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
Vasari carrier cruisers are by cost, the strongest carriers. Its really all they have more mid-game. I don't see it as a problem, considering how late and expensive the fleet upgrade is.
By supply efficiency, Advent Drone Hosts win. TEC SC cost about 7 supply per squadron, and Vasari SC 7 until late-game. Advent SC cost roughly 6.5 supply, and they have the most units per squadron. Vasari carriers are overall the strongest because their SC use Phase Missiles and individally are stronger against frigates.
Has anyone mentioned fixing Advent and TEC starbases so they can fire at targets above/below in the gravity well. This would fix the biggest Z-Axis issue IMO (excluding mines).
I see no reason at all to do this. Vasari carrier cruisers are perfectly in line with other factions. Yeah, Vasari can support larger fleets once they get that upgrade, but that's their specific advantage.
Okay, can understand the point. Withdrawn
IDK about everyone else, but in my opinion, trade and refinery ships should grant sight of any grav well they enter. We have to understand that this isn't a full on military oriented game. Sure, it's the main focus, but not all there is to it. THese are manned ships, it makes sense they'd have onboard communications and would transmit anything out of the ordinary. Even a compromise would be alright. The trade ship changes the planet's status, so you know who owns it and what buildings and ships are there, but not where they are. That way you know what defenses are there, but don't have th intel to judge where would be a safe place to enter the grav well.
Not quite worded right i think, but i'll explain deeper if this takes off.
-Exile
Trade ships shouldn't be ENTERING hostile gravity wells to begin with.
I agree 100% It would actually be worse than pre-buff capships (what's the point in flaccid capships and flaccid superweapons?)
I think he wants a toggle if they ARE powerful. I think most elements of the game should have been toggleable. This would have saved us the debacle of the non-phase jump inhibitor when the game came out, the siege frig mess, etc.
No. No nerfs to the kostura.
I disagree with Darvin that these things are uncounterable, because you get AMPLE warning when one has been built. Hell, the game even tells you where it is when it goes up. You have AMPLE time to prepare. If you let your enemy get a critical mass of them built, and you either can't stop him from doing it, or can't take advantage of the fact that he's sinking all these resources into these things vs. something like fleet, then it really means you've already lost the game anyway, which is what superweapons are for anyway - to actually enforce the loss.
Uhh, what's the point? If you balance the vasari supply up, but then let them equal it out through research, why is this desirable for either vasari, or for me as a game player? Basically you are either arguing that 1) vasari should be the shit race who has to do research just to equal out their supply, or 2) you are arguing that we should have arbitrary things about the game which increase the complexity of it in order to achieve balance.
As to 1, why should I consider this as a selling point to play vasari: "Wow, if I do some expensive late game research, I can eventually equalize out my supply with the other races!"
As to 2, you could achieve the balance you are enforcing by removing the 15% more fleet research altogether, and just supplying the vasari carriers and other units equally to the other races.
I'm not for that. Factions should be balanced "by race," not unit to unit. 15% fleet for vasari is their unique racial advantage.
back onto super weapons... i really think they are fine atm. Deliverance engines... while... maybe underpowered... can be really really effective when used right. (not to mention... advent are the only race that can stack 2 superweapons in 1 grav well... although that will change with the introduction of tactical pacts.)
superweapons (if you can get to them) are very very easy to kill... i used a single kostura shot to jump in a few assainants and some siege frigs (for the lulz) on top of my enemies novalith... even though he had a repair bay... my 100 supply fleet had no problems wacking his novalith... jumping to the next well... and severly damaging his second novalith before being chased down and killed (at which point, i could re-fire my kostura, and finish the second novalith off)
Kosturas ARE counterable.... i have done it once... although only TEC can do it. (think akkan)... but it takes a few extra shots to knock out a advent fleet than a tec fleet thanks to higher shield mitigation... and their shielded buildings.
keep your fleet either 1. in his or neutral territory, or 2. on the edge of the gravity well... and you will have no problem playing dodge the kostura.
One more thing... if your up agaisnt 5-6 kosturas... then 1. you lost a long time ago. 2. your enemy has no fleet whatsoever... go kick some alien arse... (and his weapons are useless when your attacking) or 3. you should be/allready have been novanuking him into the stone age.
Uh, no, it tells you when one is fired. In my game, we did scout and knew Kosturas were going up (though not how many). He'd even fired a couple at the other side of the map. However, I still needed to break through one more line of starbases to get through to the Kosturas. That was when the coordinated barrage hit. I did not have enough time to leave the gravity well before the first one hit. Then I was stunned and the rest hit in succession killing the majority of my fleet.
Prepare by doing what? My entire point is that there is no way to prepare.
Actually as it happened I had just handed my Vasari opponent a humiliating defeat and broken through the first (and most heavily defended) layer of his starbase line. I took out his toughest defensive position and half his fleet, and lost only a handful of heavies and hoshikos to do it. He had been so thoroughly battered that the Kostura spammer had to divert his superweapon money to feed (though I think that would have been too little too late). If the Kosturas hadn't killed my fleet right then and there, I was actually about to go on a rampage and kill all the Kosturas.
My point is that I had just soundly defeated their military fleet and was preparing to go on a game-changing come-from-behind counter-attack when a swarm of Kosturas blew up my freshly healed fleet without any support at all. I knew the Kosturas were there, I was going to deal with them, but because I was so close (2 jumps from the nearest) there was no time to get out of the well before the barrage hit.
The game warns you when someone is building a superweapon and also shows you where if have scouted the planet. Though Im not sure if that is ample warning for most.
I never noticed a warning of construction
its there, kind of quiet though
It does tell you when one is building in one of those messages in the lower left corner. It does not speak the warning however. Sometimes when it is late game I will check every now and then to make sure one is not being contructed(especially when I am playing with Quar or JJ in the econ slot as they tend to build them eventually). It lists what planet it is being built on but often I have to hunt it down by name with each individual planet. Basically if I see multiple being built, you have to take the war to the enemy and stay in enemy territory completely until they are killed. You cannot even take a planet unless you have moved the bulk of your fleet elsewhere.
[_]-Greyfox
I think the warning is verbal as well (correct me if I am wrong), but if any other sound or warning gets played, it gets lost and you don't hear it.
Its a small sound. Its really easy not to hear it if your distracted. The only reason I notice it is b/c I play slow games so there is time to watch those bottom left cards. When Im playing online(b/c fast is all people play) I never notice those cards in the bottom. They need to flash for a bit or something to catch my attention better.
@ Darvin: You can have a trade agreement with an enemy. They can and often will enter hostle grav wells. Also, you may have an enemy world blocking the route to the person/ai you have the trade alliance with.
A possible display/information bug that you could test: the Skirantra card has the dps as 9 Wave and 12 Phase but I'm fairly sure that it's more than that, perhaps at least 9 Wave per side for a total of 18? The Antorak has 12 Wave- with fewer weapons?
Any confirmation of the homing mine Advent AI bug?
Yay to de.
Hey deciever how bout throwing in some capship stuff for the next patch?Why wait?Caps like the dunov,kol,revalation,and maybe the antorak need some buffing dont you think.I think battleships in general could use some buffs too.They dont stand out from others and are not to damaging besides the kortul with ps.
If you do this, i suggest not touching Kortul without serious thought into the consequences.
-Exile(\/)
Battleship/Siege Class Capital ships are on the weak side, especially compared to the newly buffed carrier-class caps. Kortul and Marza are the only ones that really stand out in their respective classes, but I think if everything else is getting buffed so should they. I've already stated that I believe buffed battleship caps (even the Kortul) won't be a problem because they cannot attack while bombarding a planet, which gives some breathing space for a rush victim. My proposal is a buff to damage and durability.
Support Class Capital ships are in real trouble and just aren't fulfilling their roles well enough. I've proposed giving them substantially increased antimatter regeneration which will enable them to spam abilities better. I propose treating the Revelation as a support cap (even though it's technically a siege cap) for this purpose since it plays more like one.
For specific capital ships, I believe the Kol could use some antimatter cost reductions on its abilities. I think the Radiance's animosity ability should be reworked (just not very useful currently) and the Revelation's guidance ability needs help. For Vasari, I think the Jerrasul's colonize ability could use a buff (how about no underdevelopment tax for the duration of the ability? Subtle yet useful), and the Vulkoras' phase missile swarm could also use some help. The Antorak probably needs something more, but I'm not sure what to give it.
Beyond that, I think carrier cruisers need a buff to better compete with carrier caps. Increased antimatter regeneration would probably do the trick, because currently they drain way too quickly and are often depleted just from jumping around.
Well if we are talking capships, the skirantra is a poor ship that needs some help. People rave over the heal ability, but it really isn't that great, and it really isn't that useful in most situations because your ships get focus fired anyway so it's not gonna keep frigs alive in that situation.
If we are to accept its ultra-low dps, its ultra-low toughness (strange for a ship that has to wade into the thick of it to use its only okay ability) and ultra crappy scramble bombers ability (plus a lackluster final ability, if you ask me) then the heal needs to be far better to make this ship a viable counter to enemy carrier caps on a small map. So either buff the heal, rework scramble bombers, or do something else.
If carrier cruisers are buffed, I smell a return of carrier spam on the horizon.
The antorak might benifit from a 200/250/300 shields restored/removed on its phase out ability.
(instead of 200/200/200)
Oh come off it, Karma. The Skirantra is a great capital ship. Yeah, I'll agree it's the weakest of the three carrier caps, but not by a significant margin. If you'd had a dozen or so assailants backing up that one Skirantra, you'd have chased off that Sova no problem. Two Skirantras? You had no damage dealers! The situation you had was an ideal situation for the Sova and a worst-case situation for the Skirantra, so it was no surprise what happened.
I'm all for a buff to scramble bombers and microphasing aura, but that's as far as I'd go.
Its damage and toughness are on par with the other carrier caps. The Sova's missile battaries are a different story, but that's a special ability. As I already said, I'm all for buffing scramble bombers to bring it up to the same level.
I am not here to debate or argue anything. We can do that on other threads, if you want.
I am here because someone mentioned having Deceiver put adjusting capships to a vote. Since someone else mentioned it, and since others (namely you) chimed in with their suggestions on capships, I chimed in with mine. You don't have to like, agree, or accept my recommendation. I do ask, however, that you let me suggest it without making a big deal about it. I mean, you get to make your suggestions, why shouldn't I get to make mine?
You said you'd buff microphasing or scramble bombers. Well then it seems you sort of agree with me after all (even though you attacked me for making my recommendation), because my last line read:
Skirantra is good as it is BUT Sova and Halcyon got BOOST TO THEIR LVL 6 Ability and skirantra does not. I think skiry only needs buff to replicaate forces say from 3 units to 5?
And anyone knows if multiple microauras stack themselves??
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