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)
Honestly there is nothing wrong with allowing Caps to train to lvl 5 after research. Its a later tech in the game, You still would have to bring it somewhere wher it could be shot at to lvl it up to 6. And honestly, having a bunch of lvl 6+ Caps isnt that bad. If you have a well balanced fleet you can hold out very well against a horde of Caps.
Happened to me on a Distant Stars Mulit player game. Pbhead had like 10 Caps, he sent the at my fleet which was mostly frigates. It survivec fairley well for a time. I lost b/c I was fighting 2 fleets and SB at the same time. Anyhow, if nothing else this will encourage more Caps in game. Which Im fine with b/c Im rather good at killing Caps. *shurgs*
Like Ryat said, in Distant Stars we allow Caps to lvl up to 6 with research. To be honest, the ammount of cash you have to throw at it is quite crazy. Not to mention it takes 90 seconds per lvl trained....so training a cap to lvl 6 takes 540 seconds. Which is 9 mins. I dont thing its possible to just spam lvl 6 Caps anyhow with the time and cash needed to invest in it.
Buff added to list
By allowing everyone to train high level caps, you are going to nerf Advent, give one less reason to play Advent, and make races less unique.
How? If the same buff is applied to their version of Cap training, then its basically the same as it stands now. Nothing changes gameplay wise other than you see more than 1 or 2 high lvl caps.
Plus with their ability (yes I know its a tech 8 ability) to affect experience (increase in the amount they get and getting experience over time) they still have the edge
- This buff affect Advent ship too
- I gave Advent Mass Transcendence ame buff allowing it to reach 5th level
Personally I think Advent benefit these buffs more then other factions...
Another idea:
Telekinetic Push:
- cooldown increased to 20s (from 10s) [already on list]
- Antimatter cost increased to 120 (from 90)
Why?
1. It is only halcion ability which require AM (exluding lvl6 one)
2. It is too strong vs enemy SCs. Halcion is winner of every carrier-carrier battle. Slight nerf is needed IMO
What you suggested wasn't exactly a slight nerf. Try something more like a 100% nerf with another 25% nerf on top of that. So now its less than half as effective. Maybe CD increase to 15 and AM increase to 100 would be better.
Actually dont change the cooldown. And have the AM at 120. Why? Well look at the current Flak Burst...Huge AM usage short cooldown. So you can spam it a couple of times and thats it. OR you can do a tad bit of mirco and make it last. This should apply to TK. Even more so b/c its the 1 out 2 abilites that uses AM on the ship. Its got the AM to burn. You can still use like you can now but just a few time less. So your left with the choice using it all at once or like the Kol mircoing it more.
Heck add 3/6/8 more damage done to SC and bump it up another 10 AM.
So what about:
- cooldown increased to 15s (from 10s)
AM/s cost is slightly lower, but colldown in increased by 50%. Yes, it is expensive, byt Halcion has 2 passive Abilities...
Back after ~year. Maybe we are going to get another game update, so reactivating this thread may be helpful. Any updates needed?
Hmmmm... did I not comment on any of this when it was discussed last year? Odd, I usually do... so anywaysSeleuceia and I did some experimentation with capital ship balance in a mod over the summer, and we actually made one change that I ended up falling in love with: changing capital ship move speeds.Currently, most capital ships have 525 move speed, while colony caps have 475. This means that LRF (with move speed of 500) can keep pace with capital ships for long enough to make a kill. Because carrier capital ships are currently doing just fine due to kiting, we kept their speed the same. For colony-class and siege-class capital ships, we set their move speed to 550, which is just fast enough to break from LRF fire momentarily after reaching maximum speed. For support class, we set them to 575 since they're a little bit weaker to begin with.The biggest change, however, was battleships which we set to 600 move speed. This enables them to keep pace with light frigates and be used to chase kiting enemies, and gave them a powerful role as "destroyers" that can hunt down flighty opponents and have the speed to disengage from stronger formations of heavy units when the need arises. This made battleship openers viable and in-fact quite powerful units up into the late-game. At the same time, this didn't make them overpowering against early-game fleets and it prevented already powerful capital ships like the Kortul from becoming overly dominant.I was quite satisfied with these changes, so to repeat I endorse these:- Battleships set to 600 move speed- Support caps set to 575 move speed- Colony caps set to 550 move speed- Siege caps set to 550 move speed- Carrier caps remain at 525 move speed
On the other hand, 225 antimatter regeneration is practically a complete top-off.
THX 4 feedback, more please
I am making small balance modification to OPTIMALIZATION PROJECT including many of these changes, help will be really useful.
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