So I got to play both before they took my toys away! They should have just left the patch out there. We did not care. A new race for us to play with instead of just TEC!
The Advent loyalist Titan seemed pathetic. But I did like the rebel Advent Titan. It had a pair was not afraid to show them.
Bring back the Advent and .75 since you already opened that door and the reverse patch blew up a bunch of our installs and we had to redownload and install again. What a waste that would be for someone that pays for usage or is on a slow connection.
In addition to seleuceia's reply, the guardians also require tech 5 for repulsion, which costs an insane amount of crystal. Honestly the advent tech tree is a nightmare of high priced abilities.
Don't you only need 3 shield techs (15%)? Yeah I thought I had my guardians at 1700 something in Diplomacy, but in 0.75 Rebellion I thought I saw them built at 1500.
In my experience, the two debuffs were linked, and both triggered at the same time.
ie. If I moused over a ship the Vespas were shooting they'd have something like:20% Energy Weapon Cooldown20% Animatter Regeneration
Or something like that, always the same number, increments of 10%.
My bad...yeah you do only need level 1 of that tier 2 shield tech...I couldn't remember, so I looked it up and it said it needed level 1 (which I assumed came after level 0, but tech pre-reqs don't work like that)...
I don't know about that...don't have those files and to be honest that seems like a strange change to make...if you are gonna nerf the guardian, that doesn't seem like best route to nerf them....
Mr. Haze:
Don't know what to tell you...those abilities may not be in v.62, or they may, but they have a different name than most corvette abilities....
Well they did say that a lot of the abilities in .62 weren't finalized.
I only played with the Advent Loyalist Titan and got it to level 8 or 9 and I thought it was ridiculously weak. I play as Advent a lot because I like their capital ships but I am not sure this Titan is worth the loss of 2 of them. I didn't really like any of it's abilities.
I think it might have been better to equip it with a version of the sub light engine disabler that you get on the Advent spacestation.
One curious thing I have found when started a new TEC game after the Advent left us so suddenly, was that there is a Militia planet in one of the maps I designed a long while ago which has a Vasari Starbase and a Vasari Titan along with various Vasari ships and missile platforms and hangers.
With the way things sound it seems that advent titans are only worth 6000-7000 credits. 9000 is overkill
Sigh, it's the occupation victory planet.
I really hope they make the Advent Titans better rather than reducing their costs...
to be fair, advent titans with a lower cost would still be built AFTER the tec titans because TEC have a much quicker, easier trade build up, with the ability to stalemate relatively easily against a rush.
So even with advent titans costing half of a tec titan, i would bet that TEC titans would still be built far more in multiplayer games.
Advent eco will need a buff to compete with the TEC eco...TEC are just so damn fast with building up an economy.
i agree
On the other hand sareth, the Advent have faster researh speeds than the TEC, which should compensate for their lack of a better economy somewhat.
if you upgrade the tech, which costs valuable resources... all research is economic based because it costs the credits to pay them there scientist types. Faster research requires a stronger economy, faster use of credits...its a slim late game research advantage only, based upon my experience. Research speed is only viable advantage once the advent have an economy up and running...until then its spam ships 100% to have a chance, research shields when you can (usually right before a big battle)...at least it was this way in diplomacy . The only big change to the advent opener is the discordia, and the advent corvette. The discordia has added itself to the list of "advent will survive a rush" list of capital ships(3/6, at the moment).
Its a great corvette cruncher as well. With every corvette it kills I make believe that it is actually just eating the corvette...NOM NOM!
Hi all,
Been doing some thinking, got a couple ideas for changes to titan abilities, specifically to the Rebel Advent and TEC.
For the TEC, overcharge is fairly underwhelming, and to be honest I was hoping that the Ragnarov would have some serious anti planet capabilities. Therefore, I'd suggest the following: move overcharge to a regular ability. Merge explosive shot and snipe, nerf the damage. Keep scattershot the same. Make the ultimate ability something like 1000 planet health damage, 75 population damage. Basically this would be a much bigger and badder version of the Marza's planet bombing ability and I think makes sense given the aggressive nature of the TEC rebels. Nerfing the damage of the explosive shot/snipe combo makes it balanced while keeping the basics of the two abilities intact.
For the Advent Rebel titan, mostly the level 6 ability needs to be changed. I like the theory behind it, but requiring the titan to die in order to use it goes against (in my mind) the whole idea of building titans. I understand that it fits with the general sacrifice overtones to the Advent Rebels, however in practice the ability is situational and uncontrollable by the player who owns the Rebel titan. My suggestion is simple, keep the basics of the ability the same, change the requirements. Make it usable only when the titan reaches a certain health threshold, say 1500 health. It then receives Invulnerability, buffs to ability recharge and AM recharge, and a buff to damage for 45 seconds, with a cost of about 200 AM and a recharge rate of 80 seconds or so. This keeps the general spirit of the ability while making it more usable and dangerous.
I think these changes would make a lot of sense, as so far the Rebels of the Advent and TEC factions have weaker titan ultimate abilities than their Loyalist counterparts. Both are more damage oriented but have, as of now, relatively useless ultimate abilities. What do you all think?
I'm so pissed I wasn't on Steam to get the update (though short lived it was).
STILL haven't figured out how to unlock the other factions through modding of the game files. Been at this for 3 days now, any word on when the next update is coming? Maybe Thursday?
I think the Rebel titan needs some work.
It's first ability should have a lower cool down and restore more based on rank Honestly I hope they scrape it because I hate the whole sacrifice and rebirth theme of the Rebels.
The second ability the aoe is the only one I dont have a problem with. Maybe a more visible effect on the target.
I like the third ability more than the first, though since the enemy can just focus your titan first or ignore your supporting fleet its not as good as it could be. Imo it should also trigger when the titan kills an enemy.
The ultimate. All I think it needs is for it to be an activated ability, while active anti matter regen is increases cool downs are decreased and the titan cannot drop below 1 hull point/die. This ability would automatically trigger on death. As some one else said currently this ability is something your opponent controls. In my opinion players should be able to trigger it at will making it a question of "do i use it at the start and go to town on their fleet or do i hold it in reserve as insurance?"
I really like the Loyalist Titan, all of its abilites felt cool/useful. I would like the effects of the abilities to be clarified, first what is the chance of conversion (does it increase with ranks?) and is the damage for unity mass a set amount plus x for each nearby friendly or is it x for each nearby friendly up to a set amount? Also how close do friendlys have to be to count?
Lastly I think the effects on the Advent Titans look really cool, Unity Mass looks awesome and the Rebel ultimate looks really cool as well.
Im going to guess tomorrow or the day after.
No, its an awesome ability and the most unique faction yet IMO. Lower the cooldown maybe, but if you know how to use the Eradica it gets amazing synergies with it. Once all the Advent techs get working right you'll have no shortage of ships to sacrifice to fuel its rampage.
That's the point, its supposed to synergize with sacrificing your ships so you both heal and increase your damage output when you use it. The only bad thing is that its range is shorter than sacrifice for the same level, I'd standardize them since you'll always want to advance these together.
This is a very good suggestion, as long as the ability is usable when the owner of the ship decides to use the ability i'm open to the change. This is far better then the current ability as well, because you almost die, but then you are invulnerable still kicking butt (this would be much like a vasari starbase that gets down to 5% health and then gets rapidly hotkeyed back to half health with overseers). You have the chance to survive AND still kick ass, albiet the risk is very great.
No need for mutually assured destruction, any time you kill this bad boy it will be a difficult job, and you may just want to avoid it and just attack their empire.
great suggestion!! The only downside would be the AM cost, a titan low on health also is probably low on antimatter as well. But i might be wrong, i'd rather beta test it and see where the balance should be.
The Eradica's ultimate could be one of those "Boom Bust" deals as well...
For example, you get invulnerability plus really nice ability cooldown and AM regen...but after that 60s is up, the ship is "fatigued" or whatever and has to deal with a massive ability cooldown penalty for a minute or two (perhaps coupled with other debuffs, maybe a weapon cooldown penalty or passive hull/shield/AM regen penalty)....
In this matter, a player always has full control over when he can use the ability...do you use it from the beginning to try and gain the upper hand quickly, or do you save it until you are desperate?
The Eradica's level 6 ability is really under powered so this is what i think......
Since the Advent rebels are about sacrificing and re birth then have the ability to where the ship sacrifices alot of shield/health for and insane damage/shield & hull recharge bonus.
Good idea
Heh, you play WoW as a paladin as well seleucia? This is just like how blizzard balanced out the paladin's bubble by adding the forebearance debuff. I'd say you go a little heavy on the post invulnerability debuff, but the balance is there for sure. Its a super ability, why have a debuff at all? Just have a reasonably determined cooldown and cost.
I actually do not play WoW...not a genre of games I'm particularly a fan of or familiar with...
Because the ultimate ridiculously increases your ability usage for a short time, I'd penalize it afterwards with decreased ability usage...the reasoning behind this is to justify the extreme ability usage you get from it (which is basically non-stop ability usage)...
My line of thinking here is that I'd rather have insane ability usage followed by fatigue than just moderately increased ability usage...the boom/bust mechanic would be truly unique as no other ability is currently like this...
The buff/debuffs wouldn't be symmetrical though...for example, you might get to use abilities 10x as often for 60s, but afterward you only get to use them 1/2x as often for 120s...this increases your average ability usage significantly (almost 4x as much) so even with a penalty it is still very worthwhile...plus, damage is more important at the beginning of the battle when you need to get things in your favor as soon as possible...
The exact numbers to use here are really more dependent on the power of Chastic Burst than anything else, so those suggested values are tentative...
Never been a big Advent fan, but the rebel titan really just made me go 'meh'. It has a severe case of 'Kol Syndrome' where it's only really effective if you opponent focus fires it. Sure it does a lot more DPS than a Kol does but if you don't shoot it 2 of its 4 skills don't do anything. That's really not good design. The passive in theory is designed to make ignoring the titan bad since it powers up, the the damage increase isn't nearly scary enough to make me attack it before wiping out the supporting fleet. All it's really good for is spamming its one aoe damage skill, which while pretty good doesn't save the whole package.
@ seleucia
Ah my bad i must have missed the ability cooldown buff as well. This makes sense as you outlined it.
You pretty much took the words out of my mouth(only in my case due to my tendency to rant the same point took about 4 pargraphs, so props).
But yeah, Strength of the Fallen doesn't reeally do much to dissuade the enemy from ignoring the Eradica. it's going to hit max stacks quickly regardless, and when it does it's not really all that scary(the much easier to kill attendant frigate fleet does a lot mroe damage then the eradica even at max stacks).
And moreover once the attendant fleet of frigates is dead, 2 of Eradica's 3 abilities become useless(no new stacks of strength of the fallen and nothing to eat). Combined with the fact the level 6 ability does nothing until Eradica dies, by icing the frigate component of your fleet first, the enemy essentially removes all of Eradica's abilities except for one. And as has been said, there's not much of a cost. even at 5 stacks the Eradica is WAY easier to ignore then either TEC titan.
There are 2 problems with the implementation of Strength of the fallen(which is supposed to be THE incentive to not ignore eradica):
1). Pathetic base damage. The Eradica deals less base damage then the TLT, which also ha abilities, better defensive base stats, and to top it all off is supposed to be a defensive supporter(Eradica's general design looks as though ti was intended to be more offensive by comparison). The eradica's base damage should be higher then the TLT, or at the very least as high
2). The current design of the ability makes it more of a dependable early-fight buff that disappears after awhile then an actual persistent reason for the enemy to not ignore the eradica. In large battles with AoE damage, titans, and likely plentiful strikecraft, there's very little question at least5 frigates are going to die fairly early in the battle. And once those 5 die, the Eradica offers no further penalty for icing more- So the enemy may as well keep wiping out frigates. Honestly I'm starting to think either the stack cap has to be increased to perhaps 10-15 (with the damage per stack perhaps reduced a bit as necessary- the point it's easier to justify balancing the ability so the Eradica becomes a nightmare at 12-15 stacks then it is at a measly 5 stacks) Or alternatively have some secondary effect each time an allied unit dies that always is applied- Something that means some benefit is gleaned every time an allied unit nearby dies.
Also is such a rework were instituted I suspect it may be a good idea to make the death of corvettes not trigger strength of the fallen or have reduced effect. it's difficult to improve the ability so that it really dissuades ignoring the Eradica when bringing a along a large contingent of cheap-to-produce born to-die corvettes allows the eradica to cheaply and reliably build stacks on Strength of the Fallen regardless of your opponent's intentions. Without somehow limiting corvettes synergy with the ability it may be difficult to give it the buffs necessary to actually make it a deterrent to targetting the Eradica's retinue of frigates.
[EDIT: HA! somehow this still managed to become a rant despite my original intentions to say I agreed and add a bit of my own thoughs.]
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