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)
Yes, it would hurt, but I think that a drop in SM for a duration would be better. But honestly, that 30% is going to go right back up almost instantly if you are FFing the target. I just don't think it would last long enough to do much...
It is not HUGE but is SIGNIFICANT. And it is only part of effect doing 400/800/1200 damage, ignoring Shield Mitigation and interruption target...
So a level 10 fully upgraded Kortul will do 0.6 * .25 * (1+10*0.05)^(-1) * 90 = 9 9 more DPS to that level 10 fully upgraded cap in front of him. I maintain my opinion, this IS laughable. Nanites, Rad bomb, DA, any damaging ability laughs at PS at this moment. Except maybe GRG. It needs help.
explanation:
0.6 - 60% of the guns are facing forward0.25 - assuming enemy is also a level 10 cap, it has 75% shield mitigation(1+10*0.05)^(-1) - assuming 10 armor on the target90 - extra damage you mentioned
But rest of weapons will hit something too. In 1vs1 scenario it is not important, but in real scenario (fleet vs fleet or at least Cap+support vs Cap+support) it is useful too.
Only if it hit 75% mitigation. In small scale battle Mitigation for most part of battle is slightly lower...
Ok, but don't forget it affect hull damage only.
Anyway, 10 DPS buff to Kortul exist on suggestions list for a reason.
- All abilities from your list belong to ships with higher AM reserves then Kol.
- Kol is also Battlecruiser (mean: something more combat oriented then Colonizers). It justify both lower cost of combat abilities(remember of lower AM reserves and regeneration) and combat abilities being slightly stonger then non-battlecruiser eqivalents
- Nanites belong to COLONIZER. GRG is BATTLESHIPs ability. Nanites are also giving armor reduction... And effect work as long-time debuff. Single Mitiagtion drop is not equivalnt of long-time debuff.
- Ion Bolt? This ability is disabling entire ship for a duration while GRG will cause interrupt only... Veeeery weak argument.
- Designate target? Lol. One-time Mitigation drop (read notes, it is not reducing max mitigation for duration, it is only kicking mitigation actual value) is not even close in terms of effectiveness to 60s 40% damage increase on enemy target...
Fleet vs Fleet still desn't mean FF vs FF.
Everything depends on situaton, but even Vasari cannot ignore shields completely.
Ok, so we have 2 ships:
Ship 1:
200 AM
1 AM/s regeneration
Ability cost: 50 AM
Ship 2:
400 AM
2 AM/s regeneration
Ability cost: 100 AM
Are these ships equivalents in terms of AM usage? No! They are not. Why? Because of other ships abilities kicking their antimatter pools. Ship 1 AM is two times easier to be kicked. And it already is huge disadvanatge. Making ship 1 abiliites cost similar to ship 2 costs is not "making seats no longer equal to car size", it is just giving double nerf to already weaker ship. Ships with lower AM pools are already more vulnerable to AM-negating abilities (DS, DA etc.). Making their abilities as expensive as their high-AM friends have is like killing them.
Nanites do 625/875/1125 damage total with 12s cooldown
GRG doing 400/800/1200 damage with 20s cooldown is already weaker ability(of course slightly cheaper, but Egg is colonizer AND has better AM reserves), even if we say that interrupt+10/20/30 mitigation drop is better then long-time armor reduction.
Oh and now you're gonna say "ok, over 45 seconds but you can cast it on something else". I say fine, but then it's AM cost is not what you have stated before, but 75/12 = 6,25 AM/sec. Worse than my previous suggestion. Why don't you suggest a reduction of Nanite's Am/sec cost then?
It is the FUNDAMENTAL difference that nanites can not do 1125 damage to ONE target every 12 seconds whilst GRG CAN be spammed on one target. Hitting three ships at once is not as good as hitting one ship three times as strong, that's EXACTLY why Phase Missile Swarm is shit.AND that is exactly why dealing 1200 non-shield-mitigated damage over 20 seconds for a measly 60 AM cost is OP.
I say again, 300/600/900 if not 250/550/800 would be right for the AM cost.
Interrupt
Ok...
What if reduce damage to 300/600/900 and keep rest proposed stats/abilities unchanged?
No, still OP.
What I modded my copy to was:
Damage from 325/650/975 to 400/800/1200, range from 6500 to 7000/7500/8000, antimatter from 75 to 60.
That and Flak Burst went to 80 AM and a little range buff.
I have to agree with Kitkun.
You cant have it hit for 1200 Non Mitigation damage and drop mitigation by 30% thats a death sentence to anything.
Either go with the damage or go with debuffs, as much as I like the Kol to have it cake and eat it too, it cant.
But it is still AM-eating machine.... After 3 shoots Kol have 0 AM (of course this Kol is using AFF too)...
Er... I did change the cooldown to 10, too.
Anyways, 4 for a level 1, 7 for a level 10. No research, abilities, bonuses, etc.
My concern is that an over-a-thousand attack is open for abuse, for example: your fleet shoots everything except the enemy cap and the Kol pounds on it for 1200 every 20 seconds with only 15% mitigation. Sure, if you focus it, the GRG will do only ~30% of its damage, which would be 400-ish. But if you keep your guns on other ships, GRG will do a thousand damage every 20 seconds. That's BOOM BOOM and the enemy cap is half dead while your fleet didn't even bother wasting a single pistol bullet on it.
True enough on the damage.
It mean railgun hit kicks actual mitigation by 30% (up to 15% minimum), but after that mitigation increase under fire normal way.
Example:
Ship X has 60% mitigation. lvl3 Railgun hit ship X doing it's 1200 damage and reduceing mitigation by 30% (to 60%). Because ship X is under light/heavy fire, mitigation return slowly/fast to 60%.
Ah, aha. Doesn't sound so absurd now. Though I was thinking more in the confines of what's currently possible in the engine.
What about this:
- 60 AM
- 20s cooldown
- 250/500/750 damage ignoring Shield Mitigation AND not increasing Shield Mitigation value
- reduces target actual mitigation by 10%/20%/30% on hit
- Act as Interrupt
?
Eh, I still think droping down by 30% is a bit much. And GRG doesnt need to be an interupt, TEC has plenty of abilites that interupts already.
-reduces target actual mitigation by 10%/15%/20%
-no interupt
Don't forget that it also halves the target's max speed for 10 seconds already.
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