Also, good job on corvette nerfs.
Discuss.
Ah you hipster you.
I bet you only play AL b/c no one else does.
Even I have my limits...
how rude
After finally deciding to try out Vas rebels in MP after only playing TR and AR, omfg how do they think they could possibly come to balance jumping orkies, phase stabalisers and that STILL ridiculous "leach all ur fleets HP and anti-matter and put it into my fleet" titan.
I think this was done from more of a LORE perspective and not from a competitive MP standpoint.
In other words, "Advanced aliens wtfpwn the puny humans and their half breed advent mutants"
Heres how u balance jumping orkies, u stop them from jumping OR buff other races SBs by a factor of 5 (and more if u dont increase their range aswell... altho a TEC loyal double SB turtle is bad enough already... increase bomber dmg too? no... got it! those currently USELESS anti structure cruisers need either a buff or a cost decrease).
letting orkulus rex move around a gravity well is badassed as it is (THAT should be the T8 upgrade based on the current comparitive strengths of the SBs)
Heres how u nerf phase stabalisers, u remove them OR... no just remove them, jesus that shit is easy street when u dont need to worry about where ur fleet is in regards to defending ur empire, never having to divide ur forces allowing you to easily fight on two fronts with ur whole fleet AND you can jump behind enemy lines with kostura... many LOLs were achieved with this ridiculousness in the last game
Heres how u balance rebel titan, just swap that ability that lets it restore AM and HP to ur surrounding fleet with something else thats nearly useless (like an ability that lets it stay alive for a minute or so longer when the titan dies)... but KEEP nano-leach as on its own (without the fleet restore ability) AFTER last patch, it seems pretty balanced, indeed the titan is doomed without it.
also corvettes may have been nerfed a little too much? not sure yet but i find i dont use em anymore.
Of course people can claim there may be ways around these unbalances (just use caps or another titan to kill vas rebel titan geez wat r u guys dumb?!) well... thats probably one of the more ignorant responses with the author obviously assuming that the titan is gona be all alone all the time without a cap killing support fleet... even some of the better solutions like a microed bomber spam to kill orky (running carriers in circles away from orky to kill it)... really? That doesnt make it balanced does it? No, It does not good sir.
You make them a whole lot weaker if and only if you are intent on having them jumping around. By let's say cutting down the upgrade slots of a Fully Mobile Starbase to 4. Voilà, there's a way to go.
And I'm totally aware that this idea has been brought forth by a myriad of people before, so I'm riding one of the deadest horses in town. I know it.
You limit the number of targets of its skills to a more reasonable amount. Like 5-10 per level.
Please don't kill me, I am a nub, but what if you didn't allow the VStarbase to use the phase stabilizer? That way it couldn't jump in right to the front in affect giving them 2 Titans.
Not enough by half. Fact is it's not balanced for starbases to be upgraded at a safe location then sent to attack at full strength under any circumstances.
There's not cost effective way to defend against a Vasari Starbase attack- in the past this type of attack was balanced by the fact that the Orky had to be built and upgraded on-site, giving the defender PLENTY of time to destroy it before it becomes strong.
Jumping orkies will never be balanced as long as they can have 8 upgrades, period. At the very least allowing them to jump needs to eat up 2 upgrade slots.
One small change I'd advocate is to remove the destabilization on them...that way at least you can retreat from your own planet without killing your fleet...not enough to fix the issue but it'll help....
That is one upgrade less on the combat side. This is not much. You'd have to go for -4 upgrades to see a reasonable effect. Which sounds very harsh but hey, that thing is a monster to begin with.
I believe the original idea was to add an extra level to the phase node upgrade, so it'd be at least 2 SB upgrades...
It would also add quite a few preqreqs, and require a total of 13 labs, instead of only 8.
13 seems a little high...how about 12? Or maybe 13 labs total, including both civil and military...
Or maybe SBs should require capital ship slots...no, better idea, you get one SB for each upgrade to your fleet supply...
What about making SB upgrades cost fleet supply for all factions? Then you give TEC and Advent upgrades which give a -1/-2 fleet cost per upgrade. TEC Loyalists could get a -3 fleet per upgrade since they can have 2 SBs per gravwell.
Consider this table, with each upgrade costing more fleet than the previous:
To get the example started, if the first upgrade costs one fleet, the second two etc. up to 8 upgrades, the starbase would cost a total of 36 fleet supply. It's still a bargain considering that they can kick capital ships around.
To get it in game though, it would be better to start with at least 5 fleet supply for the first upgrade.
And what about Vasari Loyalists? They have no need of starbases as defense?
To Seleucia/pbhead: I know 4 used upgrade slots for jumping Orkies sounds way too extreme. But if you let it cost one it has still full combat upgrades. Two doesn't make any big difference either. From 3 three on there is a palpable and in my opinion reasonable difference. I don't consider the skill upgrades viable combat upgrades when compared to the raw power of weapons/armor. So how would you possibly balance that thing if not by severely limiting its combat potential? Any input appreciated.
I think Pbhead and I were sort of trolling to a degree...
In all seriousness though, 2 still is a substantial loss...max weapons plus max defences for Vasari is 7 upgrades, so even a 2 upgrade requirement is cutting from weapons/defences...of course, they still are going to be ridiculously powerful...
I just am not sure if upgrades are really going to solve the problem, because even at 4, you still have a moderately powerful behemoth that costs no fleet supply....
The core of the issue is that supporting them requires no fleet supply maintenance, which means eco players can just spam them....if you don't address the core of the issue, it's likely not going to get solved...adding price increases just raises the threshold that will still inevitably be overcome by an eco player, and taking away slots still does not solve the fundamental issue...also, it could make it completely useless, which we don't want either...
You are right, 2 upgrades less does hurt indeed, and I'm partial on agreeing with you that upgrade slots won't solve the matter. I've focused a bit too much on balancing the Orkulus directly I think.
How about approaching this differently: Let the Mobility research impose an additional level of taxation, say 10-20%. Let the jumping ability be a normal stand-alone, one-level upgrade and let it impose another 10-20%. That way a non-eco player would need to keep his fleet at a reduced size if he wants to keep his babies around. And an eco-player would do well not to build too many of those at once to keep up his economic potential.
That alone would be quite interesting...furthermore, it can be easily modded/implemented with no changes to the engine...
Just for the sake of organization, I'm going to tally the issues facing Orkulus Rex:
Suggestions that I have seen so far to remedy this, none of which I like (even if they're combined):
My suggestion is as follows: combine the "pack-unpack" suggestion with a non-arbitrary limit on where the starbase can jump, to wit: it can only jump into gravity wells belonging to you or your allies OR into enemy gravity wells in which your culture or allied culture is reducing the gravity well's allegiance (it's not enough for culture to simply contact the gravity well -- culture output must be significant enough to reduce the planet's allegiance and/or penetrate past said gravity well).
Lore justification: advanced telemetry required to coordinate starbase phase jumps; also plays into the Vasari Rebel theme of teamwork and cooperation.
This allows a smart player to defend his gravity well from an Orkulus rush with a T3 upgrade and/or a couple of capital ships (which repel culture). This would also allow smart allied players (particularly the Advent) to spam culture to create a path for Orkulus Rex; by comparison, enemy teams can spam culture to prevent Orkulus Rex from arriving in the first place. But even if it arrives, it would still have to pack and unpack.
By severely, but not arbitrarily, limiting the mobility of Orkulus Rex to situations in which you need to actually dislodge enemy culture generating st, you provide a disincentive to use it -- it becomes less viable for economy players to spam the thing.
This might not be enough, but it's a start.
If necessary, Orkulus Rex might need to lose Jump Destabilization in exchange for Jump Capability (or it might be a toggle?). If so: when you research jump capability, players must toggle between Jump Destabilization and Jump Capability (with a long cooldown -- five minutes, maybe more, so they can't jump in and switch it up).
That is essentially moot...it is extremely difficult to overrun culture, and in the circumstances that you do overrun the enemy culture (basically, an entrenched suicide player) , you probably don't need a phase jumping orky...requiring your culture is about as limiting as requiring the destination to to be a friendly gravity well...
Your list of recognized suggestions fails to include any changes related to fleet supply which is the fundamental problem with this...suggestions include:
By far the easiest of those three solutions to implement is the 3rd...no new mechanics are needed, and it requires the modding of only one entity file...the 2nd solution is bad because it makes defensive orkies more expensive than what the other factions have to deal with...
The 1st solution isn't too bad, but would require dev action or a very intricate mod that has an invulnerable frigate spawned with the orky each time one is constructed...and that frigate would have to auto self destruct if the orky died...
I would also suggest that the phase destabilization only works in friendly gravity wells, which could also be done via modding and is easy to implement...
This was never proposed the way you describe here. The exact idea was to tie Jump Capability to an upgrade slots which woud use up additional slots only this upgrade was chosen. This way a purely defensive starbase would not suffer at all.
The unpacking/packing idea is interesting but is as difficult to balance as directly balancing the starbase's stats, so I don't consider it viable.
I think someone mentioned that they are most likely implementing an attack debuff on entering a new well in the next patch.
My fix would be to stop the newly jumped orky targeting ships for a couple of minutes. Then it can still fulfil its antistructure role, but can't kill the fleet too.
I actually feel that the vasari REALLY needed the orky to jump. Otherwise killing defences is yet another thing that vasari can only do by carriers. And spamming carriers is always lots of fun...
They did indeed mention this, but as pointed out numerous times it's impact has to be doubted. Concerning your last point: The Vasari Loyalist still has to make up for his lack of a fully mobile star base acting as an anti-structure weapon. The Vasari have always had the advantage of a semi-mobile star base with above average damage potential and the possibilty of increasing its construction speed in enemy territory, so this point is dealt with to a certain extent.
Coming back to the topic of taxation:
While imposing an additional level of upkeep on researching Full Mobility reduces an eco-player's resource output, thus reducing his ability to churn out star bases at will, it has a drawback.
An eco-player could still pre-build his star bases, then research Mobility, then go rampaging. He would take a dent to his economy, no doubt, but the threat he poses doesn't get any smaller. Applying additional upkeep per mobile star base would hamper his eco even more, but only at a point that no one wants him to get to in the first place.
So yeah, I'm a bit discouraged by my idea. (Which is quite equal to imposing a fleet supply cost to the mobility upgrade, now that I think of it... So credits go to whoever came up with it originally 0)
I've had minidumps and crashes with Sins consistently since February 4, 2008. It's my number one complaint about the game and the primary reason I have a hard time loving it (as opposed to moderately enjoying it).
The reason why I like it is because it can be implemented now via modding...I'm not saying it is the best idea, but it is viable without the devs having to change the engine...
Everything else (SB's requiring fleet supply, or jumping SB's requring fleet supply) would require an engine change or a ridiculous and intricate series of buff files...
Touché! Applying a debuff after jumping is already possible, too. Just like Phasic Strike which is, oh the irony, a Vasari Rebel technology. I wonder why the dev's didn't include it last patch, they seemed quite sure about what to do with the Orky.
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