So first part was 1 lum vs 1 advent. Everyone commented it was not realistic. So heres part 2 of the test
Test 1 (no upgrades)
20 Assailants vs 20 Lums
13 Lums survive
Test 2 (no upgrades). This is to account for 2 extra mil labs and higher cost of lum research. Should only be 4 extra assailants.
27 Assailants vs 20 Lums
3 Lums survive
Test 3 (Full Weapons upgrade on assailants 6 phase 2 damage. No upgrades on lums)
8 Lums survive
Takes about 25 mins min. to upgrade all weapons assuming you have the labs and the resource to do so.
Replay
For fun I did 2 more test
Test 4 (no upgrades)
100 Assailants vs 100 Lums
65 Lums survive
Test 5 (no upgrades)
140 Assailants vs 100 Lums
As requested. Same conditions
TEC VS LUM
Test 6 (no upgrades)
20 LRMS vs 20 Lums
16 Lums survive
Test 7 (no upgrades)
30 LRMS vs 20 Lums
10 Lums survive
Test 8 (no upgrades)
35 LRMS vs 20 Lums
4 Lums survive
Like Cykur already writed, the main problem r not ilums.
Problem is repulse, and flaks.
And the only counter is Vasari SB. Tec r screwed , always
In my opinion, flaks, should be nerfed, for all 3 races. Its totaly ridiculus AA frig is main fleet power. Its to strong, got too much armor shield, hp. Make them weeker and rests of problems will be solved.
People will start making HC and carriers for protection.
Also, guardians could get some nerf, HP wise. Let them have big shield, cause they use it to reduce dmg made to fleet, but nerf their armor and hp.
Or u can always nerf ilums.........
Well also is the Javs and Assailant abilatie were fixed to work properly they would be sufficient to cover the diference. until lums also start using their own abilaty witch gives them double HP. That abilaty way of functioning should be tweaked. Maybe cut damage on the casting lum by 25-50% or disable the lums side beams while using ilusionary.
TEC javs are disposable, and with akkan, trully, long range frigates.
TEC "all purpose units" are kodies ^^
Tec javs are so frikking cheap that you can quicly mass stupid force of them, that dies equaly fast... and maybe kills something in process...
And kodies are cheap enought to rush into and spamm. Pair that with hoshies and you got prety solid army to counter illus.
edit\ wait, illus had an ability?.. oh yeah that illusionary thing that did nothing to actual combat...
Excuse me for the lame question but how exactly does Ilusionary work as of right now? Does it just increase HP?
It create a new frigates for X time that has exactly the same stats as a normal lum except that it does no damage even if it has an attake animation. The thing is their is no difference to the ilusion or the real thing. And thus you can spend 20 minute slosing ships shooting ont argets that do not exist for those illusions are just as hard to kill as real lums. So effectively it essentialy doubles the HP of the lums in your fleet. Like a 100% Sheild, Armor, Hull point and regeneration rate all in one.
Essentialy base lums 620 hull, 2 armor, 550 sheild become 1240 hull, 4 armor, 1100 sheild. HEY look thats HC stats but even better. Drestras have 775 hull, 4 armor, 825 sheild. So X number of lums with illisionary is better then equal X number of advent HCs.
Very Broken was well chosen.
We could fix the illusionary problem by introducing units on all sides that can see through illusions, much like revealing units in SC.
That need a new expansion won't happen anytime soon and I for will not buy and expansion to a game I can not tolerate to play anymore. So that idea is a no.
So far I thought of 2 ways to trya nd fix this.
Way 1 is to place a damage penalty on lums using Deceptive Illusion of 50%. Cut the damage or the rate of fire by 50% or disable side beams while using Deceptive Illusion.
2nd way is to create an armor class for the illusion ships alone and give all weapons 200%-300% damage VS that armor type.
It's ridiculas that lums can generate a powerfull illision that will be as hard to kill as the real thing and that at no penalty. Assailants abilaty sucks and they get a penalty for using it.
look the solution is quite simple.
we both know the ilums have the BEST DAMAGE, ARMOR, HULL, AND SHIELD of the LRM class but not only that the MOST EFFECTIVE SPECIAL ABILITY IN THE GAME.
AS SUCH i propose the following:
REDUCTION TO DAMAGE. as of now just based off the info card in game they are .5 OFF THE LEVEL OF AN UNUPGRADED KODIAK (WTF?!).
REDUCTION TO HULL BY 120 PTS. as all advent follow this general rule.. HEAVY SHIELDING low hull. maybe drop the shielding by...100 to 450?
ARMOR DOWN HALF A POINT to put it on par with the TEC LRM which should leave it FAR MORE POWERFUL THAN THE TEC LRM but at a nice balance with the kanrak
SPECIAL ABILITY: i would say their illusion should cause a slower fire rate and that side beams should be disabled WHENEVER illusions are created.
now i want some ideas on this.
In addition to all the stuff mentioned above, Lums can also be microed to move through an enemy fleet, and because of the sidebeams, actually kill a large amount of enemy ships while his ships are still turning to fire at the Lums. Now that's just OP.
Hello all:
First of all, compared to some of you, I am a bit of a noob. That said, I like to provide a possible explanation why illuminators are imbalanced.
I think illuminators are imbalanced because they offset the faction's economic disadvantage. Afterall, it takes three econ labs to start getting port. Compared to, say, TEC, I expect that given the same amount of time and between two equally skilled players, the TEC faction should be able to extract more credits than the Advent faction, which translates to more ships. In my opinion, time, not resources/credit, should be used as a unit of measure to test whether illums are imbalanced or not. Given X minutes, an Advent player would be able to create Y illums with Z upgrades. Use that against A number of assailants with B upgrades. I think that would be a fairer test.
Also, I think the people at ICO are trying to balance the race as a whole, and not one class of ship.
Just my opinions, I understand that many players play quick 5v5 games in 1 star system, which favors spammers. But in the long run and given enough time, a player with more skill would prevail no matter the race selected.
Cheers.
Is it useful to concentrate on the unit stats as the most imbalanced aspect of Illuminators though?
The problem with Advent is that their Repulsion affects the short ranged weapons which are supposed to counter LRM, this leads to LRM spam as the only effective counter to an Advent fleet. Further, the upgrade for Illuminators makes them very strong defensively. These two problems are worse than even a considerable advantage on stats alone.
Also, the other factions are affected differently. Phase missiles are an effective counter, but Intercept is a very poor and expensive tier 6 technology which is damaging to the fleet if left on autocast and very difficult to micro. It used to allow cruisers an advantage against kited carriers....
There are other approaches to the problem than the dreaded nerf..
- Allow the Akkan, Cielo and Overseer to nullify illusion, as a passive ability.
- Slow all LRMs, also make all LRMs take more supply and LFs less. Make LRM weapons less effective against capitals, or only as effective as LF.
- As specialist structure assault ships have been created, turrets should outrange LRMs, to help against early rushes. Make basic defence structures cheaper.
- Restore the Subverter at least somewhat, also have the returning ships free again, though in reduced numbers
- Have Intercept nullify Repulsion, as a passive effect.
- Why not just have a maximum number of mines that can be maintained, rather than have ships pay for their abilities? How can strikecraft be free and mines cost resources, thats silly? With a simple maximum on the number of mines in a gravwell, they can be placed to counter a tight formation, which is a skill element, rather than just being a general hazard, which is dull. Have specialist mines, anti-shield, anti-hull, mines set to home on ships using specific abilities- like Repulsion....
I really need to stop reading these threads....I find it kind of depressing reading about all the Advent hate. So, is there a reason why just upping the cost of an Illumintor isn't a good resolution? Maybe another 100 credits and 40 crystal or so? I don't know how often Advent players research the Illusion tech, but I usually don't. If its underused or considered too powerful, maybe redesign it so that a stock Illuminator fires only the forward beam and the additional tech adds the side beams. *shrug*
More and more, I am starting to doubt any solution will satisfy a majority of players.
-Gil102
Illusion actually only increases health by at best 50%, since about half the time, you're firing on real ships, and killing them I believe also kills the illusion (or if not, the illusion will soon fade away). Realistically, in large battles, it's even less than that since they can't all have illusion on all the time. Also, if you designate your targets right when they get into the grav well, you can decide what to attack before any illusions get up, making the ability useless. If you need to change, just look at which ships are real, make some mental notes, then reassign. Honestly, illusion is a pretty crappy ability, so I don't think we need to all freak about how OP it is (the illum itself on the other hand...)
Erm....no. You people couldn't be more wrong about Illusion for the Illum.
1st: So to start, they are easy to pick out. Take a look at the Illums. If it says "abilities disabled", that's the red flag for Illusioned Illums. In the side bar on the left side of the screen where you see all of the frigates/caps/buildings in that grav well, you will notice that ALL of the Illums that are fake are at the end of the Illum section. It's easy to micro by just telling your ships to aim for the real ones.
2nd: These fake ships take up ship slots. I might be wrong on this one, but it's been my experience that these will take up slots and give you the false feeling ur fleet is bigger than it really is. I'm gonna have to back in to check that one. That's just my gut feeling, not 100% on that one.
3rd: These fake ships CAN'T jump out of grav wells. Just turn around and the fake ones will be left behind
4th: They're free experience for your caps. Once the real ones are dead, these fakes are delicious fodder for your caps.
5th: It's a tier 5 tech so you won't typically see it in rush maps aka: Online Gaming
6th: There's a pretty nasty delay on this ability. They don't last forever and take a while to make again.
The ability is cool. I like it. If you can micro against it the ability's effectiveness is lost.
Now, I will completley agree that the Illum is OP. That I agree with. I'd like to see a slight nerf to the cost of the Assailant Also a slight nerf to Illum's damage (Knock it down from 16.6 dps to 15 dps), and health (-100). The Illum should have less hull than shields. Fits the Advent theme.
1) In all my games I have never noticed that. So either I always picked real lums or it doesn't show very much.
2) They take no ship slots. I tested it it my self. The illusion ships have their own entity file and they take no slots there to. It's like missile battery for tec and planet bombing platform for Vasari no ship slots.
3) Can't jump.... I never saw an advent fleet using that abilaty leave lums behind as they couldn't jump So eitehr they despawn when they creator ship jumps or they do jump. I'll test this.
4) Experiece for a cap that is about to die since your not killing what's killing your cap. So it's pointless to coolect experience realy.
5) You wont see it early game but youll see it soon enought and it's quite populer.
6) Fromt he game fiel the delay is as long as the ship will last. So will in combat fake lums will represent 50% of the total lums he has.
Illusions are able to phase. They seem to slip to the bottom of the sidebar even if they phase first, so if you have an effective sidebar in a battle you can micro. The sidebar can move around a little in a large battle though... so this ability would be OP, if it wasn't broken, dependent on the size of a battle? Illusion has a cooldown, but it isn't antimatter dependent, so LFs cant prevent it with their 'steal antimatter'. Ha ha, ha ha ha, only jesting. The balance between LF, LRM and carriers is a core balance. Naturally.
You might be right, it possibly doesn't make the ship almost twice as effective, except against the AI. It can safely be left on autocast, like the other skill-heavy Advent abilities. Is any tier 5 and above tech not an issue in your online games...?
The Illuminator is OP, make Assailants cheaper? So we can have perfectly balanced LRM spam, between two of the factions? You people..
Making >Assaialnet cheaper only fixed thing for Vasari doesn't do squat for TEC. So if you make assailant cheaper you need to make Javs cheaper.
In Sins Currently TEC and Vasari are prety well balance to each other. It's advent that is standing on top of the pack. So if you make changes to advent you need only to do them to advent. But if you make changed to TEC or vasari you need to make changes to booth of them to maintain their balance.
So it's easier and simply to simply just change advant as it limits the variables.
Wait - why make an overused unit cheaper in the first place? Making illums a bit more expensive fixes things. And on a second note, I agree with Raging Amish in that the only problem is that there is no solid counter to illum spam besides scouts. If flak wasn't so powerful carriers would work, but the fighters get ripped to shreds. HC's are too hard to get early game. counter-spamming long range frigates only works for advent because lrms and assailants are way less cost efficient.
Personally I think all the long range frigates should be made much more expensive and slightly more powerful. That way spams don't work early game, but by the middle of the game they can be added into balanced fleets.
Hmm....points three and six USED to be true. I remember too many times where my opponent retreated and then left his fakes behind. Point 1 is my main point though. I'll renig point #6. Shame it's not true. Damn.
Microing them still works though.
Best TEC Answer: Scouts & HC's
Advent: Your own Illums, Scouts, HC's, unless he abuses repulse, then u need Illums
Vasari: Flak and/or HC's
Illusions for lums do not use fleet supply. Illusions can jump to another grav well. Cool down is 3 mins and last for 2 mins.
I see advent players using illusions all the time. Usually pass the 30 mins mark.
Lums can not be countered with HC. Either the player is dead cause he rushed HC or the advent player has repulse as well (or waits till they get repulse) and makes HC useless
Why flog a dead horse? Yeah, they're overpowered. Anyone who says otherwise is either an A.) idiot or a B.) munchkin... which is pretty much the same thing. I swear to god, Advent players don't even really have to stress out about credits too much in most games either; you know why? If people are using too-many damn trade centers (and there always seems to be at least one person that does this,) chances are the sun is going to have a bunch of merchant ships going through it. In multi-star systems this is certain to happen. All they have to do is set a couple of starbases, throw in one or two guardians, a couple of carriers, and a H. Carrier. I know this doesn't work in late game, but it certainly works in mid-game on large, multi-star systems. And it can in late game too... just beef up your fleet. Oh yeah, and if you (god forbid,) use the culture upgrade(s) for just ONE of the starbases you make life very 'interesting' for anyone nearby. And homing mines. And giant rocks from outer-space. And an ability that makes your opponent dead in the water.
You guys are worried about the lums when there are so many other things wrong with the advent, lol.
best counter for ANY lrf. is Missile barrage. If your cap. ship can get it off in time. If you find your marzas consistenty unable to perform, pfizer's VIAGRA© may be for you.
BTW for fun I just dug up lum stat chnages for 1.04 Vanila Sins
-Illuminator: -Hull points increased from 520 to 620. -Shield points increased from 450 to 550. -Attack type changed from CAPITALSHIP to ANTIMEDIUM. -Front bank damage increased from 33.8 to 58.5. -Side banks damage decreased from 33.8 to 30.3.
Just to point out we have been enduring OP lums for a long long time.
Vanila Sins 1.1
Illuminator Vessel:
Actuly I was sure they nerfed lums more times. But this seems to be it. WOW FEET DRAGING.
So to recap with math:
1.04 Vanilaa 19.23% hull increasea 22.22 Sheild increaseMeanning an aproximately 20% HP increaseA STAGERING 73% frontal bank dmg increasea 11.55% reduction on the side banks.Meaning 17.45 dmg increase
1.1 Vanila9% frontal bank dmg decrease11.19 side bank decreaseTotal 10.27% dmg decrase
For the currious current lums are still have 20% more HP and deal 6.5% more damage then in 1.03 and they still cost the same as they did in 1.03.
To make sure I understand your point with the math. You are pointing out the increases from 1.04 to the current 1.17?
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