The Skirantra could be an Awful Warning for improvements to capital ship abilities, and unless the buff to Scramble Bombers is simply reverted with the sync fix, we will simply have the Illuminator bug issue all over again, with months with a severe balance problem. How to avoid a recurrence of this issue when recommending ability alterations? The Skirantra was already a powerful and much used ship- it could kite, it has antimatter-free strikecraft which is like a fifth and passive capital ship ability, it has area heal including strikecraft. Also Scramble Bombers was made vastly more powerful, if the Sova were suddenly to produce twice the number of Missile Battteries at each use at L2 and three times at L3, that still wouldn't be the equivalent of the buff to Scramble Bombers- so perhaps we could try to avoid doubling or tripling the effect of abilities...
Shield Restore The Dunov is a very rarely seen ship in Multiplayer, I've seen more Marauders, so improvements to the Dunov might not cause much pain. Shield Restore heals one ship's shields 250/500/750 and has even been nerfed! It can't heal the Dunov itself and as the Dunov is always the first target, so you really need two Dunovs to use the ability- the Advent Colony ship and Skirantra are best used in pairs, but their heals 300/400/500 (can heal Guardians!) and 200/250/300 (completely heals strikecraft! Who needs Zombie Bombers?) are to an infinite number of ships within the area.
The only direct equivalent is the Kortul's Surge which affects a single ship.. 500/875/1300 heal, plus considerable speed and weapons boost. So the Kortul single ship heal is twice as good, plus speed and weapons boost, plus it can heal itself? And yet the Dunov is meant to be a support ship, and so carries less weapons, armour and health..? Why was Shield Restore ever nerfed?
Of course, the great problem for TEC is the Marza problem, where at Level 6 all their abilities are suddenly extremely good. Flux Field makes all abilities except ultimates three times as cheap, so if you can get a Dunov to level 6, and stop it being destroyed, you then can win a game you must have been winning already. Using ultimates for faction balance is just wrong. As it is TEC have the Sova and Akkan, which haven't a problem with rapid-use heavy antimatter abilities, and the Marza, which has a superpower at level 6- if you want to gamble on getting a single cap to level 6. To make the Dunov work you have to get the Dunov to level 6 plus have several more caps, not an option for normal games. TEC have problems with both early caps and late game play... not a good combination.
Animosity This ability does nothing at any of its levels, except against the AI. It might at least be made an interrupt, though the Radiance already has one. There have been proposals to make this ability more complex with penalties for attacking other targets, but what the Radiance really needs is an area anti-strikecraft power. What amused me was that another of the Dunov's dubious abilities, Magnetize, could be used defensively by the Radiance, to force 8/12/16 strikecraft to 'rage quit' by crashing into the Radiance at the cost of damage.. useful if another ship is being attacked, or at lower level where small numbers of bombers and kiting can be a problem? More strikecraft being affected might help, but at least they would be destroyed, unlike the infamous TEC Flak Burst, which too often achieves nothing at all.
Subversion The Marauder is a better ship than it was, but suffers somewhat from the Level 6 faction problem, and its easy to destroy before Overseers turn up. However Subversion is still rubbish. The cost of 100 is vast, the ability does nothing. To function, there has to be either a constructor building something, or a ship factory at the enemy planet, and both are huge priorities for destruction, rather than a temporary 50% slowdown. On a successful raid into a back area with nothing being built, Subversion has no value at all. An economic penalty to the affected planet might help?
Gauss Rail Gun Jam Weapons and Microphasing Aura seemed possibles, but the Kortul and Skirantra are very good and supreme capital ships respectively, with poor third abilities. The Kol is currently dependent on the creation and survival of a L6 Dunov to make it work.. all its abilities are expensive and it has no passive, unlike the other battleships. The Radiance equivalent of the Gauss Rail Gun does twice the damage and is an interrupt plus disable! The Kortul gets passive interrupts.. I'd consider making either Adaptive Forcefield a passive (why does the antimatter cost increase with level on this ability, it only works when heavy damage is being taken?), or Gauss Rail Gun a passive ability, with a longer cooldown. That would retain the utopian 'effect' of Flux Field on the other abilities but make the Kol a more viable ship in the interim.
Another set of four, there we are, I know everyone has their own opinions on capital ship abilities- but what these threads should perhaps focus on is whether there are better candidates for the four game elements most in need of help, rather than a general survey of the question. What are the worst current elements of the game? Otherwise we get the Skirantra problem, fixes to stuff that wasn't broken.
Four abilities that really need help are:
Gauss Rail Gun
Flak Burst
Adaptive Forcefield
Finest Hour
Actually, Shield Restore got buffed, not nerfed. The amount of shields restored was decreased, but so did the cooldown. And TEC ships have low enough shields that the 250/500/750 should be sufficient. With the Dunov as a whole, it has pretty good abilities, but is just overshadowed by the Sova, Akkan, and Marza. EMP Charge deals good damage, but Missile Batteries has less cooldown and Radiation Bomb deals more damage. Magnetize is outdone by Ion Bolt's cheaper AM cost and short cooldown. And Flux Field requires multiple caps to do well. I'd just think that buffing all of the Dunov abilities would make it a lot better. EMP Charge should interrupt frigates/cruisers using abilities, Magnetize would be better with a shorter cooldown, and Shield Restore could also use a shorter cooldown.
GRG needs shield bypass, Flak Burst cheaper, Adaptive Forcefield would be best be made a passive (With reduced damage reduction, but keep the phase missil block), and Finest Hour would be better with shield restoration or a DPS boost.
Making Subversion affect the economy would make it too much like Embargo. Instead, it should reduce the AM, Hull, and Shield restoraton of all enemy buildings in the gravity well (Including Starbases). It'd still be a situational ability, but could be a serious threat against Starbases.
Darn you... I was about to make this thread... Oh well, you saved me the trouble.
Anyways, on the subject...
SR: Agreed. It needs a buff, but you misrepresented Power Surge. PS is great, but it only heals the Kortul over time and speeds up weapon rates. Really, PS does two things: buff DS and keep itself alive.
Animosity: I don't think anyone really knows what to do with this ability. The idea is to be more aggressive so that enemies attack you rather than opponents. Why not just make Animosity some sort of self-super buff? Let's say it increases Radiance damage by 40%/80%/120%, Decreases cooldowns by 80%/130%/180%, and nullifies passive shield/hull regeneration plus the current effect. That way, not only would it cause the Radiance to force enemy ships to target it, but it would also make a player want to target the Radiance since it would make it a higher priority target anyways. That way, the effect still stands.
I guess you could make it anti-sc or something, but idk how... I just don't know how to make it better without turning this ability on its head. If you redid it from scratch, then you could make it anti-sc by say forcing enemy SC to crash into the Radiance, but rather than dealing damage, convert them into AM. This would be kinda like the Vasari SB/Planet suck ability though, so maybe it would be better given to some Vasari ship in my mod... Idk... Anyways though, that might work...
Subversion: Well, once this ship reaches level 6, this ability is priceless. Until then though, its crap. It needs something else, maybe cause all enemy ships (discounting SC) and structures in range (let's say 5000/7000/9000) to take 1/3/5 unmitigated DPS to hull for say, 10/20/30 seconds? Actually, scale that...
Frigates: 1/2/3 DPS (10/40/90 Damage)Capitals/Structures: 3/5/7 DPS (30/100/210 Damage)SB's: 7/9/11 (70/180/330 Damage)
That could make this ability far more deadly and would give the Antorak waaaaaaaaaaaaaaaaaaaaaaaaaaaaay more value in fleets than it has now as it gives the Antorak passive damage across infinite enemies. Currently, until level 6, it has zero tactical value. It has an interrupt, but the Kortul has a passive one that also drains AM and increases ability cooldowns. The Antorak sub-L6 or a lack of SPS is a crap ship with no tactical value.
GRG: We all agree here and this one has been brought forward many times. The only idea that has been put forward that doesn't seem to be OP or ruin the concept of the ability replaces the current effect with a new one. Rather than being a speed break, it becomes a shield break. Each GRG shot reduces mitigation by 1.5%/3.0%/4.5% for a duration of 10 seconds or so. That means that the Kol suddenly has a value in a fleet as it makes FFing a target easier. The other similar option was to have it not stack but be a reduction of 4%/8%/12%.
If you need a lore explanation, its because the giant slug punches a physical hole in the shields which the computers have difficulty accounting for and thus have a large reduction in mitigation potential.
Normally I'm against double posts, but I think this warrants one...
This is my response to Sword's abilities that need help: Yes, no, no, HECK NO!!!
GRG: see previous post. It needs, help, but not shield bypass! Do you realize how OP that is? That is an instant kill on many ships including guardians. You say that it is only fair because of Nano. Wrong. Nano has the ability to aid Assailants by killing armor on just about anything smaller than a SB. It has a value to the fleet as a whole, not just against a single target. That is simply out of the picture. Many people say that that is the method to use, but there are more reasons not to do that than there are to do it that way.
Also, don't go suggesting straight DPS buffs either... Same problem as before. The first strike in battle always deals nearly full damage. That means that you can get off a huge shot if done first and instantly put a huge dent in that enemy capital's shields without even trying. No.
Flak Burst: This ability is fine. It isn't in desperate need of aid. If SC come in range, it makes them pay. This is better if you have more than one Kol as two using it will kill all nearby SC. The problem isn't this ability. Its the other abilities on the Kol making it so that no one gets more than one Kol.
Adaptive Forcefield: This ability is good. Once again, its not the issue. it makes the Kol the hardest ship in the game to kill. No more PM's means it goes down slower as does the generic damage redux. If you want to make it a passive, that is a problem with the Kol, not this ability.
Finest Hour: This ability is awesome! It buffs darn near every stat! You want shield regen? Why? Shields don't get armor, hull does. Its best as is! You want a damage boost? Do you not know that the Kol has more guns than any ship in the game? You just gave it splash damage! Do you not realize what that does? This ability is good. I understand your points on the others, even if you are misinterpreting the facts, but this one... FH is one of the best abilities in the game, but it is on a sucky capital. Nothing makes a cap harder to kill than FH+AF+Hoshis+RP's. Nothing.
I thought about this some myself as well, though I came to difference results.
For the Kol, simply triple its beam weapon power for its forward beams. This puts the damage more in line with Marza Dreadnought missile swarms(the regular attack). It also makes the TEC beam research worth a bit more, considering it is tier 3 and tier 4 while only affecting the Kol and starbases with 1 weapon upgrade. So while the Marza propagates damage to the enemy, the Kol focuses a bit more on smashing through enemy capital ships. The abilities can be left alone. The Kol begins to shine when you have culture up and running, or a Dunov with Flux Field, or Docking Booms.
For the Dunov, it seems to be undervalued, as the enemy will usually go for it first. Magnetize Hull requires direct micro to work, but can be far more effective than Flak Burst at taking out enemy strikecraft, as it works well even at level 1. The only real change I would consider is to allow its Shield Restore to target itself. All other capital ship healing abilities, even the Antorak Marauder's Phase Out Hull, can target the user of the ability. It seems wierd for the Dunov to be left out.
For the Radiance's Animosity, it needs to trigger in waves over the duration. If it lasts 20 seconds, it should send out 5 pulses(one every 4 seconds). I'd also like to see it get a 6/12/18% shield mitigation buff for the duration. That way the 30 ships focus firing on the Radiance at level 3 aren't going to kill it in 40 seconds.
I've mentioned this somewhat in my proposal thread for changing the pirates a bit, but the Antorak Marauder's Subversion should cut the tax income rate at the enemy planet as well. I was thinking of something along the lines of 15/30/45% tax reduction. The other current stats being 300, 450, 600 seconds and 50/100/150% slower build rates. So at level 3 the enemy gets 55% of their taxes, 40% of their normal build rate, and it lasts for 10 minutes. Alternatively, leave it the same as it are now, but give it the range of an Arcova scout's Probe ability. That way, along with Distory Gravity, it can quickly deploy and leave a gravity well to slow enemy construction.
Ok, maybe I'm doing the math wrong or something, but 6 dps over 120 seconds comes to 720 damage doesn't it?
Shield Restore- Though I understand the interpretation of the purpose of the reduction, it still doesn't make any sense... so there would have been 'excess' had it been kept at the same level with its cooldown and antimatter costs reduced- so what? It just means that it wouldn't have hurt to have left it at the same level. When you need to get a capital out of trouble, there is less upfront restore though. Perhaps the ability might work better if it could increase shield levels?
Animosity- Darvin's Armistice-type solution would make the original ability work. However it would also be a new type of ability, which might be difficult to implement. One objection is that the invulnerability would require less skill than the original ability, as you would get your own ships in range rather than the enemy. The solution has the weakness of the original that it doesn't do anything of itself.
Also Advent have the problem that they have no anti-strikecraft ability without their carrier, which reduces their options. The other battleships have anti-strikecraft abilities. I meant that the Radiance would in effect magnetize itself though, not an enemy ship, so that the strikecraft crashed into and damaged the battleship, causing 25 damage each to the Radiance but destroying the strikecraft...
However the basic problem remains that the ability does nothing at all at present. I'd be happier with some sort of solution that involved making it do something...
I won't dissent on the utility of Jam Weapons or Microphasing Aura. Guidance seems like a good alternative candidate for a buff, its on a little used ship, and the ability is very poor compared to the Kortul equivalent. It does also make weapons fire faster with a 40% cooldown reduction on a single ship for 15/30/45s, the Kortuls cooldown reduction is 25/50/75% for 20/25/30s, and the Kortul becomes faster with better shield regeneration as well.. Like the Dunov if this is intended to work with frigates and cruisers its very antimatter heavy and with much micro involved, the abilities have similar problems. I'd be tempted to start with a decrease in antimatter cost for Guidance itself so that it would work better without other capitals- there isn't a solution posted?
Radiation Bomb only does its initial damage to a single target, the others are just irradiated...? Also Phase Missile Swarm is on a half-decent ship. Incendiary shells could use a buff but that would be a buff to the Marza.. would it hurt to have them stack? Either that or slightly more damage, 4/7/10? Even at the top level 10dps is like a 20% or so passive? Below level 6 the Marza is nothing special anyway..
The Egg is one of the best capitals there is, and the Vasari already get early game advantages with neutral extractors. I'm not even sure that points are put into colonise after the first on the other two ships. The Egg's other abilities are top-notch.
I'd also be against buffing all the abilities on a single ship at once. I'm not sure how the splash damage works on Finest Hour, radius damage of 60dps for 60s is not a poor ability, if that is how it works, but the rest seems inferior to the Kortul's Surge. Having one of its abilities passive, either the rail gun or the damage reduction, would change the ship greatly. The Kortul works because it has a great passive, an anti-strikecraft ability and a further ability that is like 3 abilities in one...
Fully agree that Adaptive Forcefield should be a passive defensive ability. It has too many AM costing abilities with short cooldowns.
Fully agree that Animosity needs to be useful against human players. It's only use now is in early game small fleet skirmishes against an AI to save your frigates from being destroyed. But even that can be done effortlessly with a little micro using any cap ship.
Haven't tried Disintegration lately but I assume it's as powerless as ever for a lvl 6 ultimate ability. I seem to recall the damage was mitigated by shields and hit about as hard as a level 1 Nano bomb.
Guidance. The only thing it would be remotely useful with would be Cleansing Brilliance or Anima Tempest but it just doesn't work. At all. An ability requiring another level 6 cap to be any good is pointless to begin with. You can't even use it on the Revelation itself to speed up Provoke Hysteria which would be useful. Please give the Revelation some kind of AoE disable instead so it can do planet bombing hit and runs by itself or contribute to a large scale battle.
Skirantra was buffed because it was the weakest of the 3 cap carriers, which gave a serious handicap to an already-handicapped vasari. All factions limp along with various unviable capships of one sort or another - this is no problem. But with the "carrier caps rule" patches, no faction limps along with a weak carrier cap.
I've always thought that magnetize would be far more useful if one could magnetize his own ships. But I haven't thought it through enough to know whether this would make it OP or not.
Thing is, shield restore obviously should be used almost exclusively for capships, starbases, etc. Using it to restore a frig is situational. Why spend antimatter restoring some stupid frig, especially if it is being FF'd?
https://forums.sinsofasolarempire.com/377069
Darvin's idea sounds interesting too.
Rad Bomb hits the first with instant damage and irradiates nearby enemies
The Desolator is the best planet bomber in the game, and Disin got a big buff a while back. Now its quite good.
The Dunov can never be good simply because people will always focus it first. You make Shield Restore as crazy as you want, but if the Dunov can't save itself, it simply does not matter. Make it self-targetting, and throw in Darvin's mitigation buff, and you have a real counter to LRF focus fire spam for TEC.
That was a typo.The problem with that is the "over 120 seconds" qualifier. Real battles are overwhelmingly fast and furious engagements where units are dying by the second. If I have 20 LRM's (a reasonable early-game fleet), I'm hitting for over 200 dps. In the first second of battle, I've dealt more damage than incendiary shells (level 3) will deal over the next 30. Chances are the battle will be decided by then and my Marza will either be getting the hell outta there or moving into position to raze planet.
RadBomb: Fairly certain it affects shields and so is mitigated.
Incendiary: Maybe make it bypass shields+small 'other' buff?
Guidance: It's a 40% buff only to ability cooldown for a while. Give it AM regen.
Power Surge: Only affects weapon cooldown and shield restore, not ability cooldown or speed.
Okay, recalculated rad bomb for mitigation. It still puts PMS to shame and continues to scale for larger fleets.
I was using the 1.18 ability tables... it says radiation damage is 5s duration not 20s..? Early game twenty targets in that small an area would be fairly unusual? It was always good against massed scouts though!
I may have been misled by the Guidance summary, it says increase rate of fire 1.67 times, but that might refer to the ability? You've used it more often than me...
I have used Surge to get out of combat occasionally however, so I'm surprised that there is no speed boost- the Kortul must just be fairly fast then! Surge is still far better than Shield Restore, though, the difference between heal that takes a few seconds and instant heal isn't that great under normal circunstances. Perhaps when fighting another Kortul Shield Restore might have advantages?
Guidance is still the only ability I'd add to the four I started with, maybe Incendiaries. The Marza sufferes more from carrier capitals because it is so slow, and it hardly clears planets as well as a Sova. I'm not even convinced that the entire carrier capitals fad isn't because of TEC finally having a 'fighting' capital that isn't too slow to survive- TEC is forced into Sovas and the other factions then follow. Perhaps?
No, the other factions have good reason to go carrier cap first regardless of what TEC players are getting. Carrier caps have all been majorly buffed since earlier versions, to the point where there's really no reason to consider anything else if you are going all-out to win.
Okay, to my understanding this is how it works. The target takes damage and is irradiated for the next 20 seconds. Any unit that gets too close to it is irradiated for 5 seconds. If they remain close to it, the duration gets extended. So yes, you could move away and have the duration cut out after 15 seconds or so, but in the same breath if something else moves closer then it starts being affected.
I think that's just a poorly worded description in the abilities thread. It doesn't say anything like that in-game.
Marza moves just as fast as Sova. In fact, all non-colony capital ships have exactly the same move speed. Akkan, Progen, and Jerrasul are a little slow, but otherwise all capital ships have exactly the same move speed.
Agreed; carrier caps are quite overpowered now for this very reason. They are overshadowing all other choices because the only response to an enemy carrier cap is your own carrier cap (regardless of which faction you are playing). I don't think rolling back the additional squads given in 1.18 is a viable choice, since ADA and scramble would continue to dominate. In that respect, I believe the only option is to buff every other capital ship across the board with regards to its combat presence with better weapons and armor.
Another possibility is a slight buff to their strike craft command points on non-carrier capitals. While the carrier capitals were buffed from a starting command point of 2 with an increase .5 per level to a starting command point of 3.25 with an increase of .55 per level the non-carrier capitals were not modified. A slight tweak in command points could give the second strikecraft to a colony capital at level 2 or 3 versus level 5. This slight tweak coupled with a few early flak could help substantially. This change could also be structured such that the overall strike craft in non-carrier capitals is not increased but simply made available at earlier levels as suggested above, although a few could benefit from an extra strike craft at level 9 or 10 possibly.
For reference these are the only abilities that bypass shields (i.e. damageAffectType of AFFECTS_ONLY_HULL):
Two different suggestions for GRG.
1) Split the damage similar to Disintegration and have half the damage directly hit the hull and half the damage directly hit the shields.
2) Add the secondary affect of the GausDefenseRailGun and have the target's armor decrease by 3 or some variation of that such as -1,-2 and -3 by level of GRG.
The major problem with the Kol is simply that is needs the shield ability to become a passive. If it could spend 100% of its AM on GRG or flak while still getting a toughness bonus, it wouldn't seem as terrible.
Only reason I'm against such a debuff on GRG is because this would turn it into a superior version of existing abilities. It's a big gun, it hurts you; the only tweak it needs is finding a happy medium between cost and effectiveness compared to other direct damage abilities. It must do more significantly more damage to single targets than, say, Detonate AM or Rad Bomb, but you don't want to turn it into an 'I Win' button in cap vs. cap fights either.
This is an existing ability given to TEC turrents already so it fits the damage type for the Kol guass blast as well, plus it would allow some scaling of this abilitity to later game. It would also still be far less than the 4.5 armor decrease the Egg gets with Level 3 of nano dissambler. Adding a non-stacking armor debuff like this actually makes more sense then increasing the damage done by the Kol's guass blast beyond it's current setting. I don't really see how this would turn the Kol into an I win against cap vs. cap fights. In fact, the Kol would still most likely lose to the Radiance or Kortul simply because of the ability interrupts these two ships have.
Edit: I made this modification and tested against a level 1 egg and the Kol lost even with -3 armor. Why? because the armor debuff would only help backed by a lot of frigates FF on the target. Also, the Egg gets a single bomber which does better damage which the Kol can't stop because it's first fighter isn't until level 3. In my opinion this really only turns into a nice buff for the Kol that gives it some extra value in taking down High Value targets when supporting a fleet.
I am in agreement with the passive shield ability though.
*gets on own soapbox*
My inputs:
Jarrasul's Colonize: It's been said before, but I'm saying it again for all to be reminded. As of now, the Akkan gets free extractors, plus up to double extraction rates with its colonize. The Progenitor gets up to half-off the price for planetary upgrades. The Jarrasul gets...faster build rate? That's it?
Seriously, now, in comparison to the other two, the colonize ability is just crap as it stands. As it so happens, though, I have an idea that would work from a lore standpoint as well: Tax income increase.
The Jarrasul is said to have 15,000 Vasari stowed away in its hull - more than any other ship in existence. Odds are, at least some percentage of those 15,000 are civilians, who could help contribute to getting the conquered planet's economy up and running. My input is 15%/30%/45% increase with leveling, but I'm open to other suggestions, as well.
Animosity: One idea that was put forth by...I think it might've been Volt, but I honestly can't remember, was that it acted as a temporary "mind control" of sorts - basicially, neither players OR AI would have control over the ships in Animosity's AOE. Well, "allegiance shift" would probably be more accurate than "mind control," as it would have to convert the ships to a faction that players and AI have no control over...and maybe one that only hunts Radiances as well?
At first, I was against the idea, but since it IS meant to draw fire from other ships, I'm starting to reconsider that decision. However, after further investigation into how this would work, I'm already starting to see problems. But, it's an idea, nonetheless.
Phase Missile Swarm: Ay, yai, yai, where do I even BEGIN with this one? Well, let's see - too few targets? Check. Pathetic damage for an attack? Check. Phase missiles that DON'T bypass shields? BIG FRICKIN' CHECK. Why would a storm of Phase Missiles be any less capable of bypassing shields than a few fired by Assailants or Strikecraft? SENSE: THIS ABILITY MAKES NONE. So, in closing, I'd like to table the following improvements:
Damage/Targets/Shield Bypass values are up for discussion, as I have no idea about what sounds too OP or UP.
Incendiary Shells: AKA, the one ability that people skip for Rad Bomb and Raze Planet. It really is pathetic as it stands - As Darvin pointed out earlier, the small amount of damage this ability adds is not enough to justify getting it. AT ALL. Even early game, this ability pales in comparison to just getting LRFs and start blasting the crap out of anything that moves. I was against the idea of having damage stack, but now I think having damage stack wouldn't be a bad thing at all - there should be a limit as to how many times it stacks, though (say about 5 times or so) - beyond that, it should just reset the DPS timer.
For animosty.Why not just make it what it was suppose to do.When used enemy loses control of those ships and they target the radiance.Why is that so wrong?A subverter which is a frigate can completely disable a whole fleet from moving and firing or getting away.This ability wouldnt even be a disable.Whats the prob make it wokr like its suppose to.
Doesn't this kind of prove my arguement though? I agree an armour debuff isn't out of line with what TEC technology does, but you say the Kol still loses with the armour debuff because it doesn't do enough damage. That's the whole problem with GRG, it does less damage to the target than just about every single target damage ability in the game. Even at level 3 it will be doing less than 450 damage with mitagation. That's pathetic; that's not even 50% damage to an unupgraded Disciple. I don't care if the AM cost increases significantly, and the Kol only gets off 2 or 3 shots a battle then sits there like a lug. If those 2 or 3 shots need to cause the enemy cap ship to run like a little girl, the Kol will have a use again. As it is, people can pretty much ignore the Kol.
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