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
Yae to buff scramble bombers. (Can you add options for microphasing aura and replicate forces as well?)
Yae to buff Evacuator colonize.
Buff Battleship Class (Kol/Radiance/Kortul)
Increase hp/shields/armor? Yay
Increase DPS? Yay
Buff Gauss Rail Gun? Nay
Re-work Animosity? Nay
Buff Jarrasul Evacuator's colonize? Yay
Buff Scramble Bombers? Yay
Increase AM regen? Yay
Increase maximum AM? Yay
Increase Dunov EMP range? Nay
Buff Deliverance engine
Cause an instant decrease in allegiance? Yay
Nay to am regen and yay to max am and emp charge.
Let me explain deciever about the dunov.You probably read my post but the dunov fails as a support ship because it cant support itself.All other healing support abilities apply to the support ship.How long would a progen last if it didnt heal itself or a skirantra?Same applies for a dunov.It will never even get to use its shield ability because a level 3 dunov will be first target.In that case its only support will be the amount of time it takes to die before your other caps get killed.
No Preference-
I would also like to suggest some buffs to the Antorak for voting. Buffing the damage/healing slightly (If you need statistics then 200/350/500, or something in that ballpark...) and then reducing the AM to 50/45/40 (these would be different suggestions)
Then I would like to suggest making Subversion affect SC build rates as well. The above would give a lot more use to the Antorak and we might just see it in battle.
Mindseye- Thats why people get 2. No I understand what you mean. And while I think I'd like that, problem is since its instant it can be spammed. Imagine 2 dunovs each able to heal eachother and themselves. It'd be a LOT harder to kill them if they can double up on themselves. The Skirantra and the Progen don't stack so theyre limited with the speed of their heals, having two or more of them doesnt necessarily mean they'll live longer (although most of the time it does). Not being able to target itself leaves a weakness to the ability (especially coupled with flux). On the other hand, being able to target itself would probably dramatically increase the Dunovs utility, so I'll put it up there, and if it is changed, I hope to see more Dunovs. More I think about it, the more it seems acceptable to me.
Volt- good ideas. Especially the subversion change, I think making that a more general utility ability (and not something youd only cast in an enemy planets gravwell thats producing units, of which each player usually has only a few) would make it much better, and make the antorak desirable for fighting carrier spam. Its also fair for vasari seeing as they do not have direct damage ant-sc abilitites like flak burst or bitch slap, so its not like Vasari are going to annihilate all enemy SC with a few abilities and then keep them down with subversion, Vasari will still have to kill enemy SC with actual units.
The generic buff to POH was my idea, but the buff to subversion was not. It was mentioned elsewhere and I thought it would be good to bring it over to this thread since it seemed like a good idea.
Yes but its to expensive to justify 2 dunovs to make 1 ability useful.Besides you spend on 2 dunovs they cant do much besides heal each other.Its not like they deal massive amounts of damage.You have to have 2 just t make the ability useful and they both need to be at least level 3 to do it.Its just rediculious
Yay to all support except regen am rate nay to that
What do you mean by useless? Either your dunov was the target, and you fall it back to a safe GW when you get below the 1500-1000 range, or something else was the target and you kept it alive while you whailed on the enemy's fleet. Either way, dunov's all around purpose is fleet survivability, by keeping your shields up, and using EMP charge to cripple your enemy to kill them faster. Besides that, if you look at the overall design of the ship, i don't see how it could realistically cast the ability on itself anyway. (Yes, i know it could easily be programmed that way, but i'm already peeved at the lack of a visible hangar on the dunov, unlike all 3 of the others...)
-Exile(\/)
Actually, I think the hangar is on the side...
No, that's the Akkan. believe me, i've spent hours trying to find the thing, it isn't there...unless i'm missing something...idk. post a screenshot of it if you're sure. But from what i've seen, the squadrons fly up into the bottom of the ship, and there's no hangar there. And for the most part, squadrons tend to enter the ship relatively near their hangar...
Actually, the hangar is a little hole on the front:
I circled it in green to make it more obvious, because it is pretty hard to see.
Like i said a level 5 dunov is = to maybe 3 overseers.Overseers have an advantage because they heal the hull and we all know the hull is better than shields.They also reduce damage taken.Overseer can be out before a dunov even gets to level 5.
Done in a hurry, so I apologise for any spelling errors. Interesting thing about the Dunov is that it, a former freighter, can house SC from level 1 but the Kol, a purpose built warship with a purpose built hangar, cannot. Those dafty TEC Engineers
Haven't voted opn everything as I'm mostly a TEC player so I haven't had any experience with some items (eg. Deliverence Engine) being voted on. I'm familiar with the more common issues and items though.
Buff Battleship Class(Kol/Radiance/Kortul) Increase hp/shields/armor?-
Yay Increase DPS - Yay Buff GRG - YayBuff Support Class Caps(Dunov/Antorak/Rapture/Revelation) Increase AM regen - Yay Increase max AM - Yay Increase Dunov EMP range - Yay Allow Dunov shield restore to be self targetable - YayFighters Buff Fighters - NayMagnetic Clouds- Allow starbase deployment? YayIce/Volcanic planets- Change minimum mines to 3 (currently 2)? Yay(Currently colonising 2 mine ice/volc is silly because you can get the resources and extra tax income by colonise a terran/desert without having to research anything.)Other- SB constructors trigger phase monitoring alarm? ("Hostile forces are inbound") - Yay(I'm sick of fleets jumping in and alarm bells going off, but for some reason the idiots working my phase monitoring software don't consider the GIANT SPIKY STARBASE, and constructor thereof, a threat)Scouts- No nerf needed - YayBalance Scouts- Decrease Seeker Vessel HP/Shields/Armour - Yay(Currently this vessel is way too much of a meatshield for its cost) Decrease DPS - Nay Decrease Jikara Navigator cost/supply? Nay Increase Jikara Navigator DPS Yay Increase Jikara Navigator hp/shields? Yay(Currently the Jikara is unique in the scout class due to its ability to capture extractors and its cost in metal reflects this uniqueness. This does not mean, however, that its comabt capabilties should be so sub-par to other scouts. Maybe slightly subpar as it's carrying shock troops and needs to accomadate them as well as crew and weapons, hence also the higher supply cost, but not THAT subpar)Ravastra Skirmishers- Increase DPS? Yay Decrease supply cost? Nay Adjust Reintegration autocast AI to activate earlier? YayThing to remember about the Vasari is not only is their technology 10,000 years old, but the TEC is the first coordinated, advanced and determined enemy the Vasari have faced during their flight. As such, their manufacturing processes are not streamlined for mass production/war of attrition and so their ships are going to cost more due to less efficient production processes - they make up for this with special abilities. What's happened, it seems, is that the power of these special abilities has been overestimated, leaving us with a lot of underpowered Vasari kit. I think, the best way to help the Vasari reach the bar is to focus on higher DPS - they are a very warlike race, after all.
I say Yeah! for buff of Battleship caps, to see an example download and play the Distant Stars Mod, we buffed the caps especailly the Battleships, You dont want to mess with them unless you have a bunch of HCs, a strong Cap in your fleet, or a good group of bombers
yeah to scarmble bombers and vasari colonizer cap buff
as too the support
yeah to increase of AM regen and EMP range
nay to the rest
My idea is to buff subversion to slow down SC rebuild rates as has been already mentioned by volt. Buff support caps yay to all. However, an alternate buff is to make subversion slow down or prevent trade ships being rebuilt which will hurt the enemies' eco.
I already mentioned other stuff, but you haven't posted it... Anyways, here is the new data...
Its easier for me to do it in blocks. I usually wait until several people have cast votes before I update.
thx for clearing that up about the hangar. It's been bugging me since i got the game. IDK why i've always seen the squadrons go into the belly of the Dunov, but w/e. I'll have to check that out next time i play.
About the dunov self-targeting heal, there is another support ship that can self-target besides mothership and skirantra. The marauder can self-target phase out hull which boosts its shields.
QUESTION: How does the TEC currently counter repulse? Cobalts cannot get in range of the iconuses (what's the plural on that? LOL). Can donov EMP blast outrange an iconus repulse? If not, should we ask for a small range buff so that it can?
As for the marauder, there are all kinds of cool ideas we could throw around. Just brainstorming some off the top of my head that jive with the vasari theme, and "self-targetable":
subversion/counterinsurgency
- Puts phase jump inhibitor effect on enemy planet (or self-targetable to put one on your own?).
- Puts phase jump degradation effect (overseer effect) on enemy planet, (self-targetable?).
- Puts phase lane destabilization effect (starbase effect) on enemy planet (self-targetable?).
- Puts a phase stabilizer node on YOUR OWN planet (self-target).
About the last one, just think about it. What is the one thing that really DEFINES vasari, if you had to go with one theme? Phase stabilizers. Now, what's the one thing you hardly EVER see in an online MP game? Phase stabilizers. Basically, the defining theme of vasari, and one of the elements that make them so cool, is rarely used in MP because if you are in rush spot or suicide spot you can't be teching 5 civ labs, and if you are in eco pocket you are throwing your money to allies, not fleeting and building phase stabilizers.
This would boost the maurader, and also allow the vasari more opportunity to be played how they should be played anyway. Off the top of my head I don't think it would imbalance anything in regards to attacking an enemy faction in MP. You'd need TWO of the most underused cap in the game to act as nodes between any two of your worlds, which is 6000 credits plus research/minerals/crystal. And you'd still need level6 stabilize phase space to get into or out of an enemy world. It would have zero detrimental effect on single player.
One unintended consequence I could see us debating is whether this makes it so people don't build phase stabilizer nodes on their starbases or on their planets ever again, because this ability somehow overshadows it. But I don't think this would happen, because in single player it would still benefit you to actually build real phase stabilizers on your planets, and in multiplayer people aren't building phase stabilizers anyway, so there is nothing to overshadow.
Another thing I could see us debating is whether this effect somehow overshadows the level 6 stabilize phase space. Yeah, it might very well. But one thing I'd say is, stabilize phase space is more powerful, allowing you entry/exit from an enemy planet, where as this ability would just allow you to do it between your own planets.
It's an idea, anyway.
Dunovs emp range is 4500 and repulse is 5500 i think and the emp range buff is up there already sp vote it.I think it should be 8000.It has a long cooldown you might need 2 dunovs with high level emp just to keep repulse down.
A
Increase DPS? Yay-
Please add "increase Kortul Disruptive Strikes triggering chance" to capship buffs list
Something interesting about the Marauder-
On Distort gravity's infocard at the bottom it says
"Phase Charge up rate 700%" in red, as if it was supposed to act as a small PJI to enemy vessels within the abilities radius. But as far as I could tell through testing it does not work. If it was supposed to work like that, it would be excellent (seems like it would be a better fit on distort gravity than subversion) if it did.
I actually played with a Marauder as my first cap last night against MS. I had it up to level 7 and had built a trade economy and built 1 more lab for phase stabilizers. It was quite useful as I had set up a frontline base on a choke point asteroid and built a phase stabilizer there. I was able to pull my entire fleet back to the roid if my scouts detected any activity. Also, MS had a pretty nice fleet that he decided to try and run past my asteroid choke (because I had my similarly sized fleet+ SB and PJI there) As he passed through, distortion field allowed my fleet to catch up to his before it reached the otherside of the very small gravwell and pummel them while they charged up under the PJI, then it allowed me to jump (after 90% of his fleet had left) an get to the next system a good deal before any of his ships did, allowing me to deal his fleet a ridiculous amount of punishment (especially after jump degradation). He jumped three more systems before his fleet finally settled and fought back. I took heavy losses, but my marauders stabilize phase space allowed me to bring in reinforcements directly from my choke asteroid as they were being built. I crushed his fleet and then ran my back to the asteroid where I launched an assault on his planets. The first two were SB'd and PJI'd, but that wasnt a problem as I just ran my fleet around them with distortion field and jumped out ignoring the PJIs (such a lovely ability) and struck at the heart of his territory, all the while bringing in reinforcements directly from my asteroid, bypassing his front line defenses. Marauder ended up being my saving grace.
In most of the 4v4s and 5v5s seen online, the marauder doesnt get this kind of use (we were playing a 2v2 on a large single star i believe), but I can see it working like this rather well in longer games and in the feed spot. Might be a good choice for a second cap for vasari players in the feedspot, especially since phase stabilizers are only 1 lab more than Vasari trade ports. I'd like to see subversion buffed though, and distortion field function as a pji to enemy units in range as I think its intended to. (Might be something the devs were testing during the last patch that they accidentally left on the infocard)
Arthanis- IMHO Disruptive strikes works great, I ALWAYS put points into it if I have a Kortul. THe Kortul was my second cap in the game above, I sunk points into DS and Jam Weapons and DS was able to keep whichever enemy cap I targeted from casting its abilities more than a few times. After their initial reserves ran out, DS sapped away the AM they regenerated, and they couldnt cast anymore.
This. THIS. A THOUSAND TIMES, THIS!!!!
That said, me votes:
BATTLESHIP:
Notice the flat 7 Armor increase?
COLONIZER CAPS:
CARRIER CAPS:
SUPPORT CAPS:
Caps:
Nay
Yay to all the others.
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