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-
Yeah Im good with it I dont think it throws much off at all.N3rull is complaining that advent sc are soooo much better than vas.When they are really close and vas are probably better imo.Anyway you dont see them use it much because they dont have too but advent HAVE to it is the only unit they have for taking out a sb.So I dont wanna see advent sc nerfed.
WTF I'm not asking to nerf anything here about strikecraft.L2read.
I want orky to do more damage vs structures because a fully offensively upgraded orkulus (i.e. 7k-ish credits + a crapload of time) deals about as much damage to structures as two ogrovs (1,2k ish credits and, like 2 minutes of construction?).
Every faction can spam bombers, every faction can spam LRFs, but the Vasari can't build torpedo cruisers. They can build the Orky offensively. However, the orky just doesn't do its anti-structure job well enough when completely upgraded. It just won't break through Advent's repair bay + shield regenerating hangars combo, for example, even if it has 3 assault upgrades. Advent can build 5 starfish and wipe the repair bays and hangars all at once, leaving the starbase without support. TEC can build 7 ogrovs and break through the starbase regardless of any regeneration it may be given. Vasari can NOT build a second Orky, nor can they make any more offensive upgrades.
And Vasari strikecraft aren't better than any other.
I didnt say you were I was just saying I dont want to see them nerfed.
mindseye is a well known fact you love advent dearly just like ICO. THEY NEED A NERF. PLAIN AND SIMPLE.
hey ascension, any votes for siege frig fixes?
Siege Frigates Buff Siege Frigates Increase Hp/shields/armor?:Nay Change armor type (currently light)?:Nay Decrease Resource cost?:Nay Decrease Supply Cost?:Yay (12) Increase Bombardment damage?:Nay Make TEC Heavy Fallout Active (currently passive)?:Yay Reduce Heavy Fallout effect time:Nay Reduce Xp value (currently 65xp)?:Nay Apply fixes to siege militia?:Yay Apply fixes to siege pirates?:Yay No Fix Needed- Be very careful for what you ask for with Seige Frigates. They used to cost 5 ship slots per unit when the game came out. That was hell, and I was glad to see these knocked up to 14 ship slots when they made the fix. These ships need to be frail. They need to be a risk to buy. Planets are the most precious resource in this game. Making the ship that takes them too powerful in any way shape or form can ruin this game. 14 ship slots is a bit excessive I agree, but I do not support the idea of going below 12. I hesitate with buffing the ship itself and lowering the ship slots. If anything is going to change, only do one or the other. Hopefully, the only change is the number of ship slots. IF THE ONLY CHANGE is the # of ship slots, then yes, 10 ship slots is ok.
Also, remember, the AI loves the seige frigate. Making the ship that the AI loves more powerful may not break the bank for online play, but it could frustrate a lot of single player people who all of sudden see the seige frigate armada coming their way.
Very touchy issue. Be careful with what's changed here. SEREVUN OVERSEER Buff Serevun Overseers- Increase firing arc:Yay Increase turn rate?:Yay Make 'Reactive nanite armor' omnidirectional?:Yay Increase reduc of jump speed:Nay Allow 'Jump Degradation' to do a damage % :Nay No Fix Needed-
The ship is odd, I admit. It's not that the ship has no role, and actually, I do use it. This is the best ship in the game for countering anyone who goes straight for your capital ships. You can just randomly add 250 health to ur ship and give it armor. 6-8 of these will keep your cap (egg most likely) alive indefinitely if you micro it right. You could go a couple ways with affecting ships jumping into system. Something along the lines of taking awaytimatter or disabling abilities wouldn't be bad, but a % damage seems a bit too strong for a support cruiser. SKAROVAS ENFORCER Buff Skarovas Enforcers- Decrease Resource Cost?: Nay Decrease Supply Cost?: Nay Increase hp/shields/armor?: Yay Increase Damage?: Yay (To 21.6) Cheaper damage upgrades?: Yay Higher reintegration rate?: Nay No Fix Needed-
JJ basically covered it all in his other thread. HC clash fests is probably the only rock on rock battle that I support, because you know what? Sometimes I just don't want to make bombers. This can't be buffed TOO much, but it should definitely compare to its TEC and Advent counterparts. Should be the middle man for HP and Shields in the grand scheme. TEC = worst shields, best health. Advent = worst health, best shields. Vasari = middle man. That's the theme. Keep it so that the overall combined health/shields is the same. Arguably, if this ship didn't have reintegration, I'd say 24 dps would be appropriate as opposed to 20. Since it does, make it 21.6. That's a 10% dps nerf if you use the Kodiak 1.8 dps per ship slot ratio.
The Wave Upgrade Tree needs to be knocked down to tier 2,4, and 5 respectively instead of 4,5,7. This will compare with the TEC autocannon upgrades and the Advent Plasma Upgrades.
DOMINA SUBJUGATORS Buff Domina Subjugators- Increase firing arc of abilities?: Yay Increase turn rate?: Yay Make abilities AOE?: Nay Remove channeling: Yay Fix Targeting AI?: Yay (doubt it's practical to program) No Fix Needed-
This ship doesn't get used online yes, but the problem is the Guardian, not this ship. EVEN IF the guardian has repulse brought into line, the shield bubble is still hands down better than than anything the subjagator could bring in the first hour of game play. Late game this ship should be used. Problem is this is a lot like the Cielo command cruiser and subverter. You need a big fleet for this to be out and about and effective.
This isn't for rush maps, so I don't think the online community should be pushing for a buff considering online maps (99% of the time) are PURE rush maps. Their job is pretty clear. It's a tier 5 ship with a tier 6 ability that you should get once you have an econ that supports a fleet of appropriate size that would actually need this ship and what it offers.
CARRIER CLASS CAPITAL SHIPS Buff Carrier Caps- Increase Initial Armor? Nay Increase Squadron Capacity? Nay, Nay, 1000X Nay Make SC buffs AOE? Yay Increase additional drones(Adept Drone Anima)? Yay only if SC buffs aren't made AOE Re-work Scramble Bombers? Yay (Bring out say....2,3,5 squads, or 2,4,6?, something like that) No Fix Needed-
TBH I wasn't aware that this ship class was a problem. Considering this class brings a CAPITAL Ship with it, I didn't see it as a problem. If anything, I found the Skinatra (Vasari Cap) to be exceptionally weak compared to its brethren. It does 24 dps base, when the sova does 36 and the halcyon does....ok...don't remember that one off the top of my head.
This is hard to balance, because you have a ship that's getting progressively stronger, and then it has the odd quirk of a growing number of SC. That makes re-balancing this class a little fuzzy.
LIGHT FRIGATES Buff Light Frigates- Increase Damage?: YAY (Vasari only, to 12 dps, I've explained why before) Increase Damage bonus to armor type?: YAY (Heavy Only, 175% or 200%) Increase Hp/Shields/Armor?: NAY Increase ability range?: YAY Increase firing arc?: YAY Increase turn speed?: YAY Tweak Targeting AI to favor support cruisers?: YAY Nerf Counters- Decrease LRF Damage?: 1000 X Nay Increase resource cost?: Nay No Fix Needed-
Light frigs can't be too strong. They are available from the beginning. You make this ship too strong, you'll just have a new trend: light frigate rushing. BAD BAD BAD.
REPULSE: Nerf Guardians- Increase AM cost?: 1000 X Yay Decrease AOE?: Nay Increase resource cost?: Nay Cause damage to shields?: Nay Buff Counters- Increase LF ability range?: Yay No affect to Cap Ships?: Nay (Sorry, kinda has to be this way) Increase Distortion Field activation range?: Nay No Fix Needed-
Repulse needs 1 of 2 fixes. The second option isn't here. One is to increase the antimatter used per second. I like that personally, but a second option is to increase the cooldown time to say 30 sec to a min. Those are the best choices. I like the ability for the record. I just don't like that people can abuse it insanely. MISSILE BARRAGE: Nerf Missile Barrage- Decrease total damage?: Nay Increase AM cost? Nay Decrease AOE? Nay Buff Counters- Increase range on ability interrupts?: Yay LF abilities can target caps?: Nay Graphic Improvement?: Yay, needs to be much brigher, like BailKnight's Mod Bright No Fix Needed-
No comments here. Ability is counterable, but should be more easily counterable. Phase out Hull, Ion Bolt, Magnetize, Antimatter Bomb, Reverie could all be increased in range to outrange MB. CARRIERS: Buff Carriers- Decrease build penalty?:NAY Increase fighter HP?:NAY Reduce movement penalty?:YAY Nerf Counters- Reduce Flak rate of fire?: Not this fix, but something like this No Fix Needed-
I have no idea how to balance this, but the problem is flak killing them too fast. How this should be fixed, I don't know, but making the SC stronger could be bad.
SCOUTS: Nerf Scouts- Reduce damage buff against light armor?: NAAAAAAAY I WILL SNAP IF THIS HAPPENS Increase scout supply requirement?:NAAAAAAY SAME HERE Increase resource cost?:Nay Buff Vasari Scouts- Increase Hp/Shields?: Yay They just don't compare to TEC and ADvent Scouts in the grand scheme Increase damage?: Yay See HP/Shields Arguement No Fix Needed-
These little suckers are fine by me. Vasari scouts don't compare to TEC and Advent, so they need a slight fix.
ILLUMINATORS: Nerf Illuminators- Increase resource cost?: Nay (This aint the problem if it's just Illums we're talkin about) Adjust damage division between beams?: Yay (Bring back the days of 33% from each!) Decrease/adjust the HP/Shields?: Yay (HP & Armor only , 500 hp, 1 armor) Increase supply requirement?: Nay Decrease Damage?:Nay (Tier 3, better be the strongest of the three lrfs) No Fix Needed-
I like Illums. Making each beam do 33% would fit the nature of the ship. I strongly disagree with everyone who says changing cost of ships will do anything. I'm sorry, but if they're within 25% of each other in total cost (which is fuzzy cause of the 500 cred/100 resource ratio which isn't constant and the fact that you sell resources at 1/2 price to the black market) In the grand scheme, if the costs are relatively close, they're fine in my book. If the Illum's cost goes up, then so should Assailants and LRMS.
I'm sorry, but this doesn't make any sense.
You want 360 degrees nanite armor AND increased turn speed AND increased casting arc (360 needs increasing???) even though you already think this to be a powerful ability
AND AT THE SAME TIME
you do not want any buff to the most useless ability in the game® , namely the jump degradation and phase detection.I mean, it is arguable if nanites need buffing (they're already good, only a little unreliable due to the slow turning speed and 0* casting arc), but it is beyond any doubt that jump degradation has absolutely zero use compared to any other support cruiser ability in teh game.And yet you want to buff the first and leave the latter.
Please explain.
Fair enough. For 360 degrees, I'm assuming this means the ship can fire the ability onto one ship of its choice (capital ship most likely) in any direction within range. I thought the ability already had this, but I'm saying it should be given this if it doesn't already.
Since this is an ability that needs to be used in urgent situations, the turning speed would fit that need.
For jump degradation, it's more that I don't know what a balanced fix would be. What good is making the enemy fleet jump slower really going to do in the grand scheme of play? You could take away antimatter supplies. I'm hesistant to do damage with this upgrade, but I could see it working.
With jump degradation, it's more.....can this ability really be made that good without going OP? I'm sure there's some way to make this ability good, but I just don't know what that is where the game will stay balanced.
siege frigs..
nay for all except ship slots which could be 10-12.
Umm, just a comment. Game development is not a democracy. I truly hope that Ironclad only gives these suggestions a passing glance, but they ultimately should make the game that they want to make. Some people will love it, and some won't. But the last thing the SINS makers should do is change the game based on a forum vote. By taking everyones suggestions and trying to make a game that pleases everyone, they will end up with a broken mess of a game.
I suggested a way to make it a tactically interesting ability. Maybe you can comment it if you don't have your own ideas?
I like it. I guess what decides it for me is which one would be the easiest for the devs to program. Agreed firsrt buff. I like antimatter suggestion. Only suggestion I don't like is the armor reduction. Don't think the speed/accel thing would do enough. Up it to 1 min.
My personal suggestion would PROBABLY be to disable passive regeneration on ships that jump into the system...for say.....30 sec to 2 min. Somewhere in that range. Kinda just hit me recently.
@Charon
I'm pretty sure they only look at this with passing glance, although I think the stuff that sticks out to them is when the voice of the community is sounding in unison and loudly. The one thing I think this thread may do is fix repulse. The community is in agreement that it's broken. Most vets I know have said "there is no counter to repulse". I don't want the ability to go, and I don't think anyone else does. But FINALLY, people will be forced to use repulse conservatively and strategically....not abuse it consistently as a leg to stand on.
Passive Regeneration disability would be nice. Not powerful enough to be broken, but annoying enough that you'll notice it.
Increasing the chance that phase missiles will penetrate shields might also be an appropriately Vasari debuff, and it wouldn't make the missile turret upgrade redundant on worlds covered by both turrets and an overseer. It would actually complement them!
Whatever happens, don't cut the phase speed debuff. I actually put overseers on front-line worlds and use the ability to give me more time to shift defenders around when a big force comes in.
That's what this thread is designed to do. Hence the colors, a dev may jsut scroll down the list, see a lot of greens and/or reds and think to himself "Man a lot of people seem to think this idea will improve the game, maybe we'll give it a shot" or "I was considering changing that but it seems that might upset and alienate a good deal of people, maybe I shuold think of a different way".
Also a Dev may look down the list and think "hey thats not a bad idea". Ironclad isn't a huge company, which is why they like customer feedback to help them improve things when they feels its needed. The current state of repulse IS a great example. It's true that there are plenty of complaints over this and that, but I feel at the core the community wants the game to be perfect, and in my opinion its close.
But for me, the way I see it, they poured a lot of time and effort into making all these great units and aspects of the game, many of which go unused and unappreciated by the community, and many suggestions (like things for the Domina and the Overseer) are small things that could improve the units and increase their usage. I know that had I created a game like this, I would certainly want all the units to be useful and appreciated.
@Raging Amish
thanks for the input, it'll take me little time to get all that up, but I'm sure I'll find it soon.
BTW this is a great idea.
I think I should say one more thing. Deceiver, love the thread. I hope the Devs read every word of it.
I'm reposting Raging Amish's 'ballot' so its easier to read (no word wrap??), he brings up a lot of good points. On the next update I'll be including a topic for increasing cooldown time on repulse and a few extra ideas for improvement of Jump Degradation so keep an eye out for them!
Oh and
@Diplominator
I'd like to get your vote on things when you have the time.
RAGING'S RANTSIEGE FRIGATESBe very careful for what you ask for with Seige Frigates. They used to cost 5 ship slots per unit when the game came out. That was hell, and I was glad to see these knocked up to 14 ship slots when they made the fix. These ships need to be frail. They need to be a risk to buy. Planets are the most precious resource in this game. Making the ship that takes them too powerful in any way shape or form can ruin this game. 14 ship slots is a bit excessive I agree, but I do not support the idea of going below 12. I hesitate with buffing the ship itself and lowering the ship slots. If anything is going to change, only do one or the other. Hopefully, the only change is the number of ship slots. IF THE ONLY CHANGE is the # of ship slots, then yes, 10 ship slots is ok. Also, remember, the AI loves the seige frigate. Making the ship that the AI loves more powerful may not break the bank for online play, but it could frustrate a lot of single player people who all of sudden see the seige frigate armada coming their way. Very touchy issue. Be careful with what's changed here.SEREVUN OVERSEER The ship is odd, I admit. It's not that the ship has no role, and actually, I do use it. This is the best ship in the game for countering anyone who goes straight for your capital ships. You can just randomly add 250 health to ur ship and give it armor. 6-8 of these will keep your cap (egg most likely) alive indefinitely if you micro it right. You could go a couple ways with affecting ships jumping into system. Something along the lines of taking awaytimatter or disabling abilities wouldn't be bad, but a % damage seems a bit too strong for a support cruiser.SKAROVAS ENFORCER JJ basically covered it all in his other thread. HC clash fests is probably the only rock on rock battle that I support, because you know what? Sometimes I just don't want to make bombers. This can't be buffed TOO much, but it should definitely compare to its TEC and Advent counterparts. Should be the middle man for HP and Shields in the grand scheme. TEC = worst shields, best health. Advent = worst health, best shields. Vasari = middle man. That's the theme. Keep it so that the overall combined health/shields is the same. Arguably, if this ship didn't have reintegration, I'd say 24 dps would be appropriate as opposed to 20. Since it does, make it 21.6. That's a 10% dps nerf if you use the Kodiak 1.8 dps per ship slot ratio. The Wave Upgrade Tree needs to be knocked down to tier 2,4, and 5 respectively instead of 4,5,7. This will compare with the TEC autocannon upgrades and the Advent Plasma Upgrades.DOMINA SUBJUGATORS This ship doesn't get used online yes, but the problem is the Guardian, not this ship. EVEN IF the guardian has repulse brought into line, the shield bubble is still hands down better than than anything the subjagator could bring in the first hour of game play. Late game this ship should be used. Problem is this is a lot like the Cielo command cruiser and subverter. You need a big fleet for this to be out and about and effective. This isn't for rush maps, so I don't think the online community should be pushing for a buff considering online maps (99% of the time) are PURE rush maps. Their job is pretty clear. It's a tier 5 ship with a tier 6 ability that you should get once you have an econ that supports a fleet of appropriate size that would actually need this ship and what it offers.CARRIER CLASS CAPITAL SHIPS TBH I wasn't aware that this ship class was a problem. Considering this class brings a CAPITAL Ship with it, I didn't see it as a problem. If anything, I found the Skinatra (Vasari Cap) to be exceptionally weak compared to its brethren. It does 24 dps base, when the sova does 36 and the halcyon does....ok...don't remember that one off the top of my head. This is hard to balance, because you have a ship that's getting progressively stronger, and then it has the odd quirk of a growing number of SC. That makes re-balancing this class a little fuzzy.LIGHT FRIGATES Light frigs can't be too strong. They are available from the beginning. You make this ship too strong, you'll just have a new trend: light frigate rushing. BAD BAD BAD.REPULSE: Repulse needs 1 of 2 fixes. The second option isn't here. One is to increase the antimatter used per second. I like that personally, but a second option is to increase the cooldown time to say 30 sec to a min. Those are the best choices. I like the ability for the record. I just don't like that people can abuse it insanely. MISSILE BARRAGE: No comments here. Ability is counterable, but should be more easily counterable. Phase out Hull, Ion Bolt, Magnetize, Antimatter Bomb, Reverie could all be increased in range to outrange MB. CARRIERS:I have no idea how to balance this, but the problem is flak killing them too fast. How this should be fixed, I don't know, but making the SC stronger could be bad.SCOUTS:These little suckers are fine by me. Vasari scouts don't compare to TEC and Advent, so they need a slight fix.ILLUMINATORS: I like Illums. Making each beam do 33% would fit the nature of the ship. I strongly disagree with everyone who says changing cost of ships will do anything. I'm sorry, but if they're within 25% of each other in total cost (which is fuzzy cause of the 500 cred/100 resource ratio which isn't constant and the fact that you sell resources at 1/2 price to the black market) In the grand scheme, if the costs are relatively close, they're fine in my book. If the Illum's cost goes up, then so should Assailants and LRMS.
Oh, I had a thought for something that may or may not deserve to be mentioned on this thread. It's about Missile Barrage.
For the record, I think MB is fine. Each race can counter it with another capital ship ability. TEC have Ion bolt on the Akkan and Magnetize on the Dunov. Advent has Antimatter bomb on the Radiance and Reverie on the Revelation. Vasari, however, has only phase out hull on the Marauder. I would say the Devastator is a counter, but the anti-antimatter ability on it just doesn't do enough to be considered a counter to MB.
Vasari need a second option against MB. Let's face it. Not every map favors buying a marauder. Outside of myself and Ascension, I don't think I've ever seen anyone use it.
A simple option would be to just add the "disable ability" clause to a current capital ship ability on the Vasari side.
Can't put it on the desolator. It's already on the marauder. Putting it on the Egg (probably gravity bomb or nanite ability) would just put the egg over the top and make it too damn powerful.
The way I see it, there are two options:
1. Make the third ability on the Battleship also disable abilities on ships it touches.
2. Rename Scramble Bombers something like "Tactical Bombers" or "Subversive Bombers", and have it be that when they attack a target they disable it's abilities much like magnetize would. Or have them be "Suicide Bombers", or "EMP Bombers" so they're essentially Kamakaze bombers that sacrifice themselves to disable the enemy ship's abilities.
I like option 2 better. Scramble bombers would finally have a purpose, and you might actually start seeing the carrier cap for the Vasari.
When it's fixed (if it really is a bug, i'm not 100% sure but I don't think I ever saw disruptive strikes work on beam hits), dis. strikes should get noticeably better and more reliable (more shots = more steady debuff application). Then maybe it will become a decent counter to MB.If only 2/3 disruptive strikes with 2/3 surge could drop, say, a level 7 Marza with half AM pool upgrades done below 150 AM in below 45 seconds, I would call it a counter. It would force the Marza player to make a decision - MB now or MB never.
It's all explained here in the beta feedback forum.As a side note, if this thing is fixed (and disruptive strikes is not nerfed too much back to compensate the big increase in shots fired) then I will officially have no more quarrel with MB.... well, maybe Volatile Nanites could use a splash radius increase (it's 2000 initial radius, 1000 radius for ships blowing up. I'd like it to be 3000ish and 1500 respectively. And don't you freakin' dare call it imba when that stupid MB is still out there dealing a million DPS with one click and fancy artwork ). Damn I'm touching cap abilities again. Wrong way ;O.
I'd agree that Vasari need a second interrupt. I think most people think phase missile swarm is lackluster on the Vulkoras; how about giving it an interrupt effect, ending any channeling abilities on affected units? It would be area of effect, but given its rather short range compared to other interrupts this would probably be acceptable.
Personally, my gripe with missile barrage is that there are no comparable abilities among any other capital ships in the game. Either we need more abilities like missile barrage, or missile barrage needs to be changed to be more in line with what other factions have. It's just not right for it to be the sole exception.
Actually, missile barrage helps set the TEC apart imo. Each race has abilities that are so powerful, and they're the only race to get it.
Advent: Shield Regen (Very Underrated), Colonize (So Underrated), Provoke Hysteria, Telekinetic Push (Can shove entire armadas of strikecraft), Vertigo (Quite underrated, at level 3 it lowers enemy dps by 60%)
Vasari: Nanite Disassembler, Gravity Bomb, Planet Drain (all on one ship mind you), Volatile Nanites, Desolator Seige abilities (Better than Marza Overall)
TEC: MB (obviously), Embargo, Armistice (If I've used it on you, you get why it's strong), All Abilities on Dunov are good, Raze Planet
That's just a short run down of capital ship abilities. MB is pretty strong and straight to the point yes. But the devs felt the need to lower the dps of the abilitiy so you could get away from it.
Could it use a slight fix? I dunno, maybe. There are counters, so it's not broken, but without those counters you're screwed, so I dunno. I will say I'm appalled that it's range is so large. Reminds me of the days of Malice + Cleansing Brilliance (Before Target # got limited to 8,16,24)
I don't know how you can compare this to Marza.
Nanites are the only really badass ability Vasari have. I am not sure how you want to compare these to the Mb though.Except nano, there's nothing anywhere near MB that the Vasari can throw.Grav bomb? Slow down for 15 seconds or stop the enemy from phase jumping for 15 seconds. POWERFUUULLLL ;O ? No. Annoying, yes.Planet Drain. For a level 6 ability it is mediocre. Yes, 1800 damage to planet. But it's a lvl6 ability on a ship that otherwise sucks at attacking planets. It is channeled, lasts 45 seconds (methinks) and, for goodness sake, bombarding the planet won't win you the game. Wiping the enemy fleet will. So it's not an imba ability but yet another screwup that makes everybody choose the EGG.Volatile Nanites suck. Making them work requires a very good DPS on your side and a sucker on the receiving end. In other words:If the victim is loser enough not to disperse his ships when they get nanites, he might actually take an extra 10k damage and lose a few extra ships. That said, if the same loser meets a Marza, he will get completely wiped, regardless of what he brought. Comparing Volatile nanites to MB is a FAIL.Desolator. Lol. Marza can do a little less to planets, I agree, but has five times the potential of vulkoras when it comes to combat.
So - no, seriously. Vasari have no uber abilites. They have the EGG which is uber because it does everything decently and no other cap does it good enough to be worth getting above the egg.
Also, it is my personal request for us all to drop cap ship abilities in this thread. This is an bottomless can of worms, each the size of manhattan. If we are to bring cap ships to where they belong, a third of the abilities now present should be tweaked or completely reworked. This is a topic for a whole new thread (blinks at Deceiver) but starting it here would totally mess the current thread.
100% agree.
Look at my earlier post deciever. For everything that I didn't vote Yay for, I voted nay.
have to say i agree with raging on...pretty much all of his suggestions actually, best set i've heard so far.
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