ILLUMS VS. KODIAKS
Well. I just did another test recently. Everyone knows Enforcers need a fix, but everyone is pretty much happy with Kodiaks and where they are. So I figrued, let's try Illums vs. Kodiak. Prove there is balance in the game.
I did two tests.
First Test
This was the simplest test. I sent 20 Illums up against 12 Kodiaks. No upgrades. This was more of a control to see how the two ships are balanced. I figured this is large enough a scale to get good results. The results were as expected.
4 Kodaks were alive when the last Illum died.
20 I vs. 12 K : 4 K survive
Second Test
The first test isn't fair though. The Kodiak player spent more total money, so the Illums need $$ spent on upgrades to balance them out.
I'm going to need to go back and readjust this test. I did the same as in the enforcer test. I gave the Illums +10% shields, +10% health, and +5% beams. This was a bit much. I'll need to double check, but I think I should have only given +10% shields and +5% health. I think I overcompensated for the Illums so now I need to redo this test.
With the same set up as the Enforcer test, however, where the Illums recieved aforementioned upgrades
20 Illums vs. 12 Kodiaks: 7 Illums survived (again, this test isn't valid, but at least an indicator)
ILLUMS VS. ENFORCERS
I recently did a test with SilverSurfer online to deteremine something. JJ has done tests that show that the Illum is easily the most powerful long range frigate. He's also exposed that the Enforcer is easily the worst Heavy Cruiser.
When I crunched the numbers, I looked at Illum vs. Enforcer and just wasn't sure which would win.
Now, that's without damage multipliers applied. HC's do 150% against lrfs. LRFS do 75% of their damage against HC's so that doesn't tell the whole story.
When I saw the above chart, I was curious. My expectation is that HC's will beat anything outside of HC's and bombers. I think that's perfectly reasonable. HC's come so late in the tech tree that you'd expect them to be the strongest, and it says in their info card in-game that they counter lrfs.
I wanted to see if Vasari really can use enforcers on the Illum spammer. I did 3 tests of 50 Illums vs. 25 enforcers. I'll explain each test.
There are some folks who are going to say hey Raging Amish, Illums and Enforcers don't cost the same so how you do your experiment by ship slots is wrong. Actually, you'll find this interesting. If you use 4.5 cred = 1 resource (which I feel is slightly more accurate than 5 cred per resource, the black market hovers between 400-500), you'll notice that Illums and enforcers in fact cost the same.
2 Illums: 760 cred + 120 metal + 110 crystal = 1795 cred
1 Enforcer: 625 Cred + 150 metal + 110 crystal = 1795 cred
So, in my opinion, the cost of the ships is equal when looking at equal ship slot analysis.
This was the simplest test. I sent 50 Illums up against 25 Enforcers. No upgrades. This was more of a control to see how the two ships are balanced. I figured this is large enough a scale to get good results. The results....were staggering.
22 of his Illums were left when I lost my last enforcers.
50 I vs. 25 E : 22 I survive
Second Test: Balanced w/ no Reintegration
The first test leaves out the fact that enforcers cost 2 extra mil labs and ALSO cost more to tech, so I did my best to give the Illums upgrades to balance this out.
I did a full analysis of upgrade costs. I couldn't get exact matches in cost, but I think I got close.
One thing that has hit me is that I could have adjusted the differences in cost by giving more Illums than giving more upgrades. That would make a difference, but arguing about spending $$$ on upgrades rather than ships is splitting hairs.
With all of that said, I did this test with no reintegration. In the no reintegration test, I had to compensate for the exta money Vasari spends on 2 labs (2760 creds), and then the extra spent on buying the level 5 tech compared to tier 3 tech (1525). To balance this out, I gave the Illums Both LvL 1 Shields and Health (+10% net combined shields/health), and then one tech in beams. This comes out to a cost of 4512.5 creds. This is 300 creds more than what I was aiming for, but as close as I could come. 300 creds won't tip the scale of a battle, so this is fair.
22 of his Illums were left when I lost my last enforcer.
*50 I vs. 25 E : 22 I survive
*I should mention that in this test I microed more effeciently and the Illums didn't get as close initially as they did in the first test. Surfer had to move his Illums closer mid battle, and I was microing better, so this test was slightly skewed in the beginning, which is why we have the same # of survivors as before.
Third Test: Balanced w/ Reintegration
So, reintegration. This should balance out the Enforcer right? It can stop mid battle and heal 720 health. WRONG. It heals at 18 hps. The Illums do way more damage than 18 dps just with their sidebeams. To compensate for the cost of reintegration, I show in the charts above that I had to include the extra cost of 4 health ups for the Vasari and 2 reintegration upgrades. To balance this out, I additionally gave the Ilulms both LVL 2 Shields, The second up in beams, and then 1 lvl 3 health upgrade.
During the battle, I built up a que of 20 illums or so and was microing to activate reintegration on the enforcers. The loss of the guns of the enforcers seemed to be the most staggering effect. Sure, the ship is healing, but it's guns turn off and it's not helping the battle.
21 of his Illums were left when I lost my last enforcer.
50 I vs. 25 E : 21 I survive
Conclusion:
This is just bad. I can't express how badly this needs to be balanced. This leaves Vasari players two options against Illums. You can either get fighters and watch them get mauled by flak, or get Starbases that can't jump from planet to planet.
This test to me exposes how bad enforcers really are and how strong Illums really are.
I can think of no reason for Illums to be this strong. At the very least, Illums need to be brought down on par with the other LRFs, and the Enforcer needs to be brought up to par with the other HC's.
This is the current chart for the statisticss of 60 ship slots:
My Proposed Fixes:
This is how I would balance the game if the current status quo of lrf's staying strong is to be kept. I gave the Illum the worst health of the group, and I did switch around the Assailant and LRM shields.
I gave LRMs the worst shields because TEC have the worst shields of all the races. Advent has the best. Vasari is the middle man. The list is inverted for health. Advent has worst health. TEC has the best. Vasari is middle man.
Now....I don't like that chart as it stands. Each HC has about 9750 combined health/shields. Each LRF has about 10500 combined health/shieilds. That's just wrong, even with the differences in armor.
I think the LRFS in general should be nerfed at least 10% in total health/shields. A 10% nerf to start in the next patch would at the least be a good start towards balancing lrfs. I DO BELIEVE that lrfs need a cut in combined health/shields. Currently, they are tough as nails (all three races, even when you're tec you either get LRMS or Kodiaks). This is what my chart would look like.
You don't have to agree with this. This is how the individual ship stats would change.
Original Stats:
620
Changed Stats w/o 10% nerf:
500
Changed Stats w/ 25% nerf:
450
540
I'm completely serious about that nerf. Long Range Frigates are supposed to be just that....long range. The kind of ship that fights great from afar, but if something gets close, they take 'em down easy.
As I mentioned before, this would require balancing flak, but it'd be a worthwhile fix to help the balance of this game.
Perhaps 10% is or isn't the right amount. But it's a start.
1 last Grievance:
The damage multipliers in this game need to be....rebalanced. When a ship goes up against what it counters it should be doing +75% damage, or maybe +100% damage. Not +25% or 50%. Now, for HC's, which get +25% to +75% against anything, that's not what I'm getting at. HC's are good against all. Every other frigate is great against something, but not good against most other ships.
I'll start with light frigs. Light Frigs need the buff to 175% at least against heavy armor. I'd prefer 200%.
I'm not so sure how to adjust flak. TBH adjusting flak depends entirely on whatever other adjustments the devs make, so rather than make a guess about flak, I'm just going to say they need fit in the flow of the game, however that may be.
LRFS should have high multipliers. It makes sense that this ship type has good multpliers. The point of the lrf is to be good at dealing out damage, but to be easy to destroy for enemies that get up close. IF THEIR HP/SHIELDS gets nerfed, I would fully support upping their multplier against medium armor to go up to 175% if it isn't already there, HOWEVER I understand that LRFS are so strong against light frigs that keeping them at 150% would make sense.
Bombers could use a boost. They do 100% against very heavy armor....which is what they're designed to counter. My feeling is this should be 125-200%. Not 100%. I just figure if the game is rebalanced, bombers need to stay strong enough to fight a kodiak rusher.
Parting Words:
I realize Stardock is the publisher and Ironclad is the developer, so pinning this problem on just one of the companies isn't fair, but how hard is it to get someone who's number savy to balance the game? The current balance of the game is at best abysmal. I know the races need to stay independent and unique, but god almighty that doesn't mean throw balance out the window.
I do not want to be an annoying jerk on the forums who seems to be screaming the loudest about the current state of the game. I like to think I've kept myself as logical and reasonable as possible.
To ICO and Stardock, this game is amazing. You've done a great job at fabricating what has to be a top 5 game for me to have ever had the pleasure to play. With that being said though, this game needs to be balanced, because after waiting over a year for this game to be fixed and balanced, I'm not sure how much longer I and the rest of the community are willing to wait. There are other games out there that don't give me this type of frustration, and I'm slowly turning to them, so fix it plz.
U can leave the strikecraft on caps DarkCloud. I doubt it will be noticable.
Astax, you got me thinking.
What did the Devs do when Returning Armada was abused and it needed to be balanced? They nixed the free ships that cost only antimatter and made the ability cost cash.
What did the Devs do when people would spam mines (Cykur, here's looking at you) in a single gravwell because mines only cost antimatter for Vasari and Advent? (This is also the issue combined with the fighter bug that made me leave the game). They made mines cost cash.
Making strikecraft cost cash is almost a necessity. This takes the guess work out of balancing them. If you think about it, when have you ever seen a unit that costs nothing to make? I can think of three games I've played where a carrier would release it's own smaller attacking units. Starcraft, Empire Earth, and Rise of Nations. In all three, strikecraft were bought, not given freely.
The best way to probably do this would be to take the cost of the current carriers and cut it in half. The initial costs of just the carrier would be half the cost of a current carrier. After that, you divy up the costs based on # of squads. Advent squads would cost 1/6 of the current carrier cost. TEC/Vasari would cost 1/4 of the current carrier cost.
OR you could make carriers cost a lesser amount. Make the strikecraft almost the entire cost of the carrier.
Balancing fighters would be easy then. Take 1 flak against one squad, Adjust the health of the fighters until it takes X number of mins to kill it (whatever time would be prudent).
There's one problem though. I have a hunch that currently the program for strikecraft production is the same for carriers, hangar bays, AND capital ships. Really, the only grievance I think we all have is with the actual carriers, not the way strikcraft are made on cap ships and hangar bays. If anything, how they're currently made on caps and hangar bays is appropriate.
It'd be a nice balance. The fact that carriers can jump in...have all their squads die, and then jump out only to come back and repeat the process (at no cost to the user) is a load of bull. I've never played another game that had this feature.
Well eadteas the only prob with messing the am stores is in a few jumps you are out of am.The am builds so slow especially in battle.That was the only end to a sc war was when either side ran out of am because sc build much slower then or near the same of the current build rate due to waiting for am to build the next sc.In any case your right but I still think it all could be balanced out (flak,flak burst and push) to work right.The only thing out of balance would be the cap abilities and its not like we dont already have probs with that.I personally hated responding to an attack a few jumps away and getting there with near 0 am while the enemy has full stores.
DamagePercentBonus:ANTIVERYLIGHT:VeryLight 1.5 DamagePercentBonus:ANTIVERYLIGHT:Light 0.75
Make flak burst and push antivery light damage.It would offset the fighters higher hp.Even if you gave fighters 100% hp increase that brings them to bout the same hp as bombers(advent).A level 3 kol does 60 damage(i think) and that would put fighter hp at 80(100%).Really if you 1 shotted all sc with one burst and the build rates are much slower but the sc are tougher then they might be op anyway.The flak burst was balanced off the fact the enemy could rebuild his squads much faster then the current version so it still might balance out just fine.Another thing you can do is lower am cost of burst so it takes more shots to kill the sc and the other player has more time to respond to the threat.You would still have enough am and shots to get the job done tho.You really cant have 1 kol 1 shotting all sc when build rates are slow and your sc are so important to the battle.Just knocking down their hp by half would be devastating in that kind of battle.If both players have similiar amounts of fighters and one side loses half its hp then its obvious who will win at that point unless the other goes on defenseSc battles will be very similiar to fleet battles at this point.Once one starts killing the other and winning its really hard to rebuild your fleet faster than they are dieing.Past this small balancing act with the caps I cant see any other probs with it.
The fact that carriers can jump in...have all their squads die, and then jump out only to come back and repeat the process (at no cost to the user) is a load of bull. I've never played another game that had this feature.
I've always found this a load of bull as well. And it seems they have a hard time balancing a unit that costs no resources (strikecraft) with units that do have a price tag (everything else). And I just dislike the idea of an expendable unit in general. I'd like to see SC cost resources.
Raging: I think that leaving strikecraft free for caps would be OK. For Hangers though you think adding cost woudl be abd, but I think it might actually be good. Because if you added cost, you could decrease the cost of the hanger, which would lead to people putting these up, and just not buying the craft till they are needed. Of course provided that once you buy a squad and it is produced it is launched at 100% health as is with any other frigate that cost money. And you can give hangers a discount in cost of the strikecraft compared to Light Carriers.
I can see people putting down 3 hangers early on their homewolrd in case someone rushes them with LRFs, but not buying the fighters right away. Cost would be a lot less significant, and probably worth it. Much like people tend to build few odd turrets now, which have actually been worth the cost since they got capital damage type on them.
Indeed you would arive with no AM. At one point their is a price to pay, their has to be. So to achive the balance with your oponent I would suggest AM draining abilaties or if you Advent the AM recharge thingy whos name I dunno sicne no one ever uses it. Antimatter Recharger had to look it up in my book. The goal is to tweak the default AM to the point were once you have purchased the AM upgrades Carriers are just barely unable to maintain their numbers. Ei durring the build time for a fighter witch costed say 60 AM the carrier will only regenerate 55.
You sure turrets get capital damage? We're talking about turret turrets right? Beams on Advent. Missiles on Vasari. Gauss Cannons on TEC? I could have sworn they were antimedium. Guess they changed at some point.
Yes the damage was changed a while back, not sure when, to give them a bit more of a kick.
from PLANETMODULE_PHASEORBITALMISSILEDEFENSE.entity:
WeaponType "Missile" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "PHASEMISSILE"
from PLANETMODULE_PSIORBITALBEAMDEFENSE.entity:
Weapon WeaponType "Beam" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "OVERTIME" DamageType "ENERGY" WeaponClassType "BEAM"
from PLANETMODULE_TECHORBITALGAUSSDEFENSE.entity:
Weapon WeaponType "Projectile" damageEnums AttackType "CAPITALSHIP" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageApplyType "BACKLOADED" DamageType "PHYSICAL" WeaponClassType "GAUSS"
This could fix things.
But then again, on the examples you gave- Returning Armada and Mines, what happened to them? No one uses them anymore. Could this happen to carriers if SC cost money? It's possible. The only way to keep them useful is to make SC dirt cheap (like interceptors in Starcraft). But then again, in starcraft there were no Hard counters for interceptors, no abilities that could kill them all with 1 shot, no units that excelled in killing them and nothing else, I mean it was easier to just kill the carriers that hosted them than to kill the interceptors so its hard to say how the gameplay in Sins would react. Making SC cost money could possibly fix the whole issue, but IC doesn't exactly have a great track record with making things cost resources and keeping them useful, so I'm a little hesitant to request it.
It'S why it must be avoided.
For RA they screwed up when they overpriced it. Their should ahve just priced it to the average scuttle income your get form the ships. That way you get ships at discount but can't profit from it. From there weatehr people use it or not is their problem.
Mines were also overpriced.
I forgot about that before replying, sorry. But still, changing SC costs from antimatter to actual resources presents another balance. LFs would be weakened even more, since their anti-antimatter abilities are just about useless against Carriers.
Though with cheaper Carriers too, the Capital Carriers might not be used, unless standard Carriers have fewer squadrons than currently...
Looking again at general SC costs, however, I think the easiest way to balance them is by increasing their antimatter cost, but removing the Carrier build penalty unless it's being attacked (And Capital ships would be exempt from these problems). I think this would be better, as while Carriers can still bring replace their squadrons in battle (So they aren't floating paperweights after three minutes), the antimatter cost would make far less replacement fighters, and Lfs would get a bit of a boost.
Yes but wouldnt this make carriers horrible till late-mid game.Am ups are sorta a later game research and pretty pricey.Right now at the stock recharge rate it takes forever to recharge a few jumps.
*A level 3 kol does 60 damage(i think) and that would put fighter hp at 20 with 100% hp increase over stock(40).
if you make squadrons cost money then leave cap carriers with free squadrons (since their fabication facilities are far beyond what carrier cruisers could possibly have) same for hangers. that unto itself would be buffing cap carriers.
The point that seems to have been missed here, and that I must stress is that strikecraft are the only unit in this game that cost nothing to replenish once lost. No other unit can recreate itself indefinitely at no cost to the user.This is why carriers have been so hard to fix. They couldn't be balanced in the first place. Have you ever played a game where strikecraft were free? NO. IT DOESN'T WORK and is unsensible in terms of balance.
Before in 1.1 strikecraft were too poweful. Now they're god awful. There's so much guess work with how you balance a unit like this. There are cases where it will replenish its ranks mid battle because it has huge antimatter stores. There's also when it's been jumping so it is in an enemy gravwell and has no antimatter. Not to mention build penalties.
Is there honestly someone out there who's going to tell me it's fair that I can jump 10 carriers into your gravwell, take out say 10-20 long range frigates of urs, then jump out and regenerate my losses for free while you must pay to replenish your losses?
The problem and flipside to this arguement is that there is flak burst, halcyon bitch slap of doom, and magnestize. Capital ship abilities what will absolutely decimate strikecraft. With that said, I will yield to the fact that even though I've never seen strikecraft costing nothing to replenish work, that perhaps there is still a way to salvage the current system.
Strikecraft, long range frigates, and light frigates are all linked in this nexus of imbalance. Making fighters cost cash would take effort to program, but would be so much easier to balance than they are now. You want the guessing game and annoying imbalance to leave this game? I'm telling you taking the guess work and X factor of antimatter out of the equation makes balancing the unit way easier.
@SS: The Vasari ability makes cost go up X2 and refresh rate go up X2, so that's not weakend. If anything, it's stronger. The Cobalt Sabatoge Reactor ability does 100 damage and disables abilities, so strikecraft wouldn't be built...period. Still strong. The only race squirreled here is Advent. Disipcles literally steal the antimatter, so yes, disciples would be somewhat less effective against carriers.
The weakness of light frigs doesn't come from the fact that the ship is too weak. It comes from the fact that LRFS are ungodly strong against them and that against their ideal target (heavy armor), they only get a +50% bonus when it should be +75% or +100%. Weakening them against carriers is the least of our worries in balancing them.
Make Strikecraft cost $$$ (i'm debating this one, it could work, but it'd definitely need to be done right in practice), give light frigs a bit of a buff at their purpose, lower LRF health, balance the illum, balance the enforcer, up repulses antimatter cost, balance flak accordingly with the new adjustments to fighters, up the carrier's speed back up to 500 (why in the hell was it lowered to 450, lrfs can catch them now), keep the cost of strikecraft relativley low (make stricraft only 1/2-1/4 the cost of the current carrier)and you know what.....this game just might be balanced.
C'mon devs. You wanna sell Diplomacy you'd better balance Entrenchment first.
I believe the only LF ability that effects carriers is the Disciples steal antimatter. Since squad production isnt an activatable ability, I don't think Sabotage Reactor or Interference effect them (which they should), I could be wrong though I've never tested it, but I'm 90% positive they don't. Just another reason why LFs really suck.
I'd argue that the Illums illusion is similar, while not exactly the same, it creates extra ships that can be targeted by everything including health/shield/armor buffs (im pretty sure). Something needs to be done about this ability as well as all the other fixes. I played a game recently with Top Vasari(uber) and blackhawk in which black hawk took down took down my #2 fleet and ubers #1 fleet with 70 illums that quickly doubled to 140. The damn things are tough enough to kill already, and by doubling their numbers and then using shield restore its like a ship instantly doubling its health/shields and then being able to restore shields at twice the normal rate. In the end he only lost 20-30 ships to 2 fleets that were a good deal larger.
Oh, and to make this point separately from my previous reply: If done right $$$ shouldn't nerf carriers to obsolescence. I'd want the cost of the actual strikecraft to be cheap. That's the only way it'd work. Thanks to complete wipeout ablities on capital ships, making strikecraft expensive is not an option.
Agreed, it would work only if SC were dirt cheap, but I can't say I really trust the devs to do it right, as they don't have the best record for switching AM to Resources.
Deceiver is right, as is only steal antimatter does anythign to carriers. I brought this point up before saying it stank. This change would do nothing but buff LFs, since now the otehr abilities that a carrier would get to use AM would trigger reaction from Sabotage and Interference, at least that's how I envision it.
And yes point about mines and RA are noted. However RA is still sueful late game ability. It is cheaper ships than you would make otherwise. It is just no longer a rush-to-mid-game-I-win ability. How many tiems have I used RA since change? About as often as I have Pervasive Econ, anyone got a problem with that?
Mine price may be a bit steep now. But that is because of how mines function. Only bad players are ever killed by mines. If mines killed ships belonging to a good player also, then they be worth the price. Mine needs fix yes, no one will argue this. Probably cost reduction and so on. But it does not mean we should drop everything go fix mines and not care aobut carriers.
Any change we would do like adding cost to the squads would also come with undoing a lot of other nerfs that we have now, like undoing production penalty. Making squadrons start at 100% craft maybe, not just 1 craft. Redoing the HP on squads so they last longer. Plus additions so that carriers can continue using AM. Overall it would probably fix some stuff. Should be noted that an ability to repair by carrier is a must because squadrons do not have shield mitigation. The ability would not be same for all races. I think something like direct heal for Vasari, heal over time for TEC, and Advent will actually not repair but rather put a shield over a damaged craft. The shield would last till depleated. I think that would be pretty cool.
Also at the same time we will redo LRFs, like making Illums not beat HC outright like they do now. Hell even making illums not beat EVERYTHING outright like they do now :/
Deciever, take a look at Illums the next time someone uses said ability. If you look on the quick reference bar on the left, you will see that the Illums that are fake come last in the list. If you go into the mode that allows you to select ships one by one, you can micro to avoid attacking the fake ships. Also, don't forget that a mass of Illums is the hardest fleet to take down. It shoots in all directions, meaning the only thing that's gonna break it up is either subverters (too weak), repulse (too overpowered and repulse vs. repulse is the only thing more annoying than repulse itself), or Volatile nanites on the Devastator (seriously, have you ever had this more than once or twice?). There are other options out there I'll bet. I forgot Malice. You get the point though.
There's probably a couple more options out there. It used to be, though I don't think it is now, that fake Illums couldn't phase jump. I don't know when, if, or why this changed, but bringing this back would make a LOT of sense.
Aye, I'm aware they are, but you can't micro side beams to attack the right target. I didn't mention in this particular battle I was also Advent, and abusing guardians and illums, difference is I had to take 2 jumps to get to the battle and my Illums didnt have the AM to illusion when I got there, so pretty much he and I spent several minutes repulsing eachother around, but in the end he won because I wasnt able to kill many of his damage dealers, while every shot of his was slamming into real ships, only half of mine were, all this right after he slaughtered 60+ kodiaks, 2 kols, 2 dunovs an akkan a Marza and around 30 hoshis (well some of the hoshis survived), taking extremely minimal losses from that due to repulse and illusions. I'm not saying that Blackhawk didnt outmicro us, and that theres a bunch of things that could have been done differently, but when a guy can drop two fleets larger than his own, commanded by two pretty experienced players and all without losing even half of his fleet, there has to be something wrong.
We need a patch soon, I'm a patient as hell kind of person, but I'm losing it with this game.
Illusion doesn't require antimatter. It just has a cooldown time.
He was abusing repulse. That's where I draw the line. I can take most of the current imbalances. The second I see repulse (10+ guardians), I leave the game. You can say what you want about me. If you use repulse, I will leave. I'll spend my time playing a game where my efforts will prove fruitful. Repulse is the the most bastardly thing to use in the game. Advent already have the most broken fighting unit. You put repulse on top of that and that's it. I'm not bothering. I'll go elsewhere. I don't bring a knife to a gunfight, and I'm not going to bother trying to fight Illums coupled with repulse.
I've had ignorant people go "But strikecraft work." SCREW YOU. They don't. 50% multipliers + flak obliterate fighters and to a lesser extent bombers. Other guy brings a few strikecraft of his own or a Halcyon and then the fighter idea is TRUELY squirreled.
At the least could we have a hot fix to balance the illum, repulse, and the enforcer? This would take care of about 75% of my headaches, and that CAN'T be that hard to hotfix. It'd just be adjusting stats. Just a small patch. Plz. Plz. PLEZ.
i remeber that game deceiver. Sunny is such a bully.
I would have won because my fleet was better but he lied about his SB and he had mass disorentation. but really my fleet was far larger for fleet points and deceivers was probably bigger than his as well. but he destroyed both of our fleets.
With illusions it displayed him as having 178 illums. now illusion needs to be looked at. the fake illums should NOT show up in the empire tree or the unit count from the overveiw of the battle. When a guy only has 80 illums and it looks like he has 180 there is something broken. repulse, illums, illusion, best caps, Advent have almost all of the late game advantages. and for only teir 5 illusion is too powerful. maybe it should be switched with the destras ability, it is far more powerful.
This time im not even flaming about repulse i beat repulse that battle with emp bomb from the dunov and lrms his garudians were not the threat.
My fleet was about 30 lrms, 35 hoshies, 25 ceiloes, 60+ kodies, an akkan 2 donovs a marza 2 kols and 5 or so carriers.
All he had was 2 caps 12 flack, 80 illums with illusion and 10 or so gardians.
i lost all of my kodies the only thing that survived was about 20 hoshinkoes.
and i also had all of the armour upgrades and 30% hull upgrades to my ships. as far as i know he only had the shield upgrades required to get gardians because he was strapped for cash.
_|~Uber
He had mass disorient? Were your ships affected by it? How upgraded was his starbase. Was he using repulse (i.e. how long did it take to take out the guardians). I feel like you guys are leaving out some info that would make the difference here.
There are many great features available to you once you register, including:
Sign in or Create Account