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-
The thing about comparing Orkulus to the Ogrov is utility. An Orkulus can attack enemy fleets and after killing the enemy starbase remains a potent defensive fortification around the planet. An Ogrov is largely useless in a straight fleet battle and consumes copious amounts of command points. They're better than siege frigates (not nearly as fragile, thankfully) but just as much of a dead weight to your fleet overall.
Vasari IMO is actually the best race for taking down starbases. This is because phase missiles (both on bombers and assailants) are absolutely phenomenal, and nanos absolutely slaughter starbases.
It would also potentially give us the chance to add poll entries to respond to some of the fixes the devs may be considering.
Once again, I reiterate that siege frigates should be added to the poll. A unit in absolute disrepair. Possible things to vote on (based on ideas that were discussed in an earlier thread on this subject):
Ah, didn't even know that was a link, thanks.
I disagree, Ogrovs have to sit right outside the farthest range of the Orkulus to hit it, and within seconds can come under fire.
Consider this. 15 Ogrovs versus a Transcencia or Argonev with full hp and weapons will take it down without any losses. 15 Ogrovs against an Orkulus with full hp and weapons are likely not to destroy it, even with a large supporting fleet. And even if they did destroy it, heavy losses will be taken.
And against Adjudicators its no contest.
I'm not suggesting making Ogrovs and Adjudicators super strong, and not sugesting no losses should be taken, just saying they need a little leg up in this kind of situation. Since they can't attack anything but structures, they should get a little more protection from them. Plus a decent group of fighters can still bring both types of vessel down no problem. Vasari SBs should fear these units if unsupported by SC, forcing diversification. A Vasari player may then consider upgrading the bases hangers to defend itself (which I hardly ever see anyone do)
Siege frigates are coming up next..
EDITED - I rewrote the post because it didn't have much order to it.
Count how many ogrovs you can send at that brick for 15k credits. Or how many bomber squadrons as advent. Seriously, if a Vasari fields such a thing, he has paid dearly for it.
You have to understand that Starbases are not all equal. They have different purposes and therefore are different in their battle capability.
Transcencia is a culture hub, powerful strikecraft factory and a deadly opponent in battle with its disorientation and meteors.Its purpose is very Adventish - we're takin' this place over (culture + aux. gov. equivalent) and you're not kicking us out again (meteors, disorient, massive strikecraft production)
Argonev is a different thing. It is a defensive and support structure, capable of producing and supporting large fleets. It is not meant to fight, it is meant to support. It yields a ton of trade income (Colony pods on orkies are crap compared to this).It builds cruisers and frigates very fastIt regerates AM and hull of nearby shipsIt makes you pay a high price for retreating or bypassing this floating lamp (improved jump degradation)
The Orkulus is the ONLY starbase that is meant to fight and to fight only. It doesn't give a lot of money (Colony pods are lul)It doesn't support the surrounding fleet at allIt doesn't affect cultureIt doesn't build anything (a few strikecraft squadrons for the race which has the smallest squadrons out there) It just floats and kills shit .The only thing that it can do above flying and killing is phase gating. A little bonus in very late game.
Seriously, when one starbase is unique in being build solely to kill stuff, it deserves to do it better than other starbases.
Orkies DO fear ogrovs. But one idea is good - orkies should do a little less damage to particularly anti-structure ships. That'd be a good idea.
the only problem with that is as far as i know ogrovs have light armour. which is the same as lrfs. It wouldnt hurt for SBs to do less dmg to anti structure ships but their armor would have to be changed.
my friend vs a fully upg Sb you get what like.... 20+ ogrovs? its not to say you would murder me or vice versa but thats a fairly even match up. Advent starfish ARE NOT YOUR SB KILLERS they are more tactical destroyers. Vasari fills the role nicely. it is COMPLETELY fair that i have to wait 2x the time to deploy in an enemy gravity well WITH upgrades just to get ONE fully functional UNUPGRADED star base. if you cant kill it by then then it isnt the star base. its you.
shoot man. @ about 50 percent of my deployment time you can plop down your own and STILL catch me before i hit 100.
CARRIER CLASS CAPITAL SHIPS Buff Carrier Caps- Increase Initial Armor? Increase Squadron Capacity? Y Make SC buffs AOE? Y Increase additional drones(Adept Drone Anima)? Y Re-work Scramble Bombers? Y No Fix Needed- REPULSE: Nerf Guardians- Increase AM cost?: Y Decrease AOE?: N Increase resource cost?: N Cause damage to shields?: N Buff Counters- Increase LF ability range?: Y No affect to Cap Ships?: N Increase Distortion Field activation range?: No Fix Needed- MISSILE BARRAGE: Nerf Missile Barrage- Decrease total damage?: N Increase AM cost? N Decrease AOE? N Buff Counters- Increase range on ability interrupts?: LF abilities can target caps?: N Graphic Improvement?: Y No Fix Needed- CARRIERS: Buff Carriers- Decrease build penalty?: Y Increase fighter HP?: Y Reduce movement penalty?: Y Nerf Counters- Reduce Flak rate of fire?: N No Fix Needed- SCOUTS:   Nerf Scouts- Reduce damage buff against light armor?: N Increase scout supply requirement?: N Increase resource cost?: N Buff Vasari Scouts- Increase Hp/Shields?: Y Increase damage?: Y No Fix Needed- ILLUMINATORS: Nerf Illuminators- Increase resource cost?: Y Adjust damage division between beams?: Y Decrease/adjust the HP/Shields?: Y Increase supply requirement?: Y Decrease Damage?: N No Fix Needed ----------------------------------------------------------------------- My idea to fix repulse is to take away AoE and instead make each gaurdian only capable of pushing ONE ship at a time.
CARRIER CLASS CAPITAL SHIPS
Buff Carrier Caps-
Increase Initial Armor?
Increase Squadron Capacity? Y
Make SC buffs AOE? Y
Increase additional drones(Adept Drone Anima)? Y
Re-work Scramble Bombers? Y
No Fix Needed-
REPULSE:
Nerf Guardians-
Increase AM cost?: Y
Decrease AOE?: N
Increase resource cost?: N
Cause damage to shields?: N
Buff Counters-
Increase LF ability range?: Y
No affect to Cap Ships?: N
Increase Distortion Field activation range?:
MISSILE BARRAGE:
Nerf Missile Barrage-
Decrease total damage?: N
Increase AM cost? N
Decrease AOE? N
Increase range on ability interrupts?:
LF abilities can target caps?: N
Graphic Improvement?: Y
CARRIERS:
Buff Carriers-
Decrease build penalty?: Y
Increase fighter HP?: Y
Reduce movement penalty?: Y
Nerf Counters-
Reduce Flak rate of fire?: N
SCOUTS:
 
Nerf Scouts-
Reduce damage buff against light armor?: N
Increase scout supply requirement?: N
Buff Vasari Scouts-
Increase Hp/Shields?: Y
Increase damage?: Y
ILLUMINATORS:
Nerf Illuminators-
Increase resource cost?: Y
Adjust damage division between beams?: Y
Decrease/adjust the HP/Shields?: Y
Increase supply requirement?: Y
Decrease Damage?: N
No Fix Needed
-----------------------------------------------------------------------
My idea to fix repulse is to take away AoE and instead make each gaurdian only capable of pushing ONE ship at a time.
Well, that would be too bad... Perhaps making it directional so it only goes in one general direction rather than everywhere because what you suggested would not help the cap killing caused by them...
N3rull, I didn't say anything about any of the starbases having more than just Hp and Weapons. Didn't say anything about Meteors, or frontal shields, or final protocol. Just Hp and Weapons. My assesment was correct for the most part but I did foget 1 thing, against a Transcencia minimal losses to the Ogrovs will be taken, as the starbase begins with 2 squadrons, but nothing near the amount lost to an Orkulus.
Despite that, before answering please read the following.
THATS WHAT IM SAYING! and only what I've been saying the whole time. So why all the ranting (from both of us)? I know and love the Orkulus, and have defended its abilities on many occasions.
Maybe you thought I wanted to nerf the Orkulus damage against everything. No I dont. Only against assault ships (ogrovs and adjudicators).
Ogs and Adjs should keep their light armor so that strikecraft can kill them with ease, or maybe change it to very heavy so that bombers can do the trick (which sounds about right).
THE FOLLOWING IS NOT AN ARGUEMENT: simply a stating of facts about the balance of The Orkulus to Ogrovs and Adjudicators. I'm not stating this to make any seem more powerful, just stating facts many involved with debating these issues have not realized-
Orkulus requires lots of resources to become battle ready, but only requires an initial investment of supply (that you get back upon construction)
Ogrovs and Adjudicators require less resources to be effective, but cost a good chunk of SUPPLY. The amount of resources lost to players having to increase their Max supply to build significant amounts of these units its greater than the cost to Vasari for their Sbs (eventually). TEC and Advent get their own benefits for having to pay this price. Its Balance.
So it doesn't make any sense to use relative numbers when debating the topic of Assault weapons, as its impossible to quantify the differences of resource cost.
-I only wish that SBs did less damage to the ogrov and adjudicator.
Thats all I'll say about SBs.
-----------------------------------
I can't support this idea, as it will put repulse in many peoples (f* spending the money on that ability) category, where the Overseers Jump Degradation and the Domina Subjugator now reside. The point is to make things more useful while keeping them balanced, not make them not worth the trouble. Guardians need a nerf to balance them, but what you suggest I feel strongly is an overstep, and I think most will agree. Nothing personal Derek, but ideas have to first pass my concept of 'reasonable', which I feel is already pretty loose here. I have held true to all suggestions, however, that if a number of people agree to a suggestion (even if I don't), it will be put up for a vote.
Deceiver, you said two things that I disagreed with:
1] That orky does Assaulting very well2] That Ogrovs and starfish are junk against Orky
and I answered
Ad 1] No, it doesn't do assaulting very well. In fact, whenever you need an assault weapon you're better off with Vulkoras spam than an Orky. Orky deploys long (even with assault delpoyment) and you have to sink a lot of resources in it AND it applies only to that one gravwell, unlike all other assault weapons. TEC and Advent (and, hell, even Vasari with Assailant spam and phase missile upgrades) can assault gravwells faster and more effectively without resorting to this orky cannon rush tactic.Conclusion - no. Orky doesn't do assaulting very well. For majority of the time it is vulnerable, slow, money-sinking and gives a lot of room for the enemy to react. It pays off with the fact that once you take over the gravwell, you hold a firm grip of it with an already deployed starbase. But that doesn't pay off during the assault, but after it.
Ad 2] No. Ogrovs are not junk. Ogrovs ARE dangerous. Yes the starbase can shoot them, but they're still very potent.Starfish don't help much, I agree. But Advent don't need them anyway ImO.
Oh and by the way 2], it occured to me Orkies should not, in fact, have a damage nerf against ogrovs.If they do, ogrovs (assault cruisers) will be an easy counter to the infant Orkies deployed on assault. You won't be able to keep that 3k HP starbase alive against 5 ogrovs that a TEC can build in 3 minutes.
Talking about Ogrovs and Starfish against the Vasari starbase is kinda pointless. I just got out of a starbase heavy game, and everyone was spamming bombers. There were a few starfish floating around from early on, but otherwise there were only two things killing starbases: bombers and my evacuator (nanos can solo a starbase if it doesn't have more than one defense upgrade). In practice, everyone deals with starbases with bombers.
Well that is as much a valid point as it is an indicator of something going awry.As in - assault cruisers are obsolete.
Would you mind uploading and PMing me a link to that replay?I'm curious
You will if you can upgrade your hangars or have some carriers on hand, but thats beside the point.
Ogrovs ARE a counter to infant Orkuli. If you don't protect the little thing it'll get chewed up before it matures, but that goes both ways, Ogrovs and Adjudicators will get chewed up without protection too.
All assault cruisers/ assault bases are weak to their counters without a supporting fleet. Not arguing that point. What I am arguing is that Ogs and Adjs ONLY attack structures, thats it, they dont get the benefit of frontal shielding or debris vortex (yes im aware those are quite expensive,) or being able to attack everything (Not saying the 'Orkie' shouldnt have these abilities either). The Orkulus gets protection from starbases in the form of its upgrades. When one pays for Ogs and Adjs, you're paying for their dmg bonus against structures and their range, but against Vasari you don't get half of it (as thier range becomes quite menial) and currently, I have to throw a bunch of units in the way of an Orkulus to take advantage of the Ogrovs range against it. So why not include a little protection to help balance their effectiveness against ALL races? Simply put that if given a little more protection against starbases, all one would have to do is upgrade hangars, or have carriers to deal with them (since thats what you're supposed to do to fight those ships off anyway right?, I mean thats why they gave them light armor). Not a big deal in my book.
I don't know. The entrenchment units are SUPER difficult to compare and contrast because theyre SO different. Combining a unit and its counter into one unit is tricky business (particularly when trying to counter itself), which is probably why theres so much bad air around it, and is most of the reason I haven't put them up as a topic yet. The truth is we're probably both right and both wrong, and our opinions of each unit are just different. If I do end up putting them up as topics it will be tough because the whole balancing system of Entrenchments' units isn't based solely on numbers and figures like most of the original units are.
I do respect your fervor, and I'll take your arguements into consideration when I do start including those topics.
Not at all, but their primary role isn't to destroy Vasari starbases (though they can clean up TEC and Advent ones quite nicely). Rather, it's to clean up enemy worlds of structures. I primarily use them to get rid of repair bays, hangers, and logistical structures quickly before the enemy fleet can react, or so my fleet can move on to the next gravity well while they clean up. They're wonderful and functional units, essentially siege frigates for destroying structures (except unlike siege frigates they're tough enough to get the job done and survive to fight another day).
The game was kinda anti-climatic. The first half of the game was just me staying at 0% upkeep, feeding my allies and offensively starbasing enemy worlds. By the time the big carrier fleets and upgraded starbases came into play the game was already a forgone conclusion. Their Vasari player had lost all but one world to my offensive starbasing, and his last world was brought down shortly afterwards by culture. Their Advent player was slowly losing on the far side of the solar system to our Advent player.
There were some major battles, but no heavily upgraded starbase was ever actually destroyed. Lots of them went down before they could get more than one or two upgrades up, but the enemy didn't have the forces to take down one of our fully established starbases and we controlled the chokes at the end so we didn't need to attack their heavily defended planets, we could cripple them by attacking the defenseless ones. They surrendered before we had to crack their last strongholds.
The point I was trying to make is simply that when it comes down to breaking starbases, the unit of choice across the board was the bomber. I wasn't saying it was a particularly interesting game.
If the Ogrovs have flak support, then they'd still prevail. As I've said, Ogrovs are tough enough to get the job done under fire, unlike siege frigates, which is why they work.
edit - never mind.
*wonders if n3rull realized the same thing*
*doesn't think so*
Deceiver, you did a great job gathering all that info to help improve game balance, so kudos to you.
But what about the lonely siege frigates? They never get any love. Please bring some love to the Siege frigates. I dont even remember what they look like!
Drop the supply points from 14 to 10
and/or
increase the bombing damage vs. planets.
increase the weapon range vs. planets
And while we're at it, why not make the TEC Heavy Fallout upgrade autocast so we could actually turn it off if need be.
No other ship in this game require more love then the "dreaded" siege frigates.
siege is fine. their not combat units. the supply is negligible of course but either way. the only thing i could stand to see is a decrease in supply. but thats it.
There's a good one! Totally in agreement!
14 supply is NEGLIGIBLE? Let's not forget their cost! These things take a huge chunk out of your fighting force.
I also don't think you appreciate just how weak they are in combat. I had starbased an enemy world (Vasari) and three assailants come along. They killed both my siege frigates before my starbase could kill them. Three friggen assailants, do you get how damn fragile these things are? If a couple of fighter squadrons enter the well they're dead. These things are SO DAMN FRAGILE, and at their cost that's inexcusable. They cost about as much as an Ogrov, they fulfill a very similar role to the Ogrov, they should be as tough as an Ogrov.
While we're at starbases, I'd suggest Orky gets a slight boost versus structures.
Yeah yeah, I know what you're gonna say. You want to buff that OP mofo octopus?? But seriously now, I've had an orky pounding on a Transcencia. Transcencia was 3 Def 2 assault and so was my orky, but the Advent SB was supported by tactical structures. After 10 minutes of my Orky pounding on it, the Transcencia had lost... 1500 shields and 260 HP. Needless to say I had 10 overseers constantly patching up my orky.
If we thow in the fact that - Vasari bombers are sux*, - Vasari don't have any dedicated anti-structure cruiser** - that you can only have one Orky in a gravwell that will never leave it like cruisersI strongly believe Orky should get increasing damage bonuses against structures as it is upgraded.For example Assault upgrade 1 - as it isAssault upgrade 2 - additional + 20% damage against structuresAssault upgrade 3 - another +20% damage against structures
If some people think it unbalanced for the Orky to shoot at assault cruisers and thus negate their effectiveness in their eyes, I think that a fully assault upgraded Orkulus deserves to have a greater anti-structure potential than two Starfish in a hard shell.
* - there are 3 per squadron, 2 squadrons per carrier. All fighters in this game are more numerous and advent really fouls up Vasari bombers with 3 squads/carrier , 9 fighters/squadron and massively greater reconstruction rate. Being a bit tougher doesn't help when you're outnumbered 4 to 1.** - which doesn't mean that I want one.
Thanks for the Karma Dargoon
Siege Frigates ARE UP!
Siege Frigatesnayyay(very heavy)yayYAY(down to ~6)nayyaynayyayyaynay
Buff Siege Frigates Increase Hp/shields/armor?: Yay Change armor type (currently light)?: Yay (heavy/very heavy) Decrease Resource cost?: Nay Decrease Supply Cost?: Nay Increase Bombardment damage?: Yay Make TEC Heavy Fallout Active (currently passive)?: Yay Reduce Heavy Fallout effect time (currently 6 minutes)?: Nay Reduce Xp value (currently 65xp)?: Nay Apply fixes to siege militia?: Yay Apply fixes to siege pirates?: Nay
Siege Frigs:
@deceiver & soasertus
I'm perplexed why you want to see them in very heavy armour. This would mean they would be countered by bombers and only bombers. I think it's important that they be countered by either the scout or the light frigate. We have to remember that siege frigates are a tier 1 unit for most factions; it's trivial to make them the first unit you unlock and have a couple of them en-route to the enemy homeworld before the opponent has had a chance to scout you. This is why I think it's important that either scouts or light frigates form a counter to siege frigates; these two units can easily outrun a siege frigate and provided they have the right damage for its armour type they will bring it down if it doesn't have backup. I think that's important to keeping them balanced.
@n3rull
Vasari bombers are IMO the strongest in the game. You're greatly undervaluing the fact that they deal both higher damage and have higher health than other bombers. As well, Vasari is the only faction in the game that has an ability to heal strike craft. This complements quite well with having the toughest strike craft to begin. You also have an extra armour upgrade level that the other factions don't that applies to strike craft. The real reason Vasari have the strongest bombers, however, is phase missiles. A 30% chance to pierce maxed out mitigation is approximately equivalent to a 45% damage buff. Combined with the 20% damage buff they get at the end of their upgrade line, this is about a 75% damage bonus from ugprades overall. This leaves the paltry 30% upgrades that the other factions get in the dust.
Vasari bombers are the worst for attacking targets that have no shields (regular structures, in other words), because there are no shields to bypass and therefor phase missiles are no advantage. They still do the job just fine, though.
I don't think they need one. I rarely use the Ogrov and Starfish anyways, and when I do it's usually for clean-up duty. If you gave the Orkulus an upgrade to make it deal more damage to structures, I'd personally never pay for it. I'd rather just take the slow-but-steady route and save my money (and upgrade slots) for more important things.
True, I didnt think of that. That could cause the new tactic to be siege sppam instead of Illums.
There are many great features available to you once you register, including:
Sign in or Create Account