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-
Good suggestions from everyone, thanks, update coming soon.
The Devs didn't put stealthy mines in Entrenchment as it screwed up the gameplay. Searching for mines was extremely time consuming and game pace slowed to a drag. I'm sure that they did manage to get it to work, but it was for game play reasons that they didn't use it.
Anyway, mines do need some love and the mines that need it most are gravity mines. These things make Mobile Phase Detection look useful. Why do more research to slowdown the enemy when you can do less research and just destroy them? It is completely illogical. The only reason to use these would be if they were a fraction of the cost of regular mines.
Juletron brings up an important point. During the developement of Entrenchments, I have no doubt in my mind that they considered invisible mines at some point, and decided against it for a damn good reason. So I don't think thats the solution for mines the way they currently function. Plus if we were to request that kind of fix, that would mean a lot of extra work coding and debugging for them. Simple fixes are what really need to be requested, based on the variety of small things suggested here.
Mah Nay's haven't been tallied! Hep, A'hm bein repressed!
lol, sorry Cykur, theyre up now.
As for the new mine changes I say yay, nay, yay, nay, nay, yay, yay, yay, nay.
Buff Mines Increase damage? no vote - may or may not happen, now that I think of it. Increase damage radius? Nay , it's ok Increase activation radius? Nay Increase mines per deployment? Nay Increase deployment spread? Nay Decrease cost? Yay , by some 20% Reduce build time for Proximity Mines(TEC)? dunno Increase duration of Gravity Mines(Vasari)? Yay , duration AND the speed nerf. AND their range. AND drop them one tier too! Damn, this thing is completely and utterly useless as it is! Fix homing mines AI to return to original deployment location(Advent)? Yay
I think mines would need a heap of other fixes, but I suppose doing the above would be a good beginning.
Juletron I'm curious as to why you say nay to fixing homing mines. Personally i think it sucks that a passing scout on autoexplore can ruin the placement of several squadrons of homming mines, that cost about as much as a HC for each deployment. Especially when the scout can out run them half the time. So essentially a single 200 credit unit can make the mines absolutely useless in seconds on accident.
On the otherhand I think its dumb that homming mines activation radius is = to scouts attack range.
That was a mistake. I got the order for yays and nays mixed up. *facepalm*
Recount my vote. I've also changed my mind about a couple of things.
Increase damage? yay (only a small increase so that clearing them with suicidal flak is slightly harder)
Increase damage radius? nay
Increase activation radius? nay
Increase mines per squad? not sure
Increase deployment spread? nay
Decrease cost? yay
Reduce buildtime for TEC mines? yay
Fix Homing mines? yay (scouts need slightly longer range detection as you said Deceiver)
Sorry about the inconvenience.
I think Ruiner needs a buff.
TEC can use its construction frigs to build mines and every planet they colonized has construction frigs.
Advent uses Drone Hosts which are otherwise the best carriers in the game ®, so they don't have a problem here either.
The Vasari, on the other hand, have to research the Ruiner (T3 research), spend money on the ruiner (moderately expensive), wait till the ruiner is finally built (it builds like a HC, dammit) and then drag it along (it has to be the slowest ship in the game, along with caps and carriers -.-) wherever they want it to start working. There is a lot of hassle a Vasari has to do just to be able to start laying mines, which he still has to pay full price for. When he doesn't lay mines, he is left with a useless, slow and squishy ship floating around. If mines were free (dear Lord, I don't want them to be!) then this frig could just float around laying mines for the fun of it. But when mines cost badass money to plant, a ruiner is useless throughout 99% of its life, unlike TEC construction frigs or Advent carriers.
I think Ruiners need to receive some other role. Some feat, ability, or just a flat combat buff, that would make them moderately useful in other situations than just minelaying. A siege cruiser role would be tempting, but I guess most of us (and definately the Devs) believe that a moving Starbase is enough for Vasari in this field.
I have a cool idea of what could be done to ruiners, but I am afraid this wouldn't pass. Anyway, what I thought about is to make Ruiners a battle-capable unit with minelaying ability. A unit that has a use outside minelaying, but is not really worth spamming.
For example:
Skarovas EnforcerCost - 625 C , 150 M , 110 Crys, 12 supply, 65 seconds build time.1180/700 Hull / Shields4 armor , armor type Very Heavy.20-ish dps wave cannons, damage type composite.
My idea of RuinerCost - 600 C , 130 M , 100 Crys, 9 supply , 50 sec build time.950/600 Hull / Shields3 armor , armor type Heavy (so that LFs can counter them decently well).20-ish dps wave cannons, damage type anti light (so they are an alternative lrm counter, if not explicitly efficient) or 13-sh dps composite.same speed as Enforcer.
As you see, the Ruiner would be a heavily overpriced, weaker counterpart of HC, but it would still be somewhat capable in combat. It would have medium armor, so LFs would hard-counter it. That would give LFs another purpose. It would have anti light damage, so it would be yet another LRM counter. It wouldn't be a good counter, though, being very expensive and not really effective, but it would have a USE to it outside dropping kablam-balls for 700-something credits per blob.
I think that would be cool. As it is, the whole process from building enough Military labs to having a ruiner spend more of your credits on actually dropping some mines out there is just too much of a hassle.
But... ah hell. Nobody is gonna care anyway
No problem dude, gave me the oppurtunity to drop some knowledge.
oh and n3rull, you have a valid point with the ruiner being pretty useless after its served it purpose, however I think a very easy and small fix can help it out a bit.
All mines have an initial vulnerbaility once they are deployed, there is a few seconds in which they cannot activate and are not phased out so anything can shoot at them and destory them. This prevents people from dropping mines smack dab in the middle of a battle and using them offensively. I'm not sure how long it actually is but I think its somewhere between 10-20 seconds. I think this time shuold be shortened for Vasari mines, to somewhere between 5 and 10 seconds, that way the ruiner can join battles and become a working member of a fleet. They are small and tough to spot, allowing them to sneak around with ease, and it would be great if they could creep up and drop some mines around an enemy fleet while they are fighting, even 1 deployment could be quite deadly.
We do care Nerull,
I also have an idea of what to do with the Ruiner; give the ship one squadron, that way they can support your fleet during engagement. Just another one of my dumb ideas.
Double Post, hell yeah!
The ruiner is the only actual mine layer ship. Advent can make strikecraft, sure. But those strikecraft require antimatter to make and take some time after deploying once to use again. Not to mention using a slot of strikecraft for mine laying drones takes away a squad of fighters or bombers.
The ruiner is unique because first it can lay down 2 different types of mines, and second it has the unique ability of just pointing at one spot and dispersing 10 mines with ease . Drones do that too for advent, but there's more delay between uses (ur waiting for antimatter stores). The ruiner spreads them out automatically (as opposed to constructing 1 by 1 with TEC), and require a relativley small wait period between uses (compared to Advent).
With those advantages, and the fact that you only ever need 2-4 ruiners, I dunno if it needs a fix.
Also, let's not forget that Z - axis control makes bypassing mines so easy. You can just go up and over the minefield, making your opponent spend all of his money on nothing more than forcing you to turn your ships up.
Buff Mines Increase damage? No they cause siffient damage. Increase damage radius? Yes they could cause more area damage Increase activation radius? No if you do that they will be to hard to counter Increase mines per deployment? No Increase deployment spread? No or youll see combat spam deployments would eb bad for gameplay if people can use mines offensively. Decrease cost? Yes by 25% at max no more. Reduce build time for Proximity Mines(TEC)? Yes takes ages to build TEC mine feilds since the constructor has to trael to each mine. The mine should be instantly built. Increase duration of Gravity Mines(Vasari)? Haven't teste it yet so I will say NO for now. Fix homming mines AI to return to original deployment location(Advent)? Yes, currently this lead to mines going in areas mines shouldnt be. It can cause for the landing zones in gravaty well to be completly swamped by mines. No fix needed-
This is true, but is negligible as they can simply be switched to something more useful. Ruiners do lay mines faster, but if you were to take 3 drone hosts with 3 mines squads each, you can lay down 90 mines faster than 3 ruiners can, at the expense of some antimatter. The whole point is though that drones have mine laying in addition to their normal function, so they don't lose their usefulness once mine laying is finished. Ruiners can lay 2 kinds of mines, but gravity mines are crap currently.
This is exactly why I think the spread needs to be larger (specifically along the z axis), the damage radius larger and there to be more mines per deployment. If this were the case, a cost decrease would not be warranted as you would get more for what you pay for.
More mine per deployment would mean you could have a bigger impact faster. Making mines a pottent weapon for offence witch is something that needs to be avoided.
The rest i agree with.
yay forums go boom for triple post
The thing in place to prevent offensive deployment is the delay all mines have before they phase out and become active, leaving them vulnerable to attack when they are first deployed. It couldn't possibly be a matter of 'amount' as Advent can deploy multiple squadrons within seconds and Vasari can have multiple ruiners deploying, yet we don't see mines being used offensively.
It means they will be more mien to kill from 1 scource int hat time amount. Makes them more pottent as an offensive weaposn wince more are deployed from the same about of ships as before.
Curently you have 4 ruiners deploying 10 mine with a 30 second activation. So you have 40 mines to kill before they go boom on your fleet.
If you add mroe mine say 15 per deployment you have 4 ruiners deployign 15 mines each, so 60 mines total to kill before they go boom. More mien for lest ships is bad, turnt hem into offencive weapons for the enemy si havign a harder time to eliminate them.
This also means you have 30 seconds to *gasp* move your fleet out of range, which is plenty of time. Its not the number of mines that prevents their offensive use, or you would see homming squadrons being deployed all over the place during a battle, its their immobility and vulnerablilty when first deployed.
Anyway the idea behind more per deployment is to have a single deployment cover a larger area especially along the z axis where ships can simply go over or under your well place mine field
I still think it not enough. TEC mines are where they're supposed to be, in the defensive. Advent as well - so what that they need to replenish antimatter if you're not in a hurry anywhere. Once you do, you have you carrier back. It gives a neat new layer of usefulness to Drone Hosts as they aren't fighting enemy units.
Ruiner, on the other hand, makes the same stuff in a more sophisticated way (as in: pay for it, tug it around, use it, let it waste supply as it is no longer of any use) while not giving you the chance to trully use it on the offensive. So what that it plants two kinds of mines. Grav mines suck. Period. Not worth the money, let alone the research and tugging the ruiner around to place them. Not worth wasting your time on thinking where to place them.
I see number of fixes for mines, all could work well. But if the Ruiner is to be worth itself, its high price, low maneuverability, retarded speed and utter uselessness above laying mines where it is currently floating, it needs some offensive boost. I dunno, an ability to throw mines into their position from a distance, to deploy them in a more complex fashion (ring, wall, evenly spaced field?), something.
Agreed.
Interesting idea. Medium armor would make it countered by LRMs. You must mean heavy armour. Anyway, I think shorter deploy times might be a better solution. Maybe have both changes? In any case, I'd like to see a speed boost.
This might be very OP, but how about make grav mines an upgrade for existing mines? This way, Vasari will be able to damage AND slow down enemy ships at the same time. "Throwing" mines into position should work well imo.
Double post cos forums go boom
I really dont think this would be OP. BTW, this idea was first brought up by JohnJames months ago and I always though it was a good idea.
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