It's been a while since I posted on the forums. I saw rebellion was coming out and it frankly excited me. I'm glad I've purchased the game as I can clearly see the devs got their creative juices flowing, but still.......
The game has some balance issues. Here goes nothing, in no particular order:
-Corvettes-
The Good: I like the idea. These are essentially fighters on steroids. The units are understandably frail which is the right way to balance this type of unit. These serve as a good early game fleet.
The Bad: You could argue this unit is a bit too strong. Composite damage mixed with very light armor means only flak stand a chance against these little buggers. I'm glad to see flak finally has a role, but even flak has it's problems. Once you have an "army" of flak, how do you go on the offensive? You can't destroy s***. Some folks make it sound like the sky is falling. I don't think corvettes are THAT bad, but the unit could use some tweaking. Maybe have them do anti-heavy damage?
The WTF: People are spamming these things like crazy. I think the fad will go away once people learn to use flak.
-Vasari Loyalists-
The Good: The techs keep in line with the Vasari lore.
The Bad: Holy.....honest question. Did the devs playtest this? Once the vasari loyalist hits the midgame stage, they hit a gear that the other factions can't match. The credit bonus is untaxed income and the lab bonus gives the vasari access to "late game" technology earlier than intended.
The WTF: People are abusing the loyalists at the moment. You can use the untaxed income and lab bonuses to get huge fleets far quicker than the other factions can.
-Vasari Rebels-
The Good: Overall, everything works out pretty well with these guys in my opinion. I like how the new techs mix with the Vasari lore.
The Bad: You knew this was coming. Tier 8. Starbase phase jumping. WHAT!. No seriously. WHAT! I know the Vasari are all about mobility, but think about this! The vasari starbase can already keep up with titans. Now the thing can jump from grav well to grav well? NO. Either take it out or adjust it to "only jumps to friendly systems"
The WTF: I covered it in the bad. I've only seen a few players actually do it, but it's bad when you see someone abuse it.
Verdict
Overall, the game is solid in my opinion. With a few tweaks, it could be even better.
Cheers to the folks at Stardock. I bought another title from you and I'm glad I did.
Raging Amish
Where did you get the idea that Enduring Devotion doesn't work if Wail is used?
If no one has noticed... Vasari Loyalists yes can warp in a starbase but can send in more than one. The titan itself can create a gate to have them travel by and with almost a dozen fortresses in one gravity well, well you know what happens. Not to mention if you make most your troops all strike craft base then the enemy can just ignore them and go straight for your planet and consume it after a couple seconds of bombing...
Also the VR Titan can be a little bit OP as well by itself, I'll send the specs of how over powered it can become...
You seem to be confusing the Vasari Loyalists and Vasari Rebels.
Mostly from every time I used it in a game the other day. Lost the planet every time. I figured they'd just changed it.
Whats this i hear about people sending Fleet support titans to face off titan v titan or titan vs fleets? Thats just stupid..
Then when it dies in the hands of 50 frigates they say it needs love. Thats the gayest shit i've ever herd.
Warning this is not a troll:
Group shield,Impair ,hoshikos and command cruisers is over powered?
Suppression, vertigo , Shield Projection and culture shield mitigation is over-powered?
The answer you will get 99.9% most of the time is its situational
So go ahead devs and delete fleet support titans because most people can't use them.
In fact delete flak as well since most people can't use them offensively even when they refuse to die and chip away cruisers and caps.
Pat_22 I am not. I just played a game with another person and we both were able to warp in fortresses. Due to the little glitch he warped in 5 of them while i did only 3. Basically with the fleet stabilizer and the titan ability to create one you can simple transfer fortresses from many planets all into just 1 making it a almost impossible force to destroy...
The loyalists eat planets and spawn phase nodes. The rebels get mobile star bases. If you're doing both at once, you may want to report a major bug to the devs.
Agree 100%...I am so sick of suicide spot and being tag teamed by these damn things...
Also agree with this...I think it points to a more fundamental problem, that high level titans are so game changing...once someone gets a mid or high level titan, taking them on with anything less than a comparable titan is pretty much suicide...
Sorry to ask an obvious/stupid question, but are you sure you researched it in Defense tree AND on the starbase itself? This change isn't in any of the change logs and it would be weird for such a change to just be "snuck in".
Honestly I was surprised myself. I had researched it, the SB was upgraded, the planet had the "starbase blah blah is preventing..." text. I used Wail, I lost the planet. I actually seem to remember it happening in two different games. I used the Enduring Devotion upgrade on purpose because I knew it prevented planet loss from Wail and was pretty surprised when it didn't work. Maybe my game is effed somehow or something but I remember it happening more than once. Ill test it when I get home and see if it was a fluke or I'm remembering wrong. Maybe something was accidentally changed in the update.
Rest of the titans if you have enough AM draining ships you can drain them off (not looking at vasa rebel tit) but eradica (advent rebel tit) LVL 6 or more is impossible to drain..... Herein lies its true power
Just say suppression doesn't need AM and call it a day.
Sorry meant eradica Advent rebel titan.
Advent loyal titan dies to 40 LRMS and can be engaged with fleet because it doesn't have AOE ability
I thought we were past the whole "Final Release" that's really just beta with more shit needed to be balanced and fixed?
Sorry if I am wrong but isnt it true with the exception of the TEC loyalists who can have two active star bases in a normal grav well and 5 in a Star well that the vasari who can warp in star bases, isnt only 1 active and the rest are all disabled? I mean i can see a threat in having to destroy the multiple bases but only one's weapon systems are activated at a time so even though they have great armor they would be sitting ducks with no weapon systems. Or are all the vasari SB active in the gravity well? Also I think if you played as the TEC loyalists you would be able to defend against the enemy titan and SB especially if you have the fully upgraded hangar bays in both SB and several hangers around the planet. Throw in a fleet and the vasari should be stopped correct?
I was going to try to make sense of this and rewrite it, but I had a small seizure about line 4.
Vanilla is still Vanilla even if it is Vanilla Rebellion.
u had one siezure reading, how many do you think I had writing it? lol I do not understand what you mean by vanilla. I know what vanilla means in the sense but how does it apply to what I said?
You are correct, only one VR SB can be active in any given grav well at a time. It is still OP though, because once you destroy one, the another goes online. It should not be possible to phase jump a VR SB to a grav well already containing a VR SB.
I think you should only be able to jump into a friendly grav wells and only two SB in a well at time. One active and the other inactive. Jumping into a neutral or enemy gravwell with a starbase seems quite farfetched if you think about it. But those players who send multiple SB's into an enemy gravwell are at a disadvantage depending on the enemy faction and the defences the grav well possesses. All the credits and building time spent upgrading the bases will most likely be wasted
Its AMISH!!!! Yeah~!
Welcome back good sir. Good to see a great tactician on balance back in the saddle.
Do you have rebellion- Area of effect ability? Suppression ^^
Read.
You have suppression yet you don't couple that with vertigo and shield projection.. Ofc it will die vs frigates.
The VR "jumping Orky" should be nerfed with the additional phase slot upgrade as suggested. That alone will still make it useful without being quite so OP. Additional adjustments may be needed but should start with that. Anyone suggesting the Orky should use fleet supply will get burned...
I think Coronata titan should be "faster" with a better turn rate than it currently has as a possible buff. Its got like 8 damn engines on the back (multi directional, compared to the Eradicas 2 of approx the same size). Making it the "quick strike" titan may be all it needs and will also help with the rather limited range of its "insert name" laser of doom (increase titan turn rate/speed and you negate the "need" to change its primary weapon stats). Obviously, this will help its survivability as it can run away more easily as needed.
VL titan....add phase missles.....!!! But speaking of "engines", the VL titan has an "exhaust" coming out of its ass from no discernable port...just looks weird. would like that either removed or an actual port for the exhaust added, but this is way minor. +1 to suggestion of increased turn rate for short period after micro phase jump. Maw should have limit on how many ships it destroys (I literally sucked in like 250 pirate ships after they phase jumped right infront of me...seems way OP)...after that limit it should only do massive damage to frigates. Maw ability should have some affect to cap ships (dunno what tho...suggestions?) Spawn phase stabilizer cooldown should not be changed IMO, but make the spawned phase stabilizer not use tac slots. If I can place it in a grav well with no tac slots even available, it should not use tac slots in one that does. With the extremely high cooldown, this keeps this from being "abused".
Corvettes...this is a tough one. OP in the early game, nearly useless except as cannon fodder in the mid-late game. Corvettes should be strong against SC, strong against frigates only in greater numbers (2/3 to 1) and nearly useless to anything larger unless in overwhelming numbers. Also, why do none of the cap ships have flak (except specials like the Kol). Using the TEC as an example, if the Garda has 4 flak turrets, each cap ship should have at least 1(some of the more defensive/utility cap ships should maybe have 2) while starbases have at least 2). This should solve SC/Corvette spam at least in the early mid-game and later while not completely destroying their viability. Also in the same grain, Harnger defense platforms should ALL have their SC squads increased by 2 and either A: be more expensive and/or B: by additional research for all factions (not just the Advent, which would keep their 1 additional SC squad-per-hanger advantage). This would also assist with SC/Corvette rushing/spam.
Wail should set to a max damage limit per pop per neighboring grav well instead of causing damage to every ship at 20 per pop per neighboring grav well. This means it would wipe out only small fleets, and reduce the numbers greatly of larger fleets while not completely annihilating them. Player should not lose control of planet for this but should bring pop down to 0 (or 1 if needed to keep control of planet). Cooldown shouldn't be needed since it would take enough time to bring pop back up to use it.
I have never had a problem with taking out a Corsev (not more so than any other cap ship anyways). Its already ugly enough so I am not in support of nerfing it at all at this time. If it wasn't for its capture ability I would never use the damned thing.
Eradica (AR titan), Chaotic burst may need a slight...and I do mean bare minimal, nerf. I never use unyielding will because I'm not letting you destory my titan in the first place. So I skip that upgrade for the Antimatter/cooldown upgrades (which I don't use for the other titans). I don't think that Titans should retain their full level if destroyed either...maybe -1 level when killed but in certain scenarios it really sucks to know you just threw everything you had at a near-indestructible level 6+ titan (looking at you VR) just to know you are going to have to do it...again...soon.
My 2c
Suppression by itself does nothing. What I mean it does not kill enemy frigates like chaotic burst does....
Frankly all titans that don't have AOE ability that actually do any damage are sort of meh. It is prety safe to attack them with frigates if you are sure you are going to kill them.
I like the idea of having the Starbases only jump to friendly wells. Still being defensive units, just able to freely roam. Ofc, I'd further add that once you start taking bombardment damage in a well, you can no longer jump there - so no emergency-starbase.
I see that :
1 Vasari Starbase moving (23000 points of life)+ 1 Vasari Titan vs 4 TEC differents Capital Ships + 1 TEC Titan + large fleet TEC well leveled up
The first wins easily.The vasari starbase must be revised. Its too cheated.
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