Hey everyone its that time again, lets compile some data!
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.
BUGS
Since the last patches release, the main complaint I've seen on the forums are in the form of bugs, so I'm compiling a list of the known ones, and will update the list as more are discovered. Some of the early bugs were fixed in the hotfix, and perhaps (fingers crossed) the Devs will release another hotfix to address the rest, rather than a whole new patch. So here it goes:
- Nano Weapons Jammer autocast AI casts continuously
- AM Recharger autocast AI casts continuously
- Illuminator causes mystery damage between shots
- Phasic Trap research Level 2 still has no effect.
- Orkulus Phase Stabilizer does not work on stars.
- Random Map Bugs:
- Single Phase lane starts
- No connected Asteroids
- Overlapping Gravity Wells
- Backwards Dunov Icon
- Pathing Improvements (specifically dealing with stationary obstacles)
- Orkulus commands cancelled when trade ships dock
- No wave cannon sounds on Kortul
- Resource extractors on HWs produce income before they're constructed.
- PAWELOS BUG HUNTING
- Siege Militia/pirates run from turrets before construction is complete (exploit).
CAPITAL SHIPS
This will be a large section that will continue to evolve through out the life of this thread so check back often for new topics. Consensus seems to think now that carrier caps have all been buffed, many of the other caps need to be brought up to par with them.
Buff Battleship Class(Kol/Radiance/Kortul)
Increase hp/shields/armor?-
Yay- Volt_Cruelerz(20-25%) Darvin3 Deceiver_0 CallenExile MindsEye Swordsalmon Hrabandur CrazyElectron Ryat Arthanis Warlord Mike Onigiri
Nay-
Increase DPS?-
Yay- Volt_Cruelerz(20-25%) Darvin3 Deceiver_0 MindsEye Swordsalmon CallenExile Hrabandur CrazyElectron Ryat Arthanis Warlord Mike
Nay- Onigiri
Buff Gauss Rail Gun?-
Yay- Volt_Cruelerz(800/1200/1600) Darvin3 Deceiver_0 CallenExile MindsEye Swordsalmon CrazyElectron Ryat Arthanis Warlord Mike
Nay- Hrabandur Onigiri
Re-work Animosity?
Yay- Volt_Cruelerz Darvin3 Deceiver_0 MindsEye Swordsalmon Ryat Arthanis Warlord Mike
Nay- CallenExile Hrabandur Onigiri
No Change needed- CoBBQ
Colonizer Caps(Akkan/Progenitor/Jarrasul)
Buff Jarrasul Evacuator's colonize?
Yay- Darvin3 Volt_Cruelerz Deceiver_0 Swordsalmon Agent of Kharma Hrabandur Ryat Arthanis Warlord Mike Onigiri
Nay- CallenExile MindsEye
No Change needed-
Carrier Class Caps(Sova/Halcyon/Skirantra)
Buff Scramble Bombers?
Yay- Darvin3 Volt_Cruelerz Deceiver_0 MindsEye Swordsalmon Agent of Kharma Hrabandur Ryat Arthanis Warlord Mike
Nay- CallenExile Onigiri
Buff Replicate Forces?
Yay- Arthanis Warlord Mike Onigiri
Buff Support Class Caps(Dunov/Antorak/Rapture/Revelation)
Increase AM regen?
Yay- Darvin3 Hrabandur CrazyElectron Ryat Juletron Arthanis Warlord Mike Swordsalmon
Nay- CallenExile Mindseye Onigiri
Increase maximum AM?
Yay- CallenExile Darvin3 Hrabandur Mindseye Volt_Cruelerz CrazyElectron Juletron Arthanis Warlord Mike
Nay- Ryat Swordsalmon Onigiri
Increase Dunov EMP range?
Yay- CallenExile Mindseye Volt_Cruelerz CrazyElectron Ryat Juletron Arthanis Warlord Mike Swordsalmon
Allow Dunov shield restore to be self targetable?
Yay- Mindseye CrazyElectron Juletron Arthanis Deceiver_0
Nay- Ryat Volt_Cruelerz Warlord Mike Swordsalmon Onigiri
Allow Antoraks subversion to effect SC?
Yay- Mindseye Juletron Volt_Cruelerz Arthanis Warlord Mike Onigiri
Nay- Ryat Swordsalmon
Buff Phase out hull?
Yay- Mindseye Juletron Volt_Cruelerz Arthanis Warlord Mike Swordsalmon
Nay- Ryat Onigiri
No Change Needed-
DELIVERANCE ENGINE
Without a doubt the weakest of the superweapons, there is little point in seeking it. For too long its been sitting in a dusty box on the shelf, to weak to be worth its tremendous costs. Lets consider some buffs to at least make it functional as a weapon. The one buff thats been suggested that I like is an instant allegiance drop, which will aid Advent in cultural takeovers of border planets and with enough, could possibly overthrow an enemy planet (though Id say it should require many more than the fearsome novalith)
Buff Deliverance engine-
Cause an instant decrease in allegiance?
Yay- Deceiver_0 Kitkun Greyfox2 anteachtaire Mow Mow Warlord Mike Hrabandur Arthanis
Nay- Howdidudothat
No buff needed- Qu4r Darvin3 CallenExile
EMPIRE TREE
As I feel that the devs decision to put "Phase Jumping" ships at the top of the tree was purposeful and not a bug, I think most of us agree that the constant movement it creates (especially with phase monitoring!) makes the empire tree difficult to use. Move it to the bottom?
Adjust Empire Tree-
Move "Phase Jumping Ships" to the bottom of the tree?
Yay- Deceiver_0 Darvin3 SwordSalmon JSW_Ballz Mindseye Agent of Kharma Ryat 52500 Mow Mow Fuzzy Logic EadTaes Warlord Mike Hrabandur Howdidudothat -Ue_Carbon Chaotic Magician Arthanis
Nay- CallenExile
FIGHTERS
Some are unsatisfied with fighters with regards to surviving flak. I urge everyone to read the points of debate between Mindseye and myself starting on page 10-11, to get a better understanding of why fighters should or should not be adjusted. Below are a few suggestions
Buff Fighters-
Increase armor/hp?
Yay- Mindseye Mow Mow Greyfox2 Qu4r Arthanis
Nay- Deceiver_0 Darvin3 Ryat Top Vasari Warlord Mike EadTaes Hrabandur Howdidudothat -Ue_Carbon Chaotic Magician Agent of Kharma CallenExile CrazyElectron
MAPS
Raging Amish has proposed some modest changes to maps that I think we could possibly have implemented with enough support, so lets get a vote to see what people think of them. Magnetic clouds are huge wastes of space as their is nothing terribly beneficial about them. People with ability heavy fleets and caps would opt to fight you somewhere else (and can do so without much penalty). They make awful chokepoints because you can't put starbases or mines there, and they offer no economic value. I'd like to hear some ideas on how to improve them (beyond removing them completely from the game as RA has suggested). If we can come up with some good ones I'll put them up for a vote. In the meantime, I think one should at least be able to construct Starbases here, so I'll put that up as a topic. Also, all too often we see Ice and Volcanic planets (which require research to colonize) offering you only 2 resource mines for the trouble of colonizing them. Personally I don't think that PLANETS should have less resources to offer than an asteroid. What do you think?
Magnetic Clouds-
Allow starbase deployment?
Yay- Deceiver_0 Darvin3 Hrabandur Juletron Howdidudothat Warlord Mike DirtySanchezz Kitkun Qu4r CrazyElectron
Nay- Ryat CallenExile EadTaes DesConnor -Ue_Carbon Chaotic Magician
Ice/Volcanic planets-
Change minimum mines to 3 (currently 2)?
Yay- Deceiver_0 Swordsalmon Ryat Darvin3 Juletron Mindseye Mow Mow EadTaes JSW_Ballz Howdidudothat Warlord Mike Kitkun Ovi_187 -Ue_Carbon Chaotic Magician CrazyElectron
Nay- CallenExile DesConnor DirtySanchezz Hrabandur Agent of Kharma Qu4r
No Changes needed-
ORKULUS STARBASE
This topic is going to be heavy on the debate, and will likely be updated several times with NEW votable options throughout the life of this thread. Now, I think it's safe to say that we're beyond the point of the DEVS making a Vasari Assault cruiser and making the Orky stationary. So if thats what you think should happen thats fine, but it would be more useful for everyone if you hada second opinion on the Orky and voted on the issues below.
Nerf Orkulus-
Increase build penalty in hostile wells? (currently 2.25x unupgraded)
Yay- Greyfox2 Raging Amish(3x) Mindseye Arthanis
Nay- Deceiver_0 Cykur Howdidudothat Top Vasari Swordsalmon Ryat anteachtaire LordMechanoid JSW_Ballz Warlord Mike Agent of Kharma DesConnor DirtySanchezz Kitkun Qu4r 52500 Hrabandur -Ue_Carbon Chaotic Magician Qu4r CallenExile
Other-
SB constructors trigger phase monitoring alarm? ("Hostile forces are inbound")
Yay- Mindseye Deceiver_0 Howdidudothat Top Vasari Cykur LordMechanoid Warlord Mike DirtySanchezz Kitkun 52500 Hrabandur -Ue_Carbon Chaotic Magician CallenExile CrazyElectron Arthanis
Nay- JSW_Ballz DesConnor Qu4r
SCOUT FRIGATES
A hotly debated topic right now on the forums, none can deny their increased presence on the MP battlefield. As the cheapest buildable unit in the game, as well as being tier 0, its utility against long ranged frigates has been thoroughly exploited. The question remains, is it balanced? This topic will be split into two sections, a general section for a blanket nerf and a more specific section for interspecies balance. The reason for this is that some think scouts need to be weaker in general, whike other think they need to be balanced on par wtih TEC scouts.
Nerf Scouts-
Decrease hp/shields?
Yay-
Nay- DirtySanchezz Cykur Arthanis
Decrease DPS?
Yay- DirtySanchezz Greyfox2 Mindseye Arthanis
Nay- Cykur
Increase Cost/supply?
Yay- Mindseye Cykur Swordsalmon
Nay- DirtySanchezz Arthanis
No Nerf Needed- Deceiver_0 Wingflier Howdidudothat Darvin3 Ryat CallenExile Chaotic Magician Agent of Kharma Sivcorp 52500 JSW_Ballz LordMechanoid Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron
Balance Scouts-
Decrease Seeker Vessels Hp/shields/armor?
Yay- Deceiver_0 Wingflier Mow Mow Swordsalmon Darvin3 Ryat Greyfox2 52500 JSW_Ballz Cykur Top Vasari LordMechanoid Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- DirtySanchezz Howdidudothat CallenExile
Decrease Seeker Vessels DPS?
Yay- Swordsalmon DirtySanchezz Howdidudothat Greyfox2 Hrabandur Qu4r
Nay- Wingflier Darvin3 Ryat CallenExile 52500 JSW_Ballz Cykur LordMechanoid Kitkun -Ue_Carbon CrazyElectron Arthanis
Decrease Jikara Navigator cost/supply?
Yay- Deceiver_0 Wingflier Howdidudothat CallenExile 52500 LordMechanoid Hrabandur Qu4r
Nay- Swordsalmon DirtySanchezz Darvin3 Ryat Chaotic Magician JSW_Ballz Cykur Greyfox2 Kitkun -Ue_Carbon CrazyElectron Arthanis
Increase Jikara Navigator DPS?
Yay- Mow Mow Swordsalmon Howdidudothat Ryat Chaotic Magician 52500 JSW_Ballz Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- Wingflier DirtySanchezz Darvin3 CallenExile Cykur Greyfox2 LordMechanoid Kitkun
Increase Jikara Navigator hp/shields?
Yay- Mow Mow Darvin3 Ryat Chaotic Magician Sivcorp Top Vasari Kitkun Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- CallenExile JSW_Ballz Cykur LordMechanoid
No Balance Needed- Agent of Kharma EadTaes DesConnor
RAVASTRA SKIRMISHERS
While the most expensive light frigate in both resources and supply, these ships have the worst DPS per supply. With the recent buff to all light frigs, Cobalts and Disciples are now delivering on the tasks they're meant to, yet skirmishers are still struggling. So what should be done?
Buff Skirmishers-
Increase DPS? Yay- Deceiver_0 Darvin3 52500 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat Sivcorp DirtySanchezz GreyFox2 Raging Amish CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow EadTaes DesConnor Kitkun Agent of Kharma Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Nay- LordMechanoid
Decrease Supply cost?
Yay- Raging Amish LordMechanoid Hrabandur Qu4r
Nay- Deceiver_0 Darvin3 52500 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow Kitkun -Ue_Carbon CrazyElectron Arthanis
Decrease Resource cost?
Yay- 52500 Warlord Mike
Nay- Darvin3 Cykur Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat DirtySanchezz Raging Amish CallenExile Mindseye JSW_Ballz LordMechanoid lbgsloan Kitkun Hrabandur -Ue_Carbon Qu4r Arthanis
Adjust Reintegration autocast AI to activate earlier?
Yay- Deceiver_0 Darvin3 52500 Chaotic Magician Top Vasari Howdidudothat Wingflier Swordsalmon Juletron Ryat Sivcorp Runesia DirtySanchezz GreyFox2 Raging Amish CallenExile Mindseye JSW_Ballz Warlord Mike lbgsloan Mow Mow EadTaes Kitkun Agent of Kharma Hrabandur -Ue_Carbon Qu4r CrazyElectron Arthanis
Empire tree fix : Yay
Fighter armor: Nay
The way IC fixed fighters is not the way I would haven done it but it yeilded good results none the lest. For the moment the balance seems fine.
1 advent carrier is 20 fp and 3 squads.Tec and advent flak is 4 fp.On normal fleet sizes you can have 2000 fp.100 carriers and 300 fighters or 500 flak.You only need about 2/3-3/3 flak to fighters.
i realize my econ was far better, illum spammers have weak econs. But Rebel got 25,000 feed in credis and a whole lot of resorces. i know why i beat him but the point is my fighters survived against his flack enough to kill his illums. Even when he had 20 flack to my 24 fighters i was still killing his illums.
So my point is that fighters do survive well against flacks, too much more and they would be dominating again.
_|~Uber
Oooooooooh.
NOW I know what you're talking about - not the Vasari's Empire tech Tree, but the bar that shows planets, ships, structures and whatnot...
That being said, leaning towards "Yes" on this one.
Thanks for helping clear that one up Grey
Do you really think that if he would have microed and built the right amount of flak you still would have been able to kill all his ilums?
Adjust Empire Tree- Move "Phase Jumping Ships" to the bottom of the tree? YayIncrease armor/hp? Nay Magnetic Clouds-Allow starbase deployment? YayIce/Volcanic planets- Change minimum mines to 3 (currently 2)?Nay
Nerf Orkulus Nay
Other- SB constructors trigger phase monitoring alarm? ("Hostile forces are inbound")YaySCOUT FRIGATESNo Nerf NeededBalance Scouts Decrease Seeker Vessels Hp/shields/armor? YayDecrease Seeker Vessels DPS? YayDecrease Jikara Navigator cost/supply? YayIncrease Jikara Navigator DPS? YayIncrease Jikara Navigator hp/shields? YayBuff SkirmishersIncrease DPS? YayDecrease Supply cost? Yay Decrease Resource cost?NayAdjust Reintegration autocast AI to activate earlier?Yay
Empire Tree- Yay
Fighters - Nay
I found another BUG. Vasari mines (both explosive and gravity) use TEC mine explosion particle. Explosive mines should use Explosion_PhaseMine.particle and gravity mines should use Explosion_PhaseMineGravity.particle, but they use green Explosion_TechSpaceMine.particle.
Also gravity mine glowing animation is twisted - sparks should connect the spikes on the mine not just sparking in a side.
Deciever can you add eggs colonize, orky colony pods and serevuns degradation to voting list?? I would appriecciate that.
and Migrators sb building claws arent shielded when itz attacked.
The normal start is also bugged in v1.041, so that queued extractors at the home planet produce resources before they have completed building.
I'd be against a colonise boost for the egg, this would just increase the abilities of one of the most powerful caps. If nano has been nerfed as being over-powerful for a colony cap, Shield Restore could be nerfed as well, I'm not sure why it should be far more rapid than the area health restore from the Skirantra? Colonisation becomes far more rapid when point defence can be built afterwards to clean out the grav well. Instead of a boost to the Egg, how about not allowing the colonisation bonus, if the cap ship is still in combat?
The siege frigate AI alteration has meant that militia siege becomes even less effective, as it moves to avoid a turret that has just started to be built rather than bomb a newly colonised planet, leading to the 'phantom turret' exploit. Militia AI exploits might also be considered bugs?
Deceiver_0
umm.....are u gonna put up the poll regarding the buff to the deliverance engine or what??
also, remember how u put up a fill out form on your last thread?? it would be nice if you could put that up again,
I bought this up some time ago, but that discussion got nowhere,.....its about hoshiko's repair and demo bots abilities....since hoshi's have "360 launch bays", repair bots dont need to face their targets, but demo bots do...u decide if this is a bug
OK guys slow down, Im sure we have awhile before the next patch, so no sense in rushing.
Ovi, DE is on my mind, but I need some recommendations for fixes. Also demobots is similar to suppression on the subjugator. Subjugators have to channel AND face their target, demo bots dont have to channel (as far as i know), so I don't think its a bug. Hoshis are good suport frigs as is, I dont think they need any adjustments.
DesConnor, I'll put the siege milita thing up next time I update, and I'll look into the resource bug.
Pawelo, I'll provide a link to your post in the bugs section. Colony pods, degradation and egg colonize will come no worries.
Since the marza kept its missle barrage, all of these arguments are out the window... there is no such thing as "over powerful." Unless you really mean "colony cap" instead of just "cap," but I never saw any rationale as to why the devs did this or that. I never saw the devs say something was OP for a colony cap.
My suggestion for the deliverance engine is an instant allegiance hit along with the stuff it has already.
[_]-Greyfox
here's mine - instead of the culture rate being 5, quadruple it to 20.....and make it stackable up to 5 times.
also for jump degradation, my suggestion would be to buff it so that each active degradation randomly picks a incoming enemy ship and do continous hull damage to it as long as that ship is in hyperspace.(btw, does this ability work on ships travelling with the help of phase stabilizers??)
one last thing, does the pirate cobalt have AM using abilities?? if not why does it have a antimatter pool??
Ogrovs and Adjudicators are NOT supplied right. Why on earth is their supply so expensive? Carriers cost about the same supply, but can do the exact same job Ogrovs and Adjudicators do. Furthermore, carriers are far more general, and can kill capships, lrf, HC, and just about anything else, while Ogrovs and Adjudicators can only kill structures. Carriers are FAR, FAR tougher than Ogrovs or Adjudicators, which are literally made of tissue paper. Carriers actually have more range than Ogrovs or Adjudicators. Get this! Carriers even come earlier in the tech tree than both Ogrovs and Adjudicators.
I wracked my brain, and could only come up with one "advantage" that Ogrovs and Adjudicators have over carriers - they don't use antimatter. But in every other way, carriers are superior. This is why you pretty much only see carriers used on ICO to take out starbases, not Ogrovs or Adjudicators.
Can someone please tell me why these damn things are supplied so high? Do the devs for some reason not want us to use them?
If there isn't something that I'm missing here (and please tell me if there is), then DROP THE SUPPLY on Ogrovs and Adjudicators. If all they can do is take out a structure, and most likely die in the process (while occupying a higher tier in the tech tree to boot), then their supply should certainly be significantly less than a carrier.
This.
In fact, now that I think about it, why stop there? They ARE called "Anti-Structure Cruisers," after all, so why not increase their base damage even more (Apply this to the Orky as well)? I'd like to expect that if I get a good-sized force of Ogrovs or Adjudicators, it's something to be FEARED by the opponent. Likewise, if I happen to be on the recieving end, it makes me go, "Oh, crap..."
Yay- Move "Phase Jumping Ships" to the bottom of the tree?
Nay- Increase armor/hp?
Nay- Allow starbase deployment?
Yay- Change minimum mines to 3 (currently 2)?
Nay- Increase build penalty in hostile wells? (currently 2.25x unupgraded)
Yay- SB constructors trigger phase monitoring alarm? ("Hostile forces are inbound")
Nay- No Nerf Needed-
Yay- Decrease Seeker Vessels Hp/shields/armor?
Nay- Decrease Seeker Vessels DPS?
Nay- Decrease Jikara Navigator cost/supply?
Yay- Increase Jikara Navigator DPS?
Yay- Increase Jikara Navigator hp/shields?
Yay- Increase DPS?
Nay- Decrease Supply cost?
Yay- Adjust Reintegration autocast AI to activate earlier?
Sorry I haven't voted in a while.
Empire tree: Yay
Fighters: Nay
Mag clouds (starbase deployment within): Nay
Ice/Volcanic planet extractor increase: Yay
Nerf Orkulus: Nay
SB constructor warning: Yay
I still have no opinion on the Seeker. I think I'll have to bow to others more experienced in playing Advent in that regard.
Deciver time to add LUMS to it AGAIN SINCE THE DEVS DIDNT UNDERSTAND THE FIRST TIME AROUND. As well as Defence Vessels.
LUMS:
Increase Cost: YayDecrease HP: YaYFix LUM BUG: YAY
Defence Vessels:
Reduce refire rate by 1 second: YAY
I agree that a nerf to Illuminators should be up for discussion, in addition to the much-needed bug fix, as the fix will only restore the previous level of Illuminator spam.
Quick start seems to be responsible for some of the early Advent problems, as Advent are supposed to be more hindered in the very early game, and quick start erodes that- but the game can't be balanced for quick start unless we have different settings by faction? Deceiver, have you checked the normal start bug yet?
For a quick early game rebalance, I'd like a fix to the Vasari and Advent repair bays, so that Advent is nerfed and Vasari boosted. Also, if Advent's repair was switched to shields it would add to the uniqueness of the faction and make them more vulnerable to Vasari. If Vasari's repair boosted reintegration rates it would help Skirmishers and Enforcers, though Skirmishers still need more to approach effectiveness, as the current supply rate is far too high.
No nerf to Illums. Just fix the Bug.
I leaning towards the bug fix being the problem. In this patch the devs thoroughly tested things against them and improved other units against them, as they didn't feel the problem was with Illums. Remember all the things they did that affected lrms (decreased dmg to lfs, buffed carrier caps, buffed HCs etc),a nd remember that a lot of lums power is their ease of use (sidebeams being the pinnacle of that). Advent is certainly the powerhouse of this patch, but I think that will be addressed with the popular fixes that are already up there. If fixing the bug in their damage doesnt solve the problem, then we'll certainly call for a nerf for them, but until its fixed, im not sure its quite necessary yet. Tell you what though, after we go through a couple of other topics, I'll consider a nerf to Illums for a vote.
I am with Pawelo that the Egg's colonize needs a buff.
Nay to deliverance engine. Yes, it needs a buff, but not the one that you suggest.
Here are some votes, and I thought it would be helpful to the debate to explain my rationale for them.
Nay to change minimum mines to 3. My rationale for this vote is that there should be some variability between planets so that you have strategic choices to make about how to colonize them.
Nay to buff fighters. The reason isn't that I don't think adjustments aren't needed or warranted. Rather, the reason is, I think this issue is quite complex, and will require substantial thought and debate. Throwing ideas on this one out there without a lot of thought, number-crunching, etc. will just break the game more, and lead to "unintended consequenes." For instance:
- lrm/illums now have scouts as counters, with flak for some factions doing a decent job too. Will buffing fighters more just nerf lrm/illums more? If so, that may be good, or that may be bad, but shouldn't we think it out ahead of time?
- I'm seeing a lot of advent halcyon "spam" lately. I mean, it seems like it's just on the cusp of being a truly spammable unit. It's something that people *want* to spam, and something that people are *trying* to spam. Will buffing fighters push the halcyon over the cusp into "OP" and "spammable?" I don't know the answer to that, but the mere potential that this could happen causes me to vote no on buffing fighters until we know one way or the other.
- Etc.
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