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
I thought about this last night and today. Like MindsEye says, why make it complicated?
What about a plain, simple DAMAGE CAP (dps) for capital ships? This will have the same effect as my previous system or other systems proposed. Anything under the capped dps to capships get's through unmitigated. Anything over gets pinched. There could be some exceptions made, like TEC boombases, vasari superweapons, missle barrage, mines, maybe celeio designate target or whatever.
The good things about this idea are: 1) It is SIMPLE and easily implemented by the devs. If we ignore exceptions like TEC boombases, I could show you a single line of code that should do it, more or less. 2) Say the balance changes in the future due to a patch (has that ever happened before?). And let's say bomber spam or heavy cruiser spam rules. No need for another solution - caps are still protected. And if some magic balance is ever reached, and everyone builds nothing but balanced fleets, then this simple change will have no effect whatsoever. A win all the way around.
There is no worry about early cap rushes bombing your homeworld - whatever early fleet you have will deal the same dps as now. Just figure out how many illums you think is reasonable to kill a capship in a reasonable amount of time (20?), figure out that dps, and cap it at that.
// Sample line of code, (C style), ignoring any exceptions to dps like boombases, etc:
if (target_dps > MAX_DPS) target_dps = MAX_DPS ;
I hate all ideas of damage caps. It is both unrealistic and against balance at all. Fix broken interactions between unit clases instead of creating artificial solutions like this.
Just buff caps. There are many ways of doing it:
- buffing damage
- buffing hp/shields
- increasing number of SC
- buffing abilities
- buffing attack behaviour (number of targets per bank, attack fange etc.)
- changeing armor values vs some weapon types
- changeing attack valuses vs some armor types
- reducing cost
- reducing supply requirements
- changeing mitigation values
I see no single reason of adding something like "damage cap"
IMO best way of fixing caps is:
1. Buff UP abilities to level making them viable choice (GRG for example)
2. Increase max number of strikecrafts to 3 on Battleships/Planet killers and to 5 on support caps
3. Buff all UP caps HP/SH/DPS to level making them viable choice
I know it is easy to tell but more difficult to do, but IMO we should not try to create new stuff causing new possible imbalances (like "damage cap").
Buff Replicate Forces? Yay, number should depend on what unit is selected + I am not sure but if SC is not copied when targeting a carrier please do so
Allow Dunov shield restore to be self targetable? Nay Allow Antoraks subversion to effect SC? Yay Buff Phase out hull? Yay maybe give it an Am-draining effect
I discussed this issue with agent.We were talking about 80 ilums.Basically I agree with you deciever.I dont think any new tecs or systems will ever make into the game and this is the only way I can think of to reduce massive ff on caps that the devs might use.I am not in favor of reducing damage modifier to caps from lrf.Basically I think a good number is an additional 1-1.5% per cap level.Just to throw out the numbers without sidebeams I can use javs 11 dps.6% of that is .66. So each jav will do .66 less dps.Not alot but if you add it up between 40-50 ships it becomes significant.
I think where the ds team got into trouble was that the more miti a ship has the more your support abilities negate.The lower amount of dps each ship does the more ships get negated by support and repair.Thats why I think its so careful not to go to high.
Well for 1 thats alot of ships compared to 1 ship.Alot of fire to absorb.I dont want to see caps become unstoppable but they need better survivability I agree on that.One thing I would like to see is a good counter to lrf like fighters.This would cut down on the issue.One thing is you can do alot in the way of survivability for caps.You have hoshis and dunov for tec.If dunov gets buffed you will be seeing it more often.750 shield restore is pretty good.Advent have progen which is up to 62.5 dps plus guards is another 33%.Vas have overseers and skirantra.Support abilities can prob completely negate around 15-20 ilums.If you make caps to tough how would you ever kill a level 6 marza?I am in support of a miti buff as they level up to a total of 10.That would put a level 6 with 6% more miti then it has now.It doesnt sound like much but the more ships the more damage/ships can be negated by support abilities.An ilum does about 17 damage.6% of 17 is about 1.Each ilum would do 1dps less.So for 80 ilums thats -80 dps.This is if all ilums are using all sidebeams on the cap which is not likely but you get the idea.
Like I was sayin tho fighters need to be able to deal with lrf.This would heavily cut down on lrf in a game.It has been proven to keep lrf at low numbers.
Finally we have alot of buffs to caps already on the thread.If the devs listen almost all caps will have significant impacts to the game with respects their abilities.We dont want them to be to hard to kill or they will make frigs useless.
One other Idea for survivability is to buff their speed and maneuverability.Then they could retreat and turn faster.
I didnt realize the celio lasted for so long.One of the probs with it is they only cast on targets that have shield damage?Ships get ff in this game so the 10% damage buff doesnt help you much.Maybe reduce its total time from 60 sec to 30 and up shield to 10.I dont think 10 is enuf to negate 2 ilums ff.
Deciever one other idea as regards carrier caps.I liked darvins idea about reducing thier bombing damage.They remain powerful but a little less useful for rushing.I think its a good idea and will separate all the caps unique qualities even more.
Ok here would be Cap ship Mitigation stats if the increase was 1.8% per level and cap was 80%:
Lvl1: 63(.8)%
Lvl2: 65%
Lvl3: 67%
Lvl4: 69%
Lvl5: 71%
Lvl6: 72%
Lvl7: 74%
Lvl8: 76%
Lvl9: 78%
Lvl10:80%
With these stats, Cap ships could reach the current max lvl10 mitigation by lvl6. With javs DPS as an example, at lvl 6 javs with 11 dps would do only 3 dps, multiplied by 80 javs is only 240 dps. At lvl10 its gets reduced further to 176 dps.
How specialized different caps are?
IMO not much.
In "specialized" world:
- Battleship should be only one ship able to deal and take huge damage (while differences betwen different classes are not drastic)
- Carrier should be only one with real SC potential (it is mostly truth... bot only this one point)
- Colonizers should be completely focused on colonization (again - not truth. Some of their combat abilities are more powerful then combat classes have)
- Planet Killers should be only one class able to deal real damage vs planet and should be relatively weak in everything else (not truth: on the one hand caps bombard abilities are very similar, on the second hand lvl 6 marza is worth more then battleship...)
- Support class should be support kings (agaons- not truth. They have same number of abilities as other classes, but have also relatively low health, low DPS, small SC armament... nothing special at all)
So instead of trying to make caps speciallized (which require entire caps rebalancing, because nothing work way it should work...), underused caps should bve buffed in general.
ATM two caps classes which don't need huge rebvalancing (just because they are far more useful then other classes...) are Colonizers and Carriers.
Rest of capships should get multiple slight buffs in many aspects (IMO better option then huge buff to one-two things. Caps are not specialized, and trying to make them specialized will cause many possible imbalances):
- slight SC number increase (3 on BS/PK, 5 on support)
- slight hp/sh increase (10-20% - depending how up selected cap is)
- slight dps increase (see above)
- buffs/AM cost reduction to underused abilities making them viable choice (RGR, Animose etc)
Finally, some op stuff like Marza rocket barrage need some reworking, since entire game should not be balanced around one OP ability (It is my reply to people who say "don't make caps too strong because lvl 6 marza will be invincible")
Marza MB is no longer an OP ability, Advent can negate most of the damage with a progen shield restore, can stop it with reverie or detonate AM. Vasari bombers can bypass shields and mitigation, can survive it with repair clouds, or shut it down with Phase out hull and possibly disruptive strikes.
It was just counter-argument to people who don't want to buff caps because of "invincible lvl6 marza", you don't need to convince me. My point is "thing A should not prevent making things B, C, D, and E balances just because their buff will make thing A - if so, thing A need reworking, not things B-E are supossed to stay weak". There is nothing to discuss about "thing A".
What are the current stats?I thought caps start at 65% and go up 1% per level.
As of 1.03 kortul
maxMitigation StartValue 0.650000 ValueIncreasePerLevel 0.011110
Not a bad idea, per se (bumping mitigation as a cap levels). I'd certainly support it over doing nothing. But can we do better?
As I and Darvin have said, the problem seems to be that the role of caps does not scale with fleet size. The above makes mitigation scale with cap level. But how about, quite literally, making it scale with fleet size!
Option 1: Additional mitigation added to ALL caps in the game according to the maximum researched fleet level in the game.Option 1A: Additional mitigation added to YOUR caps according to YOUR maximum researched fleet level.
Option 2: Additional mitigation added to ALL caps in the game according to the maximum researched cap crew level in the game. Option 2A: Additional mitigation added to YOUR caps according to YOUR maximum researched crew level.
I like option 1 the best, because it most directly maps the problem (cap role not scaling with fleet size) with the solution (scaling added mitigation to fleet size).
Though it is less realistic than mitigation with levels. I say, Deciever's plan is best. It caps out at 80%, and brings advent to 84. If it eren't for their mitigation research, i'd say go 85% across the board, but since they do, this is the best plan. Scaling to fleet size is like saying "I have more ships, so they are stronger" No. Having more ships means you can take a heavier beating, but not on a ship to ship basis.
Although, another way to go would be a 4-6 tier mitigation research on Cap Ships only, like, 5% per level, 3 levels total available.
Now that write it, Deciever still seems to have the better idea, but maybe someone can work with this...or it's already been said and i missed it...
-Exile(\/)
Caps are not UP is large-scale battles only... But I like this (max mitigation increase) buff anyway.
Not sure that I agree, but screw "realism," I care more about solving the problem.
The problem is cap survivability scaling to fleet size. My solution is cap survivability (mitigation) scaling to fleet size. Problem solved.
Scaling to fleet size is like saying "there is a problem with cap survivability scaling to fleet size, so I will solve it by making cap survivability scale to fleet size."
Minds-
I tested them directly (built a cap and sent in to enemy territory alone to be pummeled by enemy ships and defenses) , and at lvl 1 most (didnt test all) start with 62% max mitigation. I assumed most caps were the same in that regard but I may be wrong based on your 1.03 Kortul stats. Perhaps I should just put up a topic for vote on increase on max shield mitigation gain per level, and let the Devs figure out the specifics, they can test adjustments more thoroughly than most of us can anyway.
I'm pretty convinced that increasing max mitigation gain per level and fixing illum bug will cut down on huge LRF fleets bulldozing caps. As I've said before, the games balance is closer to perfect than ever, so lots of small adjustments are going to be the best way to get it closer, as opposed to 1 large adjustment that could have unforeseen consequences. Also, adjusting code thats already in place is much easier than creating new code.
Just an interesting thought about capital ships - since the Vasari frigates are definitively inferior to their TEC and Advent counterparts (at least until Optimized Construction and RA come into play in the late game), and Vasari capital ships are clearly very important (just look at the crew sizes for Vasari caps vs. crew sizes for Advent & TEC caps), wouldn't it be a good balancing measure to give a HP/Shields increase exclusively to Vasari capital ships, to counterbalance their weaker frigates?
This would give them a ready counter to a scout/lf rush that doesn't involve an Orkulus, since their buffed caps could hold out for a long time against these ship types. By giving them caps, the Vasari be rendered even more unique without becoming imbalanced, since their frigates would remain inferior to other races. And in the late game, bomber spam would make those extra defenses worth very little - either you kill the bombers or lose the cap.
How about an accuracy penalty when too many ships fire on the same target? Accuracy penalties already exist in the code, and accuracy is currently underused- this method would help the Akkan and Radiance. I'm also concerned that a mitigation increase would be a further buff for Advent. Advent already suffer least from the vulnerability of capital ships.
I can't agree that the game's balance is closer to perfect than ever. It's isn't even as balanced as before the balance patch. The worst problem before the patch was Illuminator spam and the Illuminators were heavily buffed, perhaps due to a bug but it is one that hasn't been fixed. When the top players will no longer feel forced to choose Advent to play each other 1v1, then the game might approach balance. What is apparent is that TEC players have so little confidence in the alleged power of the Level 6 Marza that most of them have jumped at the opportunity to field a Sova, allowing them some game on the defensive. It is all Advent, the only respite in team games is that they counter each other somewhat. Or find me a replay between equally skilled players that shows otherwise?
I suspect that the new expansion is meant to affect gameplay balance, though it is difficult to see how it can boost the factions that need early help in the 1v1 game. Until we organise proper 1v1 testing, like any other decent RTS, this is all just conjecture. We need to have good players who will play 1v1, Advent vs Vasari, Vasari vs TEC, TEC vs Advent, and then take the other side, and then put up the replays. We need a standard map. These are very basic practices for RTS testing.
When there are hotfixes being put out for beta issues fairly regularly, why can't we have a hotfix for the Illuminators? Why can't the beta hotfixes include simple fixes for the basic game? I'm losing confidence that there will ever be the sort of balancing that the game desperately needs. Why test a deliberately bugged game?
Desconnor-
Mitigation additions assists Vasari the most, as theyre the only race that can bypass mitigation entirely. Accuracy code does already exist, but again, it would have to be somehow coded in to ship targeting etc etc. Mitigation gains are ALREADY coded into cap ships, one simply has to adjust the gains. I do believe with all the changes made in the previous patch brought the game much closer to balance because, evethough there is STILL an illuminator problem, there is now more usage of other ships like LFS, CArrier caps, and less usage of repulse. Also one should note that many of the changes called for above are somewhat trivial, while the changes on the last PSCF were all much less so. That to me says improvement. Advent are still out of line, but thats mainly due to 1 problem, as oppsed to a host of problems from the previous patch.
Also, the expansion is aimed at creating diplomatic relations, not balance. I suspect they have a deadline to meet that is fast approaching which is why all hands are on deck to get that rolled out. Ironclad isnt a huge company with hundreds of employees working on lots of different projects. Theyre relatively small, and certainly are focused on getting Diplomacy debugged and the additions balanced. Im confident that despite this, they'll still patch the game (theyve done so many times already havent they?), so we should certainly give our input on what needs adjustment to help.
Hi DesConnor, I think the reason pros aren't lining up to do your suggested testing 1v1 is that everybody and their mother already knows Advent is OP. I mean, usually when you see people calling for nerfs of something, like marza MB, you'll have a bunch of defenders lining up on the other side of the issue, saying no nerf is needed, blah blah. But just look at the absence of people lining up to defend the Advent. The silence on the other side is deafening!
@Deceiver: Maybe.. I'm not totally against that, but I'm certainly not for it either. Honestly, I don't see any good option, just a bunch of things that would end catastrophically and a few that might work. Here are those that might:
Mitigation Increase:
Pros: Decreases the damage dealt to capital ships very effectively.
Cons: Could cause Advent capitals to become nearly invincible and raise effectiveness of capital rushing. (And albeit a somewhat selfish reason, would ruin one of abilities in my mod.)
Health Increase Per Level:
Pros: Increases survivability to capitals.
Cons: Risks making level 10 capitals invincible or leaving low level ones out to dry.
Researchables:
Pros: Would effectively increase survivability and could possibly buff other things such as damage. Would also prevent newer capitals from getting destroyed due to its base on technological level rather than ship level.
Cons: Costs money. This would discourage people from buying it unless they had spare cash. Unless of course you had them really cheap, but then quick-teching might increase the power of capital rushes.
I don't know which one to go with. There are the pros and cons of each.
So if there was a problem with late game hordes of Vasari LRF demolishing capitals, the mitigation-based solution wouldn't affect it, if mitigation bypass was a reliable method to kill capitals? Higher mitigation for capitals will just make Advent colony caps invincible early, and hence Guardians more effective again. Also, should there somehow be a balanced version of the early game, a mitigation solution would then imbalance it in favour of the late game Vasari, whose weakness is not the problem..?
I'm confident that the game will be patched again, but Advent have been too strong for a long time, and the absence of an Illuminator bugfix doesn't encourage me to believe that they will be fixed. It's a simple fix as well. Even if there's some desire not to disturb the current multiplayer game- why, so it can be crap?- that shouldn't apply to the beta, why isn't the fix, or any attempt at it, there?
I'm in the same awkward position as you Agent, my play isn't consistently strong enough to be any help convincing anyone. We need some of the top players, and especially the innovators. I'd like to see a replay of Pawelo's Vasari 1v1 against a 'Tier player' as Advent. The game has to be balanced for 1v1... that is balance.
I like your suggestion and I agree with it.Its weird 1.03 files says caps start with 65 but really start with 62?I didnt know they changed it.
So waht you guys think of my suggestion for ther celio.
Don't fix what ain't broke.
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