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
Agent, both examples are extremely specific situations. Ok, supports are useful (even gamebreaking) in some very specific situatons, but don't forget they cost the same as for example carriers, which are useful in every (or near every) situation (and are gamebeaking as hell...). And even situationaly useful, support caps are still weakest caps in game...
Not really... They are far more helpful than that.
Dunov: Kills shields, AM, and repairs shields.
Rapture: Buffs SC, reduces damage dealt by enemy forces, and synergizes with Radiance.
Antorak: A little odd, but can easily get you out of a scrape. It allows you to quickly retreat and stop dreaded abilities such as RC, SR, and MB.
Now, I traditionally play distant stars, which allows you to upgrade things to level 6. Obviously, at that point there is absolutely no excuse to not have any of these. The Dunov gives you unlimited AM, the Rapture captures enemy ships, and the Antorak let's you go anywhere. Even when I play normal however, these ships are still good. I rarely get them as my 1,2, or 3, but I will generally get one as my 4th as they do certainly help.
So no, I don't think they are super-UP. Maybe a bit, but with an ability buff here and there, they'll be just fine. I'm more concerned about the Kol and Revelation. The Kol needs a buff badly and I never use a Revelation. Sure, buff Phase Out Hull, EMP, and idk what to do on the Rapture as it seems pretty good to me, but you don't need anything huge.
A blanket buff to support caps Am stores or regen will do them all some good. Most of their abilities are fine, just some tweaks here and there, they just need to be able to use them with more frequency.
Can we see the celio up there?I cant believe more people arent voting on shield restore for dunov.It is only suport cap that cant support itself
Well, the Rapture doesn't do anything for itself directly though it does reduce accuracy. And then I don't think you would really consider POH's +200 shield self-sustaining...
Though Idk... The cielo seems fine to me... What is it? Something like +40% damage to a target? Just have 3-5 of these in your fleet and enemy caps go boom.
Cielos base abilati is emporerment witch give a 10% weapon cool down reduction and a 2.5 sheild restore per second.
the 2nd abilati is targe aquisition that si 40% increase of damage dealt.
The Cielos is fine. I love that ship.
I would agree with deciver on AM stores of support caps needing to be better but thats about it. I would nerf vertigo by giving it a target cap. That abilaty is hugely powerfull. But Akkan helps you counter it.
buff battleship - yae to allbuff replicate forces - yaebuff support cap - yae to allbuff deliverance engine - yaebuff fighters - don't recall voting on it, yet i'm down for a nay. put me down as "no vote".
I am saying that support caps should become the best at supporting other caps and fleets so that they can live up to their name.I don't think that their role should change.
Deceiver, your story is impressive, but I doubt that this doesnt happen often enough to justify the marauder' s existance.
Rapture can use vengeance on itself so it does support itself.Designate target is perfect yes I agree.Im talkin about embolden its base ability.2.5 sheild sucks and it doesnt negate fire from 1 ship even.
The 2.5 is not worth much.I would like to see 10 for 30 sec instead of 2.5 for 60.Whatever ship is being fired on by the time celios are out will not survive no 60 sec.
I had a thought about miti for the caps.How advents extra 10% would be to much if it were 90 total.How often do advent get in position to get the full 10%?Also it wouldnt be till late game when celios with designate target and subs with phase missile are out.uped phase missiles are nasty anyway.The only damage buffing sips advent have are their caps.I was just wondering if these support ships would negate this bonus.
Well, the marauder should never be a first cap. No one in their right mind would do that, however I generally get either an Antorak or Vulkoras as my fourth capital ship depending on where I am in the game. Also, either of the above is quickly followed by the other and inserted into my Egg's fleet along with reinforcements.
Honestly, just some improvements to AM ought to help quite a bit. After all, if they can cast their abilities more, then you won't have to worry about it so much.
What is wrong with way of buffing support caps I suggest (from suggestions list few pages ago)?
Everyone agree support caps are weakest caps...
I'm not Deceiver, but I'll chime in here. It doesn't happen enough on ICO MP - that much is obvious. But it can absolutely happen in any game not played like ICO MP (SP, long LAN games with friends, etc).
I'm not suggesting the ship doesn't need some love. I'm just saying it's a decent ship in theory, it just can't be put to use in the fast crowded rush games they like to play on ICO.
@Arthanis: I would say that the weakest caps in the game would be the Kol and Antorak. Sure, the Kol has its health and damage, but its not that much. The Antorak just has no offensive value whatsoever. But the Rapture for instance is an incredibly powerful ship. It kills reduces enemy accuracy (helping normal ships and aiding in air superiority), returns damage, and Boosts the power of SC. Basically, throw this thing in with a Halcyon and some Aerias and you have yourself one monstrous swarm of SC flying towards you.
And once again, Arthanis, people do not want to give SC to support ships in large quantities. They are supposed to support your fleet via abilities, not SC. They are not supposed to be offensive. They are not supposed to be a first cap. They are not supposed to to have swarms of SC. They are supposed to help your fleet, which they do. However, the Dunov and Antorak (especially the Antorak) could use some love. They aren't worthless, they have their uses, especially the Rapture.
Yeah, you rarely level a support cap to level 6. Its difficult to level a single cap to level 6, much less a dual cap start, with later supporting caps! Too little experience gets spread across too many (more) expensive ships.
I still think we should be able buy level 5 (or even 6). Add a second stage to the existing tech for level 4, to buy level 5. The cost is already displayed on the Cap ships! You just can't activate it.
Here's a link to an old post of mine regarding subsequent Cap Ship costs and leveling costs: Purchasing Cap Ship Levels.
I am for trying it. I have no idea if how much it would help, but I would expect that capitals would hit level 6 far more often. Not only that, but you would already have one ability maxed out.
You rarely level a support cap to level 6 in MP 4v4s and 5v5s! Thats not the only way to play the game! and Juletron speak for yourself mate, I use marauders whenever I can, and like I said before, theyve saved my ass a bunch of times. Just last night I played a 2v2 in which my ally was Vasari and he got his Marauder to level 5, and would have certainly hit lvl 6 if one of our opponents hadn't mini'd and the other left. Yeah, it doesn't have much in the way of combat value, but where it lacks combat value, it makes up for in Fleet support with distortion field and stabilize phase space, AND its the only reliable counter Vasari have to channeled abilities like MB. So it certainly isn't worthless. Last night my ally used the marauder to harass his Advent opponent into splitting up his fleet. The guy tried to chase him down, but simply couldn't and ended up leaving several planets wide open to attack by his main fleet. Certainly helped us gain the upper hand.
666th post .
As far as purchasing up to level 5 goes. No, bad idea. Several reasons why: Imagine the ease of Marzabating MB with LOTS of dreadnoughts. Late game, a player could have 5-6 Lvl5 Marzas running around, anyone of which could hit level 6 and deal an enormous amount of damage to your fleet. Imagine how difficult it would be to kill them all and NOT take a MB to the face. Same could be said for ANY cap ship really (just lvl 6 marzas one of the most dangerous, imagine it though with eggs all over the place sucking planets up). Level 6 abilities are unique and (in most cases) quite powerful, they shouldnt be easier to obtain than they already are. I get that in most MP games, late game is somewhat rare, but that doesnt mean it isnt a part of the game. Also, Advents Mass transcendence means their Caps gain XP automatically up to the purchase cap, AND they get more Xp for what they kill. That means that an Advent player with Mass transcendence can build Cap after cap that will automatically get to level 5, and have an easier time leveling up to 6. Level 4 being the purchase cap at least gives an opponent the opportunity to destroy a Cap before it gets its special ability, and forces everyone to do a little work to get it there. Not to mention you can have caps with a maxed out ability who havent seen combat at all (Id feel bad for any SC on the receiving end of a couple of lvl3 flak burts or bitch slaps from caps that had never seen combat before.) Also, would you want it as a second stage to the purhase upgrade in the tech trees? Doesnt seem fair that Vasari and Advent can put their caps 2 levels higher than TEC caps before they can. 1 level difference is somewhat negligible, 2 levels makes a big difference. Mainly though, I think making level 5 purchasable would make level 6 abilities less unique, and entirely too common for their power.
Heres a list of abilities I would not want to see maxed out just from purchases:
Shield Restore(progen and Dunov)Raze PlanetDetonate AMFlak BurstTelekinetic PushVengeanceRepair CloudPower SurgeGravity DistortionEmbargo
None of these should be able to be maxed out without putting your cap(s) in harms way.
Here's a list of Lvl 6 Abilities that I would not want to see easier to obtain:
Missile BarrageCleansing BrillianceVortex (eggs suck ability cant remember full name ATM)Provoke HysteriaRapid ManufacturingStabilize Phase Space Volatile NanitesFlux FieldResurrection
Yay to EVERYTHING for the cap ships, EXCEPT NAY to animosity.
Deceiver, don't forget how expensive buying levels for caps is...
Disagree, 1200 to 1800 credits only is not that expensive compared to a squad of LRF that can die within seconds in battle.
Not expensive late game. Consider that TEC get their purchase upgrade towards the end of their civic tree, meaning they already have had access to tradeports and are likely to have a booming economy. It costs less to build and upgrade a Cap ship to level 4 than it does to upgrade a starbase to full health and weapons. And how many fully upgraded starbases do you see? I know I see lots. 1250 creds, 1500 creds, 1750 creds is only expensive early game. Even if you had a super crappy 10 cred/second economy, it would only take about 8 minutes to able to afford the three levels. 20 creds/s (average midgame income rate) is 4 minutes. And when you get into late game when people are making anywhere from 40 to 100+ creds per second, a cap ship level purchase is pocket change.
I find its not the cost but the time per lvl bought that annoying. 90 seconds/1.5 min. per lvl seems long. Thats almost 5 mins before it gained all its lvl from buying them. Its hard to buy lvl in a pinch or when under pressure, if you have to wait 5 for your cap to be are what I would consiter full strength. B/c at this point in time your buying lvls your enemy has serveral higher lvl caps anyhow.
Can't compare the two. Fully upgraded SB blows away a capship.
Having said that, I'm not for being able to purchase more levels with capships. It would be a nerf to Advent. Now, Advent needs nerfing, but they need the correct kind of nerf. Mass Transcendence/caps is one of the things that makes them unique. We don't need to nerf what makes races unique, otherwise might as well take away vasari's phase stabilizers.
I want people to know that level 3 dunov shield restore is only 68 shield points per sec.This is for 1 ship while progen heals 62 for unlimited ships.People should be voting yay for this.
How what is your resoning for the nay to animosity????
I strongly agree that the Novalith "super"weapon needs to be buffed or reworked - never ever build it anymore since I feel the resourcers invested into this mediocre/crappy weapon is wasted and I could get alot more efficiency from putting those resourcers on ships or base-defenses instead.
Explain? (I did vote for it, btw....)
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