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? [e digicons]:rofl:[/e]
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... XD-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.
@Cykur
As I said several times I also do not expect support caps as first choice anyway.
Say that's true about what you said, but people do not make second caps that much because they are not worth enough, is more core of the problem.
People will try to find the best tactics, and if we improve capital ships enough we may see people use them more often.
Here is already late night... I will response to comments and suggestions later.
I did fix some details on capital level concern.
OK, last response for today.
@Hack
So I will have to spend 7500 credits and resources to get level 4 capital ships. Now the problem is that with such money I can spend on much better things, such as a bunch of heavy cruisers (with that money I could buy at least 10 of them) or spend on worthful researches (like focus on pervasive economy) and other means.
With the fact that it is fairly hard to level up caps (since they are being focus fired) capital ships are indeed high-risk investment.
Should high-risk investment bring proper reward for the effort, but in current balance it doesn't, so people just don't bother.
Oh....I just reread...I kind of thought you meant that caps sucked in regard to the best caps, you mean they just totally suck...period. I actually build a 2nd and sometimes a 3rd cap in my games. A lot. My first capital is for expansion and what I think can survive / fight the best. My 2nd capital is purely to adapt my strategy with the abilities I need to beat the enemy. You need a fleet first though. I have turned the tides of war with a smart second cap choice before, to counter something my opponent was doing. Maybe it is a capital with anti strikecraft abilities, maybe it is a capital with an interupt to help me fight a Marza. On a large map and long game, I sometimes get 4+ capitals going. Some of the synergies are very powerful. Anyhow...sorry you don't like capitals.
How about as you increase your fleet capacity, the money needed to upgrade your capship levels decreases, and the amount of XP needed to advance to next level decreases also? It would mean easier to get more durable cap ships mid game.
Still may cap ships need buffs regardless. I don't think it sohuld be that something is a good 3rd or 4th cap shiop. If you have the option of building all thec ap ships from the start, they should be equally appealing.
Here's a possible solution for capital ship levels:
Lower the experience requirements to level up to levels 2,3,4,5,6, but give an equal experience penalty for pirate and rebel kills. This would mean that you'd level up just as fast as you used to from pirates and rebels, but much faster when fighting other players. Leave the high level experience requirements the same (so getting to level 7,8,9,10 is extremely difficult), and keep the cost per experience point the same for buying level upgrades. This would make it cheaper to upgrade the caps.
So, just as an example:
level old experience cost new experience cost
2 200 ($1250) 80 ($500)
3 500 ($1500) 250 ($750)
4 900 ($1750) 500 ($1000)
5 1500 1000
6 2300 1800
7 3300 3000
8 4500 4500
9 6000 6000
10 7800 7800
I don't think it's the case that Capital ships need buffing. The fact that they get targeted should tell you that they are powerful units for the supply. They are a huge investment, and should therefore be made carefully, but if done correctly they add a huge boost to your military might. Obviously the risk is that they will be destroyed before they can level, but the reward (a level 6 ability) is well worth it in many circumstances.
I also do not believe there is a huge disparity between the usefulness of a faction's ships (though there are slight ones). I agree with the many people who have pointed out that a ship's usefulness is context specific, and it's only because certain scenarios come up more often that we rely on the same ships more often. Your imagination is really the only limit on what you can do with your capital ships. I bet there's a strategy out there where a Dunov might be your first capital ship choice...
I also do not believe there is a huge disparity between the usefulness of a faction's ships
With two big exceptions: Mothership and Evacuator.
Some like Akkan are a little on the weak side, and some like Marza a little on the strong side, but otherwise all caps are roughly in the same range of usefulness. However, the two colony ships for Advent and Vasari are simply out of the league of all other ships.
The original poster essentially wants to see all capital ships brought up to their level. I don't think that's exactly wrong, but it does completely change the nature of the game. You can't exactly nerf the Mothership or Evacuator, either, as they're such crutches for their faction that doing so would be a massive nerf to both Vasari and Advent which would require a complete rebalance of their entire game plan.
I notice this shit in Single player too not just MP (though it's definitely more noticable), the only difference is the AI doesn't get pissy and scream hax when you're playing right.
Caps need a major overhaul in general, not just for the sake of MP, but for the sake of Capital ships being worth the crazy research cost and supply requirement.
A very simple way to make them fairly worthwile would be eliminate the supply requirement. They already take a special reasearch. To make sure a player don't just leave fleet supply at one, make a "Required upkeep" amount but have them remove 0, simple.
Or, make them Less succeptible to force fire storm. A share damage ability that propegates damage to frigates and cruisers within a certain range of the Cap ship would ensure that damage is not wasted, but the capital ship doesn't die like a light frigate.
Reduce AM cost, but unlike the poster said, have it based on cap ship level. So every level up to 10 the ships antimatter store gets higher, and the cost gets lower. Lots of testing to find a balance, but that's why we're here.
Autocast Capital ships for Dunov. I want to find the poster and kiss him for saying this, I completely agree, nothing is more irritating than seeing your Dunov shield restore a missile battery (lolsova) when your Kol or whatever is a stray bunny fart from death. Prioritize Capital Ships > Starbases > Tactical Structures > Frigates.
Carrier fix. Capital carriers are fail. Pure, unadulterated fail. Either increase the strike craft cap, or give them useful passive ability (The Advent Carrier is null from this for having a hot titties fleet buff). Something as simple as giving TEC and Vasari Carriers an Anti Strike craft upgrade of some kind (Like Hangar flak) would mean they have a place in any fleet.
Just a little tidbit of info for TEC players, Dunov + Akkan at a starbase is god! (Especially in a plasma storm to stop pesky strike craft) Range long enough to hit any Structure busters, and shield regeneration, Space Alamo.
Next patch IC realy needs to rebalance caps only. Alot of the skills as you pointed need soem rework or tweaks.
For the dunov: EMP charge is the only forward firering skill it has. TO help make it more usefull you'D simply need to make the Dunov a forward shooter instead of a side shooter. Witch i dunno why it's a side shooter. IT has only 3x laser cannonc on each side but 4x autocanons and 4x missile lunshers at the front. So 3 guns does mroe dmg then 8 go figure.
Having that many strikecraft per each capital ship carrier is going to end in a disaster. I do not agree with you that they need 12 each. The abilities may need to be reworked, but 12 squadrons per each capital ship, especially with Anima tempest would be absolutely OP. otherwise there are many decent ideas in this guide, however i feel that this problem would solve very little except diversifying capital ship fleets, and in reality players rarely use them in mass. the idea of cap ships at a higher level mid to late game does not make me feel comfortable. If you spawn a level 5 cap ship carrier, the idea of carrier cruisers will be obsolete, you will get more squadrons for you buck, plus the added weapons and abilities. You have a good thing going, but your plans definetly need reworking.
however i feel that this problem would solve very little except diversifying capital ship fleets, and in reality players rarely use them in mass.
I think diversification is enough on its own to merit changes.
If you spawn a level 5 cap ship carrier, the idea of carrier cruisers will be obsolete, you will get more squadrons for you buck, plus the added weapons and abilities.
That worries me too, plus the fact that there are no counters to SC at the start of the game could make a carrier capital ship too strong as an opener.
I agree cap ships need some tweaking but thats all. The game is very balanced. What Cykur says is so true. First off you are trying to make caps into uber mass killing machines and that would be very bad. How mad does it make you when player catches 30 of your lrf in a barrage. Caps are a huge investment but so is alot of frigs. Fleets should not be made of caps but mostly frigs. Caps are a risk but if they work they have excellent rewards.One thing I agree with is the price to up their levels costs too much.Level 4 is fine imo.To fix the experience problem just make it so experience isnt divided between caps or at least make the penalty small.The advents reasearch for caps to gain experience needs to be much lower on tier level.By the time you can research it you already have caps at high levels and a progen to relevel any lost thus making it way to expensive to even try for.
RAPTURE:Domination is not op. It works perfect imo. To capture 4 ships it takes 4 minutes. That is a long time and as you pointed out its hard to keep a cap alive for that long against a competent fleet. If it was temporary this ability would be worthless. The thing I dont like is when you capture a ship it loses all armor,weapons,and hull upgrades which isnt right. If you can keep you rapture alive to this level and in battle long enough then its your reward and the other persons fault for not killing it.Its not a battle ending ability but turns the tide of a close battle which is perfect.
Vengeance is a defensive ability for a single unit like a cap ship and works well. If you are gonna focus fire on my cap you will pay.You cant use it much for frigs.Be nice if its cooldown equaled how long it lasts.
PROGEN:It is great. Shield restore makes sense for keeping itself alive. Malice needs to last for 15 sec so it isnt so hard to use and it would be fine.It is exetrmely hard to time with cb.You only have 2sec of leeway.The prob with malice is its only worth using against a unit like a cap that can soak up alot of damage. This needs to be easier to use.
RADIANCE:This is a great ship.Detonate am is a good ability.My only complaint is if it doesnt do damage if the target runs out of am.If it did more damage this would be great but a small amount like 20% more than it does.Animosty WOULD be great if it worked but it doesnt. CB could have a lower cooldown.Armor ability is great.
HALYCON:It needs to start out with 3 squads.2 is less than a standard carrier.Its abilities are great. Tele push could use a bit less am.Its main purpose is to deal with sc.
REVELATION:This ship needs some tweaking.Its abilities are nice but not practical for mp at all. Hysteria is not worth it.Clairvoyance is not needed because you have scouts.
EVACUATOR:The egg is op. The nano needs to be nerfed. It needs to go -1,-2,-3 armor and I think it would be ok.I would suggest switching nan with missile swarm which makes more sense for clearing militia.The egg has globe trotter abilities and could be broken up a bit.
SKIRANTRA:Level 6 ability is fine.It is better then domination because it is instant 3 hc. The rapture only capture 1 and takes 1 from your fleet=2.The earlier and faster you can influence a battle the more you will come out on top. This cap shines for its keeping sc alive and other ships too. It is great for this I have seen it.
MARZDA:Ship is fine the way it is.
KOL:Guass am could be reduced a bit.
DUNOV:I agree abilities should not be face dependant.Other than that it is good ship.
AKKAN:Could use a colo buff.Target uplink a small tweak.
SOVA:Ship needs some buffs.For its level 6 i would suggest make it last longer and give a bonus to build rates of all carriers in well.Increase battery damage.
The only other thing I would suggest is to make a high tier research to increase mitigation on caps only.This would help in larger fleet battles.
Very good proposition there. Tier 8 perhaps. I find most races ahve very few teir 8 abilaties. But their should be anotehr lvl available lower like at tier 6.
So tier 6 2lvl or 5% increase mitigation and Teir 8 2 more lvls on 5% mitigation. Grant total 20%.
Currently a lvl 10 cap has 75% mitigation this would give it a wooping 95%.
This research should be simitical for all races.
That won't work. Advent have several upgrades that increase their shield mitigation. I think it works out to +10% over the other factions. The higher you push everyone's shield mitigation, the more powerful the Advent edge gets. For instance, if you gave TEC and Vasari 85% shield mitigation, and Advent have 95%. This means that Advent take 5% damage while the others take 15%, meaning Advent effectively is taking only one third the damage of the other factions! Unless you rip away the shield mitigation advantage to give the factions a level playing field for capital ships, you can't push the shield mitigation values very high without making Advent nearly invincible.
I think if you want to achieve this sort of effect, you'll need to add a new dynamic to the game to give capital ships an additional edge. Shield mitigations works against focus fire, but not "massive" focus fire, like hundreds of strike craft strafing the ship. No matter how high you push your mitigation, that's just too much damage to stop. That's why I honestly believe a "fix" to the captital ship vulnerability is something that has come in an expansion pack. I don't believe it can just be tweaked neatly.
The egg is not OP - the nano bomb will only 1/2 a high level combat caps armor - e.g. Kol!!!
Darvin: TEC has ability to give -25% mitigation, so the 95% becomes 70%. Vasari has ability to reduce shield mitigation and to increase phasemissiles shield passthrough rate, which combined with upgrades goes through shields rather well.
Yeah, I'm aware shield mitigation means little against Vasari, but for that reason the example is rather moot. After all, who is going to invest in a high level upgrade that only benefits shield mitigation against Vasari? New shield mitigation content won't even enter play. As for the Cielo's ability, I have to admit I forgot about that.
In any case, the point still remains that you can't push the other factions above 85% without pushing the Advent mitigation overboard or depriving them of what's supposed to be their advantage. I believe that if you want to make this sort of change, you're going to need some sort of new dynamic.
Nanos will kill many weaker types of frigates, and leave others near death in a single use. No other ability is a death sentence like that. Also, halving armour isn't a small deal when you're talking about high level caps, particularly for the faction with phase missiles.
Nano-Disassemblers are the best ability in the game. Especially now in entrenchment, it just eats starbases! Before nerf the best ability in the game was Disruption Field, and Repel.
Yeah.. the Egg is better against Starbases (and planets) than the Vulkoras that is supposed to be an "assault specialist" siege cap.
Further proof the egg is OP.
I thought that number was broken. After a check of the advent I can tell you that with max research in advent culture mitigation is only 6%. Now with a lvl 10 cap at 75% + 20% (proposed) +6% (inside your culture) = 101% mitigation witch can indeed not be allowed.
The simple solution for that is to cap mitigation on the caps at 95%. That would make all races equal. What good would the mitigation on advent culture be then? Simple it will continue to work on their frigates and will mean that inside their own culture advent caps will reach the 95% mitigation sonner. Other races would need a lvl 10 cap but advent would need a.... lets do some math.
Lvl1 mitigation 57%lvl10 mitigation 75%
75 - 57 = 18 Now 18 / 9 = 2. Why devided by 9? beacause they are 9 lvl ups and not 10 since caps start a lvl1 and not 0. Also I assume in this calculationt that increases in mitigation is a constant.
So mitigation chart per lvlLVL - Base - CapBonus(20%) - AdventCultureBonus(6%)RaisedSheildHarmonics(4%)Total(10%)1 57 77 872 59 79 893 61 81 914 63 83 935 65 85 95 (mitigation cap)6 67 87 957 69 89 958 71 91 959 73 93 9510 75 95 95
So advent would be able to reach max mitigation iside their culture at lvl7. This also ina way validate the deliverance engine some more as they can use it to get 95% sonner in enemy wells and bost their own frigates and not have to purchase the last lvl 8 mitigation upgrade.
And after a check of the military reaserch trees of all races they all ahve a row in their ship defence upgrade section Start from teir 6 to teir 8. To so you can make is for all races 2lvls in teir 6 (mid game) and 2lvls in tier 8 (late game).
Edit: Lvl 5 is a bit soon for maximum mitigation to occure. Ingame it is unlikely to occure but the possibilaty that it could happen is not soemthing I would cheeer at. [e digicons]:annoyed:[/e] Guest burries this Idea since lowering the mitigation boost on all races only advanatges advent further. Much further.
This seems contradictory.At any rate 20% is way to much for what I was thinkin.Maybe 10%.Advent has the upper hand on mit but others can cripple so it evens out.Anyways if all get 10 it wont push advent to being invincible its all relative.They will all block more damage.
Um yes it is. By itself no but if you throw in 15-20 kanracks your highlevel cap is almost dead after 1 cast.Lower level caps go into - armor values which is retarded.It already does like 1000 points of damage without mit it doesnt need armor damage too.Mid game fleets mean instant death for your cap.One cast.You cant even sit on edge of well and have enough time to turn around and warp out.Without a large amount more dps your cap will surely die before his.Very few ways to counter this.
1 armor is equal to 5% of a capital ship's base HP.
Also, 95% mitigation is retarded. I know because I played a custom mod like that. Mitigation does not protect against the initial volley, so you're still going to be 1-shotted by a big enough flight swarm.
What if the training researches were more expensive...say 4-5 times more, but it caused all Cap ships to be spit out at the max trainable level? Although I think if that were to happen, the experience rates would need to increase as I could see problems with people getting spammed marzas to lvl 6 a little too quick.
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