Out of all the super weapons in sins the Novalith is by far the only one that poses any significant threat. The Vasari and their cannon only affects the structures around a planet making it a good weapon to use before launching an attack, it can be countered by just sending in a fleet to defend the system after it's use and if your against the AI they don't exactly coordinate their strikes with fleet attacks. The Advent have their Deliverance machine which is very handy if you have lots of abilities that give you buffs when in your own culture but it's very easily countered if it's fired into the middle of your empire but its good when used like the Vasari's cannon and used on front line systems to help you attack and take that system giving you an advantage.
Now with the Novalith it's just a spammers paradise, the AI were firing them off in all direction and in just a few minutes Id lost half my planets (6 in total at that point) and they fire so fast your planets can never recover from a hit before the second hits and wipes it out, then by time the radiation has settled it's too late and the hit it again. I have seen this in Rebellion (thought the AI are really really pathetic compared to Diplomacy) and in Sins Diplomacy usually on hard. It's a cowards weapon and really breaks the game, it's not a tactical weapon like the other 2 races weapons, it isn't use din conjunction with an attack, it's just a point and shoot cannon that can not be countered in any way, I thought the Vasari and their research into limiting planet bombing damage and faster planet health recovery would help but apparently they have no effect on Novaliths.
The game loses it's fun as far as I am concerned when you give a faction the ability to just swat enemy planets without ever having to actually send a fleet, isn't the whole game about fleet combat? I love the game but when they start wiping out my planets every minute and not giving me a chance to actually try and counter them then it's not fun, the other races are fine, yeah they use their big weapons but they are more tactical and have to be used along side your own fleet (maybe minus the deliverance machine as you can wipe out the culture but again this can be countered and if fired deeper into your empire it has little to no effect)
So please either nerf the crap out of the Novalith or give us an option to disable super weapons in a game, I despise super weapons they break a game especially ones like the Novalith, just one or 2 isn't that bad but being able to build infinite ones is massively game breaking.
Hi,
I already did put that in support ticket. There is no direct counter against spam of super weapons, no matter what race is. They all have bug in autocast and fire on every 30 seconds of so instead of manual 5 minutes...
This is what happens in large map with distant stars:
http://steamcommunity.com/profiles/76561198028934673/screenshot/541799243354452377?tab=public
http://steamcommunity.com/profiles/76561198028934673/screenshot/541799243354475433?tab=public
They do friendly fire because of long distance too. And that kills the game.
Actually the Vasari one is probably the best one in the entire game.
+1
/facepalm the nova is far from being overpowered its easily countered by sb with novas
while the vasari can open a phase node so u cant launch fleets at worlds
Vasari is definitely the best. It loses you planets with every round that's fired at you. Novalith is a pain but hardly the end of the world. If someone has invested that heavily in them then they have a weak fleet. Deliverance Engine is just a joke so let's not even mention it.
Hey, so there's been that rumor that super weapons might be limited to 2... I was thinking... What if the higher capital ship upgrades added to the number of super weapons allowed? or even if super weapons used capital ship supply?
It isn't a rumor. Yarlen said it's up for discussion so the possibility is pretty high but this would nerf factions like the TEC loyalists.
the limit wont nerf them
it would completely f*** them up
Super weapons in general are just annoying and don't add anything to the game. I bought this game for strategy and space tactics, not turtling and building super weapons.
The limit is the best thing to happen to Sins in ages. Advent won't even notice it, Vasari will need to be more judicious and TEC Loyalist can cry me a river. They already have too easy a time of it.
Tried using a planet shield? Or a starbase with aux government?
Limiting them to two sounds a bit too much of a nerf, especially on big maps. Maybe 3/4 superweapons for each star for each player max. And increased recharge time of course. There's nothing wrong with firing two shots at a specific planet to take it down. But making a buch of them, setting them on autofire and watching the lulz is just wrong.
Personally I see 3 per star system and not able to target other stars as the ideal balance. Primarily it means a TEC player can only kill 1 planet and damage another in a given cooldown period. Vasari will still get full use of it and quite frankly Advent don't use their superweapons anyway so it doesn't matter.
I think that Yarlen said that he will be trying to increase the cap to four instead of two.
All people have to do is request a mod to mod out the superweapons if they hate them so much.
I don't see the problem? I just turn off my SW
Ideally, IMO, it'd be a variable you could set prior to the match, just like ship speed, fleet size, etc. 0/2/4/6/Unlimited was suggested in another thread and that sounds good to me. Perhaps give the TEC Loyalists a research following the Novalith that would allow them to build a few more at the cost of some tax on their income since maintaining a battery of experimental planet-nukes is probably not too dissimilar to maintaining a fleet in friendly territory.
As for the OP, the Novalith is annoying, but far from OP. The Vasari's Kostura is probably the most powerful, it just has to be used correctly, and you don't want to ever attack a front line world with it. (Well, I guess you can, but that's a waste of a shot.) It creates a phase node at the target planet, allowing the user to jump their fleet directly to that planet, let's say your capital planet. Since you've expanded since then, your main fleet won't be nearby and you'll have to watch in horror as your rear economic worlds fall. When they get done (or when you redirect forces to kill them), just fire up a phase node via an Antorak, Orky, Phase Gate, or another Kostura shot and the fleet can just jump out, having ravaged your economy. Novaliths can only take down tax income. Kosturas and the fleets they allow to invade can take down your trade ports which late-game should constitute most of your income anyways in addition to causing you to not only lose planets to neutrality, but lose them to the enemy.
The Deliverance Engine with a buff that would disable any broadcast centers on the target planet would be immensely powerful by allowing the Advent to attack the enemy within their own unopposed culture which drastically improves the survivability and damage output of an Advent fleet.
I like Volt's idea. Makes sense.
Or better yet, have the deliverance engine shot take over broadcast centers in the targeted grav well so that they are actually promoting the culture of the player who fired the engine.
How about people just stop crying about them? The Novalith is easily countered... It's not overpowered, and I see no reason to change the current system. It's key to the TEC Loyalists.... If anything, just make a toggle to disable them. Might even add another to disable Titans too... <sarcasm on> They're just so over powered and break the fun and strategy... <sarcasm off>
To the devs, please don't mess with Superweapons. Many of us are completely happy with the way they work now. Each has merit and can be countered with the correct strategy. If anything is to be changed, the cooldown timer might get a bump. That would force players to have to divert resources to build more of them in order to do the massive barrages.
I believe these screenshots show exactly how they are indeed overpowered. It's ridiculous, playing against an TEC AI is totally unbalanced with their use of the Novalith cannon. It plays no part in a strategy game, since the whole point of strategy is that there should be an effective counter for every weapon, thus making the winning blow come down to strategy... Their use of fifty Novalith cannons obliterating every planet you control at once, is not strategy, nor can you counter it with strategy. They need nerfed severely or removed.
There is a effective counter for the novalith it's called planetary shields or starbases. You guys are just crying OP because you don't see the actual counter and don't realize that the AI needs work and that's all it knows to do atm.
The Vasari superweapon is much more useful. The novalith is iffy and the advent is just useless.
Funny how people completely fail to see that the issue with superweapons and many more problems in the game are AI issues. Mabye it's just cause I played diplomacy for so long, but I realized on my first play in rebellion that the AI was broken pretty bad. The superweapon issue only happens cause the AI doesn't know how to build anything else.
In diplomacy the AI started building one or two supers two hours into the game, and only if you tried to turtle and they couldn't get through to you. The superweapons were not changed from diplomacy to rebellion, so considering pretty much everything else has become stronger in rebellion the supers have become weaker in relation, if anything.
The only things I can really agree to is putting Loyalist Novas back into the rocket research (but branch off earlier) to make the research less rushable and retooling the delivarence to disable enemy culture structures so it becomes more of a viable option to advent players.
And fixing the AI, of course. Although that can wait till the vasari are officially released if you ask me.
To be honest they should be more expensive, I don't think their overpowered as such, as there are many ways to counter them, whether its offensive or defensive. I sometimes end up getting shot at by them and it is annoying but if your not a turtle you will go kill it, if you are a turtle then you will have aux governments on starbases.
But it is frustrating to go hunting for a large cannon which can be behind 10 plants guarded by multiple fleets, So I think simply increasing the cost all round to field that kind of weapon should be increased. Such as increased research costs, maybe with pre-requisites, other then the number of mili labs, then make it take more tac slots and cost more to build, that way it would be a big investment to get one, you wouldn't be able to spam them until opponents have the strength to go after them and maybe even they should cost resources to fire a round, that way if you want to spam it, its gunna be expensive to do so.
And if you did spam it then your going to be lacking in a fleet or defences good enough to hold back a pissed off enemy. But in my opinion the best thing to do would be to find a balanced mix of what I said, So maybe more expensive research with pre-requisites and then it cost resources to fire a round, followed by a 5 minutes cooldown, maybe more, so it would and can only be used effectively to give you an advantage when attacking a planet.
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