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)
I was under the impression that these suggestions would replace the random speed debuff.
Random? It applies every time.
Random as in its random that the GRG has a speed debuff....random in it came from left field when the Devs added it.
Oh. I'm slow today, it seems.
I don't like this "random speed debuff" too. It don't fit concept of BigBadGun.
Anyway, I am not sure if mitigation reduction I suggest is posible in this game engine. So let's ignore it.
Ok, so what about this kind of GRG:
- 300/600/900 Damage ignoring Shield Mitigation
- 60 AM cost
- 20s cooldown
- No longer slow target, no longer reduce mitigation, no longer interrupt target
?
Ehh... At that point I'd almost want to go back to my idea of:
-300/600/900 Standard Damage
-75/70/65 AM
-20 Second Cooldown
-Reduces SM by 5%/10%/15% for 20 seconds. Does not stack.
I had an different ideas too. My purpose is not forcing everyone to love my ideas, but to find consensus between many ideas. Is this ~final idea acceptable in your eyes or not?
I think both reply 130 and 131 ideas are relatively fine. The first is strong for ignoring shield mitigation, thus can do a lot of damage versus high level caps. The second is fleet-useful for the mitigation debuff. I ain't sure if 15% is not a little too badass, maybe closer to 12% would be better (or reducing the duration of this debuff to 10 seconds. Against 10 level caps, a 15% mitigation reduction means 60% increased damage! For 3AM/sec it would be very strong even without the 900 damage).
I prefer Volts idea. Being more of a fleet kinda guy anyhow. Why wouldnt the instant reduction work btw? If you per se reduced the max migitation by ___ for 1 second then it should do what your thinking of go back up as the target took damage. No?
I as well prefer Volts idea, it makes the Kol more of a fleet style ship and improves its 1v1 abilities all at once
Ok, so everything I want to add to Volt idea is AM cost reduction to 60/60/60. It is 3 AM/s, and Kol after Finest Hour buff is able to support it without loosing all its AM in first minutes of battle.
@N3: Yeah... 4%/8%/12% probably would be better and not quite so OP...
@Carbon: I don't know.. That might be how you could do it, but I don't know if would automatically take it back up later...
@Arthanis: This is an edit btw... At level 3, it has 65 AM... I just don't want it to be too cheap... But idk... Maybe 70/65/60?
Lets say:
- 20s recharge
- 300/600/900 damage (normal)
- Max Mitigation on target reduced by 5%/10%/15% for 10s (not stackable)
- No longer reduce target speed
Ok now?
Yeah.. Either that or 4%/8%/12%. Probably 4%/8%/12% as the lowered AM cost means that it could be a little too powerful. Either way, I like it.
Seems strong enough, and not OP enough to lick a Marza. I'd say fine.
Added.
I've also changed Flak burst cooldown to 10 across all levels. After cost decrease (IMO critical), slightly increased cooldown of highest level of this ability is completely justified.
Lvl10 Kol After all changes:
Gauss Rail Gun: -3.00 AM/s
Flack Burst: -5.00 AM/s
Adaptive ForceField: -1.71 AM/s
Finest Hour: +1.66 AM/s
Total: -8.05 AM/s
With lvl AM regeneration: -6.58 AM/s
Still the most expensive to use in terms of AM Battleship in game, but at least no longer insanely stupidly expensive
I must say that I am satisfied with this. It complies with all criteria that I set up for it:
Now that we have complied with everything on the list, what's next?
GRG: With these new stats IM GRG are slightly too weak. IMO damage should be increses to 400/800/1200. Without shield bypassing and with 20s cooldown it will not hurt... Really. ATM it is very weak 15/30/45 DPS... If we add targets Shield Mitigation and armor... IMO 20/40/60 DPS is still relatively small value.
Another idea:
What do you think of increaseing max Mitigation value for all caps to 70% (from 65%)? Advent thanks to upgrade&culture bonus will get maximum value of 80% (from 75%). It will slightly increase Caps survivability in large-scale battles without making any negative impact on game balance.
edit.
Flak burst should NOT be spammable like this! It completely annihilates enemy SC presence by brutal destruction, Kol should NOT be able to wipe all enemy SC in 10 seconds (burst now, burst after CD) and pay measly 100 AM for it.
That's not just a fat NAY, it's a veto! No no no no nO! I oppose! If Kol can annihilate all the enemy SC for 100 AM in 10 seconds and for the entire fight (replacements get slaughtered by focused flak fire even from a small amount of flak frigs), then Kortul's weapon Jam should cost 20-30 AM and be spammable forever, because it's just a temporary solution and has to be chained throughout the whole fight unlike FB.
that 50 AM drop on Flak burst is too badass.
THE MAIN ISSUE THAT YOU FAIL TO NOTICE ABOUT FLAK BURST is that counting its AM/sec cost is pointless. That is because two flak bursts solve the SC issue completely. They do not have to be spammed like AFF to stay alive throughout the fight, like GRG to keep doing damage. Once you kill all strikecraft, or the vast majority, the rest are just pests to be taken care of by a handful of flak frigs. Issue solved.
Flak burst is a two-shot I-win button against strikecraft, its use has to be well considered. 50 AM cost for that is like making missile barrage a 50 AM, 30 sec cooldown ability. No wayz.
100 AM/ 8s is joke too. What about decreasing cost by giving it further cooldown increase? I hate idea of all "Magic buttons" being super expensive in use but breaking game balance is some situations - these abilities should be more "user-friendly" for both people who use them and and people who had these abilities used against them. Ability is atm UP/imba/not fine. something must be done to fix it.
Random idea for now: Cooldown increased to 20s/20s/20s. What about this?
That would be wrong as well because SC will largely manage to regenerate, or cause a lot of damage.
Still, better than 10 sec with 50AM.
I would leave the ability as is though. No need to increase cooldown alone, as that means nerfing the ability that is just fine. You may attempt to eliminate all enemy strikecraft in the vincinity in 10 seconds IF you sacrifice 200 AM. Or you may keep them permanently damaged (and thus easier for your flak frigs/fighters to handle) by increasing the delay between each FB. Either way, that's just yet another ability that IMO is fine, just not to be left on autocast.
I will wait for more feedback, then I will possibly remove it from list.
What about 2 other buffs:
- GRG damage to 400/800/1200 (from 300/600/900) to make this ability slightly more viable in terms of damage too.
- Caps max mitigation increased to 70% (from 65%) to increase their survivability in large battles
FB: Fine as it is in the game. IMO, we don't need to change it.
GRG: Now it is a support ability to aid the surrounding fleet late game or increase the damage your own weapons deal early game. I'd say its fine.
SM: I don't know... This has been suggested before, but I didn't really have a response then and I don't have one now.
Caps already start with 65% shield mitigation that increases by 1.111111% per level up to roughly 75% on level ten. Bumping that up by 5% will make for 80% final shield mitigation or what, 85% for Advent in their culture?
This would make endgame caps completely unkillable (that's a further 25% damage reduction!) by any standard weapon while phase missiles would become OP-dly strong against caps and would need further balancing.
That's thrusting your hand into a very deep pool of balance poo. Stay away pl0x.
Our last GRG suggestion is fine after all that heated discussion we had before. Suggesting a 33% damage buff AGAIN is repeating yourself. And I don't want to repeat myself. 900 damage every 20 sec is respectable when coupled with a 10 seconds 15% mitigation nerf. Leave it alone
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