Deceiver_0 Deceiver_0

NEW Patch Stat Changes Forums [NEW TOPIC: CAPITAL SHIPS!! 1/2/10]

NEW Patch Stat Changes Forums [NEW TOPIC: CAPITAL SHIPS!! 1/2/10]

For Sins Version 1.19 and Entrenchment 1.05

Hey everyone its that time again, lets compile some data!

This is a post that I will update regularly to give the DEVS a better idea of what people think should be done to stats in the next patch. This is ONLY for patches, no new ships or elaborate concepts for the next expansion. This is for dealing with peoples’ concerns about balance. If there’s a balance idea you have that’s not on here, post it and I’ll put it up for voting if it seems valid. I love the fact that ICO pays attention to the forums and what people suggest, I’d like to make it easier for them. The idea is to have all ideas posted straight forward and ranked so the DEVS don’t have to sift through pages and pages to find popular ideas. SP and MP players are both welcome to comment. Post yay or nay for any idea you like or dislike (be specific please) or say no fix needed. If you’d like I’ll also insert specific values you may come up with. Some votes will be taken from other threads.

BUGS

Since the last patches release, the main complaint I've seen on the forums are in the form of bugs, so I'm compiling a list of the known ones, and will update the list as more are discovered. Some of the early bugs were fixed in the hotfix, and perhaps (fingers crossed) the Devs will release another hotfix to address the rest, rather than a whole new patch. So here it goes:

- Nano Weapons Jammer autocast AI casts continuously

- AM Recharger autocast AI casts continuously

- Illuminator causes mystery damage between shots

- Phasic Trap research Level 2 still has no effect.

- Orkulus Phase Stabilizer does not work on stars.

- Random Map Bugs:

              - Single Phase lane starts

              - No connected Asteroids

              - Overlapping Gravity Wells

- Backwards Dunov Icon

- Pathing Improvements (specifically dealing with stationary obstacles)

- Orkulus commands cancelled when trade ships dock

- No wave cannon sounds on Kortul

- Resource extractors on HWs produce income before they're constructed.

- PAWELOS BUG HUNTING

- Siege Militia/pirates run from turrets before construction is complete (exploit).

 

CAPITAL SHIPS

This will be a large section that will continue to evolve through out the life of this thread so check back often for new topics. Consensus seems to think now that carrier caps have all been buffed, many of the other caps need to be brought up to par with them.

Buff Battleship Class(Kol/Radiance/Kortul)

                          Increase hp/shields/armor?-

                                     Yay-           Volt_Cruelerz(20-25%)  Darvin3                Deceiver_0
                                                      CallenExile               MindsEye                 Swordsalmon
                                                      Hrabandur                CrazyElectron           Ryat
                                                      Arthanis                   Warlord Mike           Onigiri

                                     Nay-

                          Increase DPS?-

                                     Yay-           Volt_Cruelerz(20-25%)  Darvin3                Deceiver_0
                                                      MindsEye                 Swordsalmon           CallenExile
                                                      Hrabandur               CrazyElectron           Ryat
                                                       Arthanis                 Warlord Mike

                                     Nay-           Onigiri

                          Buff Gauss Rail Gun?-

                                     Yay-           Volt_Cruelerz(800/1200/1600)  Darvin3       Deceiver_0
                                                      CallenExile              MindsEye                  Swordsalmon
                                                      CrazyElectron           Ryat                        Arthanis
                                                      Warlord Mike

                                     Nay-            Hrabandur              Onigiri

                          Re-work Animosity?

                                     Yay-           Volt_Cruelerz           Darvin3                   Deceiver_0
                                                      MindsEye                Swordsalmon            Ryat
                                                      Arthanis                 Warlord Mike

                                     Nay-           CallenExile              Hrabandur               Onigiri

         No Change needed-                    CoBBQ

Colonizer Caps(Akkan/Progenitor/Jarrasul)

                        Buff Jarrasul Evacuator's colonize?

                                    Yay-            Darvin3               Volt_Cruelerz              Deceiver_0
                                                      Swordsalmon       Agent of Kharma           Hrabandur
                                                      Ryat                   Arthanis                     Warlord Mike
                                                      Onigiri 

                                    Nay-            CallenExile           MindsEye

        No Change needed-

Carrier Class Caps(Sova/Halcyon/Skirantra)

                       Buff Scramble Bombers?

                                  Yay-              Darvin3              Volt_Cruelerz               Deceiver_0
                                                      MindsEye            Swordsalmon               Agent of Kharma
                                                      Hrabandur          Ryat                           Arthanis
                                                      Warlord Mike 

                                  Nay-              CallenExile         Onigiri

                      Buff Replicate Forces?

                                  Yay-               Arthanis            Warlord Mike                 Onigiri

                                  Nay-

        No Change needed-

Buff Support Class Caps(Dunov/Antorak/Rapture/Revelation)

                      Increase AM regen?

                                 Yay-               Darvin3               Hrabandur               CrazyElectron
                                                      Ryat                   Juletron                  Arthanis
                                                      Warlord Mike        Swordsalmon

                                 Nay-               CallenExile           Mindseye                 Onigiri

                     Increase maximum AM?

                                 Yay-               CallenExile          Darvin3                    Hrabandur
                                                      Mindseye            Volt_Cruelerz             CrazyElectron
                                                      Juletron              Arthanis                   Warlord Mike

                                 Nay-               Ryat                  Swordsalmon            Onigiri

                     Increase Dunov EMP range?

                                 Yay-               CallenExile          Mindseye                  Volt_Cruelerz
                                                      CrazyElectron      Ryat                        Juletron
                                                      Arthanis             Warlord Mike             Swordsalmon

                                 Nay-               Hrabandur          Onigiri

                     Allow Dunov shield restore to be self targetable?

                                Yay-                Mindseye           CrazyElectron             Juletron
                                                      Arthanis            Deceiver_0

                                Nay-                Ryat                 Volt_Cruelerz            Warlord Mike
                                                      Swordsalmon      Onigiri

                     Allow Antoraks subversion to effect SC?

                               Yay-                 Mindseye           Juletron                    Volt_Cruelerz
                                                      Arthanis            Warlord Mike             Onigiri

                               Nay-                 Ryat                Swordsalmon

                     Buff Phase out hull?

                               Yay-                 Mindseye            Juletron                   Volt_Cruelerz
                                                      Arthanis             Warlord Mike            Swordsalmon
                                                       

                               Nay-                 Ryat                 Onigiri

         No Change Needed-

 

 

DELIVERANCE ENGINE

Without a doubt the weakest of the superweapons, there is little point in seeking it. For too long its been sitting in a dusty box on the shelf, to weak to be worth its tremendous costs. Lets consider some buffs to at least make it functional as a weapon. The one buff thats been suggested that I like is an instant allegiance drop, which will aid Advent in cultural takeovers of border planets and with enough, could possibly overthrow an enemy planet (though Id say it should require many more than the fearsome novalith)

Buff Deliverance engine-

                         Cause an instant decrease in allegiance?

                                    Yay-           Deceiver_0                Kitkun                    Greyfox2
                                                     anteachtaire              Mow Mow                Warlord Mike
                                                     Hrabandur                 Arthanis

                                    Nay-           Howdidudothat

No buff needed-                                Qu4r                        Darvin3                  CallenExile        

 

 

EMPIRE TREE

As I feel that the devs decision to put "Phase Jumping" ships at the top of the tree was purposeful and not a bug, I think most of us agree that the constant movement it creates (especially with phase monitoring!) makes the empire tree difficult to use. Move it to the bottom?

Adjust Empire Tree-

                         Move "Phase Jumping Ships" to the bottom of the tree?

                                    Yay-           Deceiver_0               Darvin3                  SwordSalmon
                                                     JSW_Ballz                Mindseye                Agent of Kharma
                                                     Ryat                        52500                    Mow Mow
                                                     Fuzzy Logic              EadTaes                 Warlord Mike
                                                     Hrabandur               Howdidudothat        -Ue_Carbon
                                                     Chaotic Magician        Arthanis

                                    Nay-           CallenExile

 

FIGHTERS

Some are unsatisfied with fighters with regards to surviving flak. I urge everyone to read the points of debate between Mindseye and myself starting on page 10-11, to get a better understanding of why fighters should or should not be adjusted. Below are a few suggestions

Buff Fighters-

                        Increase armor/hp?

                                  Yay-             Mindseye                 Mow Mow                Greyfox2
                                                     Qu4r                       Arthanis          

                                  Nay-             Deceiver_0               Darvin3                  Ryat
                                                     Top Vasari               Warlord Mike           EadTaes
                                                     Hrabandur                Howdidudothat       
-Ue_Carbon
                                                    
Chaotic Magician       Agent of Kharma      CallenExile
                                                     CrazyElectron 

MAPS

Raging Amish has proposed some modest changes to maps that I think we could possibly have implemented with enough support, so lets get a vote to see what people think of them. Magnetic clouds are huge wastes of space as their is nothing terribly beneficial about them. People with ability heavy fleets and caps would opt to fight you somewhere else (and can do so without much penalty). They make awful chokepoints because you can't put starbases or mines there, and they offer no economic value. I'd like to hear some ideas on how to improve them (beyond removing them completely from the game as RA has suggested). If we can come up with some good ones I'll put them up for a vote. In the meantime, I think one should at least be able to construct Starbases here, so I'll put that up as a topic. Also, all too often we see Ice and Volcanic planets  (which require research to colonize) offering you only 2 resource mines for the trouble of colonizing them. Personally I don't think that PLANETS should have less resources to offer than an asteroid. What do you think?

Magnetic Clouds-

                          Allow starbase deployment?

                                    Yay-            Deceiver_0              Darvin3                  Hrabandur
                                                      Juletron                  Howdidudothat         Warlord Mike
                                                      DirtySanchezz          Kitkun                    Qu4r
                                                      CrazyElectron

                                    Nay-            Ryat                       CallenExile              EadTaes
                                                      DesConnor             
-Ue_Carbon             Chaotic Magician

Ice/Volcanic planets-

                          Change minimum mines to 3 (currently 2)?

                                   Yay-             Deceiver_0              Swordsalmon           Ryat
                                                      Darvin3                   Juletron                  Mindseye
                                                      Mow Mow                 EadTaes                 JSW_Ballz
                                                      Howdidudothat         Warlord Mike          Kitkun
                                                      Ovi_187                 
-Ue_Carbon            Chaotic Magician
                                                      CrazyElectron 

                                   Nay-             CallenExile              DesConnor              DirtySanchezz
                                                      Hrabandur               Agent of Kharma      Qu4r

No Changes needed-

 

 

 

ORKULUS STARBASE

This topic is going to be heavy on the debate, and will likely be updated several times with NEW votable options throughout the life of this thread. Now, I think it's safe to say that we're beyond the point of the DEVS making a Vasari Assault cruiser and making the Orky stationary. So if thats what you think should happen thats fine, but it would be more useful for everyone if you hada second opinion on the Orky and voted on the issues below.

Nerf Orkulus-

                           Increase build penalty in hostile wells? (currently 2.25x unupgraded)

                                     Yay-          Greyfox2                   Raging Amish(3x)   Mindseye
                                                     Arthanis 

                                     Nay-          Deceiver_0                 Cykur                    Howdidudothat
                                                     Top Vasari                  Swordsalmon         Ryat
                                                     anteachtaire               LordMechanoid       JSW_Ballz
                                                     Warlord Mike              Agent of Kharma    DesConnor
                                                     DirtySanchezz             Kitkun                   Qu4r
                                                     52500                        Hrabandur           
-Ue_Carbon
                                                     Chaotic Magician         Qu4r                    CallenExile
                                                    

Other-

                           SB constructors trigger phase monitoring alarm? ("Hostile forces are inbound")

                                    Yay-          Mindseye                    Deceiver_0            Howdidudothat
                                                    Top Vasari
                   Cykur                   LordMechanoid
                                                    Warlord Mike               DirtySanchezz        Kitkun
                                                    52500                         Hrabandur           
-Ue_Carbon
                                                   
Chaotic Magician           CallenExile           CrazyElectron
                                                    Arthanis 

                                    Nay-          JSW_Ballz                   DesConnor           Qu4r

 

 

SCOUT FRIGATES

A hotly debated topic right now on the forums, none can deny their increased presence on the MP battlefield. As the cheapest buildable unit in the game, as well as being tier 0, its utility against long ranged frigates has been thoroughly exploited. The question remains, is it balanced? This topic will be split into two sections, a general section for a blanket nerf and a more specific section for interspecies balance. The reason for this is that some think scouts need to be weaker in general, whike other think they need to be balanced on par wtih TEC scouts.

Nerf Scouts-

                          Decrease hp/shields?

                                     Yay-

                                     Nay-          DirtySanchezz            Cykur                Arthanis

                          Decrease DPS?

                                     Yay-          DirtySanchezz            Greyfox2           Mindseye
                                                     Arthanis 

                                     Nay-          Cykur

                          Increase Cost/supply?

                                     Yay-         Mindseye                   Cykur                 Swordsalmon

                                     Nay-         DirtySanchezz             Arthanis

No Nerf Needed-                              Deceiver_0                 Wingflier            Howdidudothat
                                                     Darvin3                      Ryat                 CallenExile
                                                     Chaotic Magician       
Agent of Kharma  Sivcorp
                                                     52500                       JSW_Ballz          
LordMechanoid
                                                     Kitkun                       Hrabandur         
-Ue_Carbon
                                                     Qu4r                        CrazyElectron

Balance Scouts-

                          Decrease Seeker Vessels Hp/shields/armor?

                                     Yay-         Deceiver_0                 Wingflier             Mow Mow
                                                    Swordsalmon             
Darvin3               Ryat
                                                   
Greyfox2                    52500                 JSW_Ballz
                                                    Cykur                        Top Vasari          
LordMechanoid
                                                    Kitkun                        Hrabandur         
-Ue_Carbon
                                                    Qu4r                          CrazyElectron       Arthanis

                                     Nay-         DirtySanchezz            Howdidudothat      CallenExile
                                                   

                          Decrease Seeker Vessels DPS?

                                     Yay-         Swordsalmon              DirtySanchezz      Howdidudothat
                                                     Greyfox2                  
Hrabandur          Qu4r 

                                     Nay-         Wingflier                    Darvin3               Ryat
                                                    
CallenExile                52500                 JSW_Ballz
                                                    
Cykur                       LordMechanoid     Kitkun
                                                   
-Ue_Carbon                 CrazyElectron       Arthanis

                          Decrease Jikara Navigator cost/supply?

                                     Yay-         Deceiver_0                 Wingflier              Howdidudothat
                                                   
CallenExile                 52500                  LordMechanoid
                                                   
Hrabandur                  Qu4r 

                                     Nay-         Swordsalmon              DirtySanchezz       Darvin3
                                                   
Ryat                          Chaotic Magician   JSW_Ballz
                                                   
Cykur                        Greyfox2             Kitkun
                                                   
-Ue_Carbon                CrazyElectron        Arthanis

                          Increase Jikara Navigator DPS?

                                     Yay-         Mow Mow                   Swordsalmon         Howdidudothat
                                                   
Ryat                         Chaotic Magician     52500
                                                   
JSW_Ballz                  Hrabandur            -Ue_Carbon
                                                    Qu4r                         CrazyElectron        Arthanis

                                     Nay-         Wingflier                   DirtySanchezz        Darvin3
                                                   
CallenExile                Cykur                   Greyfox2
                                                   
LordMechanoid           Kitkun   

                          Increase Jikara Navigator hp/shields?

                                     Yay-         Mow Mow                  Darvin3                  Ryat
                                                   
Chaotic Magician         Sivcorp                   Top Vasari
                                                    Kitkun                     
Hrabandur              -Ue_Carbon
                                                    Qu4r                        CrazyElectron           Arthanis

                                     Nay-         CallenExile               JSW_Ballz               Cykur
                                                   
LordMechanoid

No Balance Needed-                         Agent of Kharma      EadTaes                 DesConnor

 

 

RAVASTRA SKIRMISHERS

While the most expensive light frigate in both resources and supply, these ships have the worst DPS per supply. With the recent buff to all light frigs, Cobalts and Disciples are now delivering on the tasks they're meant to, yet skirmishers are still struggling. So what should be done?

Buff Skirmishers-

                            Increase DPS?
                                        
                                      Yay-        Deceiver_0                Darvin3               52500 
                                                    Cykur                       Chaotic Magician   Top Vasari
                                                    Howdidudothat           Wingflier              Swordsalmon
                                                    Juletron                     Ryat                   Sivcorp
                                                    DirtySanchezz             GreyFox2            Raging Amish
                                                    CallenExile                 Mindseye           
JSW_Ballz
                                                    Warlord Mike              lbgsloan             Mow Mow
                                                    EadTaes                    DesConnor          Kitkun
                                                    Agent of Kharma       
Hrabandur           -Ue_Carbon
                                                    Qu4r                       CrazyElectron        Arthanis

                                      Nay-        LordMechanoid

                            Decrease Supply cost?

                                      Yay-        Raging Amish           LordMechanoid      Hrabandur
                                                    Qu4r    

                                      Nay-        Deceiver_0                Darvin3               52500
 
                                                   Cykur                       Chaotic Magician   Top Vasari
                                                    Howdidudothat           Wingflier            
Swordsalmon
                                                    Juletron                    Ryat                   
CallenExile                
                                                    Mindseye                 
JSW_Ballz            Warlord Mike
                                                    lbgsloan                   Mow Mow              Kitkun
                                                   
-Ue_Carbon               CrazyElectron        Arthanis

                            Decrease Resource cost?

                                      Yay-        52500                       Warlord Mike

                                      Nay-        Darvin3                     Cykur                Chaotic Magician  
                                                    Top Vasari                 Howdidudothat    Wingflier
                                                   
Swordsalmon             Juletron              Ryat
                                                   
DirtySanchezz             Raging Amish     CallenExile
                                                    Mindseye                  
JSW_Ballz           LordMechanoid
                                                    lbgsloan                    Kitkun               
Hrabandur
                                                   
-Ue_Carbon               Qu4r                   Arthanis

                            Adjust Reintegration autocast AI to activate earlier?

                                      Yay-        Deceiver_0               Darvin3               52500
                                                    Chaotic Magician       Top Vasari           Howdidudothat          
                                                    Wingflier                 
Swordsalmon       Juletron
                                                    Ryat                        Sivcorp               Runesia
                                                   
DirtySanchezz           GreyFox2            Raging Amish
                                                   
CallenExile               Mindseye            JSW_Ballz
                                                   
Warlord Mike            lbgsloan             Mow Mow
                                                    EadTaes                  Kitkun                
Agent of Kharma
                                                   
Hrabandur               -Ue_Carbon          Qu4r 
                                                    CrazyElectron            Arthanis

                                      Nay-        LordMechanoid

 

No Change Needed-

 

 

 

1,703,188 views 913 replies
Reply #351 Top

The novalith doesnt just do damage to eco.If you kill all planets then the other guy cant build anything.Plus you cut his income down by 30-50% maybe.Kostura can kill entire fleets and buildings.Deliverance does what exactly?Knocks allegiance down by 10% on a couple planets.The other 2 sw are not easily countered like the de.They have profound impact on game de does not.The de is not really a sw if you ask me.Its as expensive as the novalith to get and will 90% do nothing to win you the game.Even the 25% buff to fleet isnt all that.I dont think it even tells you how long it lasts ?You have to have a fleet that is near same size as your enemy for that 25% to do you really good.

Reply #352 Top

But add 25% to the illum bug that everyone screams about and people might think they are facing the death star.

 

On another note, I think I might bring up another subject.  Cap carriers are IMO now overpowered.  Spamming one type of cap should not be a viable plan of action but now it is practically required.  First off lets start on their SC squads.  Cap ship squads are not AM dependant at all(same goes for SBs but that is besides the point).  They will build regardless of AM stores at their same rates.  Not only do they build completely free but now there are a lot more of them on the carrier caps.  They also have some good abilities that made them worthwhile even before they were buffed.  Halcyon can tele push huge amounts of SC, has a great dps increasing aura, and can get yet still more squads.  This enhances its ability to act as support for the popular disciple and scout rushing.  Skirantra have an AE repair and vasari use it to great avail as they SB rush your hw.  They counter the early counter(LRF namely) to the SB rush and they repair the damn thing as it builds too adding insult to injury.  SB rushing was bad enough before but now it is difficult to fend off even if you are ready waiting with those bugged illums people gripe so much about.  So to fend off a vasari SB rush now you have to have flak ready with LRF(difficult to do without heavy feed), spam carrier caps like your opponent, or build large amounts of LF.  As far as TEC goes, Sovas aren't quite as bad.  Sure embargo is annoying and some will kite all over the well to tap your early econ at your hw but it isn't THAT bad.  My issues are mostly with the halcyon and skirantra.  Thoughts?

 

[_]-Greyfox

 

 

Reply #353 Top

HI!

My 5 cents:

1. All Wave weapons upgrades should be available one tier earlier (and it's relative cost should be lower too). Wave tech is really weak for it's cost and affect only one type of unit (+ some capitals).

2. Kortuls disruptive strikes triggering chance is really low. I know it is passive, this ability is completely overshadowed by other two (surge and jam). IMO it should be increased from 25% to something like 33%. Note it is one of only few capital passives in game not affecting damage/survivability of it's user.

3. Colonization capitals are overshadowing colonization frigates too much...

4. What do you think of lowering control points requirements of capitals? You already need research another tree to build them...

5. Flagships - they do nothing. Idea:

-Flagship get 15% bonus to HP, Shields and antimatter reserves. Flagship also increase allegiance in friendly system by 10%.

-you can change your flagship same way you change capitol (pay some money and after time flagsip bonuses are transfered from one ship to other one)

-If you lost your first flagship only one to get another one is buying "flagship" for one of your existing capitals

Reply #354 Top

Cap carriers are IMO now overpowered.

I have my hands full with damn halcyons, but I think all the caps were much deserving of the buff they got, I think the devs finally did something right about the underpowered crapships... uh, capships, and so I am not in favor of nerfing carrier caps.

Skirantra have an AE repair and vasari use it to great avail as they SB rush your hw. They counter the early counter(LRF namely) to the SB rush and they repair the damn thing as it builds too adding insult to injury. SB rushing was bad enough before but now it is difficult to fend off even if you are ready waiting with those bugged illums people gripe so much about. So to fend off a vasari SB rush now you have to have flak ready with LRF(difficult to do without heavy feed), spam carrier caps like your opponent, or build large amounts of LF.

First off, I really don't consider the skirantra repair that good, especially at low levels.  I have to pump 2 skirantras to even think about trying to keep a starbase alive while it is building, and I am guaranteed to lose 1 of them because the enemy will focus it.

Second off, it is exceedingly difficult to successfully rush an enemy's HW with sb, even backed by skirantras.  I build two skirantras right off the bat now, and research SB, so that I can defend my own HW from an advent rush with halcyons.  You know what?  It still isn't successful.  In other words, I'll lose my SB at my own homeworld during the rush, and usually at least 1 of the caps.  So how much more difficult is it to get my SB up at some other guy's HW?  I see no problem with uncounterable vasari starbases and skirantras.

As far as TEC goes, Sovas aren't quite as bad. Sure embargo is annoying and some will kite all over the well to tap your early econ at your hw but it isn't THAT bad.

LOL, the sova is only the most powerul carrier in the game.  It eats skirantras and halcyons alive.

Reply #355 Top

Maybe if you sit there and let missle batteries kill it then sova will beat a halcyon or skirantra but personally I am not going to stupidly sit there and get hit when I can move out of range.

 

[_]-Greyfox

Reply #356 Top

But add 25% to the illum bug that everyone screams about and people might think they are facing the death star.

My point is its not worth the cost.If you consider all the resources and take it and put it into fleet to add to your existing fleet I bet the resulting firepower would be more than a 25% increase in overall strength.Its doesnt work as a standalone option either.The novalith deals an isntant cash back reward cause if you wait till you have 2 or 3 you can kill someones hw making them make a new and recolonize which all costs alot of resources.3 or 4 kos are close to = an uncounterable mb.The amount of damage the de does is directly linked to your fleet size and composition.Say your fighting a fleet of carriers with lf and his teamate shows up with some lrf and you got a de.The sw is totally worthless whereas kos and nov are still extremely valueable.Also does the 25% bonus apply to all allies or just you cause nov and kos can support allies extremely well.

Im pretty sure most of the people here have hired somehit men incase the ilum doesnt get nerfed next patch:P

Reply #357 Top

Cap carriers are IMO now overpowered. Spamming one type of cap should not be a viable plan of action but now it is practically required.

I've found that the buff to Carrier caps has actually helped much much more than its hurt. yes they are strong now, OP? No I don't think so. The carrier caps being stronger and now more popular has brought more option in which cap to start with. If you recall last patch the game was dominated by Eggs, Motherships and Marzas. Predictable. Now a lot of people are using carrier caps yes, but I think that will die off a little once more people learn how to effectively counter them. The helpful side is I've seen much more variety in starting caps since the patch. Colonizers are still used as well as Marzas, and I've seen people using Kortuls and Kols to combat carrier caps. All in all I see that the buff to carrier caps has opened up more options for starting caps and created a need for anti-sc caps.

Kortuls disruptive strikes triggering chance is really low. I know it is passive, this ability is completely overshadowed by other two (surge and jam). IMO it should be increased from 25% to something like 33%. Note it is one of only few capital passives in game not affecting damage/survivability of it's user.

I disagree, when I use Kortuls I always put points into disruptive strikes now, and then points into surge or jam depending on what I need. I do this because DS is passive and does not require AM, saving it for the other AM using abilities. Its chance seems low, but it effects all of its weapons now which means that chance is applied individually per weapon, meaning that theres a chance it will occur for each of its 9 or so weapon banks (Im pretty sure anyway). And at lvls 2 and 3, DS is devastating to ANY ability carrying unit by sapping AM and increasing ability cooldowns. I think it works wonderfully now.

Colonization capitals are overshadowing colonization frigates too much...
Not at all. People need colony frigates if they don't get a colonizer cap which is much more frequent recently, TEC and Advent need them to grab neutrals and Vasari need them to build SBs. I don't see a problem with that.

Flagships - they do nothing. Idea:
Well they don't exactly do nothing, but your ideas are good. Its not going to happen in a patch, but maybe you can suggest they add that feature in diplomacy.

All Wave weapons upgrades should be available one tier earlier (and it's relative cost should be lower too). Wave tech is really weak for it's cost and affect only one type of unit (+ some capitals).

We've called for this repeatedly, I may take a vote for this again on this thread, but my thinking is that in the last PSCF there was a lot of support for wave upgrades being lower tiered, and yet the devs didnt change it. What that says to me is that they have a good reason to have them there, though I cant for the life of me figure out what it is.

Reply #358 Top

Maybe if you sit there and let missle batteries kill it then sova will beat a halcyon or skirantra but personally I am not going to stupidly sit there and get hit when I can move out of range.

You can say the same thing about marza missle barrage, fox (I'm not going to stupidly sit there and take it in the face - I'll avoid it or interrupt it), but it doesn't mean it isn't the most powerful damage dealing ability in the game.

Reply #359 Top

I disagree, when I use Kortuls I always put points into disruptive strikes now, and then points into surge or jam depending on what I need. I do this because DS is passive and does not require AM, saving it for the other AM using abilities. Its chance seems low, but it effects all of its weapons now which means that chance is applied individually per weapon, meaning that theres a chance it will occur for each of its 9 or so weapon banks (Im pretty sure anyway). And at lvls 2 and 3, DS is devastating to ANY ability carrying unit by sapping AM and increasing ability cooldowns. I think it works wonderfully now.

I don't say it is useless. I say it is underpowered. Of course it don't cost antimatter, but at lower lewels it aslo do near nothing - antimatter reduction is too low to even negate opponent AM regeneration (Look at Radiance Absorptive armor - it not only give instant damage reduction vs all typs of attacks, it also improve your AM regeneration). DS is realy one of the least critical passive abilities in game - no bonus to damage, no bonus to defense, only some support vs ships using AM... and only on highest level of skill (lower levels are not enough to negate AM regeneration. It is one of the most specialized pasives in the game AND one of least gamebreaking. Note I don't want to give it huge buff - only sligh triggering chance increase. Just to make it better in it's extremely specialized job (in numbers: 33% beter)...

Reply #360 Top

Quoting Deceiver_0, reply 357

I've found that the buff to Carrier caps has actually helped much much more than its hurt. yes they are strong now, OP? No I don't think so. The carrier caps being stronger and now more popular has brought more option in which cap to start with. If you recall last patch the game was dominated by Eggs, Motherships and Marzas. Predictable. Now a lot of people are using carrier caps yes, but I think that will die off a little once more people learn how to effectively counter them. The helpful side is I've seen much more variety in starting caps since the patch. Colonizers are still used as well as Marzas, and I've seen people using Kortuls and Kols to combat carrier caps. All in all I see that the buff to carrier caps has opened up more options for starting caps and created a need for anti-sc caps.

 

Fortunately for me, advent anti-sc cap is a halcyon.  I guess I will have to bite the bullet,switch from my trusty progen, and make halcyons myself now.  Yay for halcyon spam!

 

[_]-Greyfox

Reply #361 Top

Cap carriers are IMO now overpowered.

Personally, I'd agree.  There's no question that carrier caps are too powerful now, overshadowing other classes of capital ships and the cruiser carriers.  Something needs to be done because these guys are just THE staple.  I suddenly realized I had three Sovas in my match today.  I hadn't actually even been consciously pursuing a strategy of mass carrier caps, just every time I went to buy a new cap I looked at the battlefield and said to myself "a Sova would work best right now".

I don't think there is a massive issue with regards to the carrier caps being too strong, I think the issue is more that they overshadow the unit types they should be competing with: carrier cruisers and other capital ship classes.  I don't want to see a roll-back of the buffs they got in 1.04, but at the same time something needs to give because these guys are just WAY too popular right now.

If you ask me, the solution is to buff the other capital ships and carrier cruisers.  It's been noted that carrier-cap-spam is counterable, so I'd rather see other caps pushed up to their levels and carrier cruisers improved to better compete rather than knocking them down a notch.


Oh, and I agree telekinetic push needs a nerf.  It's always been a borderline ability, and now that the Halcyon is powerful in its own right as a combat unit it needs to be weakened.



As for superweapons... I'm actually thinking the Kostura could use a nerf.  I'm reserved with regards to the novalith.  On the one hand you can devastate someone's eco with these, but on the other hand the battlefield is often littered with starbases by this point in the game (in the game I just got out of, every second planet had a starbase and half of those had auxiliary government.  Novaliths weren't even worth building).  Yeah, you're unlikely to get a culture kill with the deliverance, but it gives you the edge you need to push out culture when moving into new areas and give you a decisive edge in a coming battle. Novalith is better if you can pull it out early, deliverance is better when fleets are fully mature.  Both of these superweapons are helpful in their own right, but in the same sense counterable.

Not the Kostura.  Opening a phase stabilizer at the target planet is crazy.  That alone, before we even consider its other effects, makes it the most powerful superweapon.  No planet anywhere is safe once a single Kostura is built.  But you can also shoot it to damage and stun the enemy fleet.  Used repeatedly you can keep a fleet stunned for positively ages, even kill weaker units outright if you have 3 or 4.  In late game fleet battles you'll be walking around with at least 500 command of units in tow, that's insane.  Even worse, you can shoot it into a battle and it won't even affect friendlies.

Personally, I think the vote shouldn't be about a Deliverance buff.  It should be about a Kostura nerf.  Kostura has multiple powerful effects that are each completely uncounterable, and IMO it needs to lose some of them outright.  Personally, I favour removing its damage completely and make it so allied units get stunned too when a Kostura hits (that way you get ONE free stun before you jump in, not a constant stream of them as battle goes on).

Reply #362 Top

If you ask me, the solution is to buff the other capital ships and carrier cruisers. It's been noted that carrier-cap-spam is counterable, so I'd rather see other caps pushed up to their levels and carrier cruisers improved to better compete rather than knocking them down a notch.

Agree 100%.  The solution is to tweak other ships, not nerf carrier caps.

Oh, and I agree telekinetic push needs a nerf. It's always been a borderline ability, and now that the Halcyon is powerful in its own right as a combat unit it needs to be weakened.

I have complained as much about the halycon and TK as anyone else.  But I'd rather see something else tweaked on other caps rather than beat the halcyon with the nerf bat.  My complaints about siege frigs and marza aside, I usually favor other adjustments besides nerfs.

It should be about a Kostura nerf.

I vehemently disagree.

First off, NO MORE NERFS TO VASARI.

Second off, the stun on the kostura really isn't that long.  I hit an advent fleet 4 consecutive times the other day with kostura strikes back to back.  It had an effect on him, but minimal, and he still would have won the battle had I not used subverters on him.

Third, the destructive capacity of a lone kostura is way below that of a marza missle barrage.

Yes I consider the kostura the best superweapon in the game.  But I don't mind that.  Vasari has many other weaknesses, the other factions have many other strengths.  Vasari is a late game faction.  And truth be told, you rarely if ever see superweapons in multiplayer.

Reply #363 Top

If there is a problem with superweapon balance (not saying there is, not saying there isn't), buff the other superweapons instead of nerfing vasari.

One idea would be to make the novalith cannon immune to the starbase planet lockdown.  In other words, it takes you off of the planet regardless of a starbase with planet lockdown capability.  Here's something interesting:  we've discussed trying to retune the role of the shield generator, since it comes so high in the tech tree, but its role is largely subsumed by the starbase.  What about making the shield generator also work in tandem with the tec starbase so as to make it immune to losing the planet to a novalith strike?  The novalith could still bomb the planet down to nothing, but if you have tec starbase planet lockdown upgrade WITH shield generator, you won't lose the planet.  In other words, the other factions could lose their planets to buffed novalith strikes even if they have starbases with planet lockdown, but a tec equipped with shield generator and starbase with planet lockdown wouldn't.

In addition to the advent superweapon buffs already thrown out there, another idea would be to make it possible to fire it at the planet it is actually orbiting (I don't know if this is currently possible - my guess is no).  Hell, just to brainstorm, since it is already a fleet buff cannon, what about making it add a tiny bit to shields (either mitigation, recharge rate, or just a flat shield restore of so many points?)

Reply #364 Top

The thing is, once you reach late game (especially superweapon level), Vasari are no longer weak at all.  To the contrary, I think if you survive to late game the Vasari are arguably the strongest faction.  There's no question that in any role other than pocket economy (thanks to pervasive economy), TEC is far and away the weakest faction in the late game, and Vasari and Advent both vastly outclass them.

One idea would be to make the novalith cannon immune to the starbase planet lockdown.

In other words, I'm not allowed to have a capital once my enemy has two Novaliths?  No thanks, I'd rather see superweapons removed from the game than cheese like this.

What about making the shield generator also work in tandem with the tec starbase so as to make it immune to losing the planet to a novalith strike?

So now TEC is the only faction capable of withstanding Novalith strikes?  This is just sounding cheesier and cheesier.

Second off, the stun on the kostura really isn't that long.  I hit an advent fleet 4 consecutive times the other day with kostura strikes back to back.  It had an effect on him, but minimal, and he still would have won the battle had I not used subverters on him.

Weird; I got hit by 5 or 6 consecutive blasts last night (that game firmed my convictions about Kostura) and my entire fleet died.  I wasn't even fighting, my guys were at full health and then they vapourized by a string of blasts.  I tried to get out of the gravity well as soon as I saw the blasts heading towards me, but the repeated stuns prevented me from getting out in time.  I'd pushed pretty close to their Kosturas, too, so the first one was only two jumps away and I had virtually no time to react.

The point is there is NO COUNTER to this, and it singlehandedly torches fleets of arbitrary size.  If this is how superweapons are supposed to be, go ahead and buff the Novalith and Deliverance to obscenity, but give me a toggle to turn them off.

Reply #365 Top

 

A no superweapons check box in the game settings doesn't seem like a bad idea.

I agree that the Deliverance Engine needs to be strengthened, so put me down as a Yes vote for strengthening it.

Reply #366 Top

The main problem with the current cap balance isn't that carriers are too powerful, but the other caps just aren't strong enough to be especially powerful to be very viable in early-game combat. The exceptions are the three colony caps, which are still strong or beneficial enough and are still common. Though the Halcyon Carrier does need a nerf to Telekinetic Push; it just makes this ship far too powerful currently. And the Sova an Skirantra do need some buffs, namely to Missile Batteries and Scramble Bombers/Microphasing Aura.

For TEC, the Marza, Kol, and Dunov need boosts. For the Marza, reducing the cooldown time of Uranium Bomb would be very beneficial early-game. Dunov's EMP Charge could also use a shield damage increase, and possibly antimatter cost reductions for all its abilities sans Flux Field. And the Kol... well, it's so atrocious that it needs enormous changes to all its abilities just to become usable again. In addition, a flat DPS boost on the Kol and Marza would help enormously.

Vasari caps also need some boosts. Namely, the Egg could use a boosted Colonize (Possibly creating temporary construction frigates per level?) and an antimatter cost reduction to Gravity Warhead. Vulkoras' PMS would improve by being affected by Phase Missile research, and the Kortul needs a slight buff to Jam Weapons (Ability range increase?).

I don't really care enough about Advent to look into it; someone else please suggest something. XD

Also, carrier cruisers would actually be more usable if their crystal cost wasn't so hugely high. Vasari has a far less problem with it, but TEC carriers cost what, 135 crystal? And Drone Hosts are 220 crystal. If their costs were decreased, the cruisers would be a lot more viable.

Reply #367 Top

TEC and vasari DO have beam weapons... just... not very many.

Scramble and Microphasing yes, but missile batteries?  That ability is quite fine right now.  Maybe a little weak late game, but if you buffed it any more it would be OP early game.

I otherwise agree with what you're saying for TEC and Vasari.  I don't think abilities can be affected by research, however, so phase missile swarm will need to be buffed in a different manner.  Antorak also needs help.

 

Reducing the cost of carrier cruisers might be one approach to making them better.  One of the key problems with them right now is that if you travel any distance (4 or more jumps) they get completely drained of antimatter which makes them useless in battle.  Unless you're in an entrenched situation where your lateral mobility is maybe 2 or 3 jumps that makes them completely impractical.

Reply #368 Top

Quoting Darvin3, reply 367

Scramble and Microphasing yes, but missile batteries?  That ability is quite fine right now.  Maybe a little weak late game, but if you buffed it any more it would be OP early game.

I otherwise agree with what you're saying for TEC and Vasari.  I don't think abilities can be affected by research, however, so phase missile swarm will need to be buffed in a different manner.  Antorak also needs help.

 

Reducing the cost of carrier cruisers might be one approach to making them better.  One of the key problems with them right now is that if you travel any distance (4 or more jumps) they get completely drained of antimatter which makes them useless in battle.  Unless you're in an entrenched situation where your lateral mobility is maybe 2 or 3 jumps that makes them completely impractical.

The only real change for Missile Batteries is to allow it to be affected by missile research. Missile upgrades are generally a bit expensive to get early-game, so it'd just improve them later in the game, when the ability loses its use.

With Phase Missile Swarm, another idea is to just increase its damage potential, but then it'd pretty much be a Uranium Bomb clone. Allowing shield bypass would make the ability comparatively more powerful. ^_^

So possibly a cost decrease and an antimatter decrease to create SC?

Reply #369 Top

Buff Deliverance engine-

                         Cause an instant decrease in allegiance?

                                                         Nay

 

No buff needed-                                   yay

 

FIGHTERS

 

Buff Fighters-

                        Increase armor/hp?

                                  Yay-          

 

 

Magnetic Clouds-

                          Allow starbase deployment?

                                    Yay-        
                                               

 

Ice/Volcanic planets-

                          Change minimum mines to 3 (currently 2)?

 

                                   Nay-    

  

No Changes needed-     yay

 

 

 

ORKULUS STARBASE

 

Nerf Orkulus-

                           Increase build penalty in hostile wells? (currently 2.25x unupgraded)

                               

                                     Nay-  x10!!!    
                                                    

Other-

                           SB constructors trigger phase monitoring alarm? ("Hostile forces are inbound")

                                

                                    Nay-     x10 Advent bug abusers

 

SCOUT FRIGATEShotly debated topic right now on the forums, none can deny their increased presence on the MP battlefield. As the cheapest buildable unit in the game, as well as being tier 0, its utility against long ranged frigates has been thoroughly exploited. The question remains, is it balanced? This topic will be split into two sections, a general section for a blanket nerf and a more specific section for interspecies balance. The reason for this is that some think Nerf Scouts-

                          Decrease hp/shields?

                                    Nay-     

 

                          Decrease DPS?

                                     Nay-   

 

                          Increase Cost/supply?

                                  Nay    

                                

No Nerf Needed-            Yay

 

 

Balance Scouts-

                          Decrease Seeker Vessels Hp/shields/armor?

                                     Yay-         

                                 
                                                   

                          Decrease Seeker Vessels DPS?

                                     Yay-      

                                  

                          Decrease Jikara Navigator cost/supply?

                                     Yay-       

                                

                          Increase Jikara Navigator DPS?

                                     Yay-      

 

                          Increase Jikara Navigator hp/shields?

                                     Yay-      


 

 

RAVASTRA SKIRMISHERS

 

Buff Skirmishers-

                            Increase DPS?
                                        
                                      Yay-     

                                  

                            Decrease Supply cost?

                                      Yay-        

                               

                            Decrease Resource cost?

                                      Nay-       

 

                            Adjust Reintegration autocast AI to activate earlier?

                                      Yay-       

 

 

This time add all my answers pls

 

Reply #371 Top

Damn quotes are broken, so I'm going to have to do this by hand....

<<In other words, I'm not allowed to have a capital once my enemy has two Novaliths?  No thanks, I'd rather see superweapons removed from the game than cheese like this.>>

You call this cheese, but what's the difference between the way this plays, and the vanilla version of the game where there are no starbases to protect you from losing the planet to bombardment?

I'm not necessarily stating that I'm for this, because any buff to other superweapons would be a nerf to vasari, and any such thing should be thought through carefully.  I'm just saying I'd probably much rather see other superweapons buffed rather than your suggestion that the kostura be nerfed.

<<What about making the shield generator also work in tandem with the tec starbase so as to make it immune to losing the planet to a novalith strike?>>

<<So now TEC is the only faction capable of withstanding Novalith strikes?  This is just sounding cheesier and cheesier.>>

I'm not saying that any of these suggestions should be implemented, I was just brainstorming ideas.  But having said that, what's wrong with the idea in principle?  Factions aren't balanced by unit, they are balanced by race, so having TEC as the "only faction that can do X" isn't problematic in and of itself.  The shield generator needs something added to it.  And if other superweapons are to be buffed (not saying they should or shouldn't be), this sounds like a good buff to the novalith.

<<I wasn't even fighting, my guys were at full health and then they vapourized by a string of blasts.  I tried to get out of the gravity well as soon as I saw the blasts heading towards me, but the repeated stuns prevented me from getting out in time.  I'd pushed pretty close to their Kosturas, too, so the first one was only two jumps away and I had virtually no time to react.>>

All the superweapons are hugely expensive, and the cooldowns on them are huge.  Just building 1 costs 8000 credits, not including research, labs, etc.  To me they are already questionable as far as their "bang for the buck."  If you nerf them, won't they be severely underpowered for what you are paying?

<<The point is there is NO COUNTER to this.>>

Vasari could counter with their own superweapon.  They could put a phase stabilizer node on the enemy planet with the kostura.  TEC could counter with the buffed novalith I posited (if you lose your planet, does that mean you can't fire your superweapon orbiting that planet?).

<<and it singlehandedly torches fleets of arbitrary size.>>

One superweapon will not singlehandedly do jack shit.  It takes a minimum of 5 or 6 as what happened to you, to torch a fleet of arbitrary size.  Using the number of 5 superweapons, that's 40,000 credits, not counting crytal/metal.  If that amount of superweapons and credits should not torch a fleet, what number do you think is appropriate?

Note that I am not arguing with you or challenging you.  I am simply asking an honest question.  Perhaps I'm entirely wrong on superweapons and should rethink them, and I'm willing to do that.  So I'd like to hear your arguments.

<<If this is how superweapons are supposed to be, go ahead and buff the Novalith and Deliverance to obscenity, but give me a toggle to turn them off.>>

I have always favored toggles for most things in the game, like siege frigs.  If they had made that a toggle long ago, as I suggested, it would have saved a lot of wailing and gnashing of teeth.  Sure, I support a toggle for superweapons.

What do you think the proper role and balance of superweapons should be in the game, given their enormous resource cost, tactical slots cost, etc.  I have not delivered a vote on the deliverence, and might not ever vote on it.  These are just ideas in response to what you said above.

Reply #372 Top

I don't really have an opinion on the Halcyon, because i rarely play advent, and have in fact been favoring Vasari lately.  As to the other 2 Cap ships, i say Sova and Skirantra are tied for their usability.  Sova, between its onboard weapons, Heavy Strikecraft Squadrons, and Missile Batteries, is a small fleet unto itself.  Add into the mix its Embargo and Instant-replacement ability, and it's usefulness speaks for itself.  Skirantra is practically the same thing, with minor tweaks that shift it to a survivability fleet.  Send a diverse fleet along with it, and use Replicate forces on the ship that cunters the threatening ship in your opponent's fleet, and set Repair Cloud to Auto-Cast, hit Scramble Bombers once in a whil, and you're good to go unless you're outnumbered.

As for superweapons, there should be absolutely no counter unless we add into the game super-defenses.  Superweapons are all weaker than they should be, but they are in my opinion balanced to oneanother, so either buff them all at once, or leave them all alone.  In my opinion, excluding the minor tweaks i have agreed on here, the game is reasonable as is.

:ninja:-Exile

Reply #373 Top

One superweapon will not singlehandedly do jack shit.  It takes a minimum of 5 or 6 as what happened to you, to torch a fleet of arbitrary size.

I meant singlehandedly as in this one unit-type kills fleets, not that a single Kostura could do so.  My fault for choice of words.  Point is, once five or six of these are up, you lose. 

If it's going to torch a fleet, it's got to be counterable, hard to get that perfect setup.  As it is, there are TOO many ways you can set up someone to take the full brunt of that superweapon barrage.  Yes, 40000 is an expensive superweapon setup.  On the flipside, that's about the same cost as 400 command in units, and you get to take out forces like that once every 5 minutes or so. 

If that amount of superweapons and credits should not torch a fleet, what number do you think is appropriate?

How about none?  Torching a fleet shouldn't be in the realm of superweapon power. 

Even if it were to be, the other superweapons would need fundamental overheals to compete with the Kostura.  As mentioned, even if its damage were removed completely it would still be far and away the best superweapon.  In my opinion, you could take away the stun as well and it would still be top dog. 

My opinion is that superweapons should provide a massive strategic liability for the opponent.  They should not stack (at least beyond a reasonable point, like 2 novalith shots kill a planet) against a specific target.  They should be counterable, so the enemy cannot be defeated by superweapons alone and you need to capitalize on their ability with fleets to get the win.

Reply #374 Top

I don't see the point of a super weapon if its isnt super. Nor do I see the point of having a toggle for them if they arent powerful. Kosturas are in the realm I think a superweapon should definitely be. It should be able to torch a fleet given enough of them. The two things the Kostura are weak against are Starbases and enemies who are Attacking. You cannot use the Kostura defensively, and that is its biggest weakness (not to mention fleets in neutral wells are untargettable). I recently played a game where I was able to build 4 Kosturas but was unable to use them because the enemy fleets had broken our frontlines and were digging into our planets. The money I sunk into Kosturas would have been better served feeding my allies or building a larger fleet to hold off my enemies, and thus even having almost enough Kosturas to erradicate any fleet actually helped us lose the game. THe problem with Novas is that the longer theyre active, the less they are effective, as opponents shore up their planets with starbases. When they are first brought out theyre quite powerful and in the realm of "super". To keep them strong as the game progresses, I think they should do a percent damage to structures (and maybe have kosturas be unable to damage structures to make it unique) around planets, so one could really wreak havoc on an opponents economy by destroying planet population and orbital structures (starbases maybe too). The deliverance engine is the only superweapon that needs a major overhaul, because as is its not a game changer like the other two can be and certainly doesn't warrant an on/off toggle (of which Id like the idea, if all superweapons were on the same level of power).

Reply #375 Top

Don't mean to hijack the thought about Superweapons but has anyone notice the oddness of the Vasari cruiser carriers? They have a supply cost of 14 the same as TECs yet the Vasari can get 15% more fleet added to them due to research. Think maybe they should have their supply cost raised about 2 points ( mathmatically 15% of 14 is 2.1) to make an equalizing of this issue.