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)
Neh... I'm still a fan of GRG being a shield-buster..
Kol don't have enough antimatter to support so expensive Railguns. Before we rebalance GRG into ANY direction we must fix their AM problems first.
ATM Railguns cost 12.5 AM/s - it is insane value.
With my change (from list) they cost only 2.5 AM/s - much better, because player is no longer forced to disable them just to use AFF time to time... But it is still relatively high cost.
N3rull, with your change GRG cost 5 AM/s -nobody will use it because there is still not enough AM to support this AND AFF at the same time.
Anyway, I am OK with idea of GRG breaking shield mitigation. But again - GRG main problem is huge AM cost.
My option is halfway between them - Kol has enough antimatter on low levels to chain 5 GrGs (~3 if adaptive forcefield is added), which is enough to do roughly 1000 extra damage over 50 seconds (600 over 30). That's 20 DPS for a level 1 ability. Not bad.At level 6+ Kol would be capable of chaining at least 5 Grgs (if used with AF or FB) each doing at least 450 damage to caps, which is at least 2000 damage over 50 seconds. And that means at least³ 40+ effective DPS, a lot better than nanites (I've already taken armor into account). Not bad at all.
Of course, one could tweak the numbers so that Kol can maintain Grgs forever with some reduced effectiveness, but tell me - do you want GRG to be usable a few times with some serious effect or infinitely with some crappy, hardly noticeable efficiency?
Or do you want an ability that you can use forever, deal triple the damage of nanos and maybe even have it plant flowers for you? Isn't that pushing it a little?
Ok, some calculations (all ships at 10 level):Kortul Devastator:Power Surge: -1.5 AM/sJam Weapons: -2.33 AM/sVoitaile Nanites: -0.83 AM/sTOTAL: -4.66 AM/sIncluding lvl 10 AM regeneration: -3.19 AM/sRadiance Battleship:Detonate Antimatter: -3.0 AM/sAnimosity: -1.6 AM/sCleansing Brillance: -1.25 AM/sTotal: -6.11 AM/sIncluding lvl 10 AM regeneration: -4.64 AM/sKol Battleship:Gauss Rail Gun: -12.5 AM/s (!)Flak Burst: -12.5 AM/s (!)Adaptive Force Field: -1.71 AM/sFinest Hour: +0.83 AM/s (It regenerates more AM then it cost)Total: -25.8 AM/s (!!!)Including lvl 10 AM regeneration: -24.33 AM/s (sad joke...)Conclusion: Even if we include Finest Hour AM Regeneration Kol is using ~5 times more AM/s then Radiance and ~7 times more AM/s then Kortul. Now you have clear evidence why this ship suck so hard. Increasing GRG damage/giving it shields bypass WILL NOT HELP - this ship is eating AM faster then hungry American is eating hamburgers (joke)...With my proposed balance changes (from list) situation is "little" better:Gauss Rail Gun: -2.5 AM/s (less then Detonate antimatter)Flack Burst: -6.25 (still high value, but this ability is IMO not supposed to be autocasted)Adaptive Force Field: -1.71 AM/s (no changes here)Finest Hour: +1.66 AM/s (slight buff)Total: -8.79 AM/sWith Lvl 10 AM regeneration: -7.32 AM/s (still relatively high, but no longer insanely stupidly high)I don't say it is enough to make GRG good ability. But without "something like this" GRG have no single small chance of being useful... No matter on "what you want GRG to be" - this ability need HUGE HUGE HUGE AM/s cost reduction. After that we can think of buffing/rebalancing it.
You fail to notice the difference of effectiveness of these abilities.
Kortul HAS to keep chaining Jam Weapons - otherwise, those clouds of strikecraft will wipe his fleet after WJ ends. WJ doesn't kill the SC, it just delays the inevitable - and it is the whole trick to make the inevitable come AFTER you've won the battle. Kol eliminates the strikecraft. Bam Bam, good night. After all enemy's strikecraft are turned into vapor, it is way easier to control their number: every new craft will be focused by a lot more guns, meaning it will go down faster. If you add the SC production speed nerf, you will see that two successful Flak Bursts with some minimal anti-SC support easily solve your strikecraft problem for the entire battle. Flak bursts should NOT be as spammable as weapon jam, because fifteen weapon jams do NOT solve the problem of an overwhelming strikecraft threat, whilst two/three flak bursts DO.If there's anything that has to be done about Flak Burst, it may be making the radius of FB large enough so that it is relatively easy to make the one flak burst COUNT (as in, it should be relatively easy to catch most enemy strikecraft attaking you in one flak burst).
Power Surge's offensive bonus is minimal, whatever anyone says. Its main purpose is magnifying DS and restoring shields. While Kol doesn't have the DS thingy, it DOES have AF which is infinitely better than PS in keeping the ship alive (take 20 HCs and start pounding on Kol and Kortul, see which ability, PS or AF, does better).
Kol has FH, which is hands down awesome shit, period. Kortul has DS, which is fine in my opinion. FH restores AM (and health and......), DS is passive. Evens out in my opinion.
Now, the one thing that really needs fixing on Kol - the GRG.
I DO believe GRG needs help. I said that much. For its huge price it does laughably little (or rather, it does some damage but that damage is mitigated to oblivion). HOWEVER, GRG is a direct killer. You should have to pay dearly for killing the enemy easily. Keeping the battleship alive should be somewhat cheap - of all types of ships, this one is in its design meant to stay alive most easily. And so Kortul has PS, Kol has AF. But blowing the enemy up is another matter. You should be able to stay alive for 2AM/sec. You should NOT be able to execute one enemy after another for 2AM/sec.
Staying alive = being able to fight on. Killing the enemy = fight won. The latter SHOULD be more pricey.
Ehh.. I tend to think of GRG as a super weapon that is meant to take down large targets. For structures, it does this easily, but it doesn't do so well against shields due to mitigation. If you made it break shields (say 10%/15%/20%), you would greatly affect its power and would also make it valuable to a fleet as it would weaken a target. Combine that with Designate Target and you are dealing 180% more damage to capitals. That would mean that the Kol is anti-cap and would be able to mark enemy ships for death.
Idk... I guess I just don't want to see a machine gun. I like the idea of a cannon. Maybe change the AM cost to 75/70/65, but that is as low as I'll agree to (and even so, I don't really want to, but if it is needed I'd go along with it...). I want the Kol to have some value in a fleet and acting as a shield breaker would give it one. Marking a target for death would be devastating in this way. I just want to see the Kol get used in fleets with an ability that helps out frigates which it currently doesn't have. FB really just clears out the immediate area, and AF is self only. Making AF passive and GRG a shield breaker IMO would be best...
With your buff idea GRG still cost more then ALL Kortul abilities (5 AM/s to 4.66 AM/s)... And I don't think Kol is going to survive this battle.
75% DPS buff (affected by both upgrades and leveling) is not "minimal". And don't forget of 25/35/45 shield restoration per second... Because GRG after your idea will do full 550 DMG/10s (ignoring shield mitigation) it mean effective DPS vs Kortul will be... 10DPS for 5AM/s => 2 damage per one mana... Nice deal! Veeery useful.
not really... It heavyly depen on situation. In small scale battle Kortul have an advanatge, because total SH regenerated by PS overshadow number of hp saved by AFF. In large sacle battle AFF have an advbanatge... but completly not important - both ships die against focused fire in matter of seconds anyway (oh, Kol will survive 2-3s longer omg)
- If you want it to be total hullbreaker (but expensive), then ability don't need fast recharge (no reason of keeping huge AM/s cost)
- If you want it to be slightly less powerful, but more spammable, then huge cost is unjustified (no reason of keeping huge AM/s cost)
Two ways of lowering AM/s cost:
1. Buff damage, increase recharge
2. Keep damage, reduce cost
No matter which option you choose, there is no reason of keeping huge AM/s value. For example, superpowerful LvL 6 abilities are expanive and not spammable, BUT their AM/s cost is relatively low (around 1 AM/s).
If you want expensive Deadly Bullet of Ultimate Terror, then there is no reason of giving it fast recharge.
If you want Nice Gun Giving Nice DPS Boost, then there is no reason of making it so expensive.
Notice: Even superpowerful abilities like Missile Barrage have relatively low AM/s cost.
I want something that makes the Kol valuable to a fleet.
GRG: great damage versus buildings, but nill against shield mitigation aside from the first shot.
FB: great against close SC, but it is limited by range.
AF: great at keeping the Kol alive.
FH: great at keeping the Kol alive and makes the Kol deal much more damage. Also makes other abilities more viable.
So, as you can see, each ability has something it is good at, but the Kol's abilities are just extremely situational right now. FB is limited by range and GRG won't be worth the dust on your computer's monitor unless against a structure. It needs something to be more viable. It needs something that makes it valuable to a fleet.
Take the Kortul. It has DS which knocks out abilities and JW which neutralizes SC. Both of those are worth while. The Radiance has Det AM which knocks out abilities and deals good damage. The problem with the Kol is that it just doesn't have enough of a punch to do much of anything. The following is what I think should happen to the Kol:
GRG Option 1: Damage and AM costs are kept the same, but it reduces shield mitigation by 10%/15%/20% for 20 seconds (the effect does not stack) with a 30 second cooldown. This yields 2.5 AM/s which is better and also an effect.
GRG Option 2: Damage, AM, and cooldown are kept the same, but it reduces mitigation by 4%/8%/12% for 10/11/12 seconds and it does stack.
FB: Increase range to 3500/4500/5500.
AF: Reduce PM blocking to 25% and damage reduction to 30% but make it passive.
FH: Fine as is.
Because you see, if you boost its DPS directly or indirectly (through AM reductions) then you haven't fixed the problem. The problem is that GRG doesn't do anything after the first shot (aka in the middle of the battle). It needs to be more powerful during battle, not before, not after, but during. If you increase its DPS directly to say 2000, then you just made it instantly kill the shields of almost any target in the first volley which is way too powerful. If you reduce its AM cost to make it a machine gun, then you end up with micro that you don't want to have to do and you made it able to take down any structure within seconds which is quite bad as it would neutralize repair bays and any other static defense including PJI's.
It needs something that can give it a boost in battle but not make it OP any other time. That is why I suggested making it a shield breaker. Against structures or at the beginning of the battle, it does very little in the way of changing its effectiveness. Its power comes from its ability to make the job of killing targets easier for your frigates and also increases its own damage slightly.
I said like, last month that GRG needs to either ignore shield migitation or shields. If there is a damage buff, then it will become too powerful on the first shot. But currently, GRG only is effecitve against buildings, which makes it nearly worthless.
With Finest Hour and Flak Burst buff from my list it can work too... If more people support this idea I can replace my idea by yours one. But IMO this GRG is still up...
I don't like idea of making AF passive. This ability is neither op or up and don't need any fix. Anyway, GRG in this option is still too expensive.
I was suggesting AF be passive for the sake of helping the Kol conserve AM. I'm not really for it, but I'm not against it either...
arthanis, if you want to discuss things logically, you have to make a statement and then put forth arguments to prove them. What you did in your last post was just random picking of what I said, throwing it out of context and shoving an example out of nowhere why it would suck.
It is in no means a part of logical discussion, though I may still enjoy it. So here goes:
In the end, Volt's idea of shield mitigation breaking seems best anyway.
ROFL!
AM and cooldown are two things that a work together to achieve the desired effect. When you have one ability, you end up defining the length of the "clip" and the reload time after that.
When you have multiple abilities cooldown defines the potential rapid use of it. AM is essentially the total number of abilities you could use before recharging.
So really, we have three options here:
N3rull - both of us have completely different point of view and nobody of us is going to convince other one...
Even if we choose option 3, nothing justify high AM/s cost.
Anyway, what do you think of something like this:
- AM cost reduced to 50
- Damage increased to 400/800/1200
- Reload increased to 20s
- Weapon ignore Shield Mitigation and don't increase Shield Mitigation value
- Now act as interrupt
- Attack give one-time 10%/20%/30% Shield mitigation reduction on target:
So: 20/40/60 extra DPS (for 2.5 AM/s) to Kol ignoring shield mitigation + Mitigation reduction increasing effective damage from all other weapons. Interruption will be useful in some situations too.
What do you think of this option? I think it is good consensus between AM/s cost reduction, shield mitigation immunity and additional value of using this ability manually on specific targets.
Really? There have been plenty of clahses on ICO with multiple capships and between the abilities used by them, the DPS of these combined capships do hurt.
Closer, but no... I said before I would not agree to anything lower than 65 AM.
But, Arthanis.. I think you are putting far too much weight on AM/s. Its alright for an ability to have a high one if its good enough.
@Co: yes, they help, but I believe his point was that you don't get caps for their damage after the first few minutes. You get them for their abilities.
You are forgeting how crappy Kol AM reserves are...
I'm not saying that they are good, but I'm just saying that GRG doesn't have to be an always on. If its not then you're fine with having a larger AM/s.
ok with 60 AM and 20s recharge (3.0 AM/s)? Anything above it will not work.
So:
60 AM cost
20s recharge
400/800/1200 Damage ignoring (and not increasing) Shield mitigation
10%/20%/30% Shield Mitigation drop on Hit
Interrupt
Enough of everything hurts.
I keep my opinion that it is the abilities that make caps strong, not their DPS. Sure, it is greater than a frig's and when you throw three level 6 caps on one target it is like having 10-15 LRFs focusing the poor soul. But you're not gonna have too many packs of high level caps roaming about.
Still, the whole point was that Power Surge's DPS bonus is A LAUGH. The ability is good for the shield regen, good for almost doubling the DS' effectiveness. But the DPS is nowhere near awesome. Nanos DPS is awesome. Rad bomb's DPS is awesome. PS' bonus damage is not. It exists and you will be killing frigates a little faster, but if anyone tells me that PS' 6-7 DPS bonus against high-armor targets on top levels is awesome in its own right, I'm gonna laugh.
After Kortul front weapons DPS increase Power Surge Bonus will be significantly better then minimal. And don't forget PS is increasing DS triggering chance.
@Arthanis: I say take off the interrupt and make the mitigation kill a buff so that it reduces it for a set time. Also, don't make it ignore shields... But if you really feel like 3.0 AM/s is needed, then I'll compromise on 60 AM.
@N3: I'm assuming you are referring to its frontal weapons only...
I don't like idea of GRG giving permanent debuff. Lore-wise GRG is projectile from weapon making direct hit, not Damage_over_time or any kind of time-consuming effect. Everything GRG do should happen in moment of hit. Thats why in this case diect damage>Damage over time, shield mitigation one time drop > debuff and thats why interupt fit this concept of weapon. It is kind of RAIL GUN, weapon firing magnetic-accelerated high speed high energy bullets, not "magic bolt of energy doing random effect".
I know, but if you really wanted to be accurate with it you would have the following buffs:
1. It would deal very little damage to shields but would deal damage to hull based upon the distance travelled within the ship.
2. It would penetrate with each ship taking less and less damage per distance travelled.
3. Mitigation would be reduced slightly due to a hole that was just punched in your shield.
4. The ship would suffer from a DoT due to the hole through the ship and how it likely hit some sort of criitcal system, not to mention the air draining from the decks affected.
5. Anything the ship was doing at the time would be halted.
But we aren't going for realism. If we were we would have it deal 100 damage to shields and then standard damage straight to hull with a mitigation debuff and a DoT.
I just want it to be a shield breaker so that other ships can take advantage of the debuff. Otherwise, the Kol is just something that does very little for its surrounding frigates.
I know balance>lore, but it doesn;t mean we should completely screw lore. If it possible, lore should be supported (making game as lore-connected as possible). In this case (GRG buff) it is possible, no reason of screwing lore here. Anyway, one-time SM drop will help all nearby unit doing more damage. It work like kind of debuff, but is negated by weapon fire, not time. Droping enemy SM by 30% in middle of battle hurt as hell.
BTW, Kortul & Power Surge
Lvl10 fully upgraded Kortul:
Waves: 33 DPS
Beams: 75 DPS
Phase Missiles: 15 DPS
Lvl10 fully upgraded Kortul + Lvl3 Powe Surge:
Waves: 58 DPS
Beams: 131 DPS
Phase Missiles: 26 DPS
So: Power Surge give up to 90 DPS buff. It is "slightly more" then "laughable" "6-7 DPS"
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