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-
Indeed the Kortul isnt all that bad, the first thing I'll do is fix disruptive strikes. Once that's done and working well I'll tackle the reast of the problems that remain and tailor it to how effective DS is going to be.
As for the SC flyign throught star no can do. I would need to give them colision enteties and from what the devs said that causes alot of lag.
Mines need a research item to increase their damage late game to scale with improved hull/shields/armor and unit synergies (i.e. Guardian Cruisers, Hosiko Cruisers, etc)
i find late game i just run my fleets through minefields to clear them, as i wont take many losses, if any.
as for Game Bugs, there are always the ever present pathfinding and fleet grouped jumping bugs... not as easy to fix, but... still very important...
Second:MB - requires one lvl6 cap.CB+M - requires a lvl6 cap and one lvl5. Both are very useful out of the combo.VN - will not kill a goddamn fly alone.Try to use VN against a bigger fleet without those 30 HCs or 80 Assailants backing you up. VN requires a huge fleet with massive firepower to be used against a tight cluster of weak targets to even start working.If your fleet is less than 80% of the enemy's, you won't even have the chance to let VN do a tenth of what the enemy does to you. It is your FLEET that wipes the enemy in a SLIGHTLY MORE FLASHY STYLE thanks to VN. Sixty seconds of +25% damage is all that this crap is worth.
If you cannot see a difference between - one cap wiping any ungodly amount of frigates with one ultimate ability use- two caps killing 24 pieces of ANYTHING except caps over 8 secondsand Volatile Nanites that won't even work if you don't have a similiar fleet near your ass, then it's time to open your eyes.
As I said. 60 seconds of +25% damage against a cap or a starbase is all the use I find for VN and trust me, I used it with success dozens of time - only that I am well aware that I would win anyway, and VN only let victory come a little sooner and made it more cool-looking.
That Kortul is not the biggest joke in the game is only because Skirantra and Marauder are banging each other on the heads for this title, while Vulkoras is a dedicated planet killer/starbase banger with little to zero use beyond that.
oo we forgot about the big red button. and Meteor+Disorient
I'm a little surprised at the lack of love for the Marauder. Don't get me wrong. It doesn't bring much to the table combat wise, but then again, neither do the Rapture or the Dunov. The basic order for capital ships in each race is get the colonizer 1st and the seige cap 2nd or vice versa. Advent is the exception at times. I prefer a radiance over the Revelation.
And good lord. The Devastator? Who out there is actually defending this thing? I know it's bugged, but even so, this thing is not a Kol. It is not as highly armored, doens't get protective shielding, and is overall easier to kill. The same applies to the Radiance. This thing is NEVER the first cap a Vasari gets, so it's rare in multiplayer to get one of these past level 3.
Currently it's crap. Thanks to being bugged it doesn't work as the animatter sapper it's supposed to be. Once fixed, then yes, it'll be ok, but the fact that it's not an immediate animatter sucker means that the enemy is still gonna get off a volley of ability shots. If the Desolator brings that much power, what do you think the enemy's going after first?
Devastators are just crap in my eyes. Even if fixed. I'll take the Egg first and the Desolator second. If I actually need a third cap it's a Marauder purely so I can move my fleet around faster.
Back to my original point: Where is this misconception that the Marauder is awful coming from? It's dps is good. Phase Out Hull is the only answer Vasari has against drastic channelling abilities, including Missile Barrage. The 2nd Ability brings the addendum of "Bypasses Phase Jump Inhibitors". That's actually very powerful. Subversion, or whatever the 3rd ability. Ok, I'll give you that one. Unless you're attacking a colony your enemy has freshly colonized, I don't see the use. Very Very situational ability. I forget, does it affect ship build rates too? I think it does, so that's what saves it from being craptacular.
The lvl 6 is pretty much meh. I will say this combined with a Kotsura cannon is lovely. Think about it. A Kotsura cannon opens a phase lane at the planet it hits. The Marauder opens one at the grav well where it is. You jump without ever having to get a phase gate. That's power.
Anywho, the Egg is the best cap hands down. The desolator is second purely because it's better than a Marza at seiging. Third I have to put the Marauder. Phase Out Hull comes in handy against an opponent abusing Shield Regen, MB, Disruptive Strikes on Devastator, etc. The Skinatra is actually pretty good at lengthening the life of its strikecraft. You need the third ability on it to really see any results, but it does help. (Scramble Bombers is beyond crap). The Devastator is bugged so it's 5th on my list currently. Fix the bug and it moves to 3rd.
I'm sorry, but Jam Weapons is laughable. It's pathetic compared to flak burst or "the bitch slap of doom" telikinetic push. I've seen it have its uses, but c'mon, the Vasari got short changed on this one.
It does. Useful when attacking an enemy fleet construction planet. And the PJI immunity is sweet.
Marauders for the win!
Here's my list-
1. Skirantra; I have a soft spot for carriers. Repair Cloud+MPA= Cockroach SC. They just WON'T DIE.
2. Antorak; one of these+Kostura= Go-Anywhere cap/fleet. Phase Out Hull is nice, and I like Distort Gravity.
3. Jarrasul; obvious on this on, it's the Space Egg. What I like- Nano&Vortex.
4. Vulkoras; also rather obvious, any planet can easily fall quickly. PMS&Disintegration are a little lackluster though.
4&1/2. Kortul; gets a 4 & 1/2 because it does have its uses. DS can be useful; Power Surge is lovely; Jam Weapons you have to kind of time right; Vol Nans is also lackluster and pretty crappy o/a.
Sure, when you need to counter that MB, Phase out hull is what you need.If you need to travel faster, Grav Dist is what you might want.When you need to stop a planet from spitting out troops or building defenses, subversion works.
But the truth stands, 99% of the time any other ship in the game has more to say than this kid. Once you brought your fleet to the enemy (a little faster) and maybe slowed down his production (not that he produces in nearby gravwells) and maybe stopped a radiance from CB-ing you... after that, this ship is doing NOTHING.
DPS? Who cares about cap DPS? Get out.PJI immunity? WHO EVER MAKES PJIS? More, who ever doesn't kill PJIs once he jumps into a gravwell. PJI dies in 5 seconds from 30 LRFs, just like any other structure. Such a huge problem, omg. If you want your Marauder to jump into enemy territory alone, have fun. Just pray he aint got a starbase on the way, cause there goes your antimatter.
Defending Marauder is like walking five miles of desert in searing sun to a shopping mall only because the water there may be 5% cheaper than in your local store on the other side of the street.SILLY.
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One thing I have to defend though is Jam Weapons. It is just as good as Flak Burst or Push, only does the job in a different way. It's a decent strikecraft control ability, can be easily chained to keep the bulk of enemy SC force out of action for very long. Long enough to neutralize the SC OR start pounding on the carriers. The strikecraft's most important asset is that they can hit any target in the gravwell and will be replenished as long as carriers have AM. If you keep SC out of combat while chasing carriers and having them waste AM on reinforcing squadrons that aren't doing anything anyway, you're about as good as dealing direct damage to them.
I do, however, agree that with Power Surge that neither defends nor helps the kortul attack, bugged DS and crappy VN, Kortul is below decent right now.
Deceiver_0,
is magnetize suppose to interupt abilities??
It disables them just like Am bomb, phaseout hull, ion bolt... why wouldnt it interrupt like them?
mistake, nvm.
From reading this on and on it seems that is a cpitalship doesnt have a big boom ability it sucks period. Well that isn't the case, it's not because the abilities of 1 cap don't go boom in a big way that it's not powerfull they are some subtel abilities that don't go boom and that are way more powerfull then a big boom.
Deceiver_0, wouldnt it make TEC a bit powerful, since other sides only get 1 interupt ability per capship set??
Since the discussion at this point seems to be around the capabilites of vasari capships.... it is obvious that most of them are underwhelming.....since this is a patch change thread, im gonna suggest 4 changes that might help...
1. Switch nano-bomb with disruptive strikes, since the egg is all energy weapons and will make the kortul a bit more useful.
2. Switch subversion with gravity warhead, making the antorak a true ship dedicated to phase abilites
3. Upgrade jam weapons by giving it the ability to stop movement of all SC's in addition to jamming weapons.
4. Give the seige platform of the vulkoras the ability to attack structures. also since the phase missile swarm does not do any shield bypass, give it some extra effects(like disabling regeneration).
now cut me to shreds........
Advent have Reverie (which interrupts) and Detonate AM (which also interrupts). Vasari are the only ones with only 1 per cap ship set. Personally I think disruptive strikes should also interrupt channeled abilties.
Having a SC only 'distortion field' effect associated with the ability would actually make it a little stronger. I like this idea. Your others are novel, but aren't going to happen. Swapping cap ship abilities just isnt in the cards for a patch at this point.
marauders are fairly powerful ships..the micro you can do with phase out hull is unimaginable.
How often is phase out hull good? Not very.
If I need to save a friendly cap from focus fire will I use Phase Out Hull? Definately not. I can save my FFed cap ship with overseers that DON'T disable my ship.
Phase Out Hull is therefore redundant in this role.
Marauder is pointless. The micro that the Marauder needs isn't worth the reward in my experience. If Phase Out Hull didn't disable friendlies OR if it was an ordinary disabling ability that dealth shield damage, I would actually use it.
I don't like this idea because its a clone of Phasic Trap.
As for Power Surge, shield regeneration should be much much higher and instead of just a DPS boost, it should also deal area damage. Disruptive Strikes should have a chance to interrupt abilities. VN used to uber, but IC overnerfed it.
The problem is, when every race has one or two big boom abilities that can change the game (EGG humiliates fledgling starbases and other caps with nano, colonizes and has teh awesum drain later; Marza... ;Any Advent cap really, maybe one or two to a lesser extent) the other mediocre ships are not worth taking.
Why take a watergun instead of a real deal Colt for a gunfight?
There's just no point. It doesn't matter these ships are somewhat, kinda OK, when there simply are ships MUCH BETTER.
That's one, second is that Vasari have the most nerdastic abilities. 70% of Advent and TEC abilities are useful in a fight, scale well to your or enemy fleet or are just outright helpful. For Vasari, such abilities are... ehm... repair cloud? Nanos? Disintegration is junk, PMS have 7 targets max and both deal non-phase missile damage, which means Disintegration deals ~600ish dmg, while PMS do 200 to seven targets at level 3/3 (oh so awesome!! on a ship that should not take PMS anyway because it's a PLANET BOMBER that relies on AM draining siege platforms, and PMS drain AM like f...). Surge deals no damage and doesn't help kortul survive. DS is nice, but buggit. Volatile Nanites would be decent all of themselves, but in relation to what it SHOULD be doing (i.e. mass murdering frigate spams) it is inadequate at best.
Advent have 5 good caps, each with its uses in many situations.
TEC have good caps too, with the exception of Marza being somewhere halfway to Chuck Norris on the scale of awesomeness and Sova being shit.
Vasari have one über cap (EGG), one good planet cracker with hardly any combat use (Vulk), one hardly decent all-round no-u-don't ship (Kortul), one healing platform that has enough AM for 40 seconds of 30hp/sec hull repairs at best and one fancy night rider with no use other than breaking MB or RUNNIN' FOR YER LEIVES!!!111.
Either all ships should be truly formiddable or all should be just unique support cruisers with lotsa health.One way or another.When one cap blows the others in comparison, it's bad.When one race has most caps useful in many situation, while the other has caps that just float and shoot 90% of the time, hoping for a specific situation to actually do something interesting, it's bad as well.
Utter Bullshit.
ALL rapture's abilities are combat related. One reduces enemy effectiveness. One increases your own fighters' effectiveness - always. The next causes enemy ships to deal more damage to themselves than they do to your ships. And the final one just takes enemy ships away from him and gives them to you, *snap* - like that. Awesome. Need a cap healed? Dominate the enemy's overseer and see how it brings your cap to full health while the enemy wonders wtf. And it doesn't need Tier5 empire research done and 1800-credit phase gates planted to work (or Tech-8 military, 8000credits/piece kosturas, LOL)But the truth stands, 99% of the time any other ship in the game has more to say than this kid. Once you brought your fleet to the enemy (a little faster) and maybe slowed down his production (not that he produces in nearby gravwells) and maybe stopped a radiance from CB-ing you... after that, this ship is doing NOTHING.DPS? Who cares about cap DPS? Get out.
PJI immunity? WHO EVER MAKES PJIS? More, who ever doesn't kill PJIs once he jumps into a gravwell. PJI dies in 5 seconds from 30 LRFs, just like any other structure. Such a huge problem, omg. If you want your Marauder to jump into enemy territory alone, have fun. Just pray he aint got a starbase on the way, cause there goes your antimatter.Defending Marauder is like walking five miles of desert in searing sun to a shopping mall only because the water there may be 5% cheaper than in your local store on the other side of the street.SILLY.--------------------------------------------------------------------One thing I have to defend though is Jam Weapons. It is just as good as Flak Burst or Push, only does the job in a different way. It's a decent strikecraft control ability, can be easily chained to keep the bulk of enemy SC force out of action for very long. Long enough to neutralize the SC OR start pounding on the carriers. The strikecraft's most important asset is that they can hit any target in the gravwell and will be replenished as long as carriers have AM. If you keep SC out of combat while chasing carriers and having them waste AM on reinforcing squadrons that aren't doing anything anyway, you're about as good as dealing direct damage to them.I do, however, agree that with Power Surge that neither defends nor helps the kortul attack, bugged DS and crappy VN, Kortul is below decent right now.
@N3Rull
This is one of the rare times that I'm going to have to disagree with you on most points. I almost never play against a computer, and just about all of my games end within two hours. Advent players always pick a mothership first. Always. With the second cap, it's so rare to actually get a second cap to level 6 considering how long games last.
If this game were balanced, ideally, then yes, I'd say this brings a lot to the table, but here's where I start to dissent. Vertigo has always and will always be a kickass ability. I have no arguement here. I love this ability and typically get a rapture because of it. Lowering enemy DPS by 20/40/60 percent and getting a decent AOE is ungodly powerful.
Vengeance only retaliates damage, meaning if the enemy's half smart he'll stop targeting whatever it is that's doing it. I would say the battleship makes this go away with its ability to make stuff target it, but now the 2nd ability on the battleship has a cap limit on the # of targets (8/16/24). Combine the fact that it takes 3 caps to pull this off (mothership was ur first cap) and that really this ability doesn't do much until level 2, and the fact is there are other abilities I'd rather have.
That leaves the AOE concentration aura. The only time I've seen this make a significant difference is against starbases. Now wait before you call me a liar. Flak vs. Fighters is one of the most lopsided battles currently in the game, as it should be (although I'll agree it's a bit much at the moment). Those fighters never last long enough to see any benefit of the 10%/20%/30% extra damage. If I'm dealing with an enemy who's spammed fighters, I'll get a halcyon. When it comes time to have a ton of fighters/bombers to take out enemy starbases, yes, there I use and love this ability.
Domination is level 6. I get a rapture to lvl 6 once in a blue moon against a human opponent. It's powerful, but that means this had to be my second capital ship of choice, and in an intense battle, I don't want the support cap. I want the Radiance with antimatter bomb.
I went back and looked. I was off about the DPS. I confused it with the Dunov which does 46 dps at lvl 1. Point retracted.
PJI's are used. Howthe? uses them plenty. So do some of the BIA boys. Fact is when all you want to do is make the quick jump through the system, it's useful. I've had more than one occassion where I send my entire fleet to a less guarded planet 1 jump behind the fortified planet and just built up reinforcements there. Going after the actual PJI takes time and removes any element of surprise. The enemy watches and sees everything you're doing.
My point with the Marauder is that by later game where you need a third cap, this is it. I'm not sure why I'm arguing because in the end I agree the thing isn't all that attractive, but the fact is once you get to the point where you actually need a third cap, 9/10 it's the maruader. You need an anti-channeling ability and the Maruader is the only thing that the Vasari have.
BTW, I'm surprised at the love of Jam Weapons. If I actually see someone with a Devastator, one of a few things is going to happen:
1. I send my fleet to knock the Kortul Out. At the very minimum this will force the Kortul to retreat or find a repair bay (to be healed at 15 hps, lol)
2. I have strikecraft. I dock them, and jump with my fleet to another system. The Kortul will come with less antimatter. Odds are I have some lrfs. If I'm Advent, odds are I have a Radiance. If TEC, I'm not making strikecraft. See point 1.
Jam weapons is so easy to get around, because, unlike the Kol/Halcyon/Dunov, the strikecraft aren't being destroyed. Either go outside of the AOE and hit something out there and wait for the Kortul to run out of antimatter, or just go elsewhere and make the Kortul Jump, costing it antimatter. And don't play the flak card. If there are flak out and about, I'm not making fighters. I'm always watching for flak when I make carriers. I'm not going to keep making the one thing that flak are good at taking out. Even then, I'll micro the fighters/bombers using the no movement option.
If Jam weapons did something besides stop enemy fire I'd be impressed, but the fact that the enemy doesn't lose any strikecraft takes away from its usefulness.
I'm not really sure why I'm arguing here actually. I think it's that what you call completely useless, I say has opportunities that rarely present themselves. The Egg is the best cap. The Desolator is 2nd. That kind of seiging power is lethal. Who cares that the PMS is worthless. The seiging power here is immense. Then you've got this craptacular fest of three caps that are only going to come out if their role is needed. The skinatra if you build a ton of strikecraft. The Maruader if you need anti-channeling ability (which against a human you probably will), and the Devastator, a bugged capital ship that brings jam weapons and a decent level 6 ability (if it ever makes it there). Why bother with jam weapons if you can just spend ur money that would go to the Devastator on flak instead?
One thing Jam weapons does good is: 500 flak frigs, a single Kol or a Halcyon with maxxed burst/push aren't going to save your starbase from 50 carriers worth of bombers. Jam weapons will, at least for a time.
Here is my list to add to it. If I only put in what i thought was important, if it is not listed, it isn't important IMO. Mines Buff Mines Increase damage? - yes - using research... Increase damage radius? - yes, only slightly Fix homming mines AI to return to original deployment location(Advent)? YES!!!Siege Frigates Buff Siege Frigates Increase Hp/shields/armor?: YES Change armor type (currently light)?: Possibly Decrease Supply Cost?: Yes, by 2-4 Increase Bombardment damage?: NOSEREVUN OVERSEER Buff Serevun Overseers- Increase turn rate?: No - they should be slow, but powerfull Make 'Reactive nanite armor' omnidirectional (360 degrees)?: YES - they are the strength of a fleet in vas.SKAROVAS ENFORCER Buff Skarovas Enforcers- Increase hp/shields/armor?: YES Increase Damage?: YES Cheaper damage upgrades?: YES - by one level respectably, unless other ships start using wave cannons insteadDOMINA SUBJUGATORS Buff Domina Subjugators- Increase firing arc of abilities?: Yes Make abilities AOE?: Yes, but small Remove channeling from abilities?: NO - they should not be able to move while blocking Fix Targeting AI (on all abilities for all races) to prevent wasteful use?: DUH! yesCARRIER CLASS CAPITAL SHIPS Buff Carrier Caps- Increase Initial Armor? Yes - by 1,1.5 Increase Squadron Capacity? Yes - increase by 2,4,6 Make SC buffs AOE? - YES - forces carrier into action Increase additional drones(Adept Drone Anima)? Yes - 1,3,5 Re-work Scramble Bombers? - PLEASE - yesThe Advent carrier cap should be a swarming mess of fighters and bombers... that is the point.LIGHT FRIGATES Buff Light Frigates- Increase Damage?: YES, by 10% Increase Damage bonus to armor type?: YES, 25% Increase Hp/Shields/Armor?: NO Increase ability range?: Yes Increase firing arc?: YES - 120 degrees Increase turn speed?: YES - these should be like fighters, fast and deadly Tweak Targeting AI to favor support cruisers?: DUH! - yes Nerf Counters- LRF No Fix Needed- No fix, just needs a good counter, the LF + fightersREPULSE: Nerf Guardians- Increase AM cost?: YES Buff Counters- Increase LF ability range?: YES No affect to Cap Ships?: YES - caps are large, they should be able to shove that little thing around... MISSILE BARRAGE: Graphic Improvement?: YES No Fix Needed- All the rest is fine as of 1.03 CARRIERS: Buff Carriers- Decrease build penalty?: Yes 25% Increase fighter HP?: NO Reduce movement penalty?: YES - put it back to where it was, LF will take care of them. Nerf Counters- Reduce Flak rate of fire?: NO SCOUTS: Buff Vasari Scouts- Increase Hp/Shields?: Yes Increase damage?: YesVasari should be the obvious scout rushers...ILLUMINATORS: Nerf Illuminators- Decrease/adjust the HP/Shields?: YES - they are not tanks... even if they are lvl 3All else if fineAnd please fix the bugs!!!
let me hear some thoughts on the adjudicator
The Solanus- hmm, change it's firing angles/orientation. It doesn't look right ATM, it should have it's engine to the back like everything else.
Maybe decrease the o/a damage of each one, since it can target multiple structures simultaneously, while the Ogrov can only target a single object at a time.
The Ajudicator, eh?
Well, let's see, what has she got going for her? 5 targets at once is nice, but when only one structure is in system, it's not as fantastic.
One idea I have is focusing fire if there are fewer targets - how one would go about damage division would have to be discussed, though.
Yea, but my problem is that dividing the damage between several targets makes it difficult to kill structures supported by repair bays. Plus without a functional repair unit, its difficult to keep Adjudicators alive for very long.
oh, no no no no no no. That's not what I meant, you misunderstood me. Not dividing damage, but reducing the max # of targets an Adjudicator can target at one time.
EDIT: I misunderstood myself. What I initially meant was to decrease it's damage; however now that I think about it it would be a better idea to have the # of structures an Adjudicator can target reduced; perhaps have a research that can increase it, or an ability that allows it greater target # at the expense of shielding/engines (mobility), whatever else you can think of.
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