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)
thats like saying its okay to increase the effect of artillery versus calvary/tanks when calvary/tanks are in a sense the anti-artillery
Seige caps are the artillery of sins able to deal out heavy damage to many units and planets and SC are their nemsis so increasing their effect versus SC is not correct. Now I will admit that certain things on the Siege Caps (especially Vulkoras) are needed to be buffed or changed but increasing the SC is not one of them.
everyone else thinks the current setup is perfect
This point is not a matter of game balance, in fact your argument of few to no lvl 10 caps ever happen in MP is a good one. On the other hand it won't help either. All the Battleship caps get 1 SC by level 3 (lvl 2 for the Radiance) which can help and you can get here quickly (either by militia clearing or paying for or a small battle or two). If the other side tries to bring in a dual carrier you can easily tech up to getting flak support just as quickly and have enough flak to stop even the bombers, they to are vunerable just not as much. The SC set by the devs for the battleships has never been a problem even now.
First off, N3rull - AWESOME post, dude. You just about addressed my feelings on the matter.
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%)- 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%)All of these - I agree w/N3's opinions.- 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:(I'd like to add a flat 1/3 DPS increase across ALL Battleships)Kol Battleship:- Health increased to 3300 (+300, from 3000) (I say 3250 instead, but otherwise, sure!)- Shields increased to 1450 (+200, from 1250) (An extra 50 for 1500!) - Armor increased to 6 (from 5) (Do you one better, and increase it to 7.)- Max number of strikecrafts increased to 3 (from 2) (No. Is fine.)- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10 (No. Is fine.)- GRG: (As Volt said, you're addressing the wrong problem. I vote for it skipping shield mitigation altogether, plus giving it a nice buff.)- Flak Burst: Antimatter cost reduced to 50 (from 100) (No opinion)Radiance Battleship:- Health increased to 2400 (+200, from 2200) (I see your 2400, and raise you 2500!)- Shields increased to 2050 (+300, from 1750) (I'd tone it down just a hair (to 2000), but otherwise, great!)- Armor increased to 5.5 (from 4.5) (Again, I'll top your 5.5 w/ a 7!)- Max number of squadrons increased to 3 (from 2) (No. Is fine.)- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10 (No. Is fine.)- Animosity: affected ships now are not controllable by their owner (This makes it a Mass-Domination, if only temporarily. Too powerful.)- Animosity: Now give Radiance 1%/2%/3% bonus to shield mitigation (Maybe.)Kortul Devastator:- Health increased to 2900 (+250, from 2650) (Up it to 3000, and I'll do it!)- Shields increased to 1675 (+250, from 1425) (I'll boost it even further to 1750.)- Armor increased to 6 (from 5) (Again, take it up to 7 (see a trend yet? ).)- Max number of Squadrons increased to 3 (from 2) (No. Is fine.)- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10 (No. Is fine.)- Disruptive Strikes: Triggering chance increased to 33% (from 25%) (No. Is fine.)- Disruptive Strikes: Abilities cooldown increase increased to 25%/50%/75% (from 17%/33%/50%) (No. Is fine.)- Jam Weapons: Affected strikecrafts get 2 damage/second in addition to already existing effects (It sounds interesting - maybe 1/1.5/2 DPS, like N3 suggests.)Capital Support:Dunov Battlecruiser:- Magnetize: Antimatter cost decreased to 50 (from 80) (Alright, sure, I'll go with that.)- EMP Charge: Now act as interrupt (Why ISN'T this already!?)- EMP Charge: Range increased to 6000 (from 4500) (Sounds about right.)Rapture Battlecruiser:- Vertigo: Range increased to 6000 (from 4500) (Doesn't seem like a bad idea.)- Vertigo: Area Radius increased to 2500/3000/3500 (from 2000/2500/3000) (See above.)- Domination: Antimatter Cost reduced to 75 (from 150) (Again, No. Just...No.)Antorak Marauder:- Distort Gravity: Gravity well range to Phase Jump reduction increased to 15%/30%/45% (from 8%/16%/24%) (Nah.)- Subversion: Now reduces planet income and resources production by 10%/15%/20% in addition to already existing effects (See N3's post. It just about says all my thoughts on the matter.)Capital Planet Killer:Marza Dreadnaught: (You people and your spelling...ARGH! (Sorry - pet peeve of mine ))- Max number of squadrons increased to 3 (from 1) (Please see N3's post.)- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10 (See above.)- Incendiary Shells: damage rate increased to 6/9/12 (from 3/4.5/6) (This ability needs more love. Maybe throw on a 50 AOE damage (range of ~1000 or so) upon target death, as well?)Revelation Battlecruiser:- Max number of squadrons increased to 3 (from 2) (Please see N3's post. Hell, it ought to be DROPPED to 1, IMHO.)- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10 (See above.)- Guidance: Antimatter cost reduced to 35 (from 75) (Sure, why not?)- Guidance: cooldown time reduced to 10 (from 20) (See above)Vulkoras Desolator:- Max number of squadrons increased to 3 (from 1) (Please see N3's post.)- Ship start with 1 SC squadron, additional squadrons at lvl5 and lvl10 (See above.)- Phase Missiles Swarm: Number of targets increased to 6/9/12 (from 3/5/7) (12? Why stop at 12? Go 10/15/20!)- Phase missiles Swarm: Damage increased to 250/500/750 (from 200/400/600) (Hell yes. Or, as N3 suggests, drop the AM cost, but in addition, lower the cooldown a little bit as well.)Capital Carrier:Sova Carrier:- Heavy Strikecraft: damage buff increased to 15%/30%/45% (from 12%/24%/36%) (Hmm...maybe. It'd need to be tested if we're gonna do that.)- Heavy Strikecraft: armor buff increased to 4/5/6 (from 2/3.5/5) (See above.)Halycon Carrier:- Telekinetic Push: Cooldown increased to 20 (from 10) (This could actually be worth considering...)- Anima Tempest: Cooldown reduced to 90 (from 180) (No. Just...no.)Skinatra Carrier:- Scramble Bombers: Antimatter cost reduced to 40/30/20 (from 50/40/30) (Sure!)- Scramble Bombers: Spawned bombers get 25% increased chance to dodge for 120s (Nah. I suggest instead 1/2/3 bomber squads are spawned at each level.)- Microphasing Aura: Radius increased to 12000 (from 8000) (Eh, sure, why not?)- Replicate Forces: Create 8 frigates or 4 cruisers (instead of 3 frigates or 3 cruisers) (Bwahahahaha...Oh, YES!)Capital Colony Ship:Akkan Battleruiser:- Targeting Uplink: Now give 5%/10%/15% DPS increase in addition to already existing bonuses (This seems about the best thing we could do for it. But, as N3 said, drop it by half (2.5%/5%/7.5%).)Jarrasul Evacuator:- Colonize: Now add 100%/150%/200% population grow increasese for 240/480/720s in addition to already existing bonuses (Now THIS is a good idea. That'd REALLY get the cash starting to flow and not be so crippled.)
- Colonize: Now give 1/2/3 free levels of Civilian Infrastructure upgrade (As N3 said, yes, BUT...1/2/3 levels could pose problems, especially on planets that DON'T have it (Pir. Bases/DAs), plus it'd be too cheap. I instead offer a different take:
agree with ya N3rull, I think making the phase missile swarm work like phase missile not like regular missiles would go a long way towards helping this, maybe make that an increase thing like 10% first level the 15% then 20%. I do know (I've tried it) that make it work with phase missile research is impossible so I think this would be a good start.
You know, the main problem with PMS is not the damage. The damage is respectable. It's that the missiles fly where they want.
Yesterday my Vulkoras was defending my planet from pirates. I didn't take into account that they would bring 15 pillagers !!!!. They dropped my planet from 2500 to 200 HP in a split second. As a last resort, with 5 pillagers left and my planet about to die, I used L2 phase missile swarm against them. I had 5 pillagers in short distance ahead of me and 8 cutthroats/corsairs far behind the vulkoras. Guess what - all five PMS salvos turned around and flew towards the corsairs on the far edge of the PMS range instead of the pillagers. One might have flew towards my main target (hard to distinguish a PMS salvo from a regular one), but sure as hell none of the other four went towards pillagers. And sure as hell the corsairs have regenerated before I was done with the pillagers.
PMS should be a regular AOE, like rad bomb. Or it should have a greatly increased number of targets so that the chance is not minimal that it will really hit what you want hit. Or it should cripple the hit targets in some way. Or should deal greater (e.g. double) damage to the main target.
SOMETHING to make it reliable. Right now, the missile damage is not only mitigated, but it goes towards the last ships you'd think of targetting and it gets regenerated before you fire at those ships.
Some people say "make sure you position the vulk correctly noob". Well, fine - only that the PMS range is far greater than Vulk's missile range, which means that if I want to do anything in that fight except spamming PMS (i.e. shoot something), then Vulk's PMs radius will automatically cover at least some remainder of the enemy fleet (unless you're fighting one ship, lol).
interesting, might want to make it a cone like effect or like you suggested, increase the target range, maybe both as well
GRG: If we buff it to even insane level, but without giving it's AM/time reduction, people still will not use it. why? Kol have very limited AM reserves and using AF is always better option. If you buff GRG above AF usefulness level, nobody will use AF... As long as Kol AM reserces almost don;t exist AND Kol abilities are draining tons of AM I see no way of fixing this cap.
very true, thats why I am slowly letting people sway me to the lets make Af a passive ability. Kol has the same AM start as a Kortul, yet the Kortul does a much better job in its ability use due the fact that one of its abilities is passive. That may help a lot.
You do realize that if you increase damage to caps from LF that it will make tier 0 spam(LF and scouts) even worse than it is now? You are also suggesting removing even further the reason to build lrf to counter the LF. Ever have your cap surrounded by 50 or more scouts and LF and see it die from a thousand paper cuts because it can't move to even jump out of the well? You are suggesting to make that much much worse. Just FYI.
[_]-Greyfox
This is a poor argument. Let me see if I can help you a bit.
The reason we shouldn't be putting extra strikecraft on siege caps has nothing to do with strikecraft being their nemesis - NOTHING. The simple fact is, we don't need to be changing capships to "swiss army capships" able to do anything and everything. There is no need to supplant the role of carrier capships by increasing the numbers of strikecraft on non-carrier capships. Comprehende'? Does that make any sense to you?
You already have eff'ing carrier capships, and eff'ing carrier cruisers. Use those if you eff'ing need strikecraft coverage. There is no need to put extra strikecraft on siege caps or any other caps. There is no need to fix something that isn't broken.
I said the same thing. I don't see a need for buffing LF damage to caps at this time.
Don't ignore effect of Battleships and Supportcaps DPS/HP/Sh buff, many abilities buff and global regeneration/shield restore buff on all caps. Purpose of this buff (LF 75% from 50% vs caps) is keeping LF-Cap interaction near unchanged (especially vs battlecruisers and supporters) while caps become stronger vs everything else.
My buffs/nerfs ideas are connected to each other, please don't focus on impact of one change while you are ignoring impact generated by other changes.
I am not ignoring your cap buffs in general. You did not increase the total hp by 25 percent so it is not keeping it on an even keel. Even if you did, any cap can die to a swarm of light frigates and not be able to even run away so all your buffs are for nothing because a LF rusher can kill you before you get it to level 2 or 3. SC do shit to LF. Caps can only fire on so many things at once and there is a certain point at which the zerging is too much for a cap to handle. You lose a pricey cap that is hard to replace for a few piddly LF that you manage to kill. You see those SC that you increase on the caps do that much better to counter the LF spam counter(namely LRF) and just tossing a dozen or 2 scouts can finish off any other LRF that comes around. You can't build flak or carriers(LF rape those). You are left with doing the same thing back at him and hoping you overwhelm him with numbers or get lucky and take his cap first. There is a reason why you see JJ doing LF and halcyon rushes all the time. It is effective and difficult to counter. Just my opinion for what its worth.
- HP restore rate and shield regeneration rate increase at early game is worth a lot (bettles are longer, enemy, if he is rushing, won;t get infinite LFs...)
- Battlecruisers get ~13% hp/Sh increase
- All Battlecruisers front damage increased by ~50% (+10 front DPS to Kortul, Kol and Radiance)
- Armor increase by 1 mean ~5% extra HP
- Buffed abilities are worth something too...
So: Battlecruisers will not be weaker vs LFs... They will be even slightly stronger vs them, LFs damage to caps buff is completely compensated by mutliple Battlecruisers buffs.
LFs do 50% more damage to battlecruisers, but Battlecruisers do 50% more damage to LFs (because of weapons buff) too AND also get health/shields/regeneration/armor increase
Focus on abilites. Survivability is fine, I believe - every race has ideas for prolonging the lives of their ships: Vas have overseers, TEC got hohos and dunov, Advent has teh battleball. It's the abilities that are screwed, causing some ships to be dripping pure awesomeness sauce (e.g. EGG) while others are built only by rookies, single players, those with a death wish or in absolutely specific situations that happen once a dozen games (Antorak as a specific counter to a high level and well supported Marza).
Buffing DPS on 1 or 2 caps is insignificant standing against the 50 percent increase(from 50% to 75%) to their current dps that you are suggesting to the much cheaper and abundant LF. The infocard on disciples give it 10 damage (all front). You are proposing it does 7.5 compared to caps compared to 5 that was previous. An increase of 50 percent(to front only) to a cap will get you maybe 10 more damage. THat is 4 disciples to make up for the increase you gave to caps.(the 10 on the cap divided by the 2.5 difference you gave the disciple). Thats 16 supply of ship and a grand total of 1000 credits and 160 metal and ZERO research or crystal outside of more fleet supply to negate your sheer dps buff. You have to make up a lot in abilities to balance that if you were balancing caps against LF(which I don't necessarily think is a good idea anyways). Caps are generally there to support the fleet not to beat the fleet themselves(outside of a big ability such as marza missle barrage). I think your suggested changes in your global section are unnecessary and game breaking. Changing LF damage against caps from 50 to 75% is a HUGE difference. Fiddling with abilities is a totally different thing. I am not saying that tweaking modifiers is a bad idea but your suggestions are by no means a balanced offering. Again, just my opinion.
Update:
- LF vs Caps buff removed
- All SC number modifications (except for carriers) removed
- Evacuator colonization rebalanced (reduced number of free Cyvilian Infrastructure to 0/1/2)
- Volatile Nanites buff added
- Scramble bombers - buff from patch changelog added, old buff removed
- Subversion: Further buff
- Jam weapons - buff rebalanced
- Animosity - slight nerf added
- Phase missiles swarm - some rebalances
- Incendiary shells - further buff
- Targeting uplink - nerf to previous buff
Much better, I would like these changes (still reserved about the cap carriers though I see your point somewhat), though as always I enjoy seeing what other people say so as to expand my view of things
- Volatile Nanites: Area Radius increased to 3000 (from 2000) <- yeah- Volatile Nanites: Damage on death area radius increased to 1500 (from 1000) <- yeahAntorak Marauder:- Subversion: Now reduces planet income and resources production by 20%/30%/40% in addition to already existing effects # somehow, this still doesn't seem to cut it. This skill needs something else, I do not know what, though. It's gotta be something both unique and useful, while flat -40% income sounds too much like nerfed embargo. Maybe vision on all neighboring planets (as if scouted)? Maybe a temporary shutdown for all refineries, trade ports and culture boosters for some moderate duration (tactical cutting off trade lines, refinery resource income)?Capital Planet Killer:Marza Dreadnauth:- Incendiady Shells: damage rate increased to 8/12/16 (from 3/4.5/6) # tsk... this is scary. 6 dps may not be awesome, but 16 seems a bit too much. That's almost 1000 damage per minute for absolutely zero AM cost, automatically applied with each shot. I dunno, considering that our dear Marza has that gooey Rad bomb and omgwtfop MB as well, this seems like a bit too much juice.Vulkoras Desolator:- Phase Missiles Swarm: Number of targets increased to 8/12/16 (from 3/5/7) <- can't say I don't like it. - Phase missiles Swarm: AM cost reduced to 75 (from 90) <- as above.Capital Colony Ship:Akkan Battleruiser:- Targeting Uplink: Now give 4%/6%/8% DPS increase in addition to already existing bonuses # this is better. Not OPed, but still a one-and-a-half of a weapon research in all weapon types just for being around the akkan - how's that bad?Jarrasul Evacuator:- Colonize: Now give 0/1/2 free levels of Civilian Infrastructure upgrade # I still have a feeling that 2 civ upgrades is a bit OP, but considering that you aren't getting your egg to level 5 in the first 20 minutes (which is when complete lack of underdevelopment and -70% of planet upgrade costs would be severely over the top), this seems quite reasonable.
Well, I haven't been responding to the last page, but N3, I must say that you have done an excellent job arguing everything I would have. I too am a predominantly Vasari player, so I can see where you are coming from on a lot of stuff and agree. PMS definitely needs something so that the Vulk has some sort of military application in battle, not just afterwards. Currently, it has Disin, if that. PMS just doesn't cut it.
Increasing targets would be nice, but what if you did something else.. I have no idea if this would be overkill or not, but I'm just throwing it out there because it sounds interesting.. What if you made it so that PMS knocked down resistance to normal phase missiles for a while? Basically, you end up with a reverse AF effect. By increasing the odds of PM's bypassing shields, you would make Assailants more valuable and would make the Vulk better earlier. Currently, I only ever use it late game when I am going after my enemy's planets and hate wasting time doing so. If you made it so that it increased bypassing chances by say 10/20/30%, then PM's would become immensely powerful against those targets. This could make it an option earlier and would aid late game when you already have upgrades to PM's so you have 60% odds of punching through.
If you need a reason for lore, its not so much that the ability itself is a PMS, but rather that it is the signal to start one...
As for your suggestion earlier that POH would knock down mitigation, that wouldn't be bad.. When I originally suggested the idea, I suggested that you would deal 400/800/1200 damage to shields, but when the devs put it in game, they made it 200. That was at least a step in the right direction, but if you made this a shield breaker.. You went from a mediocre interrupt to a great ability. Honestly, I would think that you ought to get some amount of shield breaking occurring while it is out of play due to natural mitigation degeneracy. However, if you actually knocked it down by 2.5%/5%/7.5% or so for the next say 20 seconds after coming back in, you just increased your damage to the target by about 30%.
This ought to help you out some and would give it some tactical benefit. If you made it stack and made the duration longer... Hehe... You really are going to end up with a big time shield breaker.. Its mitigation would be down by 45%, nearly tripling your damage to the target. That would be one nasty ability that would really give the Antorak a very big punch late game, or even early game when you are facing capital rushes. Combined with a Skirantra, it could easily help take down dual Halcyon rushes and with proper support might be a decent choice for countering a single Halcyon rush.
Disruptive Strikes:
1. I never said this ability suck. I said "this ability is little UP" and it's upness after other abilites buff (and there are many "huge" buffs suggestions) will start hurting.
2. DS at low levels have significant problems with negating enemy AM reserves. Ability is just too slow, enemy will cast his spells enough times to get significant advanatge
3. Kortul is only Battlecruiser without access to any AM-restoring ability. Stronger DS will compenstae this disadvanatge in BC vs BC fight
4. Other passive abilities are far more combat oriented. DS is specialized in only one function - negating AM regeneration. It is not even disabling enemy casting. Only some AM negation + reload increase... Specialized stuff should be more rewarding in it's job then verstaile stuff useful in near every combat situation (like extra armor, more damage, more fighters etc.
5. Buff I sugest is very small. Triggering chance increase from 25% to 33% is just 33% buff. Recharge time increase is not so high and is still not enough to compensate abilities decreasing recharge time...
6. I know it is not critical buff, but making balance as close to perfection as possible in every single, even minor aspect is always step into good direction
Incendiary Shells:
Energy Amplify Aura give 7.5%/15%/22.5% damage increase. Even if Halcyon is at level 1 it mean 2.55/5.1/7.65 extra DPS to Halcion... While not only effect of this passive ability get synergy from both higher levels AND weapon upgrades, but also affect all Advant ships in large radius...
8/12/16 Extra DPS to Marza affect only one ship and don't get synergy from neither weapons upgrades nor higher Marza level...
Sounds Fair IMO
Subversion:
I will think about it.
1. Read on for more information...
2. Except that it also drastically increases ability cooldowns.
3. Its a battleship, and it has Power Surge. And for the record, you seem to be obsessed with the combat ability of battlecruisers. The Akkan is a battlecruiser. Doesn't mean it needs a ton of damage, its an economy ship.
4. It kills the ability of enemy ships (and multiple ones at that) to use their abilities. And last time I checked, wasn't DS an interrupt?
5. No its not... You are suggesting a rather large buff to an ability that sure as heck doesn't need it. No one is going to get DS without PS which makes DS very very powerful.
6. It doesn't need it.
2. But works for only 15s, so you cannot use this ability on multiple ships (side beams don't count because you don't cotrol them). I said this ability is extremely specialized...
3. Kortul have Power surge, but other battleships have other abilities too. AF + buffed GRG under Finerst hour are going to be asskicking, Detonate antimatter is autowin button in all Cap vs Cap battles while Adaptive Armor is sucessfuly negating Kortul AM drain...
4. Increased cooldown is not killed ability. Detonate AM is killing abilities. DS is only annoying enemy... Interrupt? Yes. But how many times it is useful (a.k. how many times you have seen Kortul slaughtering lvl6 marza)? It is extremely situational...
5. I never said DS should be used without PS. To make it useful without Power Surge I should suggest something like 50% triggering chance.
6. Probably after all rebalances it will be needed. ATM you rarely see Kols or Radiance in action, Kortuls rarely is forced to engage them. After their buff situation on battlefield will drasticaly change.
2. Again, it is not meant to show up an annihilate everybody's casting with a snap. You underestimate the ability clearly. Reducing the AM pool steadily forces a choice upon the enemy - use up all the AM now or never use it at all. Skirantras are denied the choice when to use repair cloud best, cause the best moment will come after they're out of AM. Progenitors can't keep a battle of attrition. Marza won't keep spamming rad bombs and most importantly, it has to use its MB NOW or never, which means the Vasari player is ready to deal with it.Further - the cooldowns. They may not be too impressive, but they quickly stack. No more steady chaining of rad bombs, adaptive forcefields, GRGs, SRs, ions, emps, shield recharges (dunov's) and so on.
So yeah, DS does not deny the enemy the right to use a one-shot ability once at the start, but the enemy's ship will very soon recharge its abilities twice as long and find its AM reserves empty even if he saves them.
3. No need for AM restoring ability when kortuls above level 3 can chain PS for 10 minutes straight, while the enemy is steadily losing antimatter so as not to be able to use any ability after 60 seconds at best. The Kol can use finest hour at the beginning of the fight, that doesn't matter - it will regenerate AM very slowly if at all, cooldown reduction will be offset by DS debuff and the HP regeneration can be negated by a 60 second 30% damage increase (VN) if the Kortul feels nasty.
4. As of 1.18/1.04 entrenchment DS acts as an interrupt.Moreso, again - you underestimate the power of this inconspicuous ability. You say that other abilities are way more powerful. DS makes them naught. It doesn't sound like much, but when you can keep the enemy progenitor from SR'ing the whole day through just by shooting at it, it really is good.It is not direct, but still powerful. Just use it some more, you'll feel it serves its role well. Moreover, it fits the Kortul's general role as a "no-u-don't" ship. No-u-don't hurt me (level 3 PS regenerates 1350 shields over 30 seconds woth a 10 sec interval), no-u-don't use strikecraft against my friends (weapon jam), no-u-don't blob (VN) and no-u-don't spam abilties (DS). Plus, Kortul can chain any of these (except VN) for AGES, so a slow-and-steady AM drain is fine with it.
5. No, the buff you suggest is quite big in fact. DS can steadily drain AM from the enemy ship but at the same time it negates the constant AM regeneration. Increasing the effect by a third will not reduce the enemy's regeneration by anything more, but will instead greatly increase the AM drain.When you're driving side by side with a TGV train and are overtaking it so slowly it seems a crawl, increasing your speed by a third will not increase the crawl by a third - it will cause you to move 60 miles per hour faster than the TGV, which is a MUCH greater relative speed increase. The same with DS - it offsets the sizeable cap AM regeneration by a small margin, increasing the drain by a third will cause the AM reserves to plummet. I say again it's a passive ability that allows you to chose an enemy ship an nerf its casting ability by slowly reducing its AM pool and increasing cooldowns, inevitably draining it completely while you are free to whatever you want. It should not be able to shutdown the enemy's casting completely just by being there.
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