -aceca- Derek06 Cykur Ovi_187 Sobric Warlord Mike SivCorp Kitkun Extremor eoncommander Nay- dresda
Increase cooldown rate?
Yay- Raging Amish Deceiver_0 Howdidudothat Kitkun Extremor eoncommander
Nay- Ovi_187 Juletron Sobric Cykur
Decrease AOE?: Yay- Gugabalog -Ue_carbon DesConnor eoncommander Nay- Pirate - Jack Major Stress crashmatusow Mindseye Soasertsus Howdidudothat dresda lifekatana Pbhead Derek06 Raging Amish Ovi_187 Sobric Warlord Mike Kitkun Extremor Increase resource cost?: Yay- Ascension Volt_cruelerz Sobric Extremor Nay- Pirate - Jack Major Stress Soasertsus Mindseye Gugabalog Howdidudothat dresda DesConnor lifekatana Pbhead Derek06 Raging Amish Ovi_187 Warlord Mike Kitkun eoncommander Cause damage to shields?: Yay- EadTaes Volt_cruelerz dresda Nay- Major Stress Mindseye Soasertsus Gugabalog Howdidudothat DesConnor lifekatana Pbhead Derek06 Raging Amish Ovi_187 Sobric Warlord Mike Kitkun Extremor eoncommander Buff Counters- Increase LF ability range?: Yay- Gugabalog TheRezonator Volt_cruelerz Derek06 Raging Amish Sobric SivCorp Kitkun Extremor eoncommander Nay- Pirate - Jack Major Stress Soasertsus Mindseye DesConnor lifekatana Pbhead Ovi_187 No affect to Cap Ships?: Yay- Pirate - Jack Major Stress Volt_cruelerz DesConnor Cykur Warlord Mike SivCorp Kitkun Extremor eoncommander Nay- Mindseye Gugabalog Soasertsus lifekatana Pbhead Derek06 Raging Amish Ovi_187 Sobric Increase Distortion Field (targeting) range?: Yay- Deceiver_0 Soasertsus Sobric Kitkun eoncommander Nay- lifekatana crashmatusow Pbhead Raging Amish Ovi_187 Extremor No Fix Needed-MISSILE BARRAGE:This has been a heated issue for several months. In the most recent patch, the devs made the graphic unique (red missile exhaust?) and extended the duration while reducing dps. Was this enough? Nerf Missile Barrage- Decrease total damage?: Yay- Extremor Nay- mbaron888 Gugabalog TheRezonator Volt_cruelerz -Ue_carbon Howdidudothat DesConnor Derek06 Raging Amish Ovi_187 Sobric Warlord Mike Increase AM cost? Yay- Ascension Ovi_187 Nay- mbaron888 Gugabalog TheRezonator Volt_cruelerz -Ue_carbon Howdidudothat DesConnor Derek06 Raging Amish Sobric Warlord Mike Extremor Decrease AOE? Yay- Tohron mbaron888 Howdidudothat JuleTron DesConnor Sobric Nay- Gugabalog TheRezonator Volt_cruelerz -Ue_carbon Derek06 Raging Amish Ovi_187 Warlord Mike Extremor Buff Counters- Increase range on ability interrupts?: Yay- Tohron TheRezonator Raging Amish Ovi_187 Sobric Extremor Nay- Gugabalog Volt_cruelerz -Ue_carbon Howdidudothat DesConnor LF abilities can target caps?: Yay- Gugabalog TheRezonator Sobric Warlord Mike Nay- Volt_cruelerz -Ue_carbon Howdidudothat DesConnor N3rull Derek06 Raging Amish Ovi_187 Extremor Graphic/Audio Improvement?: Yay- Eadtaes Deceiver_0 Volt_cruelerz Gugabalog TheRezonator -Ue_carbon Howdidudothat N3rull lifekatana Derek06 Cykur Raging Amish Ovi_187 Sobric Warlord Mike SivCorp Kitkun Extremor eoncommander Nay- DesConnor No Fix Needed- Deceiver_0 EadTaes Azrak_Navarion Major Stress Top vasari Soasertsus ReadyMan lifekatana SivCorp Kitkun eoncommander CARRIERS:Extensively nerfed in the previous 2 patches, carriers have lost their place as a hard counter to long ranged frigates, as flak frigates can now destroy fighters much faster than they are built, and long ranged frigates can now hunt the carriers themselves down. Buff Carriers- Decrease build penalty?: Yay- Deceiver_0 Ascension crashmatusow Pirate - Jack mbaron888 Volt_cruelerz lbgsloan Gugabalog Top vasari Soasertsus Howdidudothat JuleTron N3rull lifekatana Derek06 Cykur Ovi_187 Sobric Warlord Mike SivCorp Kitkun eoncommander Nay- DesConnor Raging Amish Extremor Increase fighter HP?: Yay- Ascension Mindseye Azrak_Navarion Gugabalog Howdidudothat Derek06 Extremor Nay- Pirate - Jack mbaron888 Volt_cruelerz Soasertsus DesConnor lifekatana Raging Amish Ovi_187 Sobric Warlord Mike SivCorp Kitkun Reduce movement penalty?: Yay- Tohron Soasertsus Raging Amish mbaron888 Gugabalog Howdidudothat JuleTron ReadyMan DesConnor Derek06 Sobric SivCorp Extremor Nay- Pirate - Jack crashmatusow lifekatana Cykur Deceiver_0 Ovi_187 Kitkun Nerf Counters- Reduce Flak rate of fire?: Yay- EadTaes Warlord Mike eoncommander Nay- Mindseye Gugabalog Volt_cruelerz Soasertsus Howdidudothat DesConnor lifekatana Raging Amish Ovi_187 Sobric Kitkun Extremor No Fix Needed- Major Stress -Ue_carbon PbheadSCOUTS:With the recent nerf to carriers, scouts have come to the forefront as a decent anti-lrf ship, and with their new found popularity some changes have been suggested. Nerf Scouts- Reduce damage buff against light armor?: Yay- Volt_cruelerz Ovi_187 Nay- Deceiver_0 Ascension Soasertsus Gugabalog Howdidudothat Derek06 Raging Amish Sobric Warlord Mike Kitkun Extremor Increase scout supply requirement?: Yay- Nay- Ascension Pirate - Jack Volt_cruelerz Gugabalog TheRezonator Soasertsus Howdidudothat Derek06 Raging Amish Ovi_187 Sobric Warlord Mike Kitkun Extremor
Increase resource cost?: Yay- Nay- Ascension Pirate - Jack Volt_cruelerz Gugabalog TheRezonator Soasertsus Howdidudothat Derek06 Raging Amish Ovi_187 Sobric Warlord Mike Kitkun Extremor Buff Vasari Scouts- Increase Hp/Shields?: Yay- Deceiver_0 Raging Amish Volt_cruelerz Ascension Pirate - Jack Soasertsus Mindseye TheRezonator Howdidudothat Derek06 Sobric Warlord Mike SivCorp Kitkun Dargoon999 Extremor Nay- Gugabalog Ovi_187 Increase damage?: Yay- Ascension Raging Amish Volt_cruelerz Gugabalog TheRezonator Soasertsus Howdidudothat Derek06 Cykur(+.5dps) Ovi_187 Sobric Warlord Mike SivCorp Kitkun Dargoon999 Nay- Extremor No Fix Needed- EadTaes mbaron888 JuleTron Major Stress -Ue_carbon ReadyMan DesConnor lifekatana Pbhead eoncommanderILLUMINATORS:The relative strength of illuminators has been under debate for some time, and many fixes have been proposed, here are a few, let me know if you’ve got others. I've done my own research, and have posted my findings. Nerf Illuminators- Increase resource cost?: Yay- Ascension Volt_cruelerz Ovi_187 Pirate - Jack EadTaes Top vasari lbgsloan Gugabalog Azrak_Navarion Soasertsus Howdidudothat Derek06 Extremor Nay- Major Stress -Ue_carbon lifekatana Raging Amish Sobric Warlord Mike Kitkun eoncommander Adjust damage division between beams?: Yay- Deceiver_0(33%) mbaron888 -Ue_carbon Gugabalog DesConnor N3rull Ascension Derek06 Raging Amish(33%) Ovi_187 Sobric Warlord Mike eoncommander Nay- Pirate - Jack Major Stress Soasertsus Howdidudothat lifekatana Kitkun Extremor Decrease/adjust the HP/Shields?: Yay- Pirate - Jack (hp only) EadTaes TheRezonator Ascension Gugabalog -Ue_carbon Soasertsus Howdidudothat DesConnor -aceca- Derek06 Cykur Raging Amish(Hp&Armor) Ovi_187 Sobric Warlord Mike SivCorp Kitkun Extremor(450/500) eoncommander Nay- Major Stress Volt_cruelerz Soasertsus lifekatana Increase supply requirement?: Yay- DesConnor Derek06 Kitkun Nay- Pirate - Jack Major Stress Volt_cruelerz Gugabalog Soasertsus Howdidudothat lifekatana Raging Amish Ovi_187 Sobric Warlord Mike Extremor eoncommander Decrease Damage?: Yay- EadTaes Ascension Soasertsus Major Stress Gugabalog ReadyMan DesConnor(Caps only) N3rull lifekatana Ovi_187 Extremor Nay- Volt_cruelerz -Ue_carbon Howdidudothat Derek06 Raging Amish Sobric Warlord Mike Kitkun eoncommander No Fix Needed- mbaron888 Mindseye dresda Pbhead
More to come-
Buff Siege Frigates Increase Hp/shields/armor?: N Change armor type (currently light)?: N Decrease Resource cost?: NDecrease Supply Cost?: Y Increase Bombardment damage?: N Make TEC Heavy Fallout Active (currently passive)?: Y Reduce Heavy Fallout effect time (currently 6 minutes)?: No reason to if you make Fallout Active Reduce Xp value (currently 65xp)?: Y
Siege Frigates should be kind of fragile...trust me, you don't want to go back to the days of Marauding siege fleets blowing up your worlds before you can even kill them. Still, I agree the fleet supply cost is way too high, and experience should probably be reduced a bit.
while we are requesting changes for next patch may I bring up another issue
this has to do with the phasic trap for the hangars belonging to the Vasari
they seem to be set for autocast and cast continuosly
this causes problems when fighters/bombers are in production as this slows it down
I request that either turn off the autocast when we build them or fix the AI that controls the autocast because when you have several in a chokepoint area it gets kind of lame to have to check 5 to 10 different hangars
edit: I do think something needs to be done for the lowly siege frigate (possible a slight increase of toughness) so put me up for yes on armor/hitpoints/shieldpoints and possible a yes on Heavy Fallout being an active instead of passive with application to pirates. Also decrease of supply points (down to 10 perhaps)
nay for the rest
I'd agree, but they're a far cry from that right now. They could be buffed quite modestly and still be easily taken down. Remember that siege frigates have the same armour type as LRF, so a scout rush will be a perfect answer to a siege frigate rush. No tech cost, a cheap unit that can easily outrun the unit it's countering, and you're now set up to counter LRF. Quick start should also help matters. I don't think the conditions that created the silly siege frigate harassment in the early versions of the game still exist.
But I do think that if TEC can build and send 30 Ogrovs that will deal 10000 damage over 20 secondsAdvent can build 20 starfish that will deal 4000 damage to 5 structures over 20 seconds
then their Vasari equivalent, the Orky, should be able to deal at least some sensible portion of that if you pay a ton of cash on upgrading it. Right now, a repair bay combined with the shield recharging power of the Advent hangar defense is enough to mitigate 90% of the damage done by a 2-assault upgraded orky. Laugh!!
I'll give a new reply. to amke things clear incase some things have changed.
Siege Frigates
Buff Siege Frigates
Increase Hp/shields/armor?: Yes. They could use some but it's not the prioraty. Change armor type (currently light)?: Change to heavy.Decrease Resource cost?: Yes definately. Decrease Supply Cost?: Yes from 14 to 10Increase Bombardment damage?: NoMake TEC Heavy Fallout Active (currently passive)?: What would that change? A TEC player deciding when to use fallout or not No.Reduce Heavy Fallout effect time (currently 6 minutes)?: No Reduce Xp value (currently 65xp)?: Yes 10-15 is enought.Apply fixes to siege militia?: Yes Apply fixes to siege pirates?: Yes
No Fix Needed-SEREVUN OVERSEER
Buff Serevun Overseers-
Increase firing arc of abilities?: Yes
YesIncrease turn rate?: No
Make 'Reactive nanite armor' omnidirectional (360 degrees)?: No
Increase reduction of jump speed for 'Jump Degradation'?: Yes some
Allow 'Jump Degradation' to do a damage % to incoming enemy vessels' hulls?: NO
No Fix Needed-
SKAROVAS ENFORCER
Buff Skarovas Enforcers-
Decrease Resource Cost?: Yes
Decrease Supply Cost?: No
Increase hp/shields/armor?: Yes Armor by 1 point.
Increase Damage?: Yes from 20 to 22.
Cheaper damage upgrades?: Pulse and Waves should be same weapons, If so no dmg increase.
Higher reintegration rate?: No
DOMINA SUBJUGATORS
Buff Domina Subjugators-
Increase turn rate?: Yes only if firing arc is not increased
Make abilities AOE?: HELL NO
Remove channeling from abilities?: Yes only if this is only change.
Fix Targeting AI (on all abilities for all races) to prevent wasteful use?: Yes This woudl also help all otehr support cruisers, no poitn in casting the same effect twice on the same target
CARRIER CLASS CAPITAL SHIPS
Buff Carrier Caps- Posted this in the linked carrier thread I still stand by it.
Increase Initial Armor? NO
Increase Squadron Capacity? YES
Make SC buffs AOE? Yes
Increase additional drones(Adept Drone Anima)? No
Re-work Scramble Bombers? Yes
Give them Flak guns? Yes but not stronger then 2 flak frigates.
LIGHT FRIGATES
Buff Light Frigates-
Increase Damage?: No
Increase Damage bonus to armor type?: Yes Either raze dmg to equal LRFs or lower LRFs dmg to equal LFs. https://forums.sinsofasolarempire.com/356140
Increase Hp/Shields/Armor?: No
Increase ability range?: Yes
Increase firing arc?: Yes
Increase turn speed?: Yes
Tweak Targeting AI to favor support cruisers?: Yes
Nerf Counters-
Decrease LRF Damage?: Yes, if you do not increase LFs dmg vs ligth armor
Increase resource cost?: No
REPULSE:
Nerf Guardians-
Increase AM cost?: Yes
Decrease AOE?: Don't see how it could be reduced further.
Cause damage to shields?: Yes
Buff Counters-
Increase LF ability range?: Yes
No affect to Cap Ships?: No
Increase Distortion Field activation range?: No
MISSILE BARRAGE:
Nerf Missile Barrage-
Decrease total damage?: No
Increase AM cost? No
Decrease AOE? No
Increase range on ability interrupts?: No
LF abilities can target caps?: No
Graphic Improvement?: Yes
Custom sound? Yes
CARRIERS:
Buff Carriers-
Decrease build penalty?: Yes
Increase fighter HP?: No
Reduce movement penalty?: Yes
Reduce Flak rate of fire?: Yes, only if build penalty is not completly removed.
SCOUTS:
Nerf Scouts-
Reduce damage buff against light armor?: No
Increase scout supply requirement?: No
Buff Vasari Scouts-
Increase Hp/Shields?: No
Increase damage?: No
No Fix Needed- Yes no fix needed.
ILLUMINATORS:
Nerf Illuminators-
Increase resource cost?: Yes
Adjust damage division between beams?: Not gonna do anything much so No.
Decrease/adjust the HP/Shields?: Yes
Increase supply requirement?: Could help some but only some so a small yes.
Decrease Damage?: No Their should be more like a glass cannon.
Highest DPS flak frigate is the Advent's, dealing 18 dps. It deals 150% damage to fighters. Vasari fighters have 85 hit points, and would take 27 damage per second per flak frigate. Takes four hits to kill. Seeing as flaks can't actually aim all their guns at the same target, in practice it takes more than that. Highest damage fighters are Advent (23.4 dps per squad, accounting for double damage agianst bombers). This means it takes a whole squad six seconds to actually kill a single bomber, again presuming they all attack the same target.
So no, there's a big chance a fighter or bomber will get out of that scrape with some scraps of health intact, ready to be healed.
I'm tired about people talking about Advent having 3 squads as if it's some massive advantage. They cost 50% more, and field 50% more squads. Cost-wise you get the same number of squads as everyone else. Secondly, the TEC carrier has almost exactly the same cost as the Vasari carrier, and if anything Vasari has an 8% cost discount upgrade to all units and structures in the civvy tech tree.
Heavy fallout prevents a planet from being recolonized after it is destroyed. Making it an active, rather than passive, ability means it coul be turned off. That should be obvious enough.
with very heavy armor, it doesnt mean a siege frigate is only counterable by bombers, it just means bomber are the only thing that can deal 100% damage to them. Siege are tier 2 and so are hangars. I feel with heavy armor, hangars will be used more to defend against them. Since siege frigates sole purpose is bombardment, I think they should be hard to kill with conventional early game units. If given heavy armor, a single bomber squad would be able to down them relatively quickly. Their fragile hulls with light armor leave the susceptible to scouts (which i think is kinda silly) and fighters who deal 200% damage to light armor, meaning they'll die as fast as an lrf, but they cost at least twice as much, and don;t do squat to anyhting but planets. Simply put I dont think anything should get a damage bonus against siege frigates, and only a select few units should be able to penetrate its armor and deal full damage. Lrf would still deal %75 damage to them and everything else would be %50.
You REALLY don't want to make them Very Heavy. Siege should be fragile. It should only be used in situations where the space around a planet has been secured. Back in the day fleets of siege would trek around and lay waste to planets while the defending player would attempt to shoot it down. Even if the defending player eventually destroyed most of the siege, they would have been economically crippled from loss of planets, maybe their HW, and the aggressor would just build more siege and rinse and repeat.
Wtich is in part why I thing they should be heavy armor not Very Heavy. That way LFs become the counter. But before you can do that you need to fix LRF, Carriers and Flak.
better just to leave the channeling on domina's, or you will be facing fleets of non-disable-able ships
Deceiver, I would greatly appreciate if you could add my vote on the Siege Frigate dilemma.
I would also like to cast my vote on other ships but for tonight I will concentrate on the mighty Siege Frigates.
Siege Frigates Buff Siege Frigates Increase Hp/shields/armor?: Yes, but only by +10% (more and they risk being gamekillers) Change armor type (currently light)?: Yes, to Heavy (this would mean that the hard counter would be Light Frigates). Decrease Resource cost?: No Decrease Supply Cost?: Yes, from 14 to 10 Increase Bombardment damage?: Yes, by +20% (from 21 to 25 for TEC/Advent and from 25 to 30 for Vasari). Make TEC Heavy Fallout Active (currently passive)?: Yes Reduce Heavy Fallout effect time (currently 6 minutes)?: No Reduce Xp value (currently 65xp)?: Yes, to 30-ish Apply fixes to siege militia?: Yes Apply fixes to siege pirates?: Yes
I would also like to add that each races Siege Frigates should be a bit more different from one another, for example;
- TEC Krosov Siege Frigates: +30% weapon range vs. planets.
- Advent Purge Vessels: +10% movement speed.
- Vasari Karrastra Destructors: Reintegration ability.
But this might be more helpful in another threat.
The way I see it there is realy no winning with saige frigates. If you leave them how they are than they are useless but if you buff them then people will just go Rambo with them and maul your planets.
I disagree, giving Siege Frigs heavy armor will make the LF the hard counter, LF do +50% damage vs. heavy armor and they have +50% faster speed then Siege frigs. So, in theory, this alone should make LF a real threat to Siege Frigs. So if someone "goes Rambo" with Siege Frigs, all you've got to do is build LF. Even if they drop the supply points of SF from 14 to 10, you can still build 2 LF for the equivalent number of supply points. I say its a fair match.
No one is going to be happy about building a ship that is slaughtered in most fleet engagements specifically to counter siege. Consider that most fleets are LRF based -- if LRF + Siege attack, no one is going to build Light Frigates specifically to deal with the Siege.
Anyhow, Siege did get a bit over nerfed, I think they could use a supply decrease. But the nerfing happened for a good reason.
Siege are tier 1 for Advent and Vasari; they're only tier 2 for TEC, who will be getting LRMs anyways.
Hangers are immobile, siege frigates are not. You have to hanger up each of your planets (this isn't an AI we're talking about, this is a player who knows how to scout and pick the most vulnerable targets), and that's extremely expensive. So a team of two or three roaming siege frigates can become extremely difficult to route without spending many times their value to hanger up all your worlds. As well, the siege frigate can be researched so early into the game that it's quite possible that you won't have enough scouts to see it coming and won't be prepared.
I have no problem with them moving over to heavy armour type. This would make them weak to light frigates. Staying light as they are will leave them weak to scouts. Either way works. On the other hand, I could agree to make them "very heavy" if they got moved tech levels up. At level 1, they just come out too early. If they were level 3 or 4 that would be another matter.
Honestly, if your opponent is using fleet space to build siege frigs, a unit that's useless in combat, you can afford to spend some fleet space on light frigates, a unit that is marginal in combat. Honestly, if it gets the LF used more it's probably a good thing.
When it comes to "countering" siege frigates, we're mostly talking about small forces defending your flanks. If this is a major fleet battle, armour types be damned the siege frigates are going to get toasted by masses of LRF fire!
That's why i said before this could be done the carrier flak and LRF balance needs to be fixed. If ti fixed back to what it wa sin 1.01 I for one can say will ahve no problem with seige frigates.
Again, I'll reiterate: if we're talking about a massive fleet battle, armour types won't mean much because three dozen LRF are going to focus fire those siege frigates, and they will not survive. It's small harass teams that these armour types really matter for, and light frigates and scouts both are fully capable and respectable in small engagements.
Which is why I think they should be very heavy and let bombers be the hard counter and lrfs be soft counter. With early game fleets being lrf based, and the cost of the damn things, siege spamming won't be a viable strategy, but they will be significantly tougher to kill.
Also lets not forget that in entrenchment at tier 3 one can build a starbase and prevent the loss of control to bombardment, sapping much of the siege frigates power. They may be tier 1 and 2 but with the current supply they take up, you won;t be able to build a lot of them and have a decent fleet until you tech to tier 3, at which point you can get an SB to protect your most precious planets. Got a problem with a siege spammer? build a starbase and you are fine.
It takes a good long time for a few siege frigates to take down a 1500hp planet (which one can upgrade higher, and for cheap with certain early game techs and abilities), and rushing out more early game siege leaves a player with a lot less supply (and resources) for a fleet to protect them.
There are lots of options for fixing the siege frigate, this just happens to be my favorite. Whatever happens to them though, I really don't think their armor should be light.
Keep up the great discussion
I don't think the armor type is as big a deal as their supply cost being too high. I think they were just a bit over-nerfed. But not much....I try to remind people why the nerf happened, but I'm really not too worried about them getting much of a fix. Ironclad made them like this in response to all of the people crying because they couldn't kill the siege frigs fast enough to save their worlds. It was deemed "not fun" for people to get QUICKLY knocked out of a game by someone who was not even trying to fight their fleet.
I remember those days, but many changes have been made to the game since then, and I think it's safe to start (maybe slowly) reducing that nerf, or re-tooling siege frigates to regain their place in the fleet.
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As for the siege frigates, I think that changing their armor to heavy is a good idea as long as LFs get buffed.
Another good idea IMO would be to- increase siege frigs' hull, shields by 100% and their armor by 1 or 2AND at the same time- reduce their speed by 30% and increase their phase jump chargup time by 50%.(the second may not be doable in stats but giving all siege frigs an always-present passive debuff would be a quick and easy solution)
That way, they will be tough enough to survive a bit out there while still not being fast enough to freely jump around enemy planets, raiding and harassing and pissin' him off.
Of course, yay to active heavy fallout
N3rull I think you're off 1 tier, i think most people consider tier 0 stuff you're already given (scouts, lfs and colony frigs). Tier 1 requires 1 research lab, tier 2 requires 2 research labs etc. etc. That's the most logical way to look at it, and I believe most people consider "tiers" that way.
May help clarify your arguement, because on first glance I was like "what the heck is he talking about? TEC tradeports tier 1?"
Well I used the tier order suggested by soasewiki.com . Sorry if it ain't clear.
Okay, who uses fighters and doesn't micro them? If you want an attack-move army, fighters are possibly the last unit in the game you should be building (at least in the current version). If you don't micro your fighters they get chewed up and spit out by flak. Moreover, they won't attack LRF unless you tell them to. You have to order them to attack flak frigates every time they kill one because they'll go back to attacking enemy bombers and fighters otherwise. Secondly, fighters are so fast that moving them into the area of effect of repair cloud is trivial. I do it all the time.
You lose some, for sure, but plenty of them do get away from flaks with health remaining.
What's tier 1 research? I wasn't referring to any research in that post. Yes, the drone host rebuilds strike craft fastest and their squads are the largest, but Advent strike craft are individually weaker than what the other factions field. Overall Advent strike craft squads deal slightly more damage and have slight more health in total, but it's not enough to make a big dent.
Partly out of curiousity to do with our discussion here, I did some isolated testing of fighter vs flaks, specifically Advent vs Vasari. My findings were that the difference in the longevity of their fighters fell well within the margin of error. They both die to flak virtually at the same speed, and minor variations in speed and positioning had greater impact on the results than which variety of fighter and flak I was using. The best conclusion to draw from this is that the performance you get out of strike craft has more to do with how you use them than which variety you're using.
Saying "TEC has a stronger economy" and "TEC has cheaper units" are two completely different things. The former is true in most cases, the latter is not. This is an important distinction, especially in team games with feeding. I'm not going to open yet another bag of worms by comparing Vasari and TEC economic strategies, but suffice to say that I view trade as overrated.
That was my thought as well. I use terms like "2-lab level" and "tier 2" interchangably.
May I add the strikecraft longevity against flak is hugely effected by behavior- i.e setting strikecraft to hold position behavior allows them to live longer against flak frigates, but requires more micro to be effective attackers.
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