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
There should be something like:
Unit A > Unit B > Unit C > Unit A
and
Hight tier > Low tier
It is the most basic part of correct counters system...
Why HC should not be defeated by a Tier 0 unit? The light frigates already have a 50% damage penalty to the HC and if there is decent strikecraft coverage, the HC will be the prime unit of choice as bombers will not reach it and the LRFs will die quickly under the combined barrage of HC and strikecraft. However, the test may be much more different if the time limit was reduced to 15 mintes as the ship count will be 45 disciples to 16 Kodiaks. While the odds were still 3 to 1, the Kodiak's tough armor plus shield mitigation may be of more help.
I guess that's my point. You can't churn out HC fast enough in its present condition to counter what it is supposed to counter. So either it should build faster, or it should be buffed (or other stuff nerfed against it).
Assessing balance isn't just looking at supply and cost. You also have to consider build speed.
Don't know if you are playing online or not, but either way, what you are saying is "old patch thinking." There is lots of lf spam online, particularly advent disciple spam (no surpise there). Listen, don't take my word for it, ask some of the other people posting here, like Deceiver, Darvin, etc. I mean, I can't be the only guy seeing lots of disciple spam.
What I demonstrated is the most ideal situation you can get - the chance to build an eco and then churn out as many hc as you can, UNMOLESTED, within a 30 minute window. If you can't churn out enough under those ideal conditions, you certainly aren't going to churn out enough in any real game situation. What I demonstrated was a balance issue.
Actually, I did the tests with an earlier window with poor results, and thought that an extended window would offer more time to possibly reach a "critical mass" of hc (if there is one), plus time to add armor and hull like everybody says.
32 kodiacs is 320 fleet supply.
Err yeah. Sorry calculating mentaly in my mind at 530am made me belive Kodiacs had 5 supply lol.
LOL, Why when you did all the hard work I only wanted to see the actuall number of units, how each of you did production, and the actual battle.
I actually dont mind HC not doing so well against LF. LF are anti-heavy I think anyhow. Besides we know a HC can take 2-3 LF. Now I know you know this and it wasnt part of your test but if you had a resonable number of LRF, any ammount of LF would be null in time. Allowing your HC to last long and do their thing.
If we reduce damage taken by HC from LRF and/or increase damage done to LRF from HC you can get a soft balance triangle. NOT Including Fighters/Bombers...We know they are effective but require a whole new fleet formula due to adding carriers and flak.
Quick question again...has anyone made a quick mod and with our proposed changes to see how they work out? Just changing the damage modifers does make a difference.
This has always been one of the more difficult, counterintuitive, weird aspects of the game. It should be (in general) High tier > Low Tier. This game is backwards, Low tier > High tier.
Examples:
scouts > lrflf > flaklf > carrier cruiserslf > other cruiserscarriers (bombers) > hc
Honestly, when I first started playing the game (and thus before getting on the forum) I used LF quite frequently as the primary damage dealers of my fleet and used LRF very little which of course made beating the AI far harder as I was trying to beat it at its own game. However, I also assumed that HC's were LF's big brother that should replace them late game. This idea I believe ought to still stand. HC IMO must be better than equal FC amounts of LF. Sure, LF are anti-heavy, so they should put up a fight, but HC's are composite. Which is basically anti-all... For this reason, I believe that aside from abilities, HC should limit LF usage late game.
This idea is what generated the Defense Cruiser in my mod. Flak Frigates are still viable due to their abilities, but the majority of AVL and AL damage is done by the DC. I personally like this system. This is what I think should happen:
> greater than by a good margin-> slaughter) greater than by a slight margin
HC>ScoutHC>LRFHC )LFHC->SupportHC->CarrierHC )Capital
LF>SupportLF>CarriersLF )Scout
LRF>LFLRF )SupportLRF )Carrier
Then again:
lrfs>lfsCarriers (fighters)>lrfsHc>lrfs (erm at least its supposed to be, and in most cases is, save the illum)flak>scouts
So its forwards and backwards. Which is one of the reasons its so complex.
Also I did your test Kharma, as far as how many kodies I can produce in 30 minutes vs how many disciples. Kodiaks=77, Disciples= 243. I have seen disciple spam a bit lately, though usually LRM spam will smack it down with little trouble. I am curious, however, about Disciple build speed as compared to Cobalts. It seems to me that disciple build speed is disproportionate to what it should be in relation to the Cobalt (which most can agree is middle of the road, just like TEC scouts). Though Im not really sure. Eitherway, against disciple spam you can do LF spam back or Lrf spam. Teching too high right off the bat will not work because of the costs (despite whatever econ youve built, if your opponent has a similar one, hes going to win with numbers). My hunch is if I did the same test but with Javs, I could produce an amount of them that would certainly annihilate 243 disciples. And that same number of javs would probably have trouble with 77 kodiaks. Ergo climbing the tech ladder. The thing about HCs I dont want to see is everyone rushing for HCs. The game has some built in deterrents for tech rushing that make it harder (not impossible), and I fear that buffing HCs too much will make those deterrents less effective. I don't know, Im a little on the fence about helping out HCs. On the one hand, I want to see lrf spam go away more, on the other I dont want to see HC rushing. Anyways, Ill put up a vote on reducing lrf damage to v.hvy armor and maybe cap ship armor. It could use some reduction, but personally I dont think it needs to be more than 10%. Like I said much earlier I think against cap armor the dmg types should be penalized as follows - antiheavy(lfs)-50% antimedium(lrfs):66% composite(HCs):75%. As for Anti medium vs V.heavy armor. Maybe reduce it to 66% or increase composite damage to light armor to 133%.
I still think increasing bomber damage vs lrf would be a good idea.It would make carriers more usable and fullfill their role as anti lrf better.It would also force fleet diversification.Only other ship that uses light armor is scout?Right now bomber does 50% to lrf.75-100 would prolly do it.It would not change any other relationships of other ships.
If I was to buff hc I would proll give lf and lrf a 5% nerf damagewise to them.They dont need much.Bombers handle them quite nicely.
IMO both fighters AND bombers should be effective counter to LRF.
Caps and HCs should have no problems with countering them too.
Bombers should NOT be more effective at killing LRF. I have already noticed a late game trend where fighters stop getting built because massed bombers can alpha strike large targets before fighters can counter them. While I don't expect this to change, there has to be some incentive to make fighters.
Did you carry the test through to see which one would win in a fight?
My main SB at strategic choke got alpha struck the other day in 1v1 vs. tec. It was a good game. I had subverters and other toys
You back and playing now?
No, I log in every couple weeks to check the forums.
Proposed Capship changes (I made some updates, including removing supportcaps 5 squadrons):Global changes:- Damage taken by Caps from ANTI-MEDIUM (LRF) reduced to 50% (from 75%)- Damage taken by Caps from ANTI-HEAVY (LF) increased to 75% (from 50%)- CAPITAL damage vs LIGHT ARMOR (LRF) increased to 100% (from 75%)- Shield regeneration rate on all caps increased to 4/sec (from 3/sec)- Hull repair rate on all caps increased to 2/sec (from 1.5/sec)Capital Battleships:Kol Battleship:- Health increased to 3300 (+300, from 3000)- Shields increased to 1450 (+200, from 1250)- Beam DPS increased to 14.0 (from 9.0)- Laser DPS increased to 13.25 (from 8.25)- Armor increased to 6 (from 5)- Max number of strikecrafts increased to 3 (from 2)- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10- Railguns: Antimatter cost decreased to 30 (from 75)- Railguns: Cooldown increased to 12 (from 6)- Flak Burst: Antimatter cost reduced to 50 (from 100)Radiance Battleship:- Health increased to 2400 (+200, from 2200)- Shields increased to 2050 (+300, from 1750)- Beam DPS increased to 20.0 (from 15.0)- Plasma DPS increased to 15.0 (from 10.0)- Armor increased to 5.5 (from 4.5)- Max number of squadrons increased to 3 (from 2)- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10- Animosity: affected ships now have 5%/10%/15% accuracy reduction (effective 5%/10%/15% damage reduction)Kortul Devastator:- Health increased to 2900 (+250, from 2650)- Shields increased to 1675 (+250, from 1425)- Wave DPS increased to 17.0 (from 12.0)- Phase Missiles DPS increased to 10.8 (from 5.8)- Armor increased to 6 (from 5)- Max number of Squadrons increased to 3 (from 2)- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10- Disruptive Strikes: Triggering chance increased to 33% (from 25%)- Disruptive Strikes: Abilities cooldown increase increased to 25%/50%/75% (from 17%/33%/50%)- Jam Weapons: Affected strikecrafts get 2 damage/second in addition to already existing effectsCapital Support:Dunov Battlecruiser:- Health increased to 3000 (+200, from 2800)- Shields increased to 1225 (+100, from 1125)- Autocannons DPS increased to 11.0 (from 6.0)- Missile DPS increased to 11.0 (from 6.0)- Armor increased to 5 (from 4)- Magnetize: Antimatter cost decreased to 50 (from 80)- EMP Charge: Now act as interrupt- EMP Charge: Now disable weapons for 4/6/8 secondsRapture Battlecruiser:- Health increased to 2200 (+100, from 2100)- Shields increased to 1825 (+200, from 1625)- Laser DPS increased to 16.0 (from 11.0)- Beam DPS increased to 14.0 (from 9.0)- Armor increased to 5 (from 4)- Vertigo: Range increased to 6000 (from 4500)- Vertigo: Area Radius increased to 2500/3000/3500 (from 2000/2500/3000)- Domination: Antimatter Cost reduced to 75 (from 150)Antorak Marauder:- Health increased to 2675 (+150, from 2525)- Shields increased to 1375 (+150, from 1225)- Pulse Beam DPS increased to 17.0 (from 12.0)- Phase Missiles DPS increased to 15.0 (from 10.0)- Armor increased to 5 (from 4)- Distort Gravity: Gravity well range to Phase Jump reduction increased to 15%/30%/45% (from 8%/16%/24%)- Subversion: Now reduces planet income and resources production by 10%/15%/20% in addition to already existing effectsCapital Planet Killer:Marza Dreadnauth:- Max number of squadrons increased to 3 (from 1)- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10- Incendiady Shells: damage rate increased to 6/9/12 (from 3/4.5/6)Revelation Battlecruiser:- Max number of squadrons increased to 3 (from 2)- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10- Guidance: Antimatter cost reduced to 35 (from 75)- Guidance: cooldown time reduced to 10 (from 20)Vulkoras Desolator:- Max number of squadrons increased to 3 (from 1)- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10- Phase Missiles Swarm: Antimatter cost reduced to 60 (from 90)Capital Carrier:Sova Carrier:- Heavy Strikecraft: damage buff increased to 15%/30%/45% (from 12%/24%/36%)- Heavy Strikecraft: armor buff increased to 4/5/6 (from 2/3.5/5)- Ship start with 2 SC squadrons, additional squadrons at lvl2, lvl3, lvl4, lvl6, lvl8 and lvl10Halycon Carrier:- Telekinetic Push: Cooldown increased to 20 (from 10)- Anima Tempest: Cooldown reduced to 90 (from 180)- Ship start with 2 SC squadrons, additional squadrons at lvl2, lvl3, lvl4, lvl6, lvl8 and lvl10Skinatra Carrier:- Scramble Bombers: Antimatter cost reduced to 40/30/20 (from 50/40/30)- Scramble Bombers: Spawned bombers get 25% increased chance to dodge for 120s- Microphasing Aura: Radius increased to 12000 (from 8000)- Replicate Forces: Create 8 frigates or 4 cruisers (instead of 3 frigates or 3 cruisers)- Ship start with 2 SC squadrons, additional squadrons at lvl2, lvl3, lvl4, lvl6, lvl8 and lvl10Capital Colony Ship:Akkan Battleruiser:- Targeting Uplink: Now give 5%/10%/15% DPS increase in addition to already existing bonusesJarrasul Evacuator:- Colonize: Now add 100% population grow increasese for 240/480/720s in addition to already existing bonuses
Cykur you think carrier to lrf is fine the way it is?Alpha strikes happen with any unit.100 lrf will snipe any capship before any amount of sc or any other ship can kill them.Same for bombers,hc,and to a degree lf and fighters(targets they have good damage against).I would think if bombers are more useful then you will have to see more fighters.Its not like you will alpha strike a massive ball of lrf at once anyway.Noone wants to buff fighters(except me) and this is one way for carriers to fulfill their role as anti lrf without changing lrf themselves.
No, because I can't really fight myself. I'm relatively certain that if no other ships were produced, the disciples would win, however, if both races continued at full production speed, I think the TEC would eventually come out ontop because the losses on the Advent side would start becoming too much too fast to keep up with. With the planets and economies I built, I was producing 7-8 Kodiaks at a time and around 10 disciples at a time.
Just in case you have not seen:
Good game companies like blizzard are supporting their games for years - and every game they release become bestseller. Bad game companies like EA are releasing unfinished games and are canceling all support after few patches fixing the most critical stuff only - and EA had huge financial problems this year... Keeping game support for years is better option for both players and game companies. Of course it cost $$$, but happy players will reward company by buying sequels/addons/new games.
Where is that post, Carbon? I can't find it anywhere. It is good news.
It is under the technical section under JJ's illum bug thread. I must say that Ironclad has supported their game a lot longer than most out there do. They mention that they are changing scouts in that thread too which I say is great news depending on the direction they take with it.
[_]-Greyfox
Hopefully this thread will help point the Devs in the right direction, and since they took a long hard look at the last one, Im feeling pretty confident they'll get it right.
Anyone know the date of that patch? Can't wait till an advent ship can be seen in one of my games again... might even play em again for a while...
-Exile
Darvin estimated it at 5 weeks a few days ago based on the previous turn-around between announcement and release of the patch, so probably some time near the end of February...
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