Balance help for balance mod :)

balance changes list v0.9

Hi!

I am working on simple balance mod compatible with Sins Optimization Project. Because I think some suggestions may be helpful for me, I will be very happy if You check this list and write your feedback/suggestions. General goals are simple:

1. Significantly increasing CAPS role in game

2. Implementing something we can call "counters system"

3. Fixing OP and buffing UP abilities, to caps and other stuff too.

4. All caps should be viable choice. All cap's abilities should be viable choice too (if possible).

 

 

Already applied balance changes list:

EDIT: Updated 26/01/2011

 

 

Global Changes:

Damage-vs-ArmorType changes:
-CAPITALABILITY damage vs PIRATE increased to 100% (from 75%)
-CAPITALABILITY damage vs CAPITAL increased to 100% (from 75%)
-CAPITALSHIP damage vs LIGHT increased to 100% (from 75%)
-CAPITALSHIP damage vs PIRATE increased to 150% (from 90%)
-ANTIVERYHEAVY damage vs LIGHT reduced to 25% (from 50%)
-ANTIHEAVY damage vs CAPITALSHIP increased to 75% (from 50%)
-ANTIHEAVY damage vs VERYHEAVY increased to 75% (from 50%)
-ANTIMEDIUM damage vs CAPITALSHIP reduced to 25% (from 75%)
-ANTIMEDIUM damage vs HEAVY increased to 100% (from 75%)
-ANTIMEDIUM damage vs MEDIUM increased to 150% (from 133%)
-ANTIMEDIUM damage vs VERYHEAVY reduced to 50% (from 75%)
-ANTILIGHT damage vs CAPITALSHIP reduced to 25% (from 50%)
-ANTILIGHT damage vs VERYHEAVY reduced to 25% (from 50%)
-ANTIVERYLIGHT damage vs VERYHEAVY reduced to 25% (from 50%)
-ANTIVERYLIGHT damage vs LIGHT increased to 100% (from 75%)
-ANTIVERYLIGHT damage vs CAPITALSHIP reduced to 25% (from 50%)
-ANTIVERYLIGHT damage vs VERYLIGHT reduced to 100% (from 133%)


Global CAPS Changes:
-ALL Caps weapons damage increased by 20%
-Starting Hull Points at all CAPS increased by 20%
-Hull Points recived every level increased by 20%
-Starting Shield Points at all CAPS increased by 20%
-Shield Points recived every level increased by 20%
-ALL Caps angular acceleration increased by 100% (to reduce stupidly large turning radius)
-COLONIZERCAPS start with 2SC squdron and end with 5 squadrons MAX

-BATTLESHIPS, SIEGECAPS and SUPPORTCAPS have 3 squadrons MAX
-CARRIERCAPS speed reduced to 450, same as COLONIZERCAPS (from 525) 

 

TEC changes:

Korosov Siege Frigate:
-Cost reduced to 495/65/50 (from 620/80/65)
-Supply requirements reduced to 10 (from 12)

Percheon Light Carrier:
-Cost reduced to 750/135/120 (from 835/150/135)
-Supply Requirements reduced to 12 (from 14)

Hoshiko Robotics Cruiser:
-Now can cast Demolition Bots without facing the target

Cielo Command Cruiser:
-Embolden: now regenerate 5SH/s and give 20% boost to weapons cooldown (from 2.5SH/s and 10% cooldown)

-Embolden: now give 20% chance to block Phase Missiles
-Designate Target: AM cost and Cooldown reduced to 50AM and 30s (from 100AM and 45s)


Kol Battleship:
-Gauss Rail Gun: AM cost reduced to 30/30/30 (from 75/75/75)
-Gauss Rail Gun: range increased to 8000/10000/12000 (from 6500)
-Gauss Rail Gun: Now damage ignore shields and hit ships hull directly
-Gauss Rail Gun: Now also reduces Linear and Angular Thrust by 100% (50% in game)
-Adaptive Forcefield Phase Missiles Block increased to 50%/70%/90% (from 25%/45%/65%)
-Adaptive Forcefield Damage reduction changed to -50%/-50%/-50% (from -15%/-25%/-35%)
-Adaptive Forcefield Cooldown changed to 40/40/40 (from 45/40/35)
-Adaptive Forcefield AM cost reduced to 40/40/40 (from 40/50/60)
-Flak Burst: AM cost reduced to 60/60/60 (from 100/100/100)

Dunov Battlecruiser:
-Shield Restore AM cost reduced to 40 (from 65)
-Magnetize cast range increased to 7500 (from 5000)
-Magnetize MAX number of targets increased to 12/18/24 (from 8/12/16)
-Magnetize cost reduced to 60/60/60 AM (from 80/80/80 AM)
-EMP Charge Radius increased to 3000/3500/4000 (from 2500/3000/3500)
-EMP Charge range increased to 5500 (from 4500)
-EMP Charge cooldown reduced to 40/40/40 (from 50/45/40)
-EMP Charge AM cost reduced to 80/80/80 (from 100/90/80)


Marza Dreadnaught:
-Incendiary shells damage increased to 6/9/12 (from 3/4.5/6)
-Incendiary shells damage now ignore shields and hit ships hulls directly
-Incendiary shells now also reduces target armor for 1/2/3
-Incendiary shells timer no longer reset after each attack


SOVA Carrier:

-Heavy StrikeCraft bonus to armor increased to 2/4/6 (from 2/3.5/5)
-Heavy StrikeCraft bonus to damage increased to 25%/50%/75% (from 12%/24%/36%)


Akkan Battlecruiser:

-Ion Bolt effect duration increased to 4/6/8 (from 3/5/7)
-Targeting Uplink now reduces weapons cooldowns by 4%/8%/12%
-Targeting Uplink range increased to 10000 (from 8000)




ADVENT Changes:


Purge Vessel:
-Cost reduced to 505/70/60 (from 630/90/75)
-Supply requirements reduced to 10 (from 12)

Aeria Drone Host:

 -Cost reduced to 1150/210/200 (from 1280/230/220)
-Supply Requirements reduced to 18 (from 20)

Iconus Guardian:
-Shield Projection: now give all allies 25% chance to block Phase Missiles


Domina Subjugator:
-Angular Acceleration increased to 4.5 (from 2.25)
-Perseverence cost/cooldown reduced to 100AM/40s (from 150AM/60s)
-Perseverence now reduces all damage taken by target by 35%
-Surpression Cost/cooldown reduced to 50AM/20s (from 75AM/30s)

 

 

Radiance Battleship

-Energy Absorptive Armor bonus to armor increased to 2.0/4.0/6.0 (from 1/2/3)
-Animosity effect fixed
-Animosity range increased to 5000/6000/7000 (from 3000/4000/5000)
-Animosity now increases damage taken by affected ships by 20%
-Animosity Number of targets increased to 16/32/64 (from 8/16/32)
-Cleansing Brillance cooldown reduced to 75 (from 120)
-Cleansing Brillance AM cost reduced to 120 (from 150)



Halcion Carrier:
-Amplify Energy Aura Range increased to 10000 (from 8000)
-Amplify Energy Aura weapons cooldown reduction increased to  8%/16%/24% (from 8%/15%/22%)
-Anima Tempest cooldown reduced to 150s (from 180s)


Rapture Battlecruiser:
-Concentration Aura Radius increased to 15000 (from 8000)
-Concentration Aura now also give 1/2/3 armor bonus to strikecrafts
-Domination: Antimatter Cost reduced to 75 (from 150)
-Domination: cooldown reduced to 30 (from 60)
-Vertigo: Range increased to 6000 (from 4500)
-Vertigo: Area Radius increased to 2500/3000/3500 (from 2000/2500/3000)
-Vengance: cooldown reduced to 30/30/30 (from 30/35/45)
-Vengance: Damage Retailation increased to 100%/200%/300% (from 65%/130%/200%)

Revelation Battlecruiser:-Guidance: Antimatter cost and cooldown reduced to 25AM and 10s (from 75AM and 20s)
-Guidance: Abilities cooldown reduction inctreased to 50% (from 40%)
-Guidance: now give -100% AM cost of non-ultimate abilities (de facto it is -50%)
-Reverie: AM cost reduced to 50/50/50 (from 75/75/50)






VASARI Changes:




Kostura Cannon:
-Now do non-stacking 10 damage/s over 15s to ships (instead of 600 on hit)
-Now do non-stacking 10 damage/s over 60s to structures (instead of 1500 on hit)
-Structures stun duration reduced to 60s (from 180s)

Karrastra Destructor:
-Cost reduced to 500/70/55 (from 625/90/70)
-Supply requirements reduced to 10 (from 12)

Lasurak Transporter:
-Cost reduced to 730/145/125 (from 810/160/140)
-Supply Requirements reduced to 12 (from 14)


Severun Overseer:
-Jump Degradation AM cost reduced to 25 AM (from 100AM)
-Jump Degradation hyperspeed reduction reduced to -10% (from -50%)
-Jump Degradation cooldown increased to 60 (from 30)
-Jump Degradation stack limit increased to 50 (from 1)

Hangar Defense:
-Phase Trap duration reduced to 20/30 (from 45/60)
-Phase Trap cooldown reduced to 60/60 (from 75/75)
-Phase Trap MAX targets number reduced to 40 (from Infinite)

Missile Platform
-Disruptor Nanites effect duration reduced to 60 (from 300)

Kortul Devastator:

-Power Surge Shield regeneration reduced to 15/30/45 (from 25/35/45)
-Power Surge duration increased to 30/30/30 (from 20/25/30)
-Power Surge cooldown increased to 40/40/40 (from 30/35/40)
-Jam Weapons AM cost reduced to 50 (from 70)
-Disruptive Strikes now work on targets without antimatter pool
-Disruptive Strikes Abilities cooldown penalty increased to 20%/40%/60% (from 16%/33%/50%)
-Volatike Nanites explosion radius increased to 1500 (from 1000)
-Volatile Nanites effect radius increased to 3000 (from 2000)
-Volatile Nanites cooldown/AM Cost reduced to 150s/120AM (from 180s/150AM)
-Volatile Nanites explosion damage increased to 250 (from 150)

Skinatra Carrier:
-Scramble Bombers cooldown changed to 40/30/20 (from 35/35/35)
-Scramble Bombers AM cost reduced to 40/30/20 (from 50/50/50)
-Scramble Bombers now spawn one squad at all levels (instead of 1/2/3)
-Microphasing Aura radius increased to 10000/12500/15000 (from 8000)
-Microphasing Aura Blink Range increased to 1500 (from 750)
-Microphasing Aura activation interval increased to 4/4/4 (from 4/4/3)
-Microphasing Aura triggering chance increased to 30%/40%/50% (from 20%/30%/30%)
-Replicate Forces Cooldown reduced to 90 (from 180)
-Replicate Forces AM cost reduced to 75 (from 125)

Antorak Marauder:
-Distort Gravity radius increased to 10000 (from 5000)
-Distort Gravity effect duration increased to 45 (from 30)
-Phase Out Hull damage/heal increased to 200/300/400 (from 200/200/200)
-Phase Out Hull cost reduced to 40/40/40 (from 60/50/40)
-Phase Out Hull cooldown increased to 5/5/5 (from 5/3/2)
-Subversion AM cost reduced to 75/75/75 (from 100/100/100)
-Subversion: build times penalties increased to 100%/150%/200% (from 50%/100%/150%)
-Subversion: Now reduced extractors extraction rate by 40%/60%/80%
-Subversion: no longer stackable


Jarrasul Evacuator:
-Colonize reduction to structures build time increased to -50% (from -20%)

Vulkoras Desolator:
-Phase Missiles Swarm range increased to 7500 (from 5000)
-Phase Missiles Swarm Max Targets increased to 8/8/8 (from 3/5/7)
-Phase Missiles Swarm AM cost reduced to 60/60/60 (from 90/90/90)
-Phase Missiles Swarm now ignore shields and damage ship hull directly
-Assault Specialization bonus damage to structures increased to 160/320/480 (from 60/120/180)

 

 


Upgrades Changes:



TEC BEAM weapons upgrades:
-Each BEAM upgrade now give 3.75% RoF increase (15% fully upgraded)
-Each BEAM upgrade now give 7.5% damage increase (instead of 5%)
-Each BEAM upgrade now give 3% range increase (12% fully upgraded)


Vasari WAVE weapons upgrades:
- Each level of Wave upgrade now give 2.5% bonus to RoF (15% fully upgraded)

Vasari PULSEBEAMS weapons upgrades:
- Each level of Pulsebeams upgrade now give 7.5% damage increase (instead of 5%)
- Each level of Pulsebeams upgrade now give 3% range increase (12% fully upgraded)

 

 

THX for any help :)

 

Balance MiniMod is ALMOST ready, I just need some feedback before 1st release.

32,607 views 36 replies
Reply #1 Top

I'd recommend looking at Seleuceia's "project equilibrium", which already made a lot of headway on what you're trying to do:

https://forums.sinsofasolarempire.com/389291

https://forums.sinsofasolarempire.com/386879

 

I generally don't agree with your changes to damage types and capital ship attributes.  Increasing the number of squads on capital ships wrong-headed to me; rather than addressing the factors that make the carrier's role and contribution dominant, you've chosen to make every other capital ship into a mini-carrier.  Furthermore, I think you've buffed the Kortul to the point at which it's unstoppable on a rush.  It's already very difficult to bring down with its power surge ability (enough so as to be viable even against carriers), but with 50% bonus damage, strike craft, and even better hull/shield it's now probably impossible to take down.

The biggest problem with capital ship balance is that you need to be able to take them down early on, but still be able to keep them alive later on.  I do not believe there is any conceivable level of toughness that will satisfy both ends of the equation.  This is why I advocated move speed as a possible solution.  This gives capital ships the mobility to avoid late-game death-traps without giving them the raw power to steamroll early-game forces.

 -Incendiary shells damage now ignore shields and hit ships hulls directly

While this is nice, I don't think it's going to solve the problem.  The bottom line is that this ability is nothing but a boost to attack damage, which really isn't worth your capital ship's time.  I strongly believe this needs a secondary effect other than damage to give the ability more usefulness.

 -Heavy StrikeCraft bonus to damage increased to 20%/40%/60% (from 12%/24%/36%)

Unnecessary; this ability is fine as is.  If you want to buff the Sova, focus on its late-game support role (which is lacking).  It's early-game combat role is already top-notch and in no need of buffing.\

-Ion Bolt effect duration increased to 6/8/10 (from 3/5/7)

This ability is fine, and that buff is over the top.  Ion bolt in the right time and place is already a death sentence, this just makes it ridiculous.

-Vertigo: Range increased to 6000 (from 4500)
-Vertigo: Area Radius increased to 2500/3000/3500 (from 2000/2500/3000)

I don't know why you're buffing Vertigo.  It's a fine ability as is.  Maybe a little lacklust at level 1, but it quickly becomes exceedingly powerful, cutting enemy damage by more than HALF at level 3.

- Guidance: Antimatter cost reduced to 35 (from 75)
- Guidance: cooldown time reduced to 15 (from 20)

Still useless; there are no Advent abilities that actually have any meaningful cooldown limitations, hence the ability remains worthless.

-Phase Trap duration reduced to 20/30 (from 45/60)
-Phase Trap cooldown reduced to 60/60 (from 75/75)

This still allows a formation of multiple phasic traps to keep an indefinitely large amount of strike craft in stasis for an indefinite amount of time.  It needs a target cap.

-Disruptive Strike now Disable Regeneration for 15s

This is unnecessary; this ability is already a fine passive ability.

-Scramble bombers cooldown increased to 60/60/60 (from 35/35/35)

That's a severe overnerf.  It's probably worthless in that state. 

-Colonize reduction to structures build time increased to -50% (from -20%)

While this is an improvement, it's not really going to change the world.  The biggest delay in construction is actually that silly construction frigate which moves at a snail's pace from one site to another.  The actual build time is already low enough that this bonus is mostly irrelevant.

 

I still think many of the capital ships need additional help finding their role.  Currently the only capital ships with strong roles are the colony capital ship and the carrier capital ship.  The Vulkoras and Marza fulfill a niche role as siege specialists, and the Kortul is the only exception that stands out among the other capital ships that actually can operate in its intended position (front lines).  Support ships and battleships otherwise just can't fulfill their intended role because they can't operate anywhere near the enemy and end up getting fragged.

I do not believe you have "fixed" the fundamental issue, which is focus fire.  It doesn't matter how much you tweak damage modifiers, there will eventually be enough LRF or bombers to kill a capital ship without providing it any realistic chance of escape.  This is why I strongly believe that we need to look at other possible solutions; I've recommended changing move speed, but there are other approaches.  Just swapping up modifiers isn't going to change the fact that eventually there is a fleet large enough to render front-line capital ships obsolete .

Reply #2 Top

THX for reply :)

 

Let me explain some stuff, I see we have different point of view on different stuff:

 

I generally don't agree with your changes to damage types and capital ship attributes.  Increasing the number of squads on capital ships wrong-headed to me; rather than addressing the factors that make the carrier's role and contribution dominant, you've chosen to make every other capital ship into a mini-carrier.  Furthermore, I think you've buffed the Kortul to the point at which it's unstoppable on a rush.  It's already very difficult to bring down with its power surge ability (enough so as to be viable even against carriers), but with 50% bonus damage, strike craft, and even better hull/shield it's now probably impossible to take down.

The biggest problem with capital ship balance is that you need to be able to take them down early on, but still be able to keep them alive later on.  I do not believe there is any conceivable level of toughness that will satisfy both ends of the equation.  This is why I advocated move speed as a possible solution.  This gives capital ships the mobility to avoid late-game death-traps without giving them the raw power to steamroll early-game forces.

1. I am going to nerf first two levels (especially first) of power surge. 15/30/45 is more fair, early 25sh/s is giving to high advantage and is really too difficult to counter.

2. Mini carriers with 3 SC? Halcion has up to 11 SC, Skinatra has 8SC + up to 6 extra due to (nerfed) Scramble bombers. These "mini carriers" are 4-5 times less cost-efficient in terms of providing SC squads. Why other caps are supposed to abandon their SC number to laughable 1SC (Marza etc?)? CarrierCaps didn't lost their planet-bombing capabilities, their damage (even after other caps buff) is still really good... Why CarrierCaps are suppossed to have homongous advantage in one area while other caps do not have any (they are better in some areas, but they do not overshadow anything in any area even close to carriers)? Only Cap supposed to be mini-carrier in this mod is Colonizer. But it is still less then 50% cost-effective in terms of SC squads then carriers... One more thing: Last SC squadron caps get at 10th level - how many times did you seen 10 level cap in online game? :)

3. I am thinking of movement speed changes. Actually LRF do 66% less damage to 20% buffed caps, so they basically need 3.6 more time to take down cap - I do not say it is fixing problem, but it is huge change.

 

While this is nice, I don't think it's going to solve the problem.  The bottom line is that this ability is nothing but a boost to attack damage, which really isn't worth your capital ship's time.  I strongly believe this needs a secondary effect other than damage to give the ability more usefulness.

I am going to add 1/2/3 armor reduction too. Damage to hull will stay, it is funny

 

Unnecessary; this ability is fine as is.  If you want to buff the Sova, focus on its late-game support role (which is lacking).  It's early-game combat role is already top-notch and in no need of buffing.

I think other Caps in terms of SC support have an advantage over SOVA, this buff should fix it slightly.

This ability is fine, and that buff is over the top.  Ion bolt in the right time and place is already a death sentence, this just makes it ridiculous.

I don't know why you're buffing Vertigo.  It's a fine ability as is.  Maybe a little lacklust at level 1, but it quickly becomes exceedingly powerful, cutting enemy damage by more than HALF at level 3.

Gamebreaking abilities are improving game dynamic. Turning caps into gamebreakers will improve their role in general. I will think of these buff, but Cap abilities able to change game completely are fine to me.

Still useless; there are no Advent abilities that actually have any meaningful cooldown limitations, hence the ability remains worthless.

Maybe additional 50% AM cost reduction may help?

This still allows a formation of multiple phasic traps to keep an indefinitely large amount of strike craft in stasis for an indefinite amount of time.  It needs a target cap.

No questions to this point, I agree with you.

This is unnecessary; this ability is already a fine passive ability.

Yes , is fine, but IMO it should be significantly above "fine" like most of Caps abilities. I am going to give passive regeneration block to ALL battleships, Radiance have it on it's active ability, Kortul has it in his passive. I have problem with Kol, choose between another buff to railgun and buff to ultimate ability is difficult.

 

That's a severe overnerf.  It's probably worthless in that state.

It is 2/4/6 extra squads ALL THE TIME. at 3rd level It's like second CarrierCap... Why you say it is worthless?

 

Reply #3 Top

Your making light carriers.... better?

ehhh....

okkeyy...

akkan ion bolt is already amazing... doesnt not really need to be more amazing...

if you do increase the ion bolt duration, make sure you increase its cool down. it should not be able to stop a ship from charging phase drive.

 

phase missle swarm = omgwtfbbq.  in vanilla we already have problems with people building nothing but desolators...

 

disruptive stikes does not need to be more powerfull.  jam weapons could use a little range increase.  (due to the whole hitbox+range thing)

I like marza.

kololol railgun still is lolol.  expecially with eveyting else buffed around it. (something is fishy about force field length/cooldown...)

advent dont seem to get nearly the ammount of op stuff that other factions get... but w/e

wholly shi-, 3/5 caps get +50% damage?  I r go build triple donovs, 2 kols, and a marza now. k bye!

Reply #4 Top

Your making light carriers.... better?

Yes

 

akkan ion bolt is already amazing... doesnt not really need to be more amazing...

if you do increase the ion bolt duration, make sure you increase its cool down. it should not be able to stop a ship from charging phase drive.

 

Entire point is making it more amazing. Main goal of this Minimod is turning caps from situational support into gamebreaking gamechangers, core of every fleet.

 

phase missle swarm = omgwtfbbq.  in vanilla we already have problems with people building nothing but desolators...

Well placed battleship with it's buffed stats will PWN it like no tommorow...

 

disruptive stikes does not need to be more powerfull.  jam weapons could use a little range increase.  (due to the whole hitbox+range thing)

All battleships will get ability to block regeneration and multiple buffs. It's part of turning game into something more caps-oriented.

I like marza.

Me too :)

kololol railgun still is lolol.  expecially with eveyting else buffed around it. (something is fishy about force field length/cooldown...)

Mine Kol's concept is unbeatable beast with one big weakness - antimatter. If you find way to kill his AM pool, Kol will be finished. For example two other Battleships should not have problems against Kol... But yes, mindless throwing units on it without disabling it's abilities is something close to suicide.

advent dont seem to get nearly the ammount of op stuff that other factions get... but w/e

More stuff coming soon :) I am going to make Advent exactly as OP as other two factions :)

wholly shi-, 3/5 caps get +50% damage?  I r go build triple donovs, 2 kols, and a marza now. k bye!

Colonizers get 2 extra SCs, while carriers already are powerful and don't need major buffs.

Reply #5 Top

Halcion has up to 11 SC, Skinatra has 8SC

The level 10 comparison is mostly irrelevant; these values are rarely reached, and by this point capital ships only make up a small fraction of your fleet's firepower anyways.  What's more valid is the level 1 comparison, which differs by only a single squad.  For all intents and purposes, this does put other capital ships on similar footing with carriers near the start of the game, and they remain competitive until the carriers are hitting level 5, after which the faster carrier progression pulls ahead.

I feel that the solution is to strengthen the role of battleships so they provide meaningful presence that matches the benefit provided by a carrier's strike craft.  Equalizing their strike craft contributions at lower levels only serves to homogenize, rather than provide a wealth of variety that we should be shooting for here.

Perhaps I'm sounding like a broken record, but I loved the "destroyer" battleships with the speed to run down any enemy.  True, they had no strike craft, but they had their own strengths to compensate.


3. I am thinking of movement speed changes. Actually LRF do 66% less damage to 20% buffed caps, so they basically need 3.6 more time to take down cap - I do not say it is fixing problem, but it is huge change.


You've changed the damage modifiers sufficiently that it's difficult to predict how things will fall into place.  It may not be the LRF we need to fear.

Furthermore, I don't mean to imply that you can't make capital ships too strong.  Rather, I mean to say that any stats strong enough to survive in the late game would be overpowered early-game, and any stats weak enough to be counterable early-game would be underpowered late game.  


I am going to add 1/2/3 armor reduction too. Damage to hull will stay, it is funny


I don't have a problem with the hull damage, that's all fine in my books.  My point was it needed something more than damage.  This will work just fine.


Gamebreaking abilities are improving game dynamic. Turning caps into gamebreakers will improve their role in general. I will think of these buff, but Cap abilities able to change game completely are fine to me.


While I agree powerful abilities with strong roles in-game are nice, ion bolt is already "game-breaking" in this sense if used intelligently.  

Furthermore, why single out these two abilities?  They're really on the same level as abilities like nanos, malice, raze planet, power surge, or reverie.  Perhaps not top-level abilities, but well above average.  There are many far more deserving abilities of obscene buffs.  Heck, even the Rapture's vengeance ability is weaker than vertigo.


Maybe additional 50% AM cost reduction may help?

To repeat what I said:  the ability is literally useless.  As in, the Advent faction has no use for it.  You could set it to 0 AM cost, it would still be a mediocre ability because Advent has no units with meaningful cooldown limitations.  This ability needs a secondary effect.


It is 2/4/6 extra squads ALL THE TIME. at 3rd level It's like second CarrierCap... Why you say it is worthless?


There are two aspects to consider with scramble bombers.  The first is the deployment time, the second is maximum "steady state" effect.  You are considering only the latter, but ignoring the former.  The problem is that scramble bombers costs antimatter, and even at 50 antimatter per minute this mostly knocks out your regeneration.  That's a small price to pay when we're talking about the 12 squads of bombers you currently gain from it, but for only 6 squads, this price no longer makes sense.

As a result, you will begin battle with ZERO bombers and will have to wait a full two minutes to reach your "maximum".  The problem is, the deployment rate is now so slow that these bombers will likely die in the interim.  In other words, in practice you will never reach that theoretical 6 squad.  

I made a similar conceptual blunder back in 1.18 when I called this ability "among the weakest in the game".  I only was paying attention to its deployment time, which was definitely on the weak side, without paying attention to the potential for a "steady-state" monster.  I believe most people are now making the opposite mistake I made in 1.18 and the "solutions" they propose will return it worthlessness because the steady-state condition will once again be too impractical to use with the more reliable repair cloud as an alternative.

For this reason, I believe a composite of buffs and nerfs is needed to change this ability to weaken its maximum steady-state but strengthen its deployment time.  I advocate for a faster cooldown, but lower duration that strikes a balance.  This will reduce its theoretical maximum number of squads, but also enable you to scramble those squads faster to keep this ability's hard-hitting nature.


phase missle swarm = omgwtfbbq.  in vanilla we already have problems with people building nothing but desolators...

I've seen this attempted many times, but I've never seen it actually be effective.

Actually, revisiting his list, I realize he's adopted the "project equilibrium" target cap without also adopting the damage nerf.  Project Equilibrium lowered its damage per target to compensate for the massive target cap.  We also didn't decrease its antimatter cost.  Although to be fair, the level 1 Vulkoras still lost to an equal cost of LRM even when fighting on a star for unlimited antimatter.


kololol railgun still is lolol.

Agreed; as I mentioned it's very difficult to overbuff this ability due to being single-target, reduced by mitigation, reduced by armour, and having minimal secondary effects.

 

Mine Kol's concept is unbeatable beast with one big weakness - antimatter. If you find way to kill his AM pool, Kol will be finished.

This raises alarm bells for me.  The Kol's biggest issue is that it sucks before level 6.  You seem to only be exascerbating this problem by making it even more reliant on Finest Hour to function.  This capital ship is fine at level 6+, it's at the lower levels that it needs help.

Reply #6 Top


The level 10 comparison is mostly irrelevant; these values are rarely reached, and by this point capital ships only make up a small fraction of your fleet's firepower anyways.  What's more valid is the level 1 comparison, which differs by only a single squad.  For all intents and purposes, this does put other capital ships on similar footing with carriers near the start of the game, and they remain competitive until the carriers are hitting level 5, after which the faster carrier progression pulls ahead.

I feel that the solution is to strengthen the role of battleships so they provide meaningful presence that matches the benefit provided by a carrier's strike craft.  Equalizing their strike craft contributions at lower levels only serves to homogenize, rather than provide a wealth of variety that we should be shooting for here.

Perhaps I'm sounding like a broken record, but I loved the "destroyer" battleships with the speed to run down any enemy.  True, they had no strike craft, but they had their own strengths to compensate.

 

Capships in SotSE are not like real naval capital ships, specialized in their main role and without access to everything else (like carrier with no cannons or battleship with no fighters), they are more like Star Wars/Battlestar Gallactica Capships, where each cap is multipurpose machine able to do many different jobs. In SW difference between Imperial Star Destroyer and Carrier Destroyer constructed on it's own hull is ~100% more fighters and ~50% less cannons - neither battleships have no access to fighters, nor carriers have weak main batteries. They are slightly specialized, but still multi purpose. And thats how Caps are made in Sins. Turning battleships into no-fighter uber destroyers is against this concept.

 


Agreed; as I mentioned it's very difficult to overbuff this ability due to being single-target, reduced by mitigation, reduced by armour, and having minimal secondary effects.

 

Why railgun is suppossed to be turned into ANOTHER debuffer? I gave it range boost and another range reduction, ability to snipe and stop movement of enemy ships are looking useful, and on top of that these extra DPS are REALLY powerful.

 

 

 

 

Main post edited, more changes comming.

Reply #7 Top

Capships in SotSE are not like real naval capital ships, specialized in their main role and without access to everything else

I completely disagree; capital ships are built with a high level of specialization, and this adds more diversity to their role and imrpoves the game.  While homogeniety may be the direction you want to go, I don't think it's supported by the canon and I don't think it's the best direction for the game.

Why railgun is suppossed to be turned into ANOTHER debuffer? I gave it range boost and another range reduction, ability to snipe and stop movement of enemy ships are looking useful, and on top of that these extra DPS are REALLY powerful.

It's not very powerful.  At the end of the day, level 3 GRG deals about 30 damage per second for constant use if all reductions are accounted for.  Needless to say, this is about the same performance as level 1 nano disassemblers, which deals 25 damage per second (flat, no reduction), reduces the target's armor for the duration, can be used against multiple targets simultaneously, and its damage:antimatter cost ratio is better even with your buff.

The bottom line: GRG isn't even in the ballpark to begin with. 

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Reply #8 Top

I completely disagree; capital ships are built with a high level of specialization, and this adds more diversity to their role and imrpoves the game.  While homogeniety may be the direction you want to go, I don't think it's supported by the canon and I don't think it's the best direction for the game.

All caps cost the same, all caps have same tech requirements, all have fighters, all can bombard planets and all have regular weapons. All have 4 special abilities. Yes, they are specialized, but it is SOFT specialization, like in SW, not HARD specialization like in Naval. Yes, we can change it into hard specialization, but it mean all caps except siege ones lose their siege capabilities (or do 1/10 damage of siege ones), all caps but battlecruisers lose 90% of their weapons damage, all caps but carriers have only 1-2 SC squads and all caps but supporters have strong abilities - then we have HARD specialization. Unfortunately Caps number is extremely restricted, lategame limit of 16 is not able to support this concept and is total crap early game. Thats why I prefer keeping already existing SW-style Caps concept and buff them in all areas, keeping their SOFT specialization and not making them too overshadowed in any area.

 

It's not very powerful.  At the end of the day, level 3 GRG deals about 30 damage per second for constant use if all reductions are accounted for.  Needless to say, this is about the same performance as level 1 nano disassemblers, which deals 25 damage per second (flat, no reduction), reduces the target's armor for the duration, can be used against multiple targets simultaneously, and its damage:antimatter cost ratio is better even with your buff.

The bottom line: GRG isn't even in the ballpark to begin with.

 

It's not THAT bad. First of all, you are talking of maximum possible mitigation value - it is not very common, especially early game. Second - due to buffed range GRG hit before other weapons, so at last first shoot affect opponent with low mitigation, doing really good damage. Last, Nanodissassembler AM cost is far higher, after ~3-4 uses you have no AM.

Reply #9 Top

I'm going to have to agree with Darvin...abilities that simply do DPS are usually pretty worthless unless it is on a massive scale (ex. Missile Barrage, Meteor Control, Malice)...

Nano-disassemblers is fine because it does hull damage (which is not affected by shield mitigation and has a lower passive regen rate) and it has a secondary buff...

Incendiary shells, first off, doesn't work...if you want the ability to work you will need to change it so that it prioritizes old, not new buffs....for whatever reason, the ability cancels itself out if you hit a target multiple times in a row and you have a stacking limit of 1...

In general, abilities that do raw DPS need to have secondary buffs...for example, GRG slows the enemy ship down (though this isn't very good, especially sins Kol must face its target)...one idea Darvin gave a while ago was to have the ability also reduce the weapon cooldown of the target (extremely useful against starbases)...

You can have whatever secondary debuff you want...but you probably want at least something other than just raw damage...

Another thing you may want to consider is how sins actually applies a lot of the values you are discussing...

In general, if you give an x% boost to a certain attribute (such as damage reduction), the game will apply that change by multiplying the base value by the factor:

1 / (1 + x%) where x% is the decimal between 0 and 1

So, let's take damage reduction....

A 50% damage reduction DOES NOT reduce damage by 50%...instead, it multiplies all damage by the factor 1 / (1 + .5) which is basically 2/3...so, instead of reducing damage by 50%, it only reduces damage by about 33%....

Likewise, a damage reduction of -40% (like that on the cielo's designate target) is actually 1 / (1 - .4) = 5/3 ...so actually, this ability increases damage by 66%, not 40%...

This also applies to GRG...a -100% speed penalty is actually applied as such...the speed of the affected ship is multiplied by the factor 1 / (1 + 1) which is 1/2...so actually, GRG doesn't stop the movement of a ship, it simply halves its speed...

Most things in sins are applied in these manners...damage reduction, AM cost reduction (like that on guidance), etc...there are some exceptions (construction time penalties I think is one of them, as reflected by subversion)...

Another small consideration is that weapon cooldown is essentially a DPS increase...if your ship has a 10% weapon cooldown bonus, it actually just increases weapon DPS by 10% instead of actually decreasing the weapon cooldown time (which would actually be more powerful)...I believe the difference between a damage increase and a weapon cooldown buff is that the two multiplies are multiplicative, not additive...so, a 10% increase in both is not a 10% + 10% = 20% increase, but rather a 1.1 * 1.1 = 21% increase....

I'm not entirely sure on that last distinction, this is from observing a level 5 Kortul and trying to do mental math in my head with in-game rounded numbers...in general though, unless you get some large numbers like 50%, it probably doesn't matter that much...

 

 

Reply #10 Top

I'd love to see battleships as a wealth of damage and armor. It would be nice to see them as bad ass as in come in guns blazing bad ass.

Thats what I'd like to see :) 

Reply #11 Top

You are not alone...the problem is, they'd have to do A LOT of DPS to justify their existence if their abilities aren't good...now, if every battleship was a tough sucker like a level 6+ Kol, that would be intense...

Reply #12 Top

Yea... intense thats what it needs. The other classes (cept carriers maybe) would need to fulfill their roles better though.

Reply #13 Top

now, if every battleship was a tough sucker like a level 6+ Kol, that would be intense...

The problem is not level 6+ capital ships, but level 1-3 capital ships.  This is the range at which a capital ship needs to shine, because raising a level 6+ is impractical regardless of how powerful it is once you get there.

Now, in that sense, the Kortul is the "tough sucker" that we should be looking at, since this guy is actually quite competitive from the word "go".  I actually think our move speed change on its own brought the Kortul into line, especially since it became great at chasing down enemy capital ships.  The trick is getting the Radiance and Kol to the same level.

I don't think we ever got GRG to a level at which it made the Kol a viable early-game selection.  Similarly, I don't think we ever got animosity to the point at which it was an interesting and useful skill on its own right.  These abilities must be dealt with to make these capital ships workable.

 

As for finest hour, I'm increasing convinced that to make the Kol balanced for level 5- and 6+, the ability must be reworked in some way.  Right now, it is basically fueling the Kol, which is making balancing the other abilities impossible.  I'm thinking to solve this, finest hour should become double-edged.  Increase its benefits, but at the end of the duration cause the Kol to lose all antimatter reserves.  That also better fits the concept of a "finest hour", because right now it's something that's used willy-nilly in every minor engagement and sometimes in between engagements for faster repair/regen.

Reply #14 Top

I like that idea Darvin. Will have to work with it to see what effect it would have.

Reply #15 Top

Quoting Darvin3, reply 13

The problem is not level 6+ capital ships, but level 1-3 capital ships.  This is the range at which a capital ship needs to shine, because raising a level 6+ is impractical regardless of how powerful it is once you get there.

Oh I agree...but there are few things more satisfying than seeing your enemy trying to kill a high level Kol and epically failing...

Animosity and GRG are...okay, maybe?  They aren't great, but honestly Animosity is giving you more damage reduction than adaptive forcefield used to when it was an active ability and if you got energy absorption then you'll be able to spam animosity quite easily...GRG is, I don't know....the problem with both of these abilities is that there is no good way to balance them without changing them...GRG has to now reduce the target's weapon cooldown while animosity gives DR...I mean, it might work, but it is definitely not the same GRG or animosity...

One thing I'd consider with GRG is having it reduce the target's shield mitigation...that would provide a different yet similar role to incendiary shells or nano disassemblers....

Perhaps 3%/5%/7%?  If you're target was normally at 72% shield mitigation, a drop of 7% would increase all damage by about 25%, which is comparable to -5 or -6 armor (I'm thinking nano-disassemblers here, which has -4.5)...

A difference between GRG and nano-disassemblers also is that GRG can be fired faster so you could hit many more targets in a shorter period of time (assuming you don't have to turn very much)....

As for animosity...shield mitigation is too hard to balance and doesn't help against PMs...armor is already used by energy absorption...adding HP on damage taken is just impossible to make work right given the different DPS's out there...PM blocking would be useful, but then it's just another adaptive forcefield...I'm not seeing something other than damage reduction short of adding a completely new ability to the game...

Maybe a weapon cooldown debuff...a lot of people suggested that when we worked on this ability...I mean, it seems to me like a vertigo/adaptive forcefield but maybe that isn't as much of a problem as I think it is....

 

Reply #16 Top

Animosity and GRG are...okay, maybe?

Okay and maybe are not the words of confidence we need.  Especially given these abilities scale poorly into the late game, they need to have a certain 'oomph' that lets them continue to shine.

I mean, it might work, but it is definitely not the same GRG or animosity...

At this point, I've given up on the concept that they can be tweaked.  A full rework is likely necessary.  GRG got close enough that it's no longer a joke, but it still doesn't function acceptably.

One thing I'd consider with GRG is having it reduce the target's shield mitigation...

How about maximum shield mitigation?

A difference between GRG and nano-disassemblers also is that GRG can be fired faster so you could hit many more targets in a shorter period of time (assuming you don't have to turn very much)....

A direct comparison between nanos and GRG is impossible due to the fact that one is damage over time while the other is direct damage.  You can have nanos eating away at the hull of multiple targets simultaneously, which is not possible with GRG.  We can certainly draw comparisons where they are similar, but the abilities will never line up perfectly.

adding a completely new ability to the game...

I think this is necessary for animosity.  After all the trials we went through, I never saw a result I remotely liked.

Reply #17 Top

I was thinking using the same stat change for GRG that shield disrupt on the subverter applies...I'm pretty sure it is max shield mitigation...

The reason I compare GRG to Nano disassemblers is because nanites are great...it is a good ability, so any ability that is just as useful is likely in good shape...

Nanites have a good early game use, but with the armor reduction, they also have a late game use that scales decently...it's not the damage as much as the debuff that I want to compare between the two, since that is what will be scaling late game (not the damage over time)...

I think I am going to try the shield mitigation with GRG...the exact values will be dependent on if the duration changes (even 7% is a bit low if the duration is not very long)...

Radiance has energy absorption for survivability....Kol has Adaptive forcefield while Kortul has power surge...both of those also have anti-SC abilities though obviously the Radiance can't do that since Halcyons carry the Advent anti-SC ability...GRG (assuming it enhances FFing) and disruptive strikes are good for priority targets like caps and SBs, but so is detonate antimatter...basically, I'm not seeing an obvious role for animosity that the Radiance is missing...

Because energy absorption is on the weak side for survivability, I really think animosity needs to add some resiliency...as for the other component of that ability, I don't know...

Here is a thought....I have no idea if it can be implemented, but whatever...what if all ships affected by animosity suffered from damage propagation (like malice), but instead suffered a portion of all damage done to the Radiance?  I already can see some players finding ways to get around this ability, but it's an idea...

Another possibility is to do a percent damage against all affected ships after the duration of animosity...this is the same mechanic that SBs use on ships that jump out of there gravity well....the nice thing is, it couldn't be used as a clincher against large amounts of heavily damaged ships since it is percent damage...also, I think a target cap (which animosity already has) combined with a small percentage would prevent animosity+malice from becoming ridiculous...besides, you do have to put the Radiance in harms way to use animosity...

I'm leaning towards the damage propagation, but I'm not sure if it can be made to work...

 

Reply #18 Top

Just looked at GRG...duration is 10/15/20, which is pretty short...

Given that the subverter reduces shield mitigation by 10% for 60s, I'm thinking GRG should at least reduce mitigation by 10%/20%/30%....

I also realized that the damage propagation I discussed earlier looks a lot similar to vengeance so I'd like to clarify...

Basically, vengeance (if applied to the Radiance) only affects ships that damage the radiance, and the damage they suffer is proportional to how much damage they deal (which on an individual level is not very much)....

If the Radiance did damage propagation in the manner I'm thinking, for the duration of the ability all damage on the Radiance is recorded regardless of source...then, a percent of that damage is applied to all ships affected by the ability, regardless of what they're actually shooting at...the difference between this and vengeance is that this ability affects less targets, but allows much more damage to be applied to those targets...

Obviously, the duration of animosity would have to be lengthened so that ships are forced for a longer period of time to shoot at the Radiance...otherwise, this ability wouldn't be that useful in some situations...

Reply #19 Top

Another update.

Major changes:

 

Counters system improvements: All caps are much stronger now. LRF are now easily countered by caps. LF are much stronger against caps, but also take more damage from LRF. Both fighters and bombers take 100% damage from Flaks (buff to fighters and slight nerf to bombers). Flaks do more damage vs LRF, but LRF do more damage against HEAVY too. Almost all support caps are stronger too. Caps take 100% damage from other caps, 75% damage from bombers, HCs and LFs and 25% from everything else.

Major changes to Subversion (now cripple resources collection too), Scramble Bombers (~back to last patch), GRG (now ignore shields and cripple ships movement in more ways). Phase Missiles Swarm (less targets but lower cost AND ignore shields), Incendiary shells (more damage), Power Surge (now slightly weaker regeneration at first levels), Major buffs to nearly all caps AoE support abilities (Micro phasing Aura, Targeting uplink etc).

Buffs to the most underpowered weapons upgrades: Pulse Beams, TEC Beams and Wave cannons.

 

 

Release date: probably next weak.

Reply #20 Top

-Gauss Rail Gun: Now damage ignore shields and hit ships hull directly

Doesnt sound very TEC like. Would be better if it did major damage to hull directly.

-Incendiary shells damage now ignore shields and hit ships hulls directly

Tec has no such weapon to bypass shields, why implement it now.

-Heavy StrikeCraft bonus to armor increased to 2/4/6 (from 2/3.5/5)
-Heavy StrikeCraft bonus to damage increased to 25%/50%/75% (from 12%/24%/36%)

Agreed.

-Energy Absorptive Armor bonus to armor increased to 2.0/4.0/6.0 (from 1/2/3)

Advent dont really rely on hull as much as the other races. Hull is irrelevant here. There ships rely on shields thus the long shield tech line compared to the almost non exsistant armor tech.

Kostura Cannon:
-Damage against ships and structures reduced 50%
-Stun duration on ships and structures reduced 50%
-Now require 25 Tactical Slots (from 18)

Why???? Damage done by Kostura is minimal at best. Its a superweapon, why even reduce stun duration if its meant to black out said planet. Ok increase 25 tactical slots for all superweapons.

Scramble Bombers now spawn one squad at all levels (instead of 1/2/3)

If so it would no one would use this carrier. Plus i believe it evens out with the rest of the factions carriers.

-Microphasing Aura radius increased to 10000/12500/15000 (from 8000)
-Microphasing Aura Blink Range increased to 1500 (from 750)
-Microphasing Aura activation interval increased to 4/4/4 (from 4/4/3)
-Microphasing Aura triggering chance increased to 30%/40%/50% (from 20%/30%/30%)

Ok good but i disagree on the interval increase. Everything else i totaly agree with.

-Phase Missiles Swarm now ignore shields and damage ship hull directly

Mixed feelings but i bet PMS would be used more often than it was.

-Assault Specialization bonus damage to structures increased to 160/320/480 (from 60/120/180)

Sounds good, why not. Hell this ship specialize in sieging albeit not entirely good at it.

Reply #21 Top

Quoting silverion23, reply 20
-snip-

First: Run that by me again...

Second: Cuz it adds more variety to TEC and buffs a not-very-good skill.

Fourth: Cuz the skill refers directly to armor.

Fifth: Kostura is far, far better than the other superweapons at this point, though the nerf might be a bit much.

Sixth: Carrier caps in general are quite powerful right now. Scramble Bombers is particularly strong early on.

Ninth: Vulkoras is the best Siege ship in the game.

 

:fox:

Reply #22 Top

First: Run that by me again...

What i mean is that it is best to leave anything that bypass shields for the vasari.

Fifth: Kostura is far, far better than the other superweapons at this point, though the nerf might be a bit much.

The Kostura requires work from the vasari to invade said planet after it turns it into a phase stabilizer. Tec out right bombs the hell out of it and the advent is out right dangerous.

Reply #23 Top

For the kostura cannon, I would be wary on nerfing all of its effects...

With the current stats you have given it, one kostura is pretty much worthless, yet multiple kosturas are still absolutely devastating...a fifty percent reduction in damage is irrelevant (as far as ships are concerned) if you are fielding many of them, as it is more than enough to allow your Vasari fleet to clean up the heavily damaged ships...I feel your changes don't prevent multiple kosturas from being OP, but make 1 or 2 kosturas worthless, which is not very balanced...

The issue people have with kosturas is not the affect of one kostura, but the effect of many kosturas...things like stun time and creating a phase stabilizer are what make even one kostura useful...the damage done is what makes multiple kosturas devastating...

With this in mind, reducing damage may be a good change for preventing multiple kosturas from being OP, but there is no need to reduce the stun time on structures...

If you are concerned that kosturas are OP, I'd recommend a serious nerf to their effects on ships or structures, but not both...

Incendiary shells affecting hull is fine since the DPS isn't very high anyway...however, GRG is different since it does have a high DPS, so I'd be wary on making that affect only hull damage...

Reply #24 Top

The issue people have with kosturas is not the affect of one kostura, but the effect of many kosturas...things like stun time and creating a phase stabilizer are what make even one kostura useful...the damage done is what makes multiple kosturas devastating...

Agreed with you there. Multiple are dangerous but again we human players will abuse the hell out of it. Its meant to black out said planet and invade. Point blank. On shot is all thats needed, not 3 or 4.

Reply #25 Top

Why???? Damage done by Kostura is minimal at best.

The problem is not one Kostura, the problem is five or six Kosturas.  Point them all at the same planet, and the entire defending fleet is instantly annihilated.  Once you have enough kosturas, the enemy is no longer capable of defending because their fleet will get vapourized if it stands in one place for any length of time.  This means that Vasari eventually have an "auto-win" button with sufficient Kosturas.

The Kostura isn't even in the same ballpark as the other superweapons.

If so it would no one would use this carrier. Plus i believe it evens out with the rest of the factions carriers.

There's a lot of discussion over how to fix SB.  It's completely unacceptable in its current state, far superior to what any other capital ship offers.  I'd agree we don't want to send it back to oblivion (it was definitely too weak before the last patch) but at the same time it cannot stay as it is now.