It is mine copy-pasted post from general balance topic, because that thread is dominated by many other balance problems, IMO making dedicated thread for caps is good idea.
1. I am going to edit first post after reading feedback
2. Thread purpose is simple: to give as accurate balance suggestions as possible
Global changes:- Damage taken by Caps from ANTI-MEDIUM (LRF) reduced to 50% (from 75%)- Damage taken by LIGHT ARMOR (LRF) from COMPOSITE (HC) increased to 200% (from 150%)- Damage taken by LIGHT ARMOR (LRF) from CAPITAL (Caps) 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)- Capships Max trainable level increased to 4 (from 3)- Capships Max trainable level after upgrade increased to 5 (from 4)- Capships Max level trainable by Advent Mass Transcendence increased to 5 (from 4)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)- Railguns: Antimatter cost decreased to 60 (from 75)- Railguns: Cooldown increased to 20 (from 6)- Railguns: No longer slow target- Railguns: Now reduce target max mitigation by 5%/10%/15% for 10 seconds- Railguns: Damage changed to 300/600/900 (from 325/650/975)- Finest Hour: Duration increased to 90 (from 60)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)- Animosity: affected ships now are not controllable by their owner- Animosity: Now give Radiance 1%/2%/3% bonus to shield mitigation- Animosity: Duration reduced to 15 (from 20)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)- Jam Weapons: Affected strikecrafts get 1/2/3 damage/second in addition to already existing effects- Volatile Nanites: Area Radius increased to 4000 (from 2000)- Volatile Nanites: Damage on death area radius increased to 2000 (from 1000)- Volatile Nanites: Area damage on ship explosion increased to 200 (from 150)Capital 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)- Shield restore: Restoration changed to 350/550/750 (from 250/500/750)- Magnetize: Number of affected SC increased to 12/18/24 (from 8/12/16)- Magnetize: SC collision damage increased to 30 (from 25)- Magnetize: Range increased to 7500 (from 5000)- Magnetize: Duration changed to 10s/15s/20s or 12/18/24 SC killed (from 10s/12.5s/15s or 8/12/16 SC killed)- EMP Charge: Antimatter cost changed to 90/85/80 (from 100/90/80)- EMP Charge: Range increased to 5500 (from 4500)- EMP Charge: Area Radius increased to 3000/3500/4000 (from 2500/3000/3500)Rapture 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 10%/20%/30% (from 8%/16%/24%)- Distort Gravity: Area Radius increased to 10000 (from 5000)- Distort Gravity: Duration increased to 45 (from 30)- Subversion: Now increase Strikecrafts Build time in entire Gravity well by 100%/200%/300%- Subversion: Ship build time increase increased to 100%/200%/300% (from 50%/100%/150%)- Subversion: Structure Build Time increase increased to 100%/200%/300% (from 50%/100%/150%) - Subversion: No longer stackable- Phase Out Hull: Antimatter cost increased to 60/60/60 (from 60/50/40)- Phase Out Hull: Cooldown time increased to 15/15/15 (from 5/3/2)- Phase Out Hull: Duration increased to 15/15/15 (from 6/8/10)- Phase Out Hull: Restored Shield on friendly ships increased to 200/400/600 (from 200/200/200)- Phase Out Hull: Damage to Enemy Ships increased to 200/400/600 (from 200/200/200)- Phase Out Hull: Now remove 75/150/225 Antimatter from enemy ship- Phase Out Hull: Now restore 75/150/225 Antimatter on friendly shipCapital Planet Killer:Marza Dreadnauth:- Incendiary Shells: damage rate increased to 5/10/15 (from 3/4.5/6)Revelation Battlecruiser:- Guidance: Antimatter cost reduced to 35 (from 75)- Guidance: cooldown time reduced to 10 (from 20)Vulkoras Desolator:- Phase Missiles Swarm: Number of targets increased to 8/12/16 (from 3/5/7)- Phase missiles Swarm: AM cost reduced to 75 (from 90)- Phase missiles Swarm: Range increased to 7500 (from 5000)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:- Microphasing Aura: Radius increased to 12000 (from 8000)- Replicate Forces: Create 8 frigates or 4 cruisers (instead of 3 frigates or 3 cruisers)- Repair Cloud reworked: Cooldown increased to 30 (from 12) AM cost increased to 120 (from 100/90/80) Duration 20s (from 10s) Now repair: * 3/6/9 hp/s on Strikecrafts * 15/30/45 hp/s on Frigates/Cruisers * 30/60/90 hp/s on Caps/Starbases/Buildings * (instead of 25/35/45 hp/s on Everything) Range increased to 4000/4500/5000 (from 3000/3500/4000)- Ship start with 2 SC squadrons, additional squadrons at lvl2, lvl3, lvl4, lvl6, lvl8 and lvl10Capital Colony Ship:Akkan Battleruiser:- Targeting Uplink: Now give 4%/6%/8% DPS increase in addition to already existing bonusesJarrasul Evacuator:- Colonize: Now add 100%/150%/200% population grow increasese for 240s/480s/720s in addition to already existing bonuses- Colonize: Now give 0/1/2 free levels of Civilian Infrastructure upgrade- Gravity Warhead: range increased to 7500 (from 6000)
GRG: ok, no more dicussion
Caps SM: I still think something must be done here
FB:
What about something like this:
- FB now fire multiple flack bursts with 1s interwalls (so all damage is dealed in 2s/4s/6s, not instantly)
- Each burst do 10 damage
- 2/4/6 bursts (at levels 1/2/3) (btw it will be nice too see Kol creating anti-SC firewall around it)
- 10s/12s/14s cooldown (8 seconds between two activations at all levels)
- 50 AM cost
Why?
Both SC user and Kol owned will be forced to face/use this ability with mind. SC owner can save some is SC if he retreat them just after FB activation, while Kol owner has slightly chaper FB allowing him to use it slighly more, bot no longer able to "outclick"enemy SCs - "tactical placement" of Kol in will be critical part of using this ability.
I still think there is nothing wrong with FB .
There is nothing wrong with FB.
Ok, removed from list.
More ideas:
Magnetize:
- Number of affected strikecrafts increased to 12/18/24 (from 8/12/16)
- Cost decreased to 50 (from 80, already on list)
- Strikecraft collision damage increased to 30 (from 25)
- Range increased to 7500 (from 5000)
- Duration changed to 10s/12.5s/15s or 12/18/24 strikecrafts killed (from 10s/12.5s/15s or 8/12/16 strikecrafts killed)
[overbuff imo, but we need something to start doscussion ]
AS too the SM deal, this is a very dangerous area to tread (both me and Carbon know this from our own modding experiences, can you say OP Advent Caps?).
The Magnetize I am okay with except the cost decrease. The Dunov, being a support cap, has no issues with AM
Thoughts on Magnetize:
Strikecraft Affected: I like the new strikecraft affected counts. APPROVEDCost Decrease: As Ryat says, Dunov has no issues with AM. REJECTEDDamage Increase: It might not be too huge of a jump - in the end, it works out to +60/+90/+120 damge possible (factoring in the strikecraft affected boost; otherwise it's +40/+60/+80 damage possible). I dunno how mitigation would affect this, but something tells me that this needs to be tested first. PENDINGRange Increase: Sounds good. +2500 to 7500 is a big boost, but not too big as to be OP. Plus, gives more chances to draw in those strikecraft. APPROVEDDuration Increase: Goes hand in hand with the strikecraft affected. Though you haven't changed the time, it might be beneficial to test this first and see if those durations are still long enough for the increased radii. PENDING
Thoughts on Mike's post: APPROVED
Dunov, Dunov, Dunov...how you are my favorite Cap.
The only thing I can honestly say I change about magnetize is its AoE on pulling SC. They have to be really close to the target for the effect to take place.
It seems a tad bit small. AM cost is good, you can use it a long time even for at lvl 1.
Also the ammount of SC that are affected, it seems a bit low even at lvl 3. So I like your approved change there.
Duration is ok. Its a ability disrupter so I think the duration is fair as stands.
Damage IMHO doesnt really need to tweaked, its just an added bonus. You dont use Magnetized to damage ships, you use it to prevent/distrupt abilites and remove SC from the battle. Its a perk it does some minor damage. Add a bit of realism also.
If you wanna truely buff the Dunov, reduced EMP blast by 10-20 on the inital lvl. Or increase it AoE range. Its rather sucky for 100 AM @ lvl 1....but I will say its brutal at lvl 3.
Another idea way to buff is do increase Shield Restore lvl 1 slightly... again another ability that sucks at lvl 1 but is awesome at lvl 3. I actually would like to see an addtional buff used with Sheild Restore to help promote fleet synergy but I can share that if we cross that bridge. Hell, I have a several ideas on buffs for the Dunvo...but Im bias.
Anyhow... so if you change the intial stats for both EMP and Sheild Restore @ lvl 1...it would allow those low lvl Dunov that usually are seen in PvP games to actually help your fleet. Instead of being a big square target and/or allow people to use the Dunov a tad bit more offensivly.
My thoughts on Magnetize were:
Magnetize max targets from 8/12/16 to 12/18/24, no longer ends when max fighter targets are destroyed
Why thank you, kind sir!
Ok, what about this:
- Duration changed to 10s/15s/20s or 12/18/24 strikecrafts killed (from 10s/12.5s/15s or 8/12/16 strikecrafts killed)
EMP Charge:
- Range increased to 6000 (from 4500)
- Antimatter cost changed to 80/80/80 (from 100/90/80)
- Now act as interrupt (I know Magnetize is interruptor too...)
- Area Radius increased to 3000/3500/4000 (from 2500/3000/3500)
Shield Restore:
- Restoration changed to 350/550/750 (from 250/500/750)
?
Anyway, I think of increasing Phase Out Hull colldown to 15 (from 10). It will be still able keep one ship phased out permanently (because of buffed 15s duration), but after other buffs this ability is just too powerful to be able to affect multiple ships at the same time.
I could go along with everything up there. I don't use the Dunov much when I play as TEC (which is not often) so I don't have much of an opinion on SR and EMP, but the upgrades you suggested seem fair.
POH: Yeah, you would probably want to do that. You changed it from a "Stop" to a "Stop and Lose 75% of your AM," so this is completely fair.
Marauder is a lost cause IMO. It is a ship not meant to fight in battles by design in a game where you have to fight in battles to gain experience. Unless the Marauder starts getting XP from something else than fighting, which is unlikely to happen, this ship is still going to be worse than any other as a candidate for a flagship. As a third or fourth maybe, to have something interrupting MBs reliably... or to increase the speed of your fleet... other than that, it is going to suck combat-wise.
That's my feelings about the Marauder anyway.
After buffs from list Kortul+Marauder will own Halcyon+Mothership...
Distort gravity now can work all the time and has doubled radius - making Vasari Fleet fastetst by far in game
Subversion with Jam weapons support negate SC presence in entire Gravity weel
Any more comment to proposed dunov buffs (4 posts above)?
- Range increased to 5500
- Antimatter cost changed to 90/85/80
- No interupt
- Area Radius increased to 3000/3500/4000
Update:
- EMP charge: UE Carbon suggestion
- Magnetize: stats 6 posts above
- Shield restoration: stats 6 posts above
- Phase Out Hull: cooldown increased to 15/15/15
- Scramble Bombers buff removed (patch uploaded, it already exist)
Ion Bolt:
- Duration increased to 5/7/9 (from 3/5/7)
- AM cost reduced to 65 (from 85)
Clairvoiance:
- Now also disable all media centers in gravity well
Repair cloud:
- Cooldown increased to 15 (from 12)
- AM cost reduced to 75 (from 100/90/80)
[why? to finally give scinatra chance of using both scramble bombers AND repair cloud. It is not buff/nerf, it is just small rebalance making using both these abilities possible]
Ion Bolt: No, you only truly have 2 AM users during combat with this ship, and one is rarely used (the lvl 6 ability) so you dont need to worry about any AM usage with this ship, it has plenty and the ability works just fine
Clairvoiance: No, too OP, when that abiltiy gets going (Ive had it at level three) you can constantly keep it going and not lose much AM. This would make it more powerful than the Deliverance Engine
Repair Cloud: Umm.....Maybe, might want to see how the new update shakes out first. I think the devs got it but this is something to keep in mind.
I'm wiht Ryat here. I don't really think those changes are needed, but RC might be good. Its a small change, so idk..
[all "," in numbers mean dot: ".", example 1,32 => 1.32]
Ok, some analysis here. Cost of Scramble Bombers and Repair cloud:
Now let's look at Skinatra AM regeneration:
Green color allow you to use Scramble bombers forever, since your AM regeneration is higher then their AM/s cost
Ok, now Scinatra AM reserves:
In theory Skinatra has tons of AM... But if we try to use Scramble bombers and Repair cloud constantly, we will have 0 AM after:
Note: Repair cloud has highest level available (lvl1 at 1-2, lvl2 at 3-4 and lvl3 at 5-10)
* Of course at level one Scinatra cannot use both abilities
Conclusion is sad - no matter how useful (or not) Scramble Bombers Ability is, Vasari player will rarely use it (even if he is in down right corner of my table) just because Repair cloud is more critical to use, and you cannot use both abilities at the same time long enough.
My idea is small rebalancing to Repair Cloud ability, lowering it's AM/s cost without making it stronger. It is:
- Repair Cloud AM cost lowered to 75 (from 100/90/80)
- Repair Cloud Cooldown increased to 15 (from 12)
It will effectively reduce AM/s Repair cloud cost to 5 AM/s (from 8.33/7.5/6.66) almost without touching it's repair effectiveness. It is not drastic change, but it greately support using both Skinatra Abilities. How long Skinatra can use both these abilities after this change?
Situation is much better, especially at lower levels (up to 60% time increase). High level Skinatra with some AM upgrades can use RC and SB longer then 2 minutes... Giving SB chance of being used.
I believe the problem if repair cloud is that it is neither a good fleet healing ability* nor a good STRIKECRAFT healing ability**
* not a good FLEET healing ability, because:- heals measly 300 HP for 80 AM on level 3. One overseer does that much. Get an overseer.- heals hull, which means to affect many ships they all need to be half-dead; that's not gonna happen since ships focus fire, both AI and players. So efectively, Repair cloud, while affecting a hundred ships, heals only a few of them. Overseers do better, they don't waste their AM on ships thatdo not need it.- has a short duration, which means you have to time its use to the moment when your ships are going down. Focused fired ships don't have a tendency to go down together, so you'll likely be healing one ship only. For 300 hit points. For 80 AM. Duh. Get an overseer.
** not a good strikecraft healing ability because:- has a short range, meaning you have to pull out your strikecraft to get repairs, trading their DPS for survivability in similiar amounts.- has a short duration which means you have to do that ^^^^^^ very often, cause vasari strikecraft, even while being the toughest of the lot, still have hundred-ish hit points and a few flak salvos send them to the grave- 30 HP/sec, while being mediocre for the fleet, is overkill for strikecraft (too much to be useful)
I say Repair cloud should be specialized in either fleet healing or strikecraft healing.
As a fleet healer it should heal more, about 500-600 HPs total at level 3, over about 15-20 seconds. AM cost permed at 100.
As a strikecraft healer it should heal 10 or 15 hp/sec over 10-20-30 seconds with vastly increased radius. Keep AM cost as is.
Either of the two would make sense in my opinion. The current repair cloud sounds good but is useless in general, unless you're trying to tank MB - lol. Seriously, it is the worst kind of healing in the game. Many ships can get their shields messed with at the same time (many AOE effects in game, Rad bomb, illums many beams, cluster rockets, PMS, whatever) and that's what makes SR so powerful. But when hull goes down, it means either focus fire or greatly superior AOE damage, far beyond Repair Cloud's 30hp/sec over 10 seconds.
We can als don't touch it's healing capabilities/radius, but make it cheap and spammable. This change will also fix problem with Scramble bombers not being used...
This is also a relatively wrong way to go, cause having everything permanently repairing for 30 HP/sec would, in turn, be kinda OP.
I think.
You say this ability ~suck (your arguments in post #171). I say "make it cheaper and spammable". You say it is op. So... This ability in your eyes dont suck at all (I am asking for your opinion, IMO this ability is not that bad - it only need some improvements, especialy AM/s reduction-based)? Buffed crap don't turn autoamtacally into something OP...
Anyway, what do you think of my RC buff (75 AM + 15s cooldown) suggestion?
What do you think of giving it some kind of further buff (like 60 AM + 15s cooldown or even 50AM/15s)?
It is a tough nut to crack here.
Look at Shield Restore. It is an antimatter demon, but nobody argues it is bad. It restores a lot of shields for a high cost fast and when you need it.
The problem of repair cloud, which is relatively the same toy only for hit points, is that every damage comes at shield first. Even phase missiles, while doing some directly to the hull, still do most of the damage to shields. So ANY kind of damage can be mitigated by restoring shields. Rad bomb, PMS, quickly-interrupted MB, even starbase multitargetting. Any damage is quickly nullified or reduced and since all AOE effects do damage to shields first, it successfully mitigates all AOE effects. And therefore it costs a LOT (100 AM every what.. 10 or 12 seconds?) and is balanced.
SO, the issue is that 30 HP/sec is FINE in itself (about on par with shield restore, since one point of hull is worth mpore than shields because it also includes armor damage reduction), but ships do not lose hull all the time. An AOE damaging effect like MB or Meteors or anything will almost kill an LRF before it even wipes shields off an enforcer.
Ahh... it's a b***h to get right in my opinion.
There are many great features available to you once you register, including:
Sign in or Create Account