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-
LRF really need their damages somehow nerfed....havent you noticed that 90% of your capitals ships were lost to LRF fire?
first off, woot! i can finally post here, it was broken for me since it was created so sorry if i repeat whats already been said
so, i have to agree somewhat with Major Stress and other people who think similarly, alot of this balance stuff is really only an issue to MP. its the same thing for alot of games, including Halo 3 and Command and Conquer (Microsoft and EA respectively told the developers to concentrate on game balance and MP rather than the SP aspect.
I never knew that IC intended for Sins to be like that, though it sounds fun. However, on the other hand, i realise that first concepts and dreams of how a game could be usually will have to be changed simply to facilitate gameplay. for instance, i like to daydream about a style of powered walker armor, i wont bore you with the details, but basically i daydream that i jump in to movies ad stuff with that armor and hand out all sorts of death and destruction. problem with that is it makes for a horrible game/movie, because there is no complication. just like C&C3:Tiberium Wars, i would just spam GDI Mammoths and roll over the enemy. even hard AI and friends i played against couldnt counter it. its awesome and fantasmagorical, but makes for bad sport if there is no 'twist' or 'complication' as they say in literature etc.
So, on one hand, yes, it sucks when your original dreams have to be changed and altered or even dropped for whatever reason, but on the other hand, if you want a 'good' game, or at least one that works, if not one thats interesting, some things have to be changed to make things difficult, but survivable and surpassable.
to sort of sum up, yeah, i think alot of the omg this has been nerfed or this needs to be changed or this is OP comes from, the MP community, and then its only when someone gets outplayed. honestly, i dont think anyone fired a marza missile barrage or pulled off a successful LRF spam and thought "man, that was too easy!" so yes, maybe something is broken, but maybe you just got outplayed and cant handle it. really, i wonder if you play a game of football and complain when you get beat because the other team passed the ball better than you. still, in all fairness, if it is broken, then the most important and relevant feedback will come from the people who it affects, the MP community.
i dont know how IC checks the communities opinion on balance, but it sounds to me like there was a good triangle between carriers, LF and LRF, then Flak was brought into it, which did mess something up. as it was, LRF beat LF, LF beat Carriers, and Carriers beat LRF, except now flak come in and beats SC, while not beating LRF. so LRF is now basically uncountered because there is another ship that covers its ass. thats my opinion on why the balance triangle is broken. i dont know hot to fix it... other than maybe dropping flak frigs from the game entirely, changing fighters to an exclusively (or at least, a much more effective) anti SC role, and giving bombers the damage buff vs LRF the fighters presently have. alternatively, giving LF's a damage boost vs flak frigs as well as LRF might counter it, but now you need twice as many LF to deal with twice as many ships.
its difficult to fix, the more i think about it the more i have to admit maybe the current style is fundamentally flawed. i mean, we have light, but nonetheless frontline grunt ships, LFs present in the beginning of the game. then, you tech up and now have these even lighter, but much more damaging and longer ranged LRF's. they counter LF's very well, as would be expected from a more advanced ship. at the same time you can also research flak frigates, which are pretty useless vs the 3-4 kinds of ships currently available. then you tech up again, and you get Carriers, these ships themselves do nothing, but the SC they carry are very effective vs LRF. (and, if im not mistaken, the bombers they also carry are effective vs all other ships currently available). so, now we have a good triangle, except the ranges just keep increasing. its like i hit you with a gun, then you hit me with a cannon shell, then i hit you with artillery and you hit me with a missile etc etc etc. but you know how to take out something with alot of range? you get up close. currently thats how it works, LF are good vs Carriers, except by the time they get close enough to fire they've been all but destroyed. AND EVEN THEN, the carriers and LRF can still engage and destroy the LF even when they are practically sitting in each others laps.
im hesitant to say this but i think it may just be possible that the system is fundamentally flawed, and its not how much you change and optimise the numbers. idn, either make Carriers and LRFs effective at taking out other carriers and LRF (respectively), so that the range isnt so much of an issue, or else maybe bringing the HC way down the tech tree, and replace where the HC is currently with a larger, more powerful 'destroyer' type. that way, we can counter the increasing range of ships early game with a beast that can survive to get up close then take out the carriers etc, and then later game we still get the heavy firepower currently offered by the HC. i know alot of people wont go for this, but i really dont think playing with numbers is going to fix it.
(sorry for the long post, but like i said, i havent been able to post here since now so i had alot to say)
Shall I put you down for no fix needed then?
haha, no i guess i should try n be helpful
okay, let me see,
I dont play advent much so i cant comment about Guardians
definitly think LF ability ranges should be extended and that they should affect cap ships
i like the current Missile Barrage effect, but i still dont think its that visible, especially in the middle of a firefight, considering how much red weapons fire there already is... idn, maybe make it more like a long trail like SC currently have, and just scrap the SC trail, or give them a smaller effect, atm, its very good, but not nearly as necessary as seeing the missile barrage being fired
but other than that i think leave it as it is
with carriers dont put me down for anything because i dont want to skew the results, i think i fix is needed but yeah, you know my opinion
with scouts... i dont know... i guess a damage buff would be good, to help it intergrate into fleets but dont increase resource cost or fleet supply cost
i didnt know vasari scouts were inferior to the other two? if so, definitely do whatever to bring it to par with the other two scouts
actually, the more i think about it the more i like using scouts to counter LRF, so no nerfs at all
i dont play advent, but i think a small nerf to health etc, and definitly think the weapons need to be changed. i mean, as it is, the other two LRF can only target one ship/structure at a time, so i definitly think the damage needs to be set at a similar level as the other two LRF, and each of the beams should have the damage divided evenly, but only 2 of 3 beam should be able to fire at a single target
i agree with all points for buffing LF's, as long as 'support cruisers' includes carriers
but i dont think they need to be nerfed at all, they is already enough going against them.
I say just buff everything on the light frigate, put me down for straight yes.
I say we also revamp the triangle. Make lrf counter support and lf counter lrm.
This way lf will not have to run past its counter (lrm) to get to support cruisers, lf should still counter carriers.
And the lrms will utterly decimate the support cruisers, but these shouldn't even be in use until the enemy has hc so that shouldnt be a problem.
Anmyways I say triangle goes FLAK>LF>LRM>SUPPORT>?>?>?
Think about it and it would work, atleast if the ai gets done right.
this idea was batted around, alot of peopl said why do you have to build a few extra labs and put so much into research for an inferior ship that is countered by what you already have.
i do, however, agree. the triangle is broken... i think the LRF just has too much going for it, range, damage, speed. and early game there just isnt much that can counter it.
im not sure what counters flak frigs (if its LF i will laugh) but really, you dont have to destroy the carriers to make them useless. unless you can use carriers to destroy flak frigs, there is nothing to stop you dominating with an LRF/Flak frig combo with maybe some carrier support. LRF just drills LF before it can get close enough to attack the LRF OR the flak frig...
idn, i personally think the carrier should be given flak weapons (as well as caps). i know im going to cop heaps of crap for that comment. ill just ask to keep it nice?
anyway, LF counters carriers right, carriers with SC counter LRF, and LRF counter LF. it makes sense, except the flak frigs just mess it up. keep it simple and really, itll fix problems much better than playing with numbers till kingdom come.
another thing i reckon would be nice is if you could split half of you fighter support to defend bombers as they make runs on the enemy ships, and setting the other half to defend the ships in your fleet from bombers.
another thing that would be good is if the fleet could automatically manage fighter coverage. so, if, in the heat of battle, alot of SC has grouped towards this side of the fleet or the other, then place more SC in that area to provide better defense. maybe a new ability for carrier caps could be to boost the effectiveness/effeciency of this fleet ability. it would make sense that you wouldnt keep your SC spread (more or less) evenly if there was an obvious push at one particular point...
Yeah sorry about that, there were some browser compatibility issues with my html, but should now work on Firefox, IE and Safari.
I consider them support cruisers.
I'd like there to be some sort of graphic when MB begins thats visible if you've zoomed out to view the entire gravwell. From that far you can still see things like Malice, repair cloud, Emp charge etc. when theyre cast (especially since they have a good AOE) I think something similar should come before wave after wave of tiny little missiles start pouring out.
This is what I'm going for, to be helpful. I want the DEVS to keep striving for perfect balance, especially since the game is getting so close to it despite the complex (yet amazing) system it has. This thread's goal is to make it easier for them to take input from us, not to just whine about the games balance.
Please remove me from "no change needed" on both carriers and missile barrage. I thought I was clear that I strongly felt a change was needed, but none of the changes you listed were appropriate.
For light frigates, put me down for a yay on:
I'd also recommend, as I suggested in another thread, that perhaps they could also have their turn speed buffed. This would improve their mobility in combat. Another possibility you might want to include up there. If you do add it, you can put me down as a yay.
While we're at it, maybe we should bring up the topic of siege frigates? Possible buffs could include:
Increase turn speed don LF for me to.
I'm gonna stick with a format as anything else would mean me writing a WoT...
REPULSE: Nerf Guardians- Increase AM cost?:YAY!!!!!! Decrease AOE?:Demi Yay Increase resource cost?:Yay Cause damage to shields?:Yay Buff Counters- Increase LF ability range?:Yay No affect to Cap Ships?:Or at least less effect...MISSILE BARRAGE: Nerf Missile Barrage- Decrease total damage?:
NAY!!!
Increase AM cost?
Nay
Decrease AOE? Nay Buff Counters- Increase range on ability interrupts?:Nay LF abilities can target caps?:Nay Graphic Improvement?: YayCARRIERS: Buff Carriers- Decrease build penalty?:Yay Increase fighter HP?:Nay Reduce movement penalty?:Huh? Nerf Counters- Reduce Flak rate of fire?:NaySCOUTS: Nerf Scouts- Reduce damage buff against light armor?:Yay Increase scout supply requirement?:Nay Increase resource cost?:
Nay Buff Vasari Scouts- Increase Hp/Shields?:Yay Increase damage?:YayILLUMINATORS: Nerf Illuminators- Increase resource cost?:
YAY!!! Adjust damage division between beams?:
Maybe Decrease/adjust the HP/Shields?:
Nay Increase supply requirement?:
Nay Decrease Damage?: NAY!!!!!!!!!!!!!
LIGHT FRIGATES (personally, I like how they become obsolete. After all, it is essentially LF=>HC=>Battleship) Its just the figurative big brother...
Buff Light Frigates- Increase Damage?:SUPER NAY!!!! Increase Damage bonus to armor type?:Nay Increase Hp/Shields/Armor?:Nay Increase ability range?:Yay Increase firing arc?:Nay Tweak Targeting AI to favor support cruisers?:Yay Nerf Counters- Decrease LRF Damage?:Nay
Increase resource cost?:
See above...
carriers-
decrease build penalty-yes
reduce movement pnealty- no, it makes sens that they would be slower than frigates.
guardians-
increase am cost-sure
decrease AOE-no.
Gaurdians- Increase antimatter
Illums- increase cost
Missile barrage is fine as it is.
Carriers- Reduce build penalty.
Increase range on ability interrupts?:Increase turn speed?:
not sure if those two were there last time i posted here but id like my vote added to them please
i remember a little while ago there was debate about the cielo (the second TEC utility cruiser). people were saying the ship itself fills a sort of close range role, with close range targeted abilities and medium-low powered/range weapons
the debate has since died down alot, which either means it was fixed, or people just got over it.
i dont know if you want to have a closer look and add it to the list, but yeah, possibly some things to look for could be a more powerful weapon, seeing as it cant exactly sit out of range (being a command cruiser maybe it needs more than 1 type/bank?) maybe boost health/shields whatever or change armor type or rating. and maybe increase range to its abilties, with appropriate nerfs to other things if it could become a balance issue. i doubt any of these changes will make it a game breaker, but theres a chance?
naturally, voting can choose which option(s) could be implemented
just a suggestion
Ok im copying and pasting....hope I dont miss anything importaint.
REPULSE: Nerf Guardians- Increase AM cost? Aye. Decrease AOE?: Aye Buff Counters- Increase LF ability range?:Yes
MISSILE BARRAGE:
Other than that no change.CARRIERS: Buff Carriers- No change needed.SCOUTS:No change needed.ILLUMINATORS: Nerf Illuminators- Increase resource cost?: Nay Adjust damage division between beams?: AYE Decrease/adjust the HP/Shields?:Aye (personaly prefer them to be glass cannons) Decrease Damage?: Nay,(just adjust the side beams to be as effective as the other LRF AoE)
LIGHT FRIGATES ...
Buff Light Frigates- Increase Damage?: Aye Increase Damage bonus to armor type?:Aye Increase ability range?:Aye( slightly) Increase firing arc?:AYE
Hope thats about it...
Okay, I'll just post my "yay"s:
Increase AM cost for repulse
Increase Figher HP
No fix needed for MB
Increase Illuminator cost
Decrease the damage from LRFs against LFs
The cielo is a powerful and somewhat under used support frigate. In the shadow of the hoshiko, it doesnt get to see much fighting, however, its abilities remain highly valuable to any TEC fleet.
The Cielo, unlike the LF, doesnt see much action because hoshikos outweigh it in usefulness (not because it isnt useful). Many I've seen don't build it because they don't feel they need it.
I've have yet to see a debate on possible stats changes for this cruiser, and for that reason I won't post anything about it here. However, if a couple of ideas were to pop up here I may add it as a new topic.
As for now, personally, I don't think there's any issue here.
Also thank you to everyone who has put in their 2 cents. Tell your friends about this post if you will. The more people I can get here, the more valuable this thread will be to the devs.
Cielo'S are very usefull. If people feel they don'T need it their just retards.
I believe that no one {except maybe the developers} really knows that for sure. If your basing it on the Starbase poll, then your logic is flawed. Most people here are giving their opinion on how to improve the game's balance, not which race should be better than the others.
My logic isn't floored I was stating what I believed to be the case to actually back up the point about balance suggestions will be based on race of choice and influenced by the balance of who plays what races. Whether TEC isn't the most popular race or not, it makes no odds, I've no doubt there isn't an even 33.3% each race distribution.
That's fine I can understand that because I dont wan't my multiplayer games balanced and effected solely on 4+ hour games 1 person plays against Ai who don't understand strategy and have a very limited understanding of the games mechanics.
You want to balance the game around the micro, I want to balance around the macro, there's a big difference. For example multiplayer gamers want to balance illuminators around figure of 8 based micro managed attacked, I don't, I would never use cheap tactics like that against AI (it's not cheap in multi, I mean it's cheap cause the AI doesn't do it and wont counter it) so I want illums to be balanced around the AI using them as I don't want to micro to enjoy the game.
In all honesty I haven't had time lately to properly have an opinion on 1.03 Entrench, I was just expressing my dislike at the idea that my game will be balanced around 2 hour games.
These are my yays, everything else is a nay:
Repulse:
increase am cost
Vasari Scout:
Increase dps
increase hull/shield
Illums:
Increase build cost
Lower hull/sheilds
Lower dps
Carriers:
Remove speed nerf
decrease build cost
Missle Barrage:
No fix needed
Light Frigate:
_~Guardians~_
Y - N - N - N
Buff Counters:
Increase LF DPS
_~MB
N - N - Y - N - N - Y
_~Carriers~_
Y - Y - Y - N
_~Scouts~_
N - N - N - Y - Y
_~Illuminator Scum Spammers~_
Y - N - Y - N - N
No Nerfing guardians whatsoever, no decreasing anything on it. No increasing resources. Causing damage to shields would be nice though
I'm actually for nerfing the scouts. Lower their shields and their health so that spamming them would be useless, because they would die quickly. no damage increase
no nerfing illums at all.
leave light frigs as they are
i'm neutral to everything else
Imho, Repulse should have a higher AM cost.
MB should have a smaller AOE. Maybe make it a targeted and directed ability or possible give it a target cap.
Scouts need no change.
Carriers need more speed and a smaller SC build penalty.
I agree with all suggested LF changes except for an LRM damage reduction against them.
Support cruisers definately need better targeting AI, especially the Domina.
I think that Subs and Ruiners need to be changed. Subs die far too quickly and Distortion Field is meh. Ruiners are so slow that they have no real advantage in being able to move. The Revelation needs a buff.
Oh yeah, almost forgot about the domina.
If others agree i think I'll put up a topic about making the second support ship better. As a high tiered ship on the tech tree, you would think that you'd see them more, but as it is, their usefulness is 'meh' in comparison to their counterparts. Especially the Domina Subjugator
Will anyone else vote on that?
Well, Overseers and Cielos are priceless, if people don't bother using them it's their own fault. It's only the Subjugator that could use a tweak.
i personally use the cielo alot (well, enough, i dont exactly spam them)
i was just remembering that a few people had issues with its survivability vs combat effectiveness (abilities aside), so i was mentioning it in case anyone wanted to comment
one another note, do you want to propose changes to carrier caps to make them more viable? im not sure about the other two races, but i know the sova is all but useless.
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