Well, i just tested, 15 min after the start, i have my titan
this is way too fast as the titans are virtually invulnerable to whatever other players can have at the begining. The only defence is a turret spam, and turrets don't move ^^
Also, i figured the only way to kill a titan would be a massive heavy cruiser spam (as flak dies to titans very fast, the fighters take the bombers out easy)
i might be wrong but after testing it in mp, loyalist titan just dosen't want to die.
Also, the loyalist nova is ... too easy to spam, its a mp killer, with 2 nova (roughly 20k credit worth - or 15k with the cost decrease tech)
there is no real counter to it since it kills the enemy economy even if they sb'd every planet they have (witch is way more expensive then making novas)
I want a disable super weapon option! Or at the very least, put a weapon failure algorythm they're experimental anyway, make em blow up for weapon malfunction once in a while ^^
EMP Charge is fine the way it is. So is detonate antimatter. Disruptive strike needs a slight buff. Here is the reasoning.
EMP Charge affects a wide area, takes out shield and antimatter. Fire and forget.
Detonate Antimatter damages a single target and does hull damage. Fire and forget.
Disruptive strike damages a single target and requires the cap to continuously fire at the target. Requires level 2 to prevent antimatter from a target to increase.
Titans can be slightly a little later. If someone rushes to Titans, they sacrifice a lot to get. The Loyalist Titan needs a nerf when on enemy grav wells and regeneration rate needs to decrease. Rebel Titan can be killed easier because it has no healing capability
The problem here isn't really whether titans are OP or not...the real issues here is that 1) the loyalist titan is far superior to the rebel titan and 2) the game has transformed from Sova/LRM spam to "rush the Titan"...
Putting the titans farther back in the tech tree isn't a nerf to titans per se...it simply makes rushing them less feasible...they still are just as powerful as they were before, but you can't get then as quickly...
It is...but the Ankylon isn't simply harder to kill, it is a lot more powerful than the rebel equivalent...the Akylon's ultimate ability is like energy aura + vertigo on super meth crack...the rebel titan simply pales in comparison at the higher levels, and seems to have more AM problems (but maybe the AM observation is just a fluke with my games using it)...
I'm not looking to immediately nerf the Ankylon's abilities (though that may have to be done eventually), but I do think the rebel titan should at least be comparable...the rebels should be different but comparable to the power of the loyalists...what the other factions bring is absolutely 100% irrelevant...it does not matter if Advent can counter the loyalists, what matters is that the rebels can as well...
If the Ankylon is going to be as OP as it is, put the rebel titan right up there with it...I can't even get shot gun blast to work half the time (graphic bugged for sure, I think the abilities' buff is as well) and level 4 snipe can't even take out a structure in one shot? There's just no comparison....
As for cap abilities, I would increase the duration of magnetize (the ability disablement part) to maybe 30s (that may be too long, not sure) and not tie that buff to the same finish conditions (mainly the SC kill cap)...that allows you to suppress a Titan for a little bit...detonate AM and disruptive strikes honestly are probably fine as is for this...
What you should do is have each stage of titan research be at the end of a small sub tree. So in order to get to each stage of titan research you have to research two or three other things then it unlocks one level of titan that way you would have 2 to 3 times the amount of research in order to get a titan.
how does that even help anything??
Delays titan deployment and rushing to it may mean you lose.
Bring back dark fleet rush
okk, i'm in a game with itchy so i'll make it short ^^
Titans keep their level but not their xp, i scuttled mine and it droped to 0/5750 still lvl5
Could probably change the Titan research to 2-3-4-5 instead of 1-2-3-4 it has now, and only allow the Titan Foundry to be built after level 3 or 5 research is complete. Would probably slow down the research enough as now its an extra tech lab and additional cost to research.
Both titans, but particularly the Ankylon, are way too reliant on their special abilities for dominance. I for one think antimatter abilities should be part of the equation for success, not the entire equation. The titan, without a Dunov present, can spam regeneration indefinitely and never run out of antimatter. The titan should be more powerful without abilities and its abilities should be less powerful and cost enough antimatter that the titan cant just sit in your gravity well continuously spamming abilities for hours on end. The titan, without fleet support, would now be less of a borg cube/death star/i win button and more a part of a coherent strategy that would be capable of ravaging heavily defended frontier planets but not capable of moving straight on to the next planet without a rest period to regenerate antimatter. A titan would be capable of punching a hole in the line but a fleet would be required to take advantage. I like a game where every aspect of that game has its place in a successful strategy and there are many different ways to be successful. ATM this game is entirely about having a titan and dunovs and pwning the opposition. As far as the just build your own titan to counter your opponents and just play the game as it was built arguments; this is a beta, the developers want and expect our feedback and if the only way to counter a play style is with the same play style then I will quickly lose interest in this game until the issue is fixed.
Could they have the titan be constructed in 4 separate purchases that each require a capital ship crew and fleet supply?
Also, say the next level of titan research requires the titan to already be constructed up to maximum allowed by the previous level.
Say a player has completed the first level of research and built his titan foundry. Player uses 1 capital ship crew and 100 supply and purchases first level of titan construction. Other players receive notification:
'A faction has begun construction of a titan.'
Titan builder finishes the first level and now is allowed to research the next level. When research is complete player uses another capital ship crew and 100 fleet supply and purchases the 2nd level of construction. Other players receive notification:
'A faction is continuing construction of a titan.'
The next level follow the same pattern: 1 capital ship crew, 100 fleet supply, another resource investment, and player can research the final level after construction is completed. Other players receive the notification:
'A faction has made significant progress on a titan.'
When construction is begun on the last level, other players receive the notification:
'A faction is nearing completion of a titan.'
Of course I assume the developers will move the lab requirements from 1-2-3-4 to 5-6-7-8 and the only reason titans are so easy to acquire in the beta is they want us to get plenty of opportunity to test them out before release. I think at present titans are completely worth 4 capital ship crews and 400 fleet supply as I cant think of anything that I would rather use that supply on. 40 kodiaks vs a titan?? 3 dunovs w/ EMP, 1 kol w/ Gauss, and 20 kodiaks or any combination of carriers, hoshinkos, and kodiaks equal to 200 supply?? Titan would still own.
For what its worth, I would much prefer the devs to just allow us to build as many nerfed titans as we can support.
it should alrdy give notifications but that bugged atm and again making it cost so much cap ships is bs
that would pointless to build[/qoute]
It would not be pointless to build if you wanted a titan. The purpose of the purchase and research requirements would be to prevent a player from being able to build a titan without the others players having a chance to react.
[quote who="martox1" reply="135" id="3101241"]it should alrdy give notifications but that bugged atm and again making it cost so much cap ships is bs
Other players would be notified at the beginning of each construction cycle, eliminating the bug.
They wouldnt even really need to change the research requirements to greatly inhibit titan rushing in the early game if the research and production requirements were properly implemented. Your 4 cap ship crews and 400 fleet supply would be much better spent on a titan than anything else atm. A titan wipes the floor with anything else you could spend 4 cap ship crews and 400 fleet supply on making it a much better investment even at that cost.
Simply my opinion that I would prefer titans equivalent to super star destroyers not death stars. Stronger than the strongest starbase individually but not able to take on a starbase, repair bays, fleet, and whatever else a player has spent his resources on besides a titan. Allowing multiple titans and nerfing their capabilites will allow the rest of the fleet to again play a significant role. Any strategy game with only one successful style of play with not be successful very long.
if the way u suggest to get the titan it would cost 25500 credits 3245 metal 3365 crystal not including the cost of the logistics slot increase and research cost for it would probably go up making the total cost go up even more the titan is good and i love using it but it is not worth that damn much
and again it does NOT matter where u put the titan at on the tech tree ppl will still have them in 30 mins in online games it something new that i guess u havent heard of yets its called FEEDING....
Dude if you can't understand that between 15min and 30min there is a 15min difference, then i can't help you.
Its called the difference between early, and mid game
To be fair, not all games are 5v5s on faster speed settings, and as such 15 mins in one game can be very different than 15s in another...
My prediction is that at least 70% of the people at any given time will not be happy with how titans are implemented...
Lucky for me, I mod and don't play vanilla so I don't care...woohoo!
Then don't bother us here? ^^
Well anyway, what we do here is give suggestions, stop raging around about how the others are stupid, i'm sorry but the final descision is not ours, its the devlopers so, make your suggestion, and stop random crap comments about how you're right and others are wrong.
Make YOUR suggestion about how it should be, and if you slightly disagree with someone, quote him, and say what you don't agree with, or just say its bullshit like you do now, and bring nothing important to the fucking discution.
That being said :
I WANT disable superweapon option.
I want more then 250/click for feeding
I want a bigger dildo?!
Out of the 3 its probably most likely thing you'll get
Reply 16:
Reply 20:
Reply 104:
I've given my suggestions...and I've given a lot more suggestions regarding corvettes (which I argue should be tailored to be a titan counter) elsewhere....
I haven't told anyone they're stupid or just post random BS...wtf?
I know it's easy to get a Titan quickly, but I have found that in doing so, it simply ends up plowing a path of deserted planets through the starfield. I tried to have Proto's follow behind and colonize but they couldn't keep up. It's a strategy call and from what I can tell, it's better to wait a while before actually getting one.
The Novaliths are great. I love'm even more. Gimme, gimme, gimme Novaliths. Sorry, but they are sooo cool.
The corvettes are the ones I;m having trouble justifying. They just don't seem to interest me at all. Anyone see thier advantage?
Seleucia, in my opinion the haters gotta hate. And by hater i mean emotionally based responses with not a shred of reason to be found in them.
Good ideas are in abundance in your replies, and sometimes these ideas might get added.
A few of my titan ability ideas were added into rebellion, albiet they were meant for advent instead of TEC. Namely the shield fleet ability of the ankylon and the snipe ability of the BFG ship, as well as the heal disruption via the ankylons fleet wide ability stun. I won't be surprised in the least bit that vasari testing will begin next, with the advent being last and yet again recieving the least attention. Also i'm sure there will be some unpopular changes to the advent that will be "sneaked" by during the shortened phase of their testing. After all, the excuse will be that the game will only really get balanced when all 3 factions test together and there will be a lot of pressure to SHIP SHIP SHIP the game.
One advantage of having the TEC go first however is to get a lot more data on balancing the race with the best economy so that they aren't going to be OP in a game that is very driven by even a small edge in the economy.
If the developers don't individually test each race seperately first(before combining them) they will not be having a real beta for all intents and purposes(skewed data with too many extra variables and no real control group to speak of), and this whole thing would really be just a media farce to generate higher sales.
we shall see.
oh man you guyz must be new ^^
First rule when dealing with me is : don't pay attention to the random crap i say.
Also i don't get what you mean by that :
One advantage of having the TEC go first however is to get a lot more data on balancing the race with the best economy so that they aren't going to be OP in a game that is very driven by even a small edge in the economy. If the developers don't individually test each race seperately first(before combining them) they will not be having a real beta for all intents and purposes(skewed data with too many extra variables and no real control group to speak of), and this whole thing would really be just a media farce to generate higher sales. we shall see.
The previous betas were with the 3 factions, would that mean they finally got some sense into them oO
I can't believe such an unlikely outcome.
Also, i think it would be nice to get an anti tec boom ability somewhere on corvettes, because one of the big problem of tec sbs is ... you don't attack them on frontal assault for the simple reason you'll get boomed
Also, i don't see how liking pve, pvp (5s,4s,3s,2s, 1s!!!!!) or whatthehellever has anything to do with balancing (i think i read somth like that somewhere ^^ if not just tell me to fuck off)
The races need to be equal in rights and obligations , whatever the game type, it has always been the case, why would it be different now oO
If you can spawn tits 15min in, then i say its too early, its supposed to be a behemoth! not a rush ship. And anything that can attack enemy under 20min is a rush. Or somthing close to that.
Now i'm am biased since i'm a competitive sins vanilla player, so if i'm an asshole for wanting mp balance over ai being good, sorry .
Have a good day and to go pick peanuts naked in wide open fields will bring you happyness.
Hmm i'm not new, i'm Carpetbomb, played you many a time. Sareth01 was the initial account name that I made before I made my ICO name so its different.
Okay i'll elaborate as efficiently as possible. Put yourself in the developers shoes.
You are a developer, and you have to balance this awesome game, yet you have to do so without destroying that awesomeness, and balancing it is a godforsaken mess.
You double your balancing workload by adding in twice the number of factions, each having unique playstyle(s) because you love the game and you think it will be freakin awesome with more variables all the while knowing you are fucking your workload.
So in an effort to provide an effective Beta (one that will provide you with good usable data) you will have to balance each race first within the confines of the rebels and loyalists. Now the perameters of this balance is not necessarily to make them perfectly even(and destroy some of the magic of sins), but to reduce the sheer amount of extra variables of extra-racial interaction to bring the balancing down to a manageable amount that a few well trained human beings can actually succeed at providing a reasonable measure of balance. Relatively perfect balance never will be achieved in the short term and everyone knows this.
You would need to test all 3 races by themselves with their own factions so that TEC vs TEC/Advent vs. Advent/Vasari vs. Vasari fights are interesting and relatively fair. Once you have achieved this then you can dive into the race vs race fights and have a good base to balance those variables. If you just tried to balance the whole game at once, its biting off too much to chew, so to speak. I believe this is where that diplomacy beta somewhat failed and we are seeing the result of that learning curve with an improved beta testing strategy.
Then there is the other side of the coin, the developers don't have a better beta testing strategy and in fact are going to add the other races to the TEC factions in sequential order so that some races get far better balance then others. Then the game will release with potentially major balance issues causing an uproar and in the long term sins fans will diminish and ICO will again become a barren wasteland of 20 people online. Nobody wants this to happen, but it can happen through mismanagement. We shall see if the managers have their heads on straight(I really hope so).
Really, cause....
I already bought you one....it's shipping to you right now...I guess I'll have to cancel it...not sure what I'm going to do with a giant dildo though
waw carpy, thnks for the heads up i didn't look at it like that, guess it makes sense then ^^
I only thought about tec vs advent vs vas balancing, i guess with rebel and loyal its probably not possible to balance all 6 at a time.
Also, a giant dildo can fit in a lot of places, and if it dosen't, train them so they can fit it
Also, if advent gets fucked up again, i'm gona kill a dog. I already don't like what i saw of it, like steal planets and eat up ally ships to repair itself ...
advent has so much potential ... I mean, a titan with something like a shield boost ability (+30% shield hp in zone)
or even better, a freekin repair ability, like the vas carrier. Advent has none of those, and don't start me on the subjugator, it is not a viable ship for a fleet. I mean advent caps are fleet support oriented ... someone tell me why should i eat up my precious lums!!!! LUMS ARE EPIC, for every lum lost, i sacrifice a recruiting officer! (it can't be my fault T_T it never is)
Lets be crazy, a Mitigation passive ability, +10% mitigation to anything in zone or something.
Better, the same ability as the halcyon for extra drones, exept you end up with 30 in your titan.
Even better, a bank upgrade, moar beamz!
Even better then better, reverse repulse
Even BETTER, a shield draining ability, stealing enemy shields would be so very advent like ...
Even better then (meh whatever : ) Passive shield restoring for ships in zone
Another one for any race : a factory in titan (50%/100%/150%/200%).
well there are a lot of things you can do for advent, without making them op at all
Edit ; i'd actually like to know if devs actually read all the shit we input
You train yours??? ...so that's what I'm doing wrong....
Anyway I think the Vasari Titan already has a version of reversed repulse (The Maw, or something like that)...don't remember which one, rebel or loyalist...
I know they haven't been officially released, but many of the Advent abilities that have been shown (especially the rebel) seem to be just the "do more damage" type...hoping these get changed to something more interesting...
https://forums.sinsofasolarempire.com/419460
this is the best suggestion on balancing out the titans so far all the other idea like rushing them back or making them cost more dosent change a damn thing
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