So I'm playing the Beta 3 and I have a pretty sweet fleet of capital ships, heavy cruisers and my titan and I face off against a level six Eradica Titan with a supporting fleet. I'm just decimating the thing until all of a sudden it turns invincible! I think that the ability is way too powerful. It makes it extremely hard to kill the Titan, which is alright, but since the Titan can still shoot while invincible, it becomes just a painful annoyance. I think this ability in particular should be rebalanced. Also, whenever the Eradica used invincibility power it turned this brilliant shining blue, which was cool. But then it just disappeared. Anyways, just wanted to offer some feedback. Also, I like the vasari so far but I think the loyalist titan is a bit weak.
The more you keep saying its useless then the longer the ability will last.. 60 secs, 120 secs, 240secs..512secs.1024 secs, 2048 secs, 4096 sec, 8192 secs, 16384 secs which is around 4 and a half hours .......
Be careful what you wish for
Definitely invisible, as in, "I was fighting this HUGE laser face thing, and then it turned very very blue and proceeded to kill me. However my captains decided they wanted to hang out at Gravity Central Cafe and left all their ships unattended. A few minutes later, the giant blue suddenly vanished, but it continued to fire lasers everywhere. Unphased by this nonsense, the captains stayed in the cafe, all the while the strike fighters fought off the bombers that kept flying out of nothing. The radar claimed the Eratica was now about to enter phase space. The Captains then played poker to decide who would get the experience, but were told no one gets anything because the Eradica didn't die in their gravity well. In fact, a star base in the neighboring gravity well registered Eradica weapons fire before communication was cut. The captains then began a rebellion."
+1
I was a bit shocked when I read the duration increase numbers. I figured 75 at level 1 and 90 and level 2 would be lots and incredibly ugly when facing it as an enemy. I'm wondering if IC didn't overdo it on purpose to show how powerful it is and plan to bring back down to somewhere between the two extremes.
So, you're saying you would rather have your ships waste their time and effort firing on something they can't do damage to?
My thinking on the 'invisible' part is that the ability duration and the effect duration don't line up (I keep saying it's a dumb effect anyhow. Should make it look like the trailer).
I could see potentially changing the ability such when it activates, all xp is immediately distributed. That would keep the focus on the original intent of the ability. however, the case can be made that that is the only reason why someone would keep their fleet around when it pops.
I'm saying that if my Captains weren't so easily brainwashed by big blue lights, they could have actually launched a missile and finished that thing. And if it really was invincible, THEY COULD AT LEAST GO TO THE CAFE IN THE NEXT GRAVITY WELL. "What do you mean, the light tells us there are no incoming missiles" is not a proper way to report to your commanding officer!
The xp distribution before shiny would be good, if nothing else. Though if they suspend the Eradica's phase jumping while in shiny mode, I'd be fine with it not giving xp until it officially dies. The trailer still bothers me, I keep thinking now, "Was the Eradica so weak that it got hit once and went Genocide Mode?"
yes, "oh, look a ghost!" "quick! shoot it!" totally makes sense
Instead the captain stood there watching his fleet be destroyed before going on a forum to complain about it. This is known as "User Error". tell me when your ships retreat on their own? never; it doesn't happen. You could be invaded by a titan, 5 capital ships, 200 corvettes, and some carriers with only 2 scout frigates to your name. they don't run. That is your responsibility
Woah, hold on. When did this start getting personal? I typed what I believed was a bug while testing and during Beta. Someone asked for clarification, so I gave it as a dramatized story. Of course you retreat your ships when the Eradica becomes invincible. Of course it's supposed to be a given that you cannot defeat the thing when it is blue. I left my forces there to test bugs about the Eradica, and I did in fact confirm one.
This is probably the problem. There's about 50 different ways to interpret your story and responses. Be direct. Post stories in a thread reserved for such things, not a balance discussion. This last post was nice and clear. Earlier, I had no idea you in fact understood what was going on.
I wasn't intending to be personal, and I'm sorry if you took it that way. My intention was to break through the fog you were putting up, because every response seemed like you were in support of being able to shoot at something invulnerable.
Sorry about running with the 'hey my Captains are playing poker" bit. I seriously didn't think anyone would take that bit seriously. However, the dramatized story was akin to a parable. It has only one point, and that was to confirm the fact that when I said 'invisible', I meant 'invisible'. The story was actually a runthrough of the exact same events [while avoiding the words 'invincible' and 'invisible'] as my earlier post that was direct. In fact, you answered the question that the post asked. The story was there to make it clear that the Eradica was invulnerable for a set time, and then turned invisible whilst staying invulnerable. It also had enough time after it changed to invisible to phase jump, engage, and kill a fully upgraded star base.
Im not wishing for it to be longer, im wishing for it to be different. And it is usless, no matter how long they make it (the joke amount of an hour aside). My post is all about changing it, not making it a longer version of the stupid it is now
I dont think adding a little humor to his post hurts anything. No reason to get worked up about it.
I personally love this thing. When it goes all bananas you either need to run or die it's a game changer and even in death it makes the enemy back off giving the rest of your fleet time to defend the lost position. There should be a level of fear involved when you see a titan in the field and you should know you are going to lose a lot of ships to stop it.
Each phase of this beta has to me made the game even better - yes more tweaks are needed but the titans add a great ebb and flow and its a lot harder to steam roll the AI once they get rolling. So far the TEC have proven very pesky.
Loving it.
I was actually disappointed with the "Unyielding Will" visual representation, i expected it to look like in the trailer, when Eradica is hit by Coronata first time, you know blueish, semi-visible with that hexagon pattern... instead, it looks fairly shit.
Yeh--it was a beauty in the trailer..
This ability is by far a game changer because it punishes whoever kills it and that is ok for me because its making sure it comes back with more experience points and levels gained. This titan eradicates (as its name implies) and is a powerful son of ma bitch. I don't need to remind you all just how powerful it gets with synergies offensively and defensively. A level six ability on such a titan needs to be mediocre--(at least thats what you think when your not on the recieving end)
@starfall.
You need to be bitch slapped by this ability to appreciate vengeance is a cruel mistress
And the devs are forcing us to be more philosophic: to kill or not to kill, it's a problem.
And I hate philosophies... so I hate the skill. I think I prefer to be slapped by bitch instead of it. Just a joke.
Invisible Eradica's is still a bug...
Fighting one in orbit around a sun. It turned invincible. (Perfectly normal). Then it turned invisible.
That can happen if your game has a lot of weapon particles on screen. Sins is programmed to only display a certain number of particles at once to prevent game lag. This can cause particles to be unloaded, which unfortunately includes the blue Eradica titan effect when unyielding will triggers, rendering it invisible. You can increase the limit in the rebellion.user.setting file if you want to reduce the chances of this happening.
Seeing as this "bug report" has devolved into a balance discussion, I'll add my two cents.
First on the "bug"
As a software programmer, that screams that this ability needs to be changed. If the default installation of Sins has the strong potential to reliably reproduce this, due to a fundamental limitation of the engine; it should be reworked to be different. I'm sure most of us have already modified this file (I have) and I still occasionally see this behavior.
Now on balance
I completely agree with Riddle on this. The ability is VERY good, in my opinion too good. This titan is nearly impossible to kill in it's own culture after upgrades [which for the record I'm ok with]
What I'm not ok with is that your reward for finally killing this thing and it's massively synergistic support fleet is that you get a choice. You can retreat two or three phase jumps giving your enemy plenty of time [4 mins] to easily pump a new support fleet that will easily clean up whatever fleet you may have left [which by this point your fleet has no AM to combat their new support fleet which does]
I'm not a balance person, so I don't know exactly how to make it feel powerful and still balanced enough to not be this.
There's a few options I see and that I think is fair.
1. The ability no longer makes it invincible. It instead fully restores shields and gives half hull strength (or whatever) plus a decent armor bonus (plus it's current stats on weapon cooldown and am regen)
2. It remains exactly as is but no phase jump ability [thus less running from it and burning up your AM on jumps] Makes it very defensive as I feel it should be. Perhaps include the ability to phasejump within your culture (essentially giving you one offensive jump assuming the engine allows that)
3. [more out there idea] on death you can re spawn the titan anywhere in your culture (Thinking of you deliverance engine ) I can think of many awesome uses for this... and strangely none of them seem as broken as the ability seems now. NOTE: does not cost money, crystal, or metal but does have a 4 minute timer as is now. Can be used very defensively as well as offensively in this situation.
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