News (3/23) : I am working on evaulation mod now. I am working on TEC side.
Now it is done. Download
The changes made in this evaulation mod are a bit different from the ones posts here, due to either my lacking skill on modding and/or limitations on engine/hard wired settings.
Now you can download this.
To people who play singleplayer only : PLEASE DO NOT COMMENT OR POST ANYTHING HERE. This is dedicated to real-life multiplayer. This thread is for major rework on capital ships' abilities. There are many threads about capitals in this forum. While we may have different opinions on each individual ships (other than some must-have ones), I found there are some concurrent consensus capital ships ; most of time, they suck. Yes, they suck, period. OK, need more explanation? They suck horribly. Still need extra explnation? Other than a few must-have caps, they suck horribly. MOAR explanation? Other than a few must-have caps, they suck horribly because many of abilities are useless or become obsolate in late game because they don't scale well. I don't know about what other's feelings, but I am getting tired of the fact that people are forced to choose specific caps in order to stay alive in multiplayer. Why Vasari player must choose that space egg? Why Advent player must choose that mothetship? Why TEC player must choose that siege ship? What about other ships? Do you EVER see a Sova carrier unless you play 1vs1 game where your home and opponent home is just one phase line away? Do you EVER see Marauder? I played more than 200+ games now, and I saw only FIVE cases people actually use them. Or what about Advent battlecruisers; they actually had more chance to be shown in 1.05 than in 1.1. Wait, there's more! Some caps are just plain better than others! Both Mazda and Vulkoras do same things, yet in performace they are vastly different. Advent gets massive boost with its superior colony cap and synegy, while Vasari's follows close and TEC's being just underwhelming. Oh, by the way, some capitals need extensive micro to be make useful. Look at Dunov. People who are used to enjoy usual low-micro-environment SOASE will find themselves in trouble to use this rectangle ship properly. You need to look AM of TEC ships in general, or AM will run out pretty fast. You need to memorize which ability requires front-facing or not. Else you will have trouble that Dunov needs to face the enemy front in order to fire Magnetize and EMP charge. These micro requirements are unnecessary and opposite of what this game is aiming for. My suggestions' are: 1.) We NEED better access to high level (5+) capital ships in mid-late games. 2.) ALL capital ships' abilities need to be useful for MOST of times, like ones of teh EGG!, Mazda, etc. 3.) MOST of abilities need to be scale well as the fleet goes bigger, like Mazda's missile barrage. 4.) People should not be penalized at start because they do not choose 'proper' cap, usually colony cap. 5.) At last, MOST of abilities need mininum micro requirement. Avoid manual targeting/micro as much as possible. Let's take care of 1 and 4 first. In order to accomplish these goals, following changes are necessary. 1> Colony frigate's anti-matter regeneration rate need to be as same as level 1 colony cap. This reduces waiting time caused by colony frigate and allows faster colonization. 2> Rehaul the way research on capital ship level works : make two or three stages of the research that which will increase the basic level of the capital ships. This means the capital ship comes right out of the factory with more than level 1. The research cost would be 1000/200/200-1200/400/200-1500/500/300 For basic level of 3-4-5. Now 2,3,5, I will go for each ships. First TEC. Remember the purpose of this changes to make pretty much all of capitals as effective as teh EGG! or Mazda with missile barrage. Kol: -Railgun: Not only it has lackruster damage, the AM cost is just too high.Solution: Keep the damage/cooltime same, but let it ignores shield and its mitigation, like phase missile with 100% chance of bypassing shield and mitigation, and reduces AM cost to 50. At last level, it does 1200 unmitigated damages on nearby targets, as radius of 1800. -Flak Burst: High AM cost, otherwise it is fine. Solution: 100AM -> 90AM. -Adaptive Force shield: So-so ability, but it does not scale well (only affects KOL) Solution: I think this should be AOE effect that affects nearby ships (radius of 4000/5000/6000), and reduce damage reduction to 10/20/30% Leave the phase blocking values as it is. -Finest Hour: Very fine ability that needs no fix. Solution: N/A Sova: -Number of strikecrafts: It simply does not have enough in early and not so impactful in late game. Solution: 4-1-0-1-0-1-0-1-0-1 as level increases. So in total it will have 9 strikecrafts at level 10. -Missile Battery: Why do we have this? Solution: Change its armor to "Very Heavy", lasts permanently instead of limited life time. Reduce AM cost to 100. As level increase, decrease the spawn time to 50/40/30sec instead of 50 for all levels. Increase DPS to 20/30/40. Leave other numbers as it is. Limit the number of battery Sova can operate to 2->4->5. -Embargo: Fine ability that needs no fix. Solution: N/A -Heavy Fighters: Will be fine with increased number of strikecrafts. Solution: N/A -Rapid Manufacturing: What a facepalm ability. Solution: For 90sec (from 45sec), ALL carriers (not just only Sova) in same grev well build strikecraft instantly. Reduce the antimatter cost for building strikecrafts by rate of 100% (1/2 of original) Oh, get rid of that lame 30% production bonus as well. Akkan: -Colonize: Good thing that now bonus applies instantly, but bonus on extractors are terribly wrong (since TEC has a cheap research to reduce the cost of extractors!) Solution: As others suggested, give tax bonus and starts with 1-2-3 free extractor. Also it reduces underdevelopment cost for 60 sec-120 sec-180 sec by 50% for all levels. -Ion Bolt: Other than AM cost, it is fine. Solution: 85AM to 65AM. -Target Uplink: So, why we have accuracy bonus when pretty every weapon does 100% accuracy? Yes ships lose accuracy (not by large margin) when moving but so far I really have not had a battle where every single ship is busily moving around (exception of my dying cap and flak frigates) Solution: Change to damage buff, and increase the value to 10/14/18%. -Armistice: fine ability needs no fix. Solution: N/A Dunov: -Shield Restore: micro-intensive. Solution: Fix autocast behaviour to prioritize capitals or always heal capital ships only on autocast. -EMP Charge: who else knows this is front-shooting one? Solution: Make this same as shield restore. No need for turning. -Magnetize: who else knows this is front-shooting one? Solution: Make this same as shield restore. No need for turning. -Flux Field: With more powerful basic abilities, Flux Field will be useful. Solution: N/A Marza: -Radiation Bomb: Probably AM reduction is needed. Solution: reduce AM cost to 70 for all levels. -Raze Planet: too much AM. Solution: 70->60->50 AM. -Incendiary Shells: A little bit low damage. Solution: 4.5->6->7.5 damage per sec for 15sec. -Missile barrage: I feel with the fix for support caps, Mazda will be more likely interrupted by disabling ability, making this ability much less useful. Solution: Make duration shorter (25sec -> 20sec). Keep the total damage (3000) same. So....(bring calculator) it should to 187.5 damage per salvo, total of 16 in 20 sec. This will allow Mazda to do enough damage before it is crippled by various abilities.
....Maybe this change is not really needed?
But remember, this is a channeled ability that has THE LONGEST CASTING TIME. You should counter a lone mazda with support fleet very easily. Mazda with other support capitals are a bit different story, but if you diable mazda first, due to long cooldown time, your fleet will be saved.
NOW Vasari. Kortul: -Power surge: it is only good for the ship itself. Solution: give same effect on nearby ships, radius of 2000-3000-4000. Increase the AM cost to 65->80->100 as level increases. -Jam weapons: fine ability needs no fix. Solution: N/A -Disruptive strike: somewhat fine ability may need slight boost. Solution: Further increases the chance to 45% -Violate nanties: Recently I found that they nerf the explosion damage. WTF? Solution: Bring 2000 explosion damage back. Skirantra: -Number of strikecrafts: It simply does not have enough in early and not so impactful in late game. Solution: 4-0-1-0-1-0-1-0-1-0 as level increases. So in total it will have 8 strikecrafts at level 10. -Repair cloud: Too much AM cost. Solution: reduce the AM cost to 80-70-60 -Scramble bombers: again, too much AM cost. Solution: reduce the AM cost to 60-50-40. -Microphasing Aura: the radius needs to be increased to be more effective. Solution: increase the radius to 14000. -Replicate forces: make the replicated ones remain permanent. If you want to whine, then you should Advent's dominance also not permanent (game description is lying to you!) Actually, dominance is more effective since it can get much more ships and enemy actually loses ship. Even if Dominance is fixed, I think this ability should be permanent one. Solution: Make permanent and increase the number of created ships to 5. Teh EGG!: *Exchange Gravity Warhead and Subversion with Antorak. I mean let's make Antorak truly phase-gravity support ship, shall we? -Colonization: may need some buff on bonus. Solution: increase the buildtime reduction 20%-40%-60%. -Nano: All hail to teh EGG! Solution: All hail to teh EGG! -Subversion: fine since now teh EGG! has it! Solution: All hail to teh EGG! -Drain planet: All hail to teh EGG! Solution: All hail to teh EGG! Antorak: -Phase Out Hull: Fine ability needs no fix. Solution: N/A -Distort Gravity: Reduce the AM cost. Solution: reduce the AM cost to 50. -Gravity Warhead: The 'range' (not radius, get a hint) is too short. Solution: it is more of bug, it should get same range of Nano, but it seems the range and radius in game file is messed up. Fix that and it will be fine. -Stabilize phase space: very lackruster ability other than certain situation. Solution: Make this passive ability. Yes I mean it. Make this mobile phase stabilizer. Vulkoras: -frontal DPS/range concern: Increase dps value to 28 from 24 (look reference chart, not in game infocard) and increase the range to 6000. This way while it is still slightly weaker than Mazda, but will has slightly more range (Mazda has 5500 unlike all others have basic 5000. Wonder how many people know this...... BTW other than Vulkoras, all Vasari capital's phase missile's range is 5500, why Vulkoras has inferior range is beyond me.) Solution: see above. -Phase missile spawn: the problem is that it does not scale and short range, and can we make this as real 'phase missile' please? Solution: Target 5/15/infinite number of ships. Increase the range to 6000. Give the bypass chance 20%-40%-60%. Keep the damage and AM cost tweaked as 80-110-140 as level increases. -Deploy Siege Platform: too much AM cost. Solution: reduce the AM cost to 80 for all levels. -Assault specialization: actually fine ability needs no fix. Solution: N/A -Disintegration: I think it also needs to leech AM as well. Solution: Make it also sucks 50AM per sec while recharges 35AM per sec for itself during the duration.
Advent:
Radiance:-Detonate anti-matter: Fine ability needs no fix.Solution: N/A-Animosity: I'd say back to infinite targets back to 1.05.Solution: Targets should be infinite in level 3 of this ability.-Energy Armour : Again fine ability needs no fix.Solution: N/A-Cleansing Brilliance : Slight increase of total damage would be nice.Solution: Make the duration of this ability to 10 sec, so it will do total of 2500 damage instead of 2000.Halcyon:-Number of strikecrafts: It simply does not have enough in early and not so impactful in late game. Solution: 4-0-1-0-1-0-1-0-1-0 as level increases. So in total it will have 8 strikecrafts at level 10.-Telekinetic Push: Fine ability needs no fix.Solution: N/A-Adept Drone Anima: With increased number of strikecrafts this will be useful as well.Solution: N/A-Amplify Energy Aura: Fine ability needs no fix.Solution: N/A-Anima Tempest: With the increased number of strikecrafts, the number needs to be go higher (and needs to be more useful as well)Solution: Create 60 strikecrafts from 30Mothership:Most of abilities are fine (I am getting lazy I guess) I will write down ones that need to be buffed and changed.-Malice: OK, instead of affecting randomly chosen ships within radius, Make this as targetting ability with AOE.Solution: The max number of targets can be infinite, but make this ability as targetting ability with AOE.... radius of 1000->2000->2500-Resurrection: Hmmm, this should works for Allies' one as well.Solution: see above.Rapture: Very few (in fact only one person) gives idea on this ship, and myself... I really don't know about this ship. Leave as blank until more suggestions come (if ever )Revelation:-I say Revelation needs a huge beam cannon (one or two). Not only the abilities other than crippling one are rather underwhelming, Advent is only race without dedicated firepower support cap.Put some beam cannon to make frontal dps of the Revelation to 23 (not as full as Vasari or Mazda since Revelation is more mix of siege/firepower and support.)This is my sole idea, so feedback/thought on this would be good. ....Probably this is stupid idea... -Guidance: Make this targetting ability with AOE.Solution: See above (AOE radius 1000->1500->2000)-Clairvoyance: The AM cost is still high even on 3rd level. Solution: Reduce AM as 60->50->40.
Please make comments on my proposals, and give some ideas on Advent ships.
By the way, those who saying TEC capitals ships need to be weak in abilities due to race difference are lying to themselves.
1.) The basic stat (hp, dps, etc) are virtually negiliable. Look numbers and do math yourselves.
2.) A claim that TEC's economy is superior to others is plain lie; Advent and Vasari have good ways to get much better economy than TEC. If you don't know this you have not played enough.
3.) Finally, ALL capital ships' costs are same. Should we expect very similar performances from all capital ships? since they all cost same?
No one will argue that most abilities are really bad. Also no one will argue stuff jsut does not scale. Like old Malice was great, it scaled with fleet, it now blows chunks, NO ONE uses it. Antorak used to be awesome, it now stinks because of Assailant nerf, and the buff to Egg speed. List goes on and on.
BTW buff Akkans lvl 1 Colonize plz to 1 extractor, so we actually have an incentive to take it. No other buff to this needed.
So... I got a nice 150 credit boost compared to Advent or Vasari?
.....added.
Wait, all colonizers' speeds are slower compared to others and I think it is justified (colonize alone makes this powerful enough)
Well at begining of the game it will be 250, then if you are goign military (not everyone gets the research especially in MP) then at lvl 3 you might take second lvl of colonzie, for 500 saving. To topt hat off, because the extractors build isntantly you get additional resoruces isntead of waitign for the extractor to be built.
Well then, the point is valid. I added the extractor and tweaked the tax bonus (changed to 50% reduction).
I agree with you on most of those points. A lot of caps could use some reworking, and there's no question that the big three (Marza, Evacuator, Progen) simply outclass everything else in their respective factions. The micromanagement problem, however, is more to do with the crappy auto-cast AI. It doesn't have to be perfect, but right now it's completely and utterly appauling how it works and with few exceptions (shield regen on progen, how can you mess that up?) it sucks.
I would like to say is that I dislike how you target almost every ability, even if they do scale well. Maybe Kol's flak burst does need a AM buff, maybe it doesn't, but the fact remains that it scales well as fleets get larger, so it doesn't really fit with the theme of your topic. I also think that some abilities (such as magnetize and EMP charge) do scale well because they can be used against capital ships. If caps are stronger, then anti-cap disruption abilities inherently get more important.
1> Colony frigate's anti-matter regeneration rate need to be as same as level 1 colony cap. This reduces waiting time caused by colony frigate and allows faster colonization. 2> Reduce the cost a little bit and SIGNIFICANTLY reduce the time for buying levelup for capital ship. And set the max as level 6.
Agree on colony frigates; long overdue. Disagree on capital ship max upgradable levels. While 5 is arguable, the 6th level should not be purchasable. I strongly feel that has to be earned. Early on, you can always attack a pirate base or something to get that level anyways, but the point is you can't do it while sitting around picking your nose. This is important for FFA's, since getting out and fighting is necessary to raise your capital ship levels, whereas if you can get to level 6 you can get all the abilities that really matter anyways without ever having to raise a finger.
-Shield Restore: micro-intensive. Solution: keep everything same, except give AOE healing. Restore shields of ships neaby target as range of 1000->1500->2500 and restore 150->250->400.
Now it's cloned the progen's ability. I do think this should remain single-target, as it's primarily for use on your own capital ships anyways. It's not a front-facing ability, so I don't think any change is necessary.
Mazda: -Radiation Bomb: Probably AM reduction is needed. Solution: reduce AM cost to 60 for all levels. -Raze Planet: too much AM. Solution: 70->60->50 AM. -Incendiary Shells: A little bit low damage. Solution: 4.5->6->7.5 damage per sec for 15sec.
Buffing the Marza? Incendiary shells, sure, but definitely not the other abilities. Radiation bomb and raze planet rock at the start of the game, and once you have ship anti-matter upgrades later on anti-matter isn't a huge issue for Marza.
Replicate forces: make the replicated ones remain permanent. If you want to whine, then you should Advent's dominance also not permanent (game description is lying to you!) Actually, dominance is more effective since it can get much more ships and enemy actually loses ship. Even if Dominance is fixed, I think this ability should be permanent one. Solution: Make permanent and increase the number of created ships to 5.
Dominance requires you to actually enter battle and come into range of enemy units. You will lose more ships than you gain from using it, and if you don't you already outclass the enemy fleet so dramatically that you could steamroll anyways.
Replicate forces, however, can be done within the safety of your own empire and could be used to create an indefinitely large force without ever spending a penny. It would be classic RA all over again...
*Exchange Gravity Warhead and Subversion with Antorak. I mean let's make Antorak truly phase-gravity support ship, shall we?
Actually, I like that idea a lot. Seems very appropriate and would make the Antorak a must-have.
As for the Advent ships, they're probably fine as is, but if everyone else is getting a buff some of them may need to be changed.
Radiance:
Detonate anti-matter and its armour upgrade are fine, since one is anti-capital ship (automatically scales, IMO) and the other also scales well. If similar abilities get buffed, animosity could probably use a maximum target buff, but otherwise is fine. So long as malice isn't buffed back to its former glory (probably some middle ground is needed) cleansing brilliance could use some love.
Revelation
Reverie is another anti-capital ability, so it automatically scales. Guidance could use a moderate buff, but making it an area of effect ability could well be going overboard. Clairvoyance scales well, as does its ultimate.
Mothership
Malice could probably use some balance between its current and old form. Maybe no maximum number of targets, but instead diminishing returns on "shared" damage. It would still be better to have more targets under its effect, but each individual target would take less damage. Its other abilities are fine; ressurrection is sub-par, but given how powerful this cap is I think it's fine to have a sub-par ability. Ressurrection scales well, anyways, since it buffs friendly capital ships.
Halcyon
If the number of strike craft carrier caps support is increased, Halcyon should be fine. Maybe its ultimate needs to be looked at to scale appropriately with the additional strike craft, but otherwise fine.
Rapture
Vertigo is fine, Concentration is VERY fine, and domination works wonders. Maybe vengeance could get reduced anti-matter cost and faster cooldown. Along with a better auto-cast AI, it could be very effective if spammed on multiple targets (who are taking the most damage, of course...) across your fleet.
Let me get this straight. You are proposing changes that will effect everyone and you don't care how this will affect single player? Hate to break this to you, but MP is the minority here. This seems to happen in almost any game with MP. The vocal minority tries to dictate to the majority what should and should not be changed. Remove the above quoted phrase and I got no problems with proposals like this. It's when you exclude the majority of players, is where I draw a line.
The AI isn't much of a threat, so singleplayer gamers don't exactly get a full sense for the game's balance issues. For singleplayer gamers, sub-optimal is just an extra layer of challenge. For multiplayer gamers, sub-optimal means worthless. You have to go with the strongest units and strategies or else you get creamed, so the experiences are quite different.
The game needs to be balanced and fun for everybody. Not just those who play online.
Hey, I'm mostly singleplayer myself. Fact remains that with the AI you have the leeway to play with sub-optimal units and strategies because it just isn't very good. This makes it more difficult to make precise statements about unit balance.
As I said "sub-optimal" strategies in singleplayer is just a bit of extra challenge, but in multiplayer can be nearly unplayable.
All you need for singleplayer is just fixing the AI to follow according changes.
Done.
Really, all you need is just change AI to make sure it uses newly revised abilities (but in current state AI does not anyway)
It won't affect singleplayer experience much since usually both player and AI do not use capital ship abilities. We may bring much more drastic change and imbalance if we fix the AI to use more LRFs
As I person who also play singlepayer sometimes, I definitely don't want to see singleplayer broken, and fortunately it can be always fixed by changing AI behaviour.
It is always easy and misleading to do balance from singleplayer perspective since AI is not perfect and highly misleading (i.e resource boost breaks the balance regarding cost) So it is always needed to be approaching from multiplayer perspective to solve the balance issues.
And Darvin let me get your comments....
P.S : yeah, if Ironclad makes AI to use LRF more often and more aggressively, we would hear a lot of compliants from users who are used to make a lot of LFs, but such event won't happen on capital ship changes since neither of them (both user and AI) use caps very well enough.
I don't know, but I am very and extremely annoying when Dunov slowly turns against a target and shoot the ability, then turns to continue to shoot (remember, Dunov fires weapons from sides, not front) That's very unnecessary waste of time and micro/timing needed. And hey shield restore and flux field are not frontal while other two are; we have a inconsistency here and it really makes the whole ship somewhat unfinished. And as a support capitals, as far as I know there really isn't ability which can be only fired from frontal cone. Hey even ion bolt is not frontal!
Maybe Kol burst does not need any change, but Dunov's issue is the one must be addressed, IMO.
Hmmm, so you don't want to get a nice level 6 cap while I can get a whooping 30 heavy cruisers to rape your precious capital ships?
The survival issue on capital ships are broken in late game, since any concentrated fire (i.e +40 LRFs, or +20 HCs, or hundreds of fighters and/or bombers) WILL KILL your capital unless you don't bring your capitals to the battles.
See, the loss of the capital is virtually guaranteed; the next point is how to quickly recover from the damage.
In current state, it is very annoying and difficult; the money itself is not a issue... The issues are time and effort.
Buying level up takes too much time in current state and the max level is 4. Say even in level 6 we still can't use the capital's full potential and need to bring them to the battles to gain the experience.
Uh oh, the battles? you mean the battles where I bring 30 heavy cruisers to rape?
See, the problem is it is very hard to level up the capitals in late game because there isn't a neutral world around for the level up and capitals are so easy to destroy.... I once suggested to make capitals much more durable than current state, but it seems everyone does not like it.
I think then this is best alternative way to solve this issue; and in FFA, campers the ones who win the games anyway
Yes, something is dealy wrong with this... This is not I originally want to post.
It should be 'Fix autocast behaviour to prioritize capitals or always heal capital ships only on autocast' I will fix this.
Yep, we need to buff Mazda very slightly.
And I mean it.
Look I know people think Mazda as the ultimate capital in SOASE games, but the reality says it is not true.
Bring Mazda to me, I will ion-bolted it to death. Missile barrage will be extremely easy to be countered by cap disabler. Without missile barrage Mazda seems weak.
Raze planet does not rock at the low level, it is more viable in later levels.
Very few ships suffer anti-matter issue after the upgrades and level up, same goes for Mazda. It is not really vaild argument.
No it is not, let's do some math.
I have 40 units, you have 40 units. I use replicate force to make 5 more units.
The difference is 5 now.
You and I go into the battle. I use dominance to capture 5 units. And let's assume I lost 10 units due to battle and you lost 8 units as well.
The difference is whooping 8 units!
See, the point is the enemy actually loses his units while you gain the units. This makes the effiency at least 2x more than replicating the forces.
Hmmm, I indeed sense some cheese with the other suggestion I make (the level up part) it can be new RA all over again indeed. But it does not harm the fact that it should be permanent to at least compete with dominance.
Woot, thanks for the input. I will wait for more responses and I will combine them to make Advent section.
The problem with your analysis of dominance vs replicate forces is that you cannot presume anything about a battle. Every fight is a significant risk on your part. Sure, you could walk out ahead, but there's also the possibility that you'll get hit by gravity bomb and lose a high level capital ship. Then who is ahead?
The point I'm making is that a "permanent" replicate forces cannot be compared to dominance. Using dominance requires an in-combat situation, which is always risky. Yes, its potential payoff is much better, but you cannot eliminate the risk of utilizing it. Conversely, a permanent replicate forces has zero risk associated with using it. This is why you simply cannot make a comparison. Like a superweapon or RA, the only way to stop it is to attack the enemy and destroy the source. Even without the ability to purchase level 6, that doesn't stop it from becoming cheesy once you get it.
The Marza is great because it's not just a one-trick pony, missile barrage is but one part of its arsenal. It's got great DPS, its radiation bomb deals substantial amounts of damage, particularly to tight clusters of enemy untis, and raze planet only takes a couple shots to seriously hamper population growth. Hit an enemy homeworld with that two or three times early on, and you've secured a substantial economic edge. Not quite as good as a Sova with embargo, but you'll have something better afterwards for the real fight.
If you compare the Marza to the mothership or the evacuator, then yeah it's not quite so great. However, that's a comparison to some of the most wickedly powerful capital ships in the game. They're blatantly overpowered crutches for their respective factions (and aren't getting nerfed for that reason; nerf the mothership and Advent's early game becomes a nightmare). Marza is a model of what a capital ship should be; it's got lots of outstanding weaknesses, but its incredibly strong at what it does.
While I agree its hard to level up capitals to higher levels in the current version, that doesn't mean it should be made a freebee. As I said, I wouldn't mind seeing level 5 being purchasable, but level 6 should have to be earned. As I see it, there should be some things you can't depend on. A ship's ultimate ability should be something you cannot depend on; you have to earn it, so your strategy must always accommodate that uncertainty.
i still maintain that the only real problem with cap ships is the difficulty of adequately levelling ships built in the mid-late game.
it should be possible to buy training up to level 6. training should take less time (90 seconds is too long, maybe 60 seconds is appropriate). and training should be cheaper by a large amount (maybe half the cost).
some cap abilities could be tweaked or rebalanced a bit but none of them are game-breaker broken right now, not even missile swarm. better to err on the side of slightly underpowered than way overpowered so i say things are basically fine right now.
I don't think these idea are generally that good of an idea.
For example, the ability to buy a Lvl 6 ability will do the following:
The current thing with caps is that you need to manage your abilities and do the research to upgrade the AM.
It should be remembered that while TEC have lower AM then the others, they can get a regen bonus from culture, so that can even things up. It just requires someone to think slightly differently.
One idea that won't effect the game too much would be to look at the colonise ability of the Akkan.
I would also like to point out that it is VERY EASY to level in late game (slightly harder in mid game) as the amount of ships that get blown up, especially if they are carriers or HC can cause a cap to upgrade very quick. Often the 6-7 or 7-8 is quicker then the 5-6. The issue is keeping the cap alive if someone targets you. While the outcome is the same - you lack a cap with a high ability, you don't want to say "XYZ" is the reason if it is actually ABC.
Of course, if you don't have an opposing fleet to grind for the exp, you can't level. But then you get to kill planets unhindered....
@Darwin3:
Hmmm, that's valid point.
Seems we have two choices for this issue.
1) We either fix the Dominance to work as intended (only 90 sec instead of permanent) and leave the Replicate forces as it is.
2.) We adjust the AM cost, cooldown cost and other things to make sure both Dominance and Replicate forces have both merits and flaws.
I'd say first choice is dumping down the capital; the purpose of my proposal is to make capitals as useful as teh EGG!, so we left with choice 2.
I'd say in current state Dominance extremely powerful (even more stronger than Mazda); I mean every 60 second a bunch of heavy cruisers are yours. It can turn the tide of the battle pretty quickly.
Well, I usually value offensive abilities higher than defensive abilities. So let me think about this issue more. Again if you (and other people who are reading this) have better solution for Replicate force (in current state it is not worth it) I'd welcome to hear.
For Mazda, Radiation bomb does not do substantial damage; even in last level it does 480damage total. While the effect is AOE, 480 damages are really small, and it is usually covered by regeneration of each ship when the Mazda finishes one.
This is the problem in general: Usually weak-AOE abilities in SOASE are utterly bad because ships do regenerate and there are simply too many ships in the regard. Even one can observe that Mazda's missile barrage's effectiveness got MUCH weaker when it just can't kill all ships at one use. For advent, with mothership's regen and guardians, with maxed HP and shield upgrade you even can't damage the hull of illuminators.
This is why abilities with solo target are more effective; teh EGG!'s nano does 600 damage (in first level!) and reduces the armour of 2. Unlike Mazda's R-bomb with full level (which do 480 damages), nano SURELY kills a unit.
Whether it is a scout, LF, LRF or wounded capital, nano almost always manages to kill stuff, and it is important.
Nano has much higher chance to be 'success' than R-bomb. R-bomb suffers, as described above, high failure rates in exchange of being able to target multiple ships. But in reality this does not work because we have regeneration on ships, making the penality of failure too much to make the ability useful.
At last, Nano's AM only costs 75, while R-bomb is 85. Maybe changing it to 60 is too much, but it still needs some slight nerf on AM cost.
I will post more in sometime later.
Edit: Woot!
I guess access to level 6 is not that great idea in the end, maybe level 5.5 (level 5 + some extra experience) is more suitable, but not 6.
I talked with someone and he pointed out even more wicked cheeses can be done, even more worse than multiple Mazdas or Vasari carriers producing free ships.
Woot, already seeing different opinions.
First of all, Hack, TEC does not have that much economy advantage in the game. Normally they are pressured by Vasari and Advent, and they both have some ways to get better economy than TEC. For example, a experienced Vasari player can get most of neutral extractor in 5 minutes of the game, which will give him enourmous economic boost.
If TEC have enough money to get several level 6 Mazdas, Vasari would have enough Anatorks and teh EGG!s to cripple Mazdas and kill them quickly. And it is much easiler for Advent.
And leveling up is not easy in late game, surely not easy when 60 heavy cruisers are chasing your caps. (I won't comment on some last sentence on this issue, since I think it is more of nonsense)
transitive, you may notice that in most of very competitive combats most experience users do not make capital ships more than first one. Let alone getting 3+. This should tell you something about the current state of the capital ships.
By the way, getting level 6 issue is just a small part of my thread. I need you guys feedback on Advent and some suggestions on Vasari and TEC side.
1. if you want easy leveled up capships, play advent. mass transcendance. nuff said.
2. Why buying level 6 is bad: play advent. build one of each ship, level all up to 6 with training. will actually need a second progenitor. scutlle all but one progenitor. build 15 ships. ressurect 'em.
I feel level 6 ability for Advent Mothership should work on all allied caps, not just the caps you own.
the deterrent on getting additional caps after the first is simply that they underperform as freshly built level 1 ships when thrown into the shark-infested waters of midgame fleets. i legitimately think you would see ALOT more caps being built if they could be cheaply levelled up to 4 or 5, which is where they need to be to compete in the mid-game. as it stands now its just a bad investment because its equally(if not more) likely to get fragged by bomber squads or LRFs while its still a mostly harmless level 1 than it is to live long enough to become a big bad dream crushing planet destroying level 5 or 6 monster.
the two solutions to this problem are 1) increase durability or 2) make levelling cheaper/easier.
i like solution 2 better because it addresses the issue head on and doesn't create a seperate balance issue for ships that actually DO make it to level 5+.
Again, I take some exception to comparing the Marza to the Evacuator. The Evacuator's abilities are simply wicked, and there is nothing with anywhere near the effect of nanos. Radiation bomb is on par with other similar abilities. If you want to buff everything up to the level of the Evacuator and Mothership, you're going to have to do a lot more than simply tweak a lot of these abilities. Heck, nanos are a death sentence to many ships after level 1.
I think the changes are enough to make sure caps can compete with teh EGG! in various regards. Hey, with this suggestion Kol can do much more damage than teh EGG!'s nano (but that's make sense since teh EGG! is colony cap while Kol is a battleship!)
We may have to test all the values in someway, but I think the direction is at least correct (I have written this about two months ago. So.... read my suggestion carefully if there is anything weird)
Hey I completely argee with you wnmnkh. 100% I give Karma.
Let's just hope haters and trolls will stay out of this thread unlike my thread.
I may start posting only in Strategy now.
The most useful two ships in the game are definately #1) the Evacuator and #2) the Progen because they are both multipurpose colonizers that have powerful combat uses. For this reason, they are the flagships of choice, and there are many polished strategies for how to use them. TEC flagship choice is a lot more situational to playstyle and the kind of map being played on.
That said, there are a lot of ships with very useful, but more subtle abilities. Some, like the Halcyon or the Skirantra, actually do a heck of a lot to sway the tide of combat. Some are just not meant to be first ships off the line, like the Dunov, but they make for very powerful 2nd or 3rd ships. Some ships become useful because they are there specifically to counter other ships. Yeah, people don't use the Antorak much anymore, mostly because it requires so much attention, but if you micro well, it can be very useful and annoying to fight.
Even with some tweaking of antimatter costs, I think you'll find that most people will build exactly what they have already been building. Why? Because your first ship off the line has to either be a colonizer, or be a strong solo fighter so you can start expanding. Do to the nature of single star multiplayer games, most players will engage each other and possibly even start winning or losing their local conflicts before they get around to making a 2nd capship. Some ships also are easier to use...Dunov's are really useful, but I never use them because I am not as big into micro. Kortul's are not as useful, but they are tough, and I actually kind of like them...personal preference.
There are some interesting strategies you can do with multiple capitals, but you rarely see these in multiplayer games because people are pushing very hard for a decisive victory in a time frame that doesn't allow for the cultivation of high level capitals. Low level capitals are weak, but high level capitals with tech upgrades augmenting fleets are pretty strong.
That said, there could probably be some tweaking, but it probably won't change how people play much, unless the "tweak" is adding another "Missile Barrage" level fix to the game.
And yeah, Gravity Bomb on the Evacuator is like the 2nd Cherry on the Icing on the Cupcake. I have no clue why it is there...all I know is I loves me some Evacuator. It does make a lot of sense on the Antorak, but at the same time, Subversion makes sense on the Antorak too. The Antorak is a scout capital, the vanguard of the fleet. Subversion makes NO sense on an Evacuator, because no one is going to use the Evacuator to go blockade running, which you can do pretty easily with an Antorak, up until midgame when people start placing PJI.
Perhaps the best solution is to leave the caps exactly as they are and only change the time it takes to level up the exp. This means that is early/mid game buying a level is still a large % of your econ (e.g. 2+ HCs worth of credits at lvl 1>2 and increasing the next level is almost a LRM), so you have to make the decision between building ships or upgrading the cap with the money you have... But later on, when you have more credits and it is a smaller % of your economy, then being able to buy the upgrades isn't the issue - it becomes the time taken to get them to into the fight at level 4. So getting each level would be quicker then current so caps can be replaced with a Lvl4 quicker if you have the econ to do it (and they should all take a bit longer then the previous one since training for higher levels is always longer then the lower ones).
This still means you will need to spend 7500 credits plus the resources, it just means if you can do it, you get that ship to Lvl4 a bit quicker...
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