Cykur

Iconus Guardian Repulse and Capital Ships

Iconus Guardian Repulse and Capital Ships

OK, enough has already been said about Repulse being an overpowered ability.  I'm not going to rehash the whole argument about how a couple Guardians can effectively hold off a fleet of HC's.  I want to focus on one small aspect of Repulse.

 

After yet another game where some enterprising Advent player pushed a couple of my capitals around for a few minutes until they managed to kill them, the really irritating thing that I noticed was that a ship loses all its momentum when it gets pushed.  This isn't a big deal for small faster ships, but capitals move so slowly that a loss of forward momentum is a death sentence to them.

Each time a capital gets hit by Repulse, even if it is a tiny bump, it stops moving.  Soon it gets swarmed by whatever ships were chasing it, some getting in its flight path, making it even harder for it to accelerate out of there.  This also hurts a cap trying to execute a turn, because they never build up speed while in the turn, so each little repulse bump is effectively preventing them from turning around.

No other support cruiser can kill a cap like this.  I have always been on the fence before about Guardians affecting caps because I also never liked the idea of a fleet being pushed away and leaving the capital by itself.  I've finally decided that Guardians should not affect a cap, or if they do, they should not interfere with momentum so ships being pushed can continue on their way once the repulse effect repositions them.

 

41,573 views 47 replies
Reply #26 Top

dont make mods - they will only divide already small community apart,press on devs to fix balance faster instead.

Reply #27 Top

dont make mods - they will only divide already small community apart,press on devs to fix balance faster instead.

weve been pushing for months with little to no response.

Reply #28 Top

Yeah, a lot of people are sick of the current status quo, and the devs are the only people with the power to make any type of balance practical to implement. We have to make a mod. I'm sick of Illum spamming.

Reply #29 Top

I'm sick of Illum spamming.

Agreed, if you need any help testing out the balance, let me know.

Reply #30 Top

From my observations I've noticed just a few inconsistancies that would make this game much much more balanced. Firstly, Illum health is way too high, as someone stated above "they are more like HC's than LRF". Next is that repulse needs to cost considerable mana, ESPECIALLY since its intended use was for escape, i dont think it should beable to hold back and entire fleet...or 2....or 5 for more than 8-10 seconds. I realize this sounds low, but keep in mind the average abusers has at least 6 guardians. if you dont want to nerf the mana cost, you could also increase the range of mana draining abilities to counter guardians. Along with that, LRMs should have a reduced damage bonus to light frigs. flak should be less effective against fighters, or fighters should have more health, or they should build faster/cost less antimatter.aside from those minor things I think the game is peachy.

Thanks for hearing me out Star Dock,

~Krath

Reply #31 Top

yea krath hit the nail right on the head. I really hope the next patch that I hear rumors about will have many balances because the last patch did squat.

_|~Uber

Reply #32 Top

While I agree the Advent are WAY too overpowered, and need to have more of the middle ground (the vessels that arent capitals) ironed out. The whole idea behind the Advent is that they overwhelm both Vasari and TEC. According to the Game. Advent are 1000 yrs ahead of TEC tech. And Im assuming the Vasari havent changed much considering theyve been on the run for god knows how long.

Instead of demanding a more equal playing field all the way across. Consider how it would effect the overall storyline.

Reply #33 Top

Instead of demanding a more equal playing field all the way across. Consider how it would effect the overall storyline.

The problem is that THERE IS NO STORYLINE! Its all just Lore about where all the races came from and why theyre fighting. And nowhere does it say that Advent are 1000 years ahead of TEC technology. It just says that 1000 years ago they were exiled by the TEC, that doesnt mean TEC tech is the same as it was 1000 years ago by any means. IF advent were supposed to be the "most powerful race", why would you be able to play as them, and why would you want to play any of the other races is the Advent will kick ass anyway.

Now if the game had a campaign maybe your arguement would have an inkling of validity. But the game doesnt, and your arguement makes 0 sense. Having an all powerful playable race in a strategy game with no campaign or current event storyline defeats the purpose of the game.

Reply #34 Top

The whole idea behind the Advent is that they overwhelm both Vasari and TEC.

No where in the lore does it even say that the Advent ever fought the Vasari let alone overwhelm them. I don't know where you got that from.

Reply #35 Top

The advent society is based around empathic connections, it makes sense then that their ships would be able to synergize with each other, but the power of these synergies breaks the game.

The vasari especially have ahrd time with this because they cannot uber spam ships against the advent like the TEC can.

Reply #36 Top

The vasari especially have ahrd time with this because they cannot uber spam ships against the advent like the TEC can.

Late game the Vasari are actually better suited to fighting the Advent because of Phase Missiles and suicide Subverters.  TEC does have the ability to overwhelm Advent up to a point, but when Advent reaches a certain critical mass, it can destroy a much, much larger TEC fleet.

Reply #37 Top

Indeed; Vasari become much stronger if they survive to late game, in particular against Advent.  However, the fact remain that Advent just go nuts late game.  Between Halcyon TK push essentially negating strike craft and repulse essentially negating heavy cruisers, this leaves you with almost no recourse against late game Advent than LRF spam.

Reply #38 Top

Repulse shuld be same as distort, no cap effect.

 

period.

 

no disussion needet.

 

PS: Vasari lategame rape advent, anyone who disagrees is retard.

 

Using bobmers in 3 waves instead of one wave is the key to sink halycons.

Reply #39 Top

If someone already brought this up forgive me but doesn't repulse compare quite well with armistice? I mean arm takes out your ships, but repulse just affects your enemy. It's only weakness comparitively is it's range, due to the fact that it can be used far more often.

Reply #40 Top

Using bobmers in 3 waves instead of one wave is the key to sink halycons.

And this is why you bring more than 1 Halcyon along when you see late-game bomber spam.  With two Halcyons (and presumably enough antimatter) you can stagger their TK push so that there is no longer an opening.  I still think Advent is the strongest faction late game, but Vasari are definitely well suited to take them on.

 

If someone already brought this up forgive me but doesn't repulse compare quite well with armistice? I mean arm takes out your ships, but repulse just affects your enemy. It's only weakness comparitively is it's range, due to the fact that it can be used far more often.

Armistice completely stops all fighting, whereas repulse pushes low-ranged units away.  Similar in some respects, but not comparable.

I do agree, however, that repulse is definitely more in line with capital ship abilities than cruiser abilities.

Reply #41 Top

Quoting Volt_Cruelerz, reply 1
Well, the problem here is the physics engine.  Technically, if going in line with repulse, you should be accelerated.  If against it, you should lose all your momentum, and if you were perpendicular to it, you would gain both velocities, thus making you go diagonally...

 

Wouldn't lose all your momentum, but certainly be accelerated opposite the direction of travel.

Reply #42 Top

Quoting Cpt_Siddy, reply 38
Repulse shuld be same as distort, no cap effect.

period.

no disussion needet.

PS: Vasari lategame rape advent, anyone who disagrees is retard.

 

that would result in an entirely different strategy of running your whole fleet into the enemy fleet and pushing away all non caps leaving the caps there, separated from support cruisers almost as f***ed as when they get pushed around.

I do think that repulse should affect caps, just the force of the push should vary. The velocity of the pushed object should be its acceleration or max speed * X. So that cap ships don't get tossed as far and can regain control much quicker than smaller vessels.

I like to think that it is more or less  ... > advent > vasari > TEC > advent > ...

Reply #43 Top

Quoting -aceca-, reply 42

.... 

that would result in an entirely different strategy of running your whole fleet into the enemy fleet and pushing away all non caps leaving the caps there, separated from support cruisers almost as f***ed as when they get pushed around.

I do think that repulse should affect caps, just the force of the push should vary. The velocity of the pushed object should be its acceleration or max speed * X. So that cap ships don't get tossed as far and can regain control much quicker than smaller vessels.

I like to think that it is more or less  ... > advent > vasari > TEC > advent > ...

Not an experienced player of this game, but understand the arguments. I'm with the conservatives here--don't exempt caps from repulse because, as shown in this thread, that could create new problems.  Instead fix the momentum problem.  And this is definitely worth pushing hard on the developers.

Reply #44 Top

What do people think of the new major balancing update?

 

Quoting numerarius5988am, reply 41



Quoting Volt_Cruelerz,
reply 1
Well, the problem here is the physics engine.  Technically, if going in line with repulse, you should be accelerated.  If against it, you should lose all your momentum, and if you were perpendicular to it, you would gain both velocities, thus making you go diagonally...


 

Wouldn't lose all your momentum, but certainly be accelerated opposite the direction of travel.

But you would lose all your momentum moving toward the guardian (and be getting accelerated in the opposite direction of travel simultaneously). :)

Reply #45 Top

What if repulse just removed a percentage of ship's current velocity, and if the enemy ship's velocity is zero, it would essentially have no effect.

Reply #46 Top

Quoting stormspireiv, reply 45
What if repulse just removed a percentage of ship's current velocity, and if the enemy ship's velocity is zero, it would essentially have no effect.

 

From the skill description's point of view this wouldn't make much sense. It's a telekinetic ability by the guardian's adepts to push away objects. And idea that just struck me is that there could be a target cap (if there isn't one already I don't think there is, please confirm) since the adepts can only concentrate on a number of ships. Also the thing that I already mentioned that larger targets (HCs and Caps) should be pushed a shorter distance and for a shorter duration also allowing them to recover more quickly. It's logical that the psy adepts would only be able to push these objects with a limited force.

Reply #47 Top

It's logical that the psy adepts would only be able to push these objects with a limited force.
You are assuming that "psychic power" is limited or hindered by such things as mass or weight, which since "psychic power" doesn't exist, could theoretically be such a force that the rules of matter and momentum do not apply to it.  Any amount of "psychic force" applied to anything could theoretically have the same effect, regardless of size or weight.

edit:  But alas, let's not get too technical.  The game is already not based on reality, because of its heavy dependence on special damages, which are completely contrary to how things actually work.  In real life, a missile is a missile, and it's going to hurt any ship it explodes on.  Now obviously, stronger/more sophisticated metals will resist it better, but this is clearly not the case in Sins.  They simply created a rock-paper-scissors effect to help them balance the game, without much thought into realistic warfare and the way things work.  For the purpose of balancing, your suggestion is probably the best.