Taking the Plunge: Balance on Vanilla Units

 

(disclaimer)I am a noob(/disclaimer)

(disclaimer)Balance will not be able to be fully assessed until Rebellion comes out!(/disclaimer)

It occurs to me that certain vanilla units are either underutilized or otherwise eclipsed. With this thread, I would like to:

  1. Enumerate a list of units I think fall into this category
  2. Modify said list according to community feedback
  3. Make suggestions as to how some of the units on this list could be fixed
  4. Modify said suggestions based on community feedback

Forthwith the list of units I feel might need a buff of some kind:

All Factions:

  • Fighters
  • Light Frigates

TEC:

  • Cielo Command Cruiser
  • Kol Battleship
  • Dunov Battlecruiser

Advent:

  • Illuminator (LRF)
  • Destra Crusader (just Ruthlessness)
  • Domina Subjugator (just Perseverance)
  • Radiance Battleship
  • Revelation Battlecruiser

Vasari:

  • Antorak Marauder
  • Vulkoras Desolator (just Phase Missile Swarm)
  • The Skirantra Carrier (just Microphasing Aura)


Fighters:

The community seems to be in agreement: fighters are completely shut down by flak frigates. One way to fix this without throwing off the relationship between damage and armor types is by giving flak frigates a %chance to miss fighters.

In addition, I feel that fighters need increased ability to accelerate, decelerate, and turn, allowing them to come about and pursue bombers more effectively.

Finally, both fighters and bombers should have their antimatter costs rebalanced, allowing fighters to be built cheaply and bombers to be more expensive.

Light Frigates:

As near as I can figure it, metagame is as follows: get LRFs for focused fire; get flak frigates as an early defense against fighters/bombers and as a counter to LRFs; get carriers for Moar Bombers; and get heavy cruisers/casters as the situation demands.

Note the absence of light frigates, which get ravaged by LRFs and can't kill anything else.

Light frigates are designed to function as anti-casters in the mid to late game. Their weapon system is designed to counter units with heavy armor (flak frigates; light carriers; and casters), and they all get an anti-caster ability of some kind. To balance them out, they're easy prey for LRFs.

I feel the best solution would be some combination of the following:

  • Increase their DPS
  • Improve their DPS against heavy armor (flak, carriers, casters)
  • Improve their anti-caster abilities so they can be used to cripple, rather than merely inconvenience, a fleet of support cruisers
    • For starters, it would be nice if Sabotage Reactor and Interference impacted light carriers in a noticeable way (Steal Antimatter already bankrupts them rather nicely)

TEC:

The Cielo:

The Cielo Command Cruiser suffers from a number of problems:

  1. Role confusion: Tier 5 cruisers in the Vasari and Advent are given a T6 "crowd control" ability; but the TEC crowd control ability (Demo Bots) went to the Hoshi. Since the Hoshi is available at a lower tier, it is often on the field in large numbers when Demo Bots hits the field, and the developers wisely chose to make it the least powerful of the three crowd control abilities
  2. Conflict of interest: With 2.5 shield regeneration and +10% RoF, Embolden can't decide whether it wants to be an offensive ability or a defensive ability. Consequently, it excels at neither
  3. Designate Target is... not that great

I think Embolden needs an overhaul, to be either offensive or defensive or good for both in a way that doesn't suck. Then we'll see.

The Kol:

Bilun indicates (and I agree) that the Kol is plagued by three problems:

  1. Its abilities are antimatter hogs
  2. Lack of a passive ability
  3. Flak Burst caught between a rock (Advent strike craft) and a hard place (Vasari strike craft)

Consequently, I endorse Bilun's suggestions:

  1. Adaptive Forcefield becomes passive, with its effects reduced to correspond with constant uptime
  2. Flak Burst instantaneously kills 2/3/4/5 strike craft in each nearby squadron; the maximum number of squadrons that can be effected in this way is X.

Unless otherwise prompted, I will continue to log my suggestion that Gauss Railgun ignore shield mitigation.

Older suggestions in quote below.

By comparison, the Kol Battleship is a much simpler problem: all three of its abilities are lackluster. Just compare it with the Kortul Devastator!

  • Overcharge vs. Adaptive Forcefield: Godly regeneration and increased RoF vs. a slightly higher level of mitigation.
  • Jam Weapons vs. Flak Burst: Entirely shut down all attacking squadrons vs. an ability that needs two clean hits to kill anything (during which time you've already been pecked to death)
  • Disruptive Strikes vs. Gauss Railgun: Completely shut down a single capital ship's abilities vs. Slow the thing down and do a modicum of damage

But ph34r n0t!  This is pretty easy to fix.

  1. Gauss Rail Gun:
    • Now ignores shield mitigation
    • Also disables phase engines
    • Disables passive hull regeneration
  2. Flak Burst: Damage doubled at all levels; radius halved at all levels
    • This allows you to completely wipe out squadrons with one shot at all ranks, but it requires much more timing and control to use effectively
  3. Adaptive Forcefield: Now effects all friendly ships in an area (I'm thinking 2500, half of the Marauder's Distort Gravity), giving your fleet extra mitigation and phase missile block; sort've like a preemptive Shield Regeneration

Advent:

The Illuminator:

This unit suffers from two problems:

  • It's tier 3
  • Its damage is spread out across three targets

Fortunately, there is a very simple solution to both problems, as suggested by Bilun: increase the firing arc of the side beams so they can focus on frontal targets.

The Destra Crusader:

Ruthlessness is a pretty easy fix: it disables passive hull, shield, and antimatter regeneration on all units around it. This is better than it sounds -- trust me.

The Domina Subjugator:

As per the common suggestion (and in accordance with Bilun): make Perseverence omnidirectional.

The Radiance Battleship:

There are four main problems with this ship:

  1. Animosity
  2. Energy Absorptive Armor
  3. Lack of early game firepower (thanks Bilun)
  4. Lack of health

As near as I can figure it, the devs felt that Animosity would be used in three ways:

  1. To restore the Radiance's antimatter
  2. To synergize with the Rapture's Vengeance ability, which returns damage, the idea being that you cast Vengeance on the Radiance and then use Animosity to make everything attack the Radiance and kill itself (Shield Regeneration helps here to make sure your Radiance doesn't die, but it's rather wasted on the
  3. To force neutral units to attack the Radiance, rather than his friends

Unfortunately, you don't often see a Radiance paired with a Rapture, as there's simply not enough synergy here to make this worthwhile. Also, this combination is dependent on your opponent being, well, brain dead -- but if your opponent is brain dead, you're gonna roll him anyway.

So, I propose the following buff: When Animosity is in use, attacks restore the Radiance's shields for W/X/Y/Z% of the Radiance's maximum shields.

Simple and effective.  When it works, your Radiance is effectively immortal, but its success depends on your opponent being, quite frankly, stupid.

In other words: it becomes what I like to call an idiot check.

Likewise, Energy Absorptive Armor can also be used to benefit from Animosity:

  • In addition to its current effect, Energy Absorptive Armor now charges the Radiance Battleship's weapons; each hit the Radiance takes increases its autoattack DPS by 5%, up to a maximum of 20/30/40/50%; this effect lasts for 30 seconds; any incoming attack refreshes the effect.

This will allow the Radiance to deal a significantly increased amount of damage.

I've actually never used Cleansing Brilliance, so I can't say for sure whether its good or not.

The Revelation Battlecruiser:

Bilun has weighed in on this one and identified two issues:

  1. Guidance hogs antimatter
  2. The ship itself is squishy

The simple solution is to make Guidance passive. I agree. I should note that this bears some resemblance to the Priestess of the Moon from Warcraft III, who had (wait for it) a scouting ability much like Clairvoyance AND a Trueshot Aura that increased ranged damage on units around her.

In addition, I feel Clairvoyance should reveal mines in any system under its effect.

Older suggestions in quote!

This is a tough nut to crack. I'll start out by pointing out the problems with this unit's abilities:

  1. Clairvoyance is the LEAST problematic of the Revelation's abilities. I do, however, feel that Clairvoyance should reveal mines in the system on which it is used, making the Ravelation a minesweeper
    • Clairvoyance is not without precedent: in Warcraft III, the Night Elf Priestess of the Moon had a similar ability, as did the Orc Farseer. In both cases, the abilities were useful but circumstantial: searching for expansions and clutch reveals of hidden units
  2. The problem with Guidance is that it has minimal synergy with the rest of the fleet; consequently, I recommend either one or both of the following:
    • Also causes strike craft to build 40% faster
      • Synergy with strike craft hosts of all flavors AND the Rapture Battlecruiser (which buffs strike craft damage at the source)
    • Also causes nearby kinetic weapons to fire 40% faster
      • For all you lore junkies out there, Advent orbital bombardment weapons are kinetic weapons
      • This buff would allow the Revelation Battlecruiser to facilitate orbital bombardment WITHOUT treading on the toes of the Halcyon Carrier's energy weapon aura
  3. Reverie: I can think of two buffs for this ability:
    • The Revelation Battlecruiser cannot be disabled whilst this ability is being used
    • A small AoE effect, rather like the Stilakus Subverter's Distortion Field

Vasari:

The Vasari are in a pretty good place right now. That said, even they have a few underused units.

The Antorak Marauder:

This unit needs a little help, in small ways, here and there.  My suggestions are as follows:

  1. Phase Out Hull: Damage/healing scales with level: 150/200/250/300 (it is currently 200 at all levels)
  2. Distort Gravity: The only problem with this ability is that it doesn't encircle the whole fleet most of the time, if it ends at an inopportune time, your units have to reposition themselves, which actually slows down the entire jumping process.  To that end, I have the following suggestions:
    • Increase its radius (note that its radius is currently 5000; I feel that 8000, being the radius of the Akkan's Targeting Uplink, is ideal; Bilun suggests 7000, which is fine with me)
    • This ability no longer reduces phase jump departure range
    • This ability now increases phase jump charge speed by the same rate it used to reduce departure range (8/16/25%)
  3. Subversion needs its own paragraph

Subversion, as compared to Embargo, sucks.  Both abilities have the same limitations (the ship must be in-system), but in addition to doing everything Subversion does, Embargo STEALS 100% OF AN ENEMY'S TAX INCOME!

Rather than try to one-up Embargo, I recommend overhauling Subversion entirely.

  • Subversion: Sends an espionage team to the planet's surface to commit acts of sabotage and interfere with interplanetary communication for W/X/Y/Z seconds (I'm thinking no more than 30/60/90/120).
    • Tax income rate reduced to zero
    • Culture output rate reduced to zero
    • Planet upgrades, orbital construction, and ship construction are all DISABLED for the duration; all such projects are halted for the duration
      • Players can't build ships, can't build structures, and can't commission planet upgrades -- the buttons are greyed out on their interface

This ability would effectively paralyze a single planet as long as the Marauder is in-system, just by cutting off communications.

Though Bilun raised some objections to this ability, I'm unconvinced: Embargo does the same thing, only the Sova Carrier also carries a fleet of LRFs and bombers around with it.

Unless I have drastically overestimated the ability, Embargo:

  • Cuts tax income
  • Gives a corresponding amount of tax income to you (in the early game, when you really need it)
  • Reduces (eventually shuts down) ship construction
  • Reduces (eventually shuts down) orbital structure construction
  • Prevents civilian craft from leaving the gravity well

If you compare Embargo with Subversion as I have conceived it, you find only three differences:

  1. Embargo gives you money; Subversion does not
  2. Subversion shuts down culture and planet upgrades, Embargo does not
  3. Subversion achieves its full effect at level 1, increasing in duration with level; Embargo increases in both effectiveness and duration with level

The Vulkoras Desolator:

Really, this is a solid unit, its primary weakness being Phase Missile Swarm.

The weakness of Phase Missile Swarm is the fact that its damage, and the number of targets, is capped.

Consequently, I feel the ability should be overhauled:

  • For the next 30 seconds, the Vulkoras' Phase Missile batteries attack an additional 2/4/6/8 targets; X second cooldown

I'm pretty sure this would turn out better, as it would scale with the Vulkoras' level and any upgrades you researched for Phase Missiles. Naturally, if it were OP, it would have to be tuned.

The Skirantra Carrier:

The Skirantra has one weakness: Microphasing Aura.

Currently, Microphasing Aura provides the following effect: every 4 -> 4 -> 3 seconds, there's a 20% -> 30% -> 30% chance of moving an allied fighter squadron 750 km in the direction it is facing; if this happens to take place at the end of one of the 2-second intervals during which Sins calculates damage, that damage is negated.

To be honest, I max out EVERY SINGLE ONE of the Skirantra's other abilities before even touching this. It needs some love.

Three possibilities occur to me, any or all of which could be OP:

  1. Frigates and cruisers can phase with this aura in the same way fighters can
  2. Microphasing Aura also improves the chance of Phase Missile weapons to bypass shields by a small margin, like 3/6/9/12% (OP OP OP OP OP OP OP OP!)
  3. Non-phase missile weapons in the area of effect gain a 3/6/9/12% chance to phase through shields (OP OP OP OP OP OP OP OP OP OP OP OP!)

Yes, all those suggestions were OP; I was trying to come up with something that played on the "Phasing" theme. >.<

Discuss.

48,685 views 36 replies
Reply #1 Top

I like the Illuminator and the TEC Railgun idea.
Because Advent is my primary race to play, in dont know TEC very well.

At the beginning i thought "oh nice damage" as i have seen the illuminator stats...3 cannons, cool.
Then i have seen...stupid unit, y u no focus one unit? 3 Units at all, that means the enemy have to spread out so the illuminator can target with all his cannons. Focus fire would be real nice.

The Revelation Battlecruiser is not so interesting. to recharge your shield you can use your Mothership.
Advent units are very effective if you combine them.

Also causes nearby kinetic weapons to fire 40% faster
Why? you said it allready, you can use the Halycon instead.

Reverie sounds ok, but is it possible to disrupt other races planet raze abilitys? If yes: i have to say no to this idea.


The Railgun buff sounds interesting, the flak buff doesnt.
Flak is very effective at the moment.

 

Antorak Marauder
Phase out Hull:
Cooldown time 5 - 3 - 2
Duration 6 - 8 - 10

so...no to the damage upgrade...but i dont realy know, is it a dot?
if no: damage up would be ok

 

to shorten this:
There are some interesting ideas, but most of it sounds not so good.
you want to to Advents units do the same things with multiple ships (shield regeneration, rate of fire)
nah
Also the TEC Frigate idea sounds not that good. i think they are good balanced at the moment. Advent is the weakest of them, Vasari is the strongest i think.

Reply #2 Top

I can tell you are a noob. :)

 

that said, you did a fairly good job picking out the weak units, and problems with the current balance. very nice. 

 

 

as far as light frigs and fighters, what happens if we nerf flack frigs instead?  COrvettes are now the anti-lrm, so... flack dont need to be anymore.

 

it would be nice if the tec and vasari LF did something against carriers though. 

Ceilo got a big buff recently with its designate target channeling turned off.  It needs microing, but its useful now.

 

kol is fine, but starved for antimatter... your adaptive force filed change... is... the tec's loyalist titan's ability...

that said, i would be totally ok if the speed debuff was scrapped, and instead given bypass shield mitigation.

 

Emp is fine on the donov, shield restore could really use a non-stacking over time effect. (like the overseer's +armor)

 

Illum recently got a 20% forward damage buff. (10% increase in dps).  A flack nerf will solve this suckers problems.

 

Destra... ruthlessness could maybe use some sort of buff... but how it stacks with malice... gotta be dam careful.

 

Domina: the not channeling really buffed this thing. wanna wait a bit to see if it needs further help.

radiance? meh. 

Reveleation: intresting idea on the clairvoyance.

your info for guidance is wrong? it currently gives 25% cooldown bonus for longer periods of time for more am. 

The am cost really should stay the same, and the bonus should actually get better per level.

 

Reverie does not need a buff.

 

Phaseout hull. ya, really should. it got an am cost nerf which really should be reverted as well.

Distory gravity. the biggest probem here is that ships refuse to move any faster than the slowest ship selected in the move command. AKA ships are retarded. Fixing this would really help.  Ships also not being retarded when phase jumping would fix the phase jumping issue. 

subversion does need help, but that seems a little on the powerful side.  dont know.

phase missle swarm does need help, but to lazy to do the math on that atm.

Reply #3 Top

Quoting LazerusKI, reply 1
The Railgun buff sounds interesting, the flak buff doesnt.
Flak is very effective at the moment.

Noted. I'm considering revising that section.

Reply #4 Top

Good detail.

 

-Your Subversion change seems way to strong. Game breaking early game. The Vasari DO NOT need a buff to their early game.

-None of your ideas can be relevant until well after rebellion is released - so the community can digest the new content.

-No comment on Solanus Adjudicator?

Also, you seem to be trying to fix ALL of the problems for each ship. You're missing the point that they have said problems for design reasons and balancing. All ships need to be flawed. Not all of the changes you mentioned apply to that of course, but a good number of them do.

 

Reply #5 Top


(disclaimer)I am a noob(/disclaimer)

It occurs to me that certain vanilla units are either underutilized or otherwise eclipsed. With this thread, I would like to:


Enumerate a list of units I think fall into this category
Modify said list according to community feedback
Make suggestions as to how some of the units on this list could be fixed
Modify said suggestions based on community feedback

Forthwith the list of units I feel might need a buff of some kind:

All Factions:


Fighters
Light Frigates

 



TEC:


Cielo Command Cruiser
Kol Battleship
Dunov Battlecruiser

 Dunov doesn't need any help IMO.  The addition of titans(and consequently greater focus upon cap-ship & titan fleets rather then massed frigates) has done a great deal to help the Dunov.


Advent:


Illuminator (LRF)
Destra Crusader (just Ruthlessness)
Domina Subjugator (just Perseverance)
Radiance Battleship
Revelation Battlecruiser

 I agree with most of this list, though I'd be careful about messing with Ruthlessness....sure it sucks, but destras currently have the best damage per cost of all heavy cruisers(in part because of the weapon speed boost on advent plasma research)


Vasari:


Antorak Marauder
Vulkoras Desolator (just Phase Missile Swarm)

 no complaints here




Fighters:

The community seems to be in agreement: fighters are completely shut down by flak frigates. One way to fix this without throwing off the relationship between damage and armor types is by giving flak frigates a %chance to miss fighters.

In addition, I feel that fighters need increased ability to accelerate, decelerate, and turn, allowing them to come about and pursue bombers more effectively.

Finally, both fighters and bombers should have their antimatter costs rebalanced, allowing fighters to be built cheaply and bombers to be more expensive.

 Not much to add here.  I'm at a complete loss as to how to address fighters.  Though honestly while they are countered to hard by flak, they aren't in as bad a place as most of the other ships you've listed.



Light Frigates:

As near as I can figure it, metagame is as follows: get LRFs for focused fire; get flak frigates as an early defense against fighters/bombers and as a counter to LRFs; get carriers for Moar Bombers; and get heavy cruisers/casters as the situation demands.

Note the absence of light frigates, which get ravaged by LRFs and can't kill anything else.

Light frigates are designed to function as anti-casters in the mid to late game. Their weapon system is designed to counter units with heavy armor (flak frigates; light carriers; and casters), and they all get an anti-caster ability of some kind. To balance them out, they're easy prey for LRFs.

I feel the best solution would be some combination of the following:


Increase their DPS
Improve their DPS against heavy armor (flak, carriers, casters)
Improve their anti-caster abilities so they can be used to cripple, rather than merely inconvenience, a fleet of support cruisers

For starters, it would be nice if Sabotage Reactor and Interference impacted light carriers

 Honestly I think the problem is more their survivability in later game fleet battles.  That said I don't think LFs should be touched- they may fall off into the late game, but their role in the early game is so pivotal I'm hesitant to mess with their general strength.



TEC:

The Cielo:

The Cielo Command Cruiser suffers from a number of problems:


Role confusion: Tier 5 cruisers in the Vasari and Advent are given a T6 "crowd control" ability; but the TEC crowd control ability (Demo Bots) went to the Hoshi. Since the Hoshi is available at a lower tier, it is often on the field in large numbers when Demo Bots hits the field, and the developers wisely chose to make it the least powerful of the three crowd control abilities
Conflict of interest: With 2.5 shield regeneration and +10% RoF, Embolden can't decide whether it wants to be an offensive ability or a defensive ability. Consequently, it excels at neither
Designate Target is... not that great

I honestly don't know how to fix this guy; I'm open to suggestions. The Cielo needs a complete overhaul.

 What I was thinking would be good for the Cielo is to replace it's default ability(the small single target regen buff) with some sort of small scale multitarget damage reduction(think much smaller scale weaker version of the domina effect that only affects maybe 5-6 nearby frigates but has no channel).

 

With the appearance of titans, there's a lot more AoE damage flying around these days and the TEC have no way to mitigate it on a wide scale.  Thematically the idea was each Cielo command cruiser has an ability to take command of 5-6 nearby frigates, reducing all damage they take by 15-20% for up to 1 minute(ending early if the cielo dies or a frigate moves too far away from the cielo).

 

not as astrong as the domina's effect(that is one of the advent's main frigate selling points after all), but it would synergize with hoshikos and provide the TEC with some means of mitigating wide-scale AoE damage.


The Kol:

By comparison, the Kol Battleship is a much simpler problem: all three of its abilities are lackluster. Just compare it with the Kortul Devastator!


Overcharge vs. Adaptive Forcefield: Godly regeneration and increased RoF vs. a slightly higher level of mitigation.
Jam Weapons vs. Flak Burst: Entirely shut down all attacking squadrons vs. an ability that needs two clean hits to kill anything (during which time you've already been pecked to death)
Disruptive Strikes vs. Gauss Railgun: Completely shut down a single capital ship's abilities vs. Slow the thing down and do a modicum of damage

But ph34r n0t!  This is pretty easy to fix.


Gauss Rail Gun:

Now ignores shield mitigation
Also disables phase engines
Disables passive hull regeneration

Flak Burst: Damage doubled; radius halved

This allows you to completely wipe out squadrons with one shot at all ranks, but it requires much more timing and control to use effectively

Adaptive Forcefield: Now effects all friendly ships in an area, giving your fleet extra mitigation and phase missile block

Honestly I think your Gauss change is way overboard.  even after for shield mitigation, Gauss Railgun can exceed the single target DPS of the vasari Evacuator's nano-dissembler- the problem is it drinks up too much AM to be spammed.  That said, I don't think anything that deals high immediate damage should ever ignore shield mitigation(especially when it already ignores armor).  Likewise I think jump-drives disabled is too strong of a mechanic to be on a damaging ability(and should be reserved for pure-utility skills).

I actually disagree with you a bit o the core problems: The Kol has 2 main problems IMO:

1). Too much of an AM hog.  In reality, Gauss railgun would easily allow Kol to match the single-target damage output of any other capital ship if it could be spamming it every cooldown.  As it is Kol has 3 active abilities, 2 of which are AM hogs.  At the very least I think one of Kol's abilities(likely adaptive forceshield) should become a passive(with soem stat reductions of course.  I also think it would be good to reduce the AM cost of Gauss a bit more and buff the effect of Flak burst, but give it a longer cooldown(stronger effect with longer cooldown will be less of a burden on AM)

2).  Flak burst doesn't fufill it's role.  This has 2 causes: it takes at least 2-3 flak bursts to get anything done(as it does nothing but damage and won't kill squads in a single burst), by which time massed bombers have already made capitalships dead.  THe second problem is that it's a fundamentally difficult ability to balance the damage of since each faction's strikecrafts have wildly different hull strengths.  If flak burst is balanced around advent bombers it will barely scratch vasari ones.  Likewise if it's balanced to be useful against vasari bombers it will annilate TEC/advent bombers.  Honestly I think it either needs some sort of utility secondary effect(such as a debuff), to deal damage equal to a % of each squad's maximum hull, or to flat out kill the nearest 2/3/4/5 squads when activated....somethingt hat guarantees a noticable effect and is equally strong against all 3 faction's bombers.



The Dunov:

Though the Dunov sees more use than the Kol, it, too, suffers from the same issues: lackluster abilities.  Since the Dunov's abilities are generally better than the Kol's, it just needs some slight tweaking. Fortunately, tweaks I can do.


Shield Restore: Now chains from target to target, healing a reduced amount per jump; there are two ways of doing this, and I'm fine with either one (though I'd prefer the one which is less OP):

Flat rate (X% of the total is removed with each jump)
Compound rate (X% of A, then X% of X*A, then X% of X*X*A)

EMP: In addition to depleting shields and antimatter, temporarily debuffs the target, preventing passive shield and antimatter regeneration for W/X/Y/Z seconds

 

 Like I said, disagree here.  EMP burst is good against the vasari and AMAZING against the advent. Both EMP & the level 6 ability were made stronger by the presence of titans and the greater reliance on capitalships as a result.  Shield restore also has been improved by this shift in fleet composition.



Advent:

The Illuminator:

This unit suffers from two problems:


It's tier 3
Its damage is spread out across three targets

Fortunately, there is a very simple solution to both problems:

Give the Illuminator an ability to toggle its beams between two modes, Single Target and Multiple Targets


Multiple Targets mode works exactly as it does now
Single Targets mode changes the angle of the flank-mounted beams to focus on the front target, thereby applying ALL of the Illuminator's impressive 17 DPS (almost double that of the Javelis) to a single target

 This suggestion would be way too strong.  17 DPS(actually in the beta it's 18 now) is too great  of an advantage over the other LRFs.

 

I think a more reasonable solution would be to either:

 

A).  Change the % of damage allocated to the main beam vs side beams from 9/4.5/4.5 DPS to 11/3.5/3.5 DPS or maybe even 12/3/3 DPS

or

B ). Drastically increase how wide the firing arc on the sidebeams is(perhaps to maybe 150-160 degrees, whcih would allow sidebeams to fire on any target 10-15 degrees off center on their respective sides). part of the problem is that it's too hard to make sure all of your illuminators are firing all 3 beams at all times, which means illuminators don't regularly get their full 18 DPS

 

Honestly I think B is the bestter solution, though in all honesty I could see both being implemented.


The Destra Crusader:

Ruthlessness is a pretty easy fix: it disables passive hull and shield regeneration on all units around it. This is better than it sounds -- trust me.

 Still not convinced the Destra need it, but if ruthlessness were to be changed this is a fairly reasonable solution.  Well, may be necessary to make the effect not extend to starbases/titans as that would be a bit too nuts


The Domina Subjugator:

Now that Suppression is no longer channeled (!!!!!), Perseverence becomes easier to fix. It's pretty simple:


Perseverance is now a channeled ability
Perseverance now effects all units within a small area around the Domina Subjugator (around the same radius as the Stilakus Subverter's Distortion Field area of effect)

See what I did there?

 Too strong IMO, since perseverance also affects capitalships and has a long duration.  Honestly all I think needs to be changed is perseverance needs to be made omnidirectional.


The Radiance Battleship:

There are two main problems with this ship:


Animosity
Energy Absorptive Armor

As near as I can figure it, the devs felt that Animosity would be used in three ways:


To restore the Radiance's antimatter
To synergize with the Rapture's Vengeance ability, which returns damage, the idea being that you cast Vengeance on the Radiance and then use Animosity to make everything attack the Radiance and kill itself (Shield Regeneration helps here to make sure your Radiance doesn't die, but it's rather wasted on the
To force neutral units to attack the Radiance, rather than his friends

Unfortunately, you don't often see a Radiance paired with a Rapture, as there's simply not enough synergy here to make this worthwhile. Also, this combination is dependent on your opponent being, well, brain dead -- but if your opponent is brain dead, you're gonna roll him anyway.

So, I propose the following buff: When Animosity is in use, attacks restore the Radiance's shields for W/X/Y/Z% of the Radiance's maximum shields.

Simple and effective.  When it works, your Radiance is effectively immortal, but its success depends on your opponent being, quite frankly, stupid.

In other words: it becomes what I like to call an idiot check.

I've actually never used Cleansing Brilliance, so I can't say for sure whether its good or not.

 WOuld definitely help with the fact that Radiance doesn't have the beefyness to actually tank damage late game(though there are other ways to accomplish this).  

 

That said you haven't addressed Radiance's biggest problem: lack of early game firepower.  Battleships are in direct competition with carriers as they are "pure combat ships" without much in the way of support or utility(such as the ability to colonize).  At the moment carriers win hands down as most battleships(including radiance) simply don't have the firepower to compete with an extra 3-4 squads of strikecraft as an early game capitalship pick.

 

The problems with animosity & energy absorption armor are late game problems, but radiance's early game issues are as much if not more of a concern as the early game is when pure combat ships excel most(late game a large fleet make support/fleet synergy ships more attractive).



The Revelation Battlecruiser:

This is a tough nut to crack. I'll start out by pointing out the problems with this unit's abilities:


Clairvoyance is the LEAST problematic of the Revelation's abilities. I do, however, feel that Clairvoyance should reveal mines in the system on which it is used, making the Ravelation a minesweeper

Clairvoyance is not without precedent: in Warcraft III, the Night Elf Priestess of the Moon had a similar ability, as did the Orc Farseer. In both cases, the abilities were useful but circumstantial: searching for expansions and clutch reveals of hidden units

The problem with Guidance is that it has minimal synergy with the rest of the fleet; consequently, I recommend either one or both of the following:

Also causes strike craft to build 40% faster

Synergy with strike craft hosts of all flavors AND the Rapture Battlecruiser (which buffs strike craft damage at the source)

Also causes nearby kinetic weapons to fire 40% faster

For all you lore junkies out there, Advent orbital bombardment weapons are kinetic weapons
This buff would allow the Revelation Battlecruiser to facilitate orbital bombardment WITHOUT treading on the toes of the Halcyon Carrier's energy weapon aura


Reverie: I can think of two buffs for this ability:

The Revelation Battlecruiser cannot be disabled whilst this ability is being used
A small AoE effect, rather like the Stilakus Subverter's Distortion Field

 Very interesting suggestions.  I definitely agree that guidance is the problem, and while I have done a great deal of brainstorming on how to fix it myself I hadn't thought of strikecraft build rate.

That said, I think the other issue with guidance is it is an AM hog and uses AM that would be better spent on Reverie. I think it would be good to turn Guidance itno some sort of passive, regardless of the specific effect therein.

 

You're mistaken about reverie though: it's widely considered to be the best disable in the game and the only reason to even consider building a revelation(though doing so is rarely a good idea all things considered).  Reverie needs absolutely no buffs.

 

Also one other issue with the revelation is how squishy it is.  This is mainly a problem because when it invariably gets focused and is forced to retreat any currently active instances of Reverie end prematurely if it gets to far away from the slumbering enemy.   This means the relative squishyness of the revelation means it's strongest tool will rarely get to see it's full effect against a smart opponent who will force the revelation to retreat or die.



Vasari:

The Vasari are in a pretty good place right now. That said, even they have a few underused units.

The Antorak Marauder:

This unit needs a little help, in small ways, here and there.  My suggestions are as follows:


Phase Out Hull: Damage/healing scales with level: 100/200/300/400 (it is currently 200 at all levels)
Distort Gravity: The only problem with this ability is that it doesn't encircle the whole fleet most of the time, if it ends at an inopportune time, your units have to reposition themselves, which actually slows down the entire jumping process.  To that end, I have the following suggestions:

Increase its radius from 5000 to 8000 (8000 being the radius of the Akkan's Targeting Uplink)
This ability no longer reduces phase jump departure range
This ability now increases phase jump charge speed by the same rate it used to reduce departure range (8/16/25%)

I like the idea of increasing it's range, but 800 is too much.  Phase out Hull is a very powerful tactical tool.  Also I think it used to have 7000 range as was reduced.


Subversion needs its own paragraph

Subversion, as compared to Embargo, sucks.  Both abilities have the same limitations (the ship must be in-system), but in addition to doing everything Subversion does, Embargo STEALS 100% OF AN ENEMY'S TAX INCOME!

Rather than try to one-up Embargo, I recommend overhauling Subversion entirely.


Subversion: Sends an espionage team to the planet's surface to commit acts of sabotage and interfere with interplanetary communication for W/X/Y/Z seconds.

Tax income rate reduced to zero
Culture output rate reduced to zero
Planet upgrades, orbital construction, and ship construction are all DISABLED for the duration; all such projects are halted for the duration

Players can't build ships, can't build structures, and can't commission planet upgrades -- the buttons are greyed out on their interface



This ability would effectively paralyze a single planet as long as the Marauder is in-system, just by cutting off communications.

 Too many effects IMO. Shutting down a planets economy, culture, and production is already on the strong side, and simultaneously shutting down the planet's chief tools to chase the Marauder out of the gravity well(orbital stuctures & production) is simply too much.

 

It would mean the only way to chase the thing away would be to commit a fleet, at which point it's mobility means you won't catch it anyway.

Adding an economic debuff may be a good idea, but your proposition is IMO way too mcuh for a single skill to do.


The Vulkoras Desolator:

Really, this is a solid unit, its primary weakness being Phase Missile Swarm.

The weakness of Phase Missile Swarm is the fact that its damage, and the number of targets, is capped.

Consequently, I feel the ability should be overhauled:


For the next 30 seconds, the Vulkoras' Phase Missile batteries fire at double their normal rate and attack an additional 2/4/6/8 targets; X second cooldown

I'm pretty sure this would turn out better, as it would scale with the Vulkoras' level and any upgrades you researched for Phase Missiles.

 

It's an interesting direction you're going, but the numbers sound way too high.  in 30 seconds w/ researches the desolater could easily be putting out something like 3k-4k damage to each target.  Way to strong of an AoE for a non-level 6 ability even with the 8 limit maximum.

Honestly I think the ability would be very strong without the inclusion of the weapon speed buff.  Just give it a long duration so it's up most of the time-heck it may even be too strong then.

 

But strong attack based AoEs are dangerous in general as they are high susceptible to synergy with other ship effects & research weapon upgrades, which makes them hard to balance- which honestly makes me think as far as capitalships are concerned they should be relegated to level 6 abilities.

 

 

That said I don't think the current version of this ability is inherently flawed.  The inclusion and efficiency of corvettes will likely mean any buff of this ability will make it an appealing tool.  In my opinion the biggest issue with the ability is too many parts of it scale to level, resulting in it sort of sucking hard until it hits rank 3-4.  I'd like to see the max targets fixed at 7-8 for all levels and the damage perhaps upped a bit(perhaps a bit of a AM cost reduction as well).  



Discuss.

 

All in all, while I may sound critical, kudos on the post.  You've clearly put a lot of thought into the matters and the formatting is beautiful.  While I may disagree with you on many points this is the sort of post I'd like to see more of on these forums.  Also I'm glad someone is finally pointing out the proverbial elephant in the room(classic ship balance) which has alrgely been skirted around and discussion only on a per-ship basis.

+1 Loading…
Reply #6 Top

Quoting Pbhead, reply 2
I can tell you are a noob.

Lies! Shenanigans!

 

Quoting Pbhead, reply 2
as far as light frigs and fighters, what happens if we nerf flack frigs instead? COrvettes are now the anti-lrm, so... flack dont need to be anymore.

The problem is, corvettes are good against just about EVERYTHING, from what I hear (haven't played the beta, I'm waiting for release). The problem isn't countering LRM, the problem is light frigates not having a niche.

Quoting Pbhead, reply 2
Ceilo got a big buff recently with its designate target channeling turned off. It needs microing, but its useful now.

Forgive me if I'm wrong, but I'm pretty sure Designate Target was NEVER channeled, and people STILL never used it.

Quoting Pbhead, reply 2
kol is fine, but starved for antimatter... your adaptive force filed change... is... the tec's loyalist titan's ability...

THAT could be problematic.

The problem is: when I see a Kol pop Adaptive Forcefield, I just focus on something else... or laugh, since I usually have enough DPS to pound right through it anyway.

At least if it has a small AOE (small, yo! As in, half the size of the Marauder's Distort Gravity!), then it at least provides SOME benefit to your fleet.

Quoting Pbhead, reply 2
that said, i would be totally ok if the speed debuff was scrapped, and instead given bypass shield mitigation.

I want all of the above. In fact, I'm going to order up a side of damage increase AND antimatter cost decrease.

Think about it: at level 1, the Gauss Rail Gun does 300 damage. The Disciple Light Frigate, has 450 shields and 425 health. Even if Gauss Rail Gun utterly ignores shield mitigation, it's only doing roughly 280 damage (armor values) per hit... it'll kill the Disciple in about four shots, bankrupting the Kol.

Ugh.

Quoting Pbhead, reply 2
Illum recently got a 20% forward damage buff. (10% increase in dps). A flack nerf will solve this suckers problems.

Or buff light frigates, so they can counter flak. =)

Quoting Pbhead, reply 2
Domina: the not channeling really buffed this thing. wanna wait a bit to see if it needs further help.

Good call.

Quoting Pbhead, reply 2
your info for guidance is wrong? it currently gives 25% cooldown bonus for longer periods of time for more am.

The am cost really should stay the same, and the bonus should actually get better per level.

Sorry, I was going by the wiki; I knew the thing had been buffed to be an AOE, but I didn't know about the decrease in the effect.

That said: there are so few abilities that HAVE a cooldown, that aren't limited by antimatter more than anything else, that this ability really needs to do MORE than just reduce cooldown. It needs to buff OTHER aspects of the Advent.

I'm for buffing kinetic weapon attack rate and strike craft manufacturing rate.  That would do it.

Remember: the Halcyon only buffs ENERGY weapons, NOT kinetic weapons, and Advent orbital bombardment weapons are kinetic.

Quoting Pbhead, reply 2
Distory gravity. the biggest probem here is that ships refuse to move any faster than the slowest ship selected in the move command. AKA ships are retarded. Fixing this would really help. Ships also not being retarded when phase jumping would fix the phase jumping issue.

I'll definitely add this bit to the OP.

Quoting Pbhead, reply 2
subversion does need help, but that seems a little on the powerful side. dont know.

I'm actually worried that it's not powerful enough -- remember, it's only active when the Marauder is in the system, just like Embargo.

Reply #7 Top

Bilun,

Unfortunately, I don't have time to do a point-by-point reply. However, I have three general comments:

  1. Thank you very much for your input! It's much appreciated; in fact, I'm giving you karma for it.
  2. You were critical, yes, but your criticism was constructive, which is always welcome
  3. Your ideas make a lot of sense, much moreso than mine.

I have one or two minor disagreements with you, but only one worth discussing: Subversion.

If you look carefully, Level 3 Embargo does the following:

  1. Shuts down all tax income on a planet
  2. Sends this money to you
  3. Shuts down ship construction
  4. Shuts down orbital construction
  5. Prevents trade ships from leaving the system

Even if you implemented my Subversion suggestion to the letter, there would only be three major differences between the two abilities:

  1. Embargo gives you money; Subversion does not
  2. Subversion shuts down culture and planet upgrades, Embargo does not
  3. Subversion achieves its full effect at level 1, increasing in duration with level; Embargo increases in both effectiveness and duration with level

TBH, I'm not sure the differences are sufficient to compensate for the Sova's immense early-game power due to fighters and missile platforms (who in their right mind gets a MARAUDER in the early game?).

Reply #8 Top

Quoting Frostflare, reply 7
Bilun,

Unfortunately, I don't have time to do a point-by-point reply. However, I have three general comments:


Thank you very much for your input! It's much appreciated; in fact, I'm giving you karma for it.
You were critical, yes, but your criticism was constructive, which is always welcome
Your ideas make a lot of sense, much moreso than mine.

I have one or two minor disagreements with you, but only one worth discussing: Subversion.

If you look carefully, Level 3 Embargo does the following:


Shuts down all tax income on a planet
Sends this money to you
Shuts down ship construction
Shuts down orbital construction
Prevents trade ships from leaving the system

Even if you implemented my Subversion suggestion to the letter, there would only be three major differences between the two abilities:


Embargo gives you money; Subversion does not
Subversion shuts down culture and planet upgrades, Embargo does not
Subversion achieves its full effect at level 1, increasing in duration with level; Embargo increases in both effectiveness and duration with level

TBH, I'm not sure the differences are sufficient to compensate for the Sova's immense early-game power due to fighters and missile platforms (who in their right mind gets a MARAUDER in the early game?).

 

Thats a very good point.  My original concern was not so much the magnitude of the effect but rather the dfficulty of countering it, as the effect would essentially disable most means of chasing away the Desolator.

 

That said I suppose that could be easily addressed via the duration(by simply not giving it 100% up time), so perhaps my judgement was a bit hasty.  Also if necessary, like embargo it could very well be made toy disable jump drives while being used- the would be the best way to ensure it remains counterable.

 

So in anycase, there would definitely be plenty of nobs to turn to balance counterability, so I retract my previous opinion

 

 

Your proposition would certainly add a great deal of usefulness to the marauder- I can imagine irritation of it harrying my borders already   X|

Reply #9 Top

Some interesting points here.

The proposed Subversion buffs seem fine to me, especially since the ship is overall weaker than the Sova.

Frostflare's Vulkoras Phase Missile Swarm proposal is I think a better idea than the current implementation (especially because in this case, the phase missiles would actually have a chance to bypass shields) although doubling the rate of fire is probably unnecessary.

On another thread I saw a proposal suggesting that Animosity should be a target able ability that can be used on the Radiance itself or an any friendly frigate, cap ship, titan, SB or structure. This could make it a very powerful tool.

Also, I had an idea rather similar to something already suggested: the Illuminator could have a toggle able ability which shuts down the side beam emitters and channels that firepower through the central beam emitter instead.

The Corsev is the one ship most worthy of being discussed here and yet it hasn't as far as I know. However, I don't have any suggestions as to how to change it.

 

 

Reply #10 Top

... ...  Ugh...  I don't know where to begin...  I appreciate the effort, but trust me when I say balance suggestions have been given before and I have done my best to compile them into this: https://forums.sinsofasolarempire.com/411950 

I assure you, I really do appreciate the effort you've put forward in the wall of text, but..  Umm..  There are some problems...

I'm going to be responding in blue.


(disclaimer)I am a noob(/disclaimer)

It occurs to me that certain vanilla units are either underutilized or otherwise eclipsed. With this thread, I would like to:


Enumerate a list of units I think fall into this category
Modify said list according to community feedback
Make suggestions as to how some of the units on this list could be fixed
Modify said suggestions based on community feedback

Forthwith the list of units I feel might need a buff of some kind:

All Factions:


Fighters
Light Frigates

TEC:


Cielo Command Cruiser
Kol Battleship
Dunov Battlecruiser

Advent:


Illuminator (LRF)
Destra Crusader (just Ruthlessness)
Domina Subjugator (just Perseverance)
Radiance Battleship
Revelation Battlecruiser

Vasari:


Antorak Marauder
Vulkoras Desolator (just Phase Missile Swarm)

So far, so good; some minor disagreements, but okay...

Fighters:

The community seems to be in agreement: fighters are completely shut down by flak frigates. One way to fix this without throwing off the relationship between damage and armor types is by giving flak frigates a %chance to miss fighters.

Wrong.  Fighters and bombers (and perhaps corvettes as well) all have a passive chance to dodge incoming fire.

In addition, I feel that fighters need increased ability to accelerate, decelerate, and turn, allowing them to come about and pursue bombers more effectively.

Set them to hold position (though I heard that this got removed in Rebellion?).  Aside from that, they're the most agile units in the game, and I'd hate to see them moreso.

Finally, both fighters and bombers should have their antimatter costs rebalanced, allowing fighters to be built cheaply and bombers to be more expensive.

This is an interesting solution..  Idk how well it would work, but it is interesting...

Light Frigates:

As near as I can figure it, metagame is as follows: get LRFs for focused fire; get flak frigates as an early defense against fighters/bombers and as a counter to LRFs; get carriers for Moar Bombers; and get heavy cruisers/casters as the situation demands.

Note the absence of light frigates, which get ravaged by LRFs and can't kill anything else.

Agreeing with you so far on this segment..

Light frigates are designed to function as anti-casters in the mid to late game. Their weapon system is designed to counter units with heavy armor (flak frigates; light carriers; and casters), and they all get an anti-caster ability of some kind. To balance them out, they're easy prey for LRFs.

I feel the best solution would be some combination of the following:


Increase their DPS
Improve their DPS against heavy armor (flak, carriers, casters)
Improve their anti-caster abilities so they can be used to cripple, rather than merely inconvenience, a fleet of support cruisers

This would make them horrendously OP early-game.  Trust me when I say that.  In my mod, I've had a very difficult time justifying buffing them in such a way that they don't become OP early on (or later).  They are already stupendous against what they counter.  It's just that LRF hit them HARD.


For starters, it would be nice if Sabotage Reactor and Interference impacted light carriers

... They do.  Perhaps they don't deal damage, but still.  Unnecessary.

TEC:

The Cielo:

The Cielo Command Cruiser suffers from a number of problems: I disagree already.  Only one problem.


Role confusion: Tier 5 cruisers in the Vasari and Advent are given a T6 "crowd control" ability; but the TEC crowd control ability (Demo Bots) went to the Hoshi. Since the Hoshi is available at a lower tier, it is often on the field in large numbers when Demo Bots hits the field, and the developers wisely chose to make it the least powerful of the three crowd control abilities
Conflict of interest: With 2.5 shield regeneration and +10% RoF, Embolden can't decide whether it wants to be an offensive ability or a defensive ability. Consequently, it excels at neither.  I agree here.  In Rebalanced Races, I modify it to simply be a general buff to ship performance as I couldn't really figure it out either.
Designate Target is... not that great

WRONG WRONG WRONG WRONG WRONG!!!!!!!!!!!!!!!!!!!!!!!!!!  This is absolutely and totally incorrect.  It increases damage taken by a single target by 40%!  This ability works on Capitals, Starbases, and IIRC Titans and you think it's mediocre?!?  Designate Target is one of the best abilities the TEC has going for them on a frigate (probably second only to repair bots) and the only reason anyone ever buys a Cielo.

I honestly don't know how to fix this guy; I'm open to suggestions. The Cielo needs a complete overhaul. No it doesn't.  Embolden needs some love, but to buff Designate Target would make the TEC stupidly powerful.

The Kol:

By comparison, the Kol Battleship is a much simpler problem: all three of its abilities are lackluster. Just compare it with the Kortul Devastator!


Overcharge vs. Adaptive Forcefield: Godly regeneration and increased RoF vs. a slightly higher level of mitigation.  Overcharge is an ability of the Ragnarov...  Completely irrelevant comparison.  If you're going for Power Surge, it actually doesn't come out to as much of a damage increase as you'd think.  Not only that, but capitals make up the majority of your DPS only when you first start the game.  Even later in the early-game, most DPS should be coming from frigates, so this ability actually does almost nothing on it's own.  It's purpose is to buff Disruptive Strikes.
Jam Weapons vs. Flak Burst: Entirely shut down all attacking squadrons vs. an ability that needs two clean hits to kill anything (during which time you've already been pecked to death).  Ugh...  This is just wrong.  Flak Burst is stupidly powerful, more so than jam weapons.  Jam weapons means all the enemy has to do with their SC is wait.  Flak will annihilate them (particularly Advent fighters).
Disruptive Strikes vs. Gauss Railgun: Completely shut down a single capital ship's abilities vs. Slow the thing down and do a modicum of damage.  I agree that GRG needs love.

Why on earth did you compare in this order?  You flipped the first and third abilities of the ships.  Beyond that, you're completely missing the fact that the Kortul is an "oh no you didn't" sort of ship whereas the Kol is a brick.  It's nigh unkillable between it's ability to completely negate bomber swarms and it's stupidly high health (which is augmented by AF).


But ph34r n0t!  This is pretty easy to fix.


Gauss Rail Gun:

Now ignores shield mitigation ABSOLUTELY NOT!!!  I have no idea why people keep suggesting this, but this would make it bar-none, the most powerful anti-capital ability in the game.  It would be better than Cleansing Brilliance.  No.
Also disables phase engines Once again, no.  Now, you're trying to mix the Egg's nano bomb and it's gravity bomb into one super OP ability.  Absolutely not.
Disables passive hull regeneration And as if the other buffs to it weren't enough, you had to go and suggest making it even more OP.  Once again, no.

Flak Burst: Damage doubled at all levels; radius halved at all levels This will make it completely worthless.  Sure, SC won't approach it, but who cares?!  The only fleet support a Kol is capable of is Flak Burst and you just made it so a ship with little synergy with it's fleet has less and is even more immortal than before.  No.

This allows you to completely wipe out squadrons with one shot at all ranks, but it requires much more timing and control to use effectively.  This is just wrong.  See previous comment.

Adaptive Forcefield: Now effects all friendly ships in an area (I'm thinking 2500, half of the Marauder's Distort Gravity), giving your fleet extra mitigation and phase missile block; sort've like a preemptive Shield Regeneration.  This would be stupidly OP, no INSANELY OP!!!!!  Bad ideas!  BAD IDEAS!!!  Let's take the ship with the ability that makes itself even more invincible than it is by default (the Kol has more health than any non-titan ship in the game) and you apply it to an entire fleet that has things like Hoshis aplenty.  TEC fleets would NEVER die, particularly to Vasari PM's.


The Dunov:  I'm starting to disagree already...

Though the Dunov sees more use than the Kol, it, too, suffers from the same issues: lackluster abilities.  Since the Dunov's abilities are generally better than the Kol's, it just needs some slight tweaking. Fortunately, tweaks I can do.


Shield Restore: Now chains from target to target, healing a reduced amount per jump; there are two ways of doing this, and I'm fine with either one (though I'd prefer the one which is less OP):  Both are OP.  Shield regen might be slightly UP as I'm sure you're comparing it to Shield Restore of the Progenitor, but consider that the Advent are supposed to have better shielding tech.  You're making the best single-target heal in the game hit multiple targets.  No.

Flat rate (X% of the total is removed with each jump)
Compound rate (X% of A, then X% of X*A, then X% of X*X*A)

EMP: In addition to depleting shields and antimatter, temporarily debuffs the target, preventing passive shield and antimatter regeneration for W/X/Y/Z seconds

Disruptive Strikes, EMP, and Detonate AM are all incredibly good abilities.  Don't buff any of them, particularly EMP because it's an AoE.
 

Advent:

The Illuminator: I agree it could use some love.

This unit suffers from two problems:


It's tier 3 Not a problem.  It has higher DPS than the other ones.  Of course it's a higher tier.
Its damage is spread out across three targets Not a problem.  This is it's strength actually if you know how to use them.  Send your Illuminators straight into the heart of the enemy fleet.  Because of the way the damage from the side beams works out, you end up screwing with the shield mitigation of the ships being hit by them.  They take damage, but it's not fast enough to actually increase their mitigation, meaning that you can then turn to fire on those ships which have already been weakened and kill them faster with focus fire from the forward beams.

Fortunately, there is a very simple solution to both problems:  What problems?  The only problem it has is that it needs a slight boost in DPS because it got nerfed so hard when it's damage bug was fixed.  Yes, it was a bug and yes it needed to be fixed, but when it was fixed, they were never properly balanced after it's removal.  They just need a touch more DPS.

Give the Illuminator an ability to toggle its beams between two modes, Single Target and Multiple Targets This is probably your worst idea so far with Gauss Rail Gun ignoring mitigation coming in a close second.  If you did this, the Advent would kill everything and I mean everything in their path.  The Illuminator already has Deceptive Illusion which effectively doubles it's survivability in large battles as long as it's active.


Multiple Targets mode works exactly as it does now
Single Targets mode changes the angle of the flank-mounted beams to focus on the front target, thereby applying ALL of the Illuminator's impressive 17 DPS (almost double that of the Javelis) to a single target, thereby compensating for the amount of time it takes to get it.  This is so horrendously OP.  No.  Just no.  Seeing this was the thing that made me stop reading your post the first time through and just start responding in blue.  I couldn't take it anymore.

Make sure you give this ability to its illusions, too, otherwise its a dead giveaway.  Because we wouldn't wan the new Illuminators of Doom to be just very OP would we?


The Destra Crusader:

Ruthlessness is a pretty easy fix: it disables passive hull, shield, and antimatter regeneration on all units around it. This is better than it sounds -- trust me.  You have no idea what can of worms you have unleashed here.  Every Advent player would build Destras almost exclusively.  They have high health and over the course of a long battle, ships will start popping from Ruthlessness.  That was never the intent.

The Domina Subjugator:

Now that Suppression is no longer channeled (!!!!!), (I agree, that was a wonderful thing) Perseverence becomes easier to fix.  It's pretty simple:


Perseverance is now a channeled ability
Perseverance now effects all units within a small area around the Domina Subjugator (around the same radius as the Stilakus Subverter's Distortion Field area of effect)  So, you want to nullify the Stilakus Subverter's main purpose?  I play Vasari almost exclusively and trust me, doing that would be bad for balance.

See what I did there?  I wish I didn't...

The Radiance Battleship:  This ship needs some help.  I agree so far...

There are two main problems with this ship:


Animosity
Energy Absorptive Armor

As near as I can figure it, the devs felt that Animosity would be used in three ways:


To restore the Radiance's antimatter Not this one.
To synergize with the Rapture's Vengeance ability, which returns damage, the idea being that you cast Vengeance on the Radiance and then use Animosity to make everything attack the Radiance and kill itself (Shield Regeneration helps here to make sure your Radiance doesn't die, but it's rather wasted on the You didn't finish your sentence...  Although this is generally agreed upon as the primary the intended purpose.  Vengeance+Animosity.
To force neutral units to attack the Radiance, rather than his friends This is the second purpose of the ability.

Unfortunately, you don't often see a Radiance paired with a Rapture, as there's simply not enough synergy here to make this worthwhile. Absolutely right.  Also, this combination is dependent on your opponent being, well, brain dead -- but if your opponent is brain dead, you're gonna roll him anyway.  Actually, no.  Animosity was fixed so now you can't manually override it anymore.

So, I propose the following buff: When Animosity is in use, attacks restore the Radiance's shields for W/X/Y/Z% of the Radiance's maximum shields.  Not needed.

Simple and effective.  When it works, your Radiance is effectively immortal, (So you're turning the Radiance into the Kol?) but its success depends on your opponent being, quite frankly, stupid.  See above for why it doesn't.

In other words: it becomes what I like to call an idiot check.  You should really update your game from Vanilla some time.  Patches are good things.

I've actually never used Cleansing Brilliance, so I can't say for sure whether its good or not.  It is good.  Not as much as it used to be unfortunately though...  The Synergy between it and Malice used to be enough to shred fleets.  Then Malice got nerfed into the ground and the synergy broke down.

The Revelation Battlecruiser:  Absolutely agree that this ship has problems.

This is a tough nut to crack. I'll start out by pointing out the problems with this unit's abilities:


Clairvoyance is the LEAST problematic of the Revelation's abilities. I do, however, feel that Clairvoyance should reveal mines in the system on which it is used, making the Ravelation a minesweeper  This is a decent solution..  I don't like it, but it's not something that would make it imbalanced.  It would be a buff, though I think it could be buffed in other ways.  No one is really sure what to do here and everyone has their own opinion.

Clairvoyance is not without precedent: in Warcraft III, the Night Elf Priestess of the Moon had a similar ability, as did the Orc Farseer. In both cases, the abilities were useful but circumstantial: searching for expansions and clutch reveals of hidden units

The problem with Guidance is that it has minimal synergy with the rest of the fleet; consequently, I recommend either one or both of the following:

Also causes strike craft to build 40% faster  I don't really think this fits with the direction of the ability.  It buffs the ability usage of friendly caps, not their SC.

Synergy with strike craft hosts of all flavors AND the Rapture Battlecruiser (which buffs strike craft damage at the source)  Umm..  No.

Also causes nearby kinetic weapons to fire 40% faster  You really don't realize how much +40% damage is do you?  Designate Target is stupendously powerful and you you're sticking it (only for planet bombing) on a ship that has the most powerful anti-planet ability in the game.  No.

For all you lore junkies out there, Advent orbital bombardment weapons are kinetic weapons  What does this have to do with anything?  Anyone who's played as the Advent knows that they use kinetic bolts...
This buff would allow the Revelation Battlecruiser to facilitate orbital bombardment WITHOUT treading on the toes of the Halcyon Carrier's energy weapon aura  Umm..  Yeah?  So?  Doesn't make not it super-powerful at planet bombing.  I could see an increase of, say 10/20/30%, but 40% is just too much (honestly, 30% might be).


Reverie: I can think of two buffs for this ability:

The Revelation Battlecruiser cannot be disabled whilst this ability is being used  This wouldn't really help matters as there aren't really any abilities that it needs to channel that badly...
A small AoE effect, rather like the Stilakus Subverter's Distortion Field Doesn't need one.

Reverie is an interrupt.  That is it's primary function.  That said, it is one that can be cast on friendly units which I think opens more possibilities as far as how to balance this.


Vasari:  I'm interested to see what you plan to do with my race..  Make PM's always bypass mitigation?  I hope you won't, but at this point, I'm not sure anymore...

The Vasari are in a pretty good place right now. That said, even they have a few underused units.

The Antorak Marauder:  I love and hate this ship.  It needs love which if it receives from the devs, it will receive it from me as well.

This unit needs a little help, in small ways, here and there.  My suggestions are as follows:


Phase Out Hull: Damage/healing scales with level: 100/200/300/400 (it is currently 200 at all levels)  Absolutely agree!!!  We agree on something!!!!  In fact, this is exactly how I solved it in Rebalanced Races.  Believe it or not, those numbers were more or less what I suggested a couple years ago.  For some reason, when the devs incorporated the idea of damage/healing when based upon friend/foe, they neglected to make it scale.  I don't know why that part of the idea was left out, but it was.
Distort Gravity: The only problem with this ability is that it doesn't encircle the whole fleet most of the time, if it ends at an inopportune time, your units have to reposition themselves, which actually slows down the entire jumping process.  To that end, I have the following suggestions:

Increase its radius from 5000 to 8000 (8000 being the radius of the Akkan's Targeting Uplink)  I'd be okay with this I guess.  I mean, it's not really necessary, but I suppose it would buff it some.  It's not really needed though.  The Antorak isn't made for use with large fleets.  It synergizes best with a Kostura, high level Egg, and a Desolator.  It's a guerrilla tactics ship meant to be used with small numbers of allies to harass.  It doesn't need this.
This ability no longer reduces phase jump departure range  Umm...  No.  That's a really handy feature to have as a Vasari is not having to go as far.
This ability now increases phase jump charge speed by the same rate it used to reduce departure range (8/16/25%)  No.  The point of this ship is to increase agility, not decrease it.  It defies the purpose of the ability.

Subversion needs its own paragraph  Yes indeed it does.  This is where it needs love most.

Subversion, as compared to Embargo, sucks.  Why are you comparing to Embargo?  Completely different purposes and uses.  Embargo is for rushes, whereas Subversion is for guerrilla war.  Both abilities have the same limitations (the ship must be in-system), but in addition to doing everything Subversion does, Embargo STEALS 100% OF AN ENEMY'S TAX INCOME!  So?  Tax income only matters early in the game.  By late-game, trade is significantly more important which is when you roll out Kosturas and by extension Antoraks.

Rather than try to one-up Embargo, I recommend overhauling Subversion entirely.  Umm...


Subversion: Sends an espionage team to the planet's surface to commit acts of sabotage and interfere with interplanetary communication for W/X/Y/Z seconds.

Tax income rate reduced to zero  Not needed.
Culture output rate reduced to zero  Vasari isn't the Advent.  Not logical and not needed.
Planet upgrades, orbital construction, and ship construction are all DISABLED for the duration; all such projects are halted for the duration  You basically halt it already...  Look at the max level.  It basically stops all building in the gravity well.  If you can't kill a measly construction frigate with it's 750 health in the extra build time, you deserve to have those things exist.

Players can't build ships, can't build structures, and can't commission planet upgrades -- the buttons are greyed out on their interface  So, you want them to lose the planet without losing the planet...  Why not just instagib it and get it over with at that point?



This ability would effectively paralyze a single planet as long as the Marauder is in-system, just by cutting off communications.  So you can't see your own planet?  Wow, you really do lose a planet without losing a planet by your plan...

The Vulkoras Desolator:

Really, this is a solid unit, its primary weakness being Phase Missile Swarm.  Agreed.

The weakness of Phase Missile Swarm is the fact that its damage, and the number of targets, is capped.  I don't like where this is going...  *wishes to self that Frost doesn't want to make a PM version of Missile Barrage as a non-ultimate*

Consequently, I feel the ability should be overhauled:  Uh oh...


For the next 30 seconds, the Vulkoras' Phase Missile batteries fire at double their normal rate and attack an additional 2/4/6/8 targets; X second cooldown Oh..  That's not nearly as bad as I was expecting.  This would be okay with me, except that PMS would still probably deal more damage.  600 damage to eight enemies is still a decent amount.  Idk if it's PM batteries can even put out that much.  You'd have to boost it's damage as well.

I'm pretty sure this would turn out better, as it would scale with the Vulkoras' level and any upgrades you researched for Phase Missiles.  I like it.  Unfortunately, it would require more than modifying the entity files which means modifying and recompiling the central game code and idk how happy Starclad would be to do that...  

Discuss.

Well, there you have it.  I long, drawn-out list of my responses to the components of your post.  I hope you realize here that I wasn't trying to be a jerk, it's just that some of the things you suggested were just plain OP.  Any new person joining the fight to get things more balanced is welcome to the ranks though.  Just reign in your enthusiasm a bit.  :thumbsup:

+1 Loading…
Reply #11 Top

Volt,

I appreciate the effort. In fact, I give you karma for it. I don't think you were being a jerk, either -- it's what's called "constructive criticism," and it's extraordinarily useful.

...unfortunately, you wasted all that effort, because I accounted for most of your concerns after Bilun joined the fray. =)

So come on back and weigh in on some of the new ideas.

Also: I should note that I play Vasari. I buffed the other two because I felt they don't pose a decent challenge.

I'll cut out that bit about Designate Target, though. I've just never seen it used unless the game had already been won. =(

 

Reply #12 Top

I like a lot of the ideas here. Dev's should look at this.

Reply #13 Top

The Illuminator is actually probably the best LRF in game. It actually does not need a buff since Corvettes have become the new opener.

 

The Destras Ruthlessness is very lack luster, it almost does nothing it helps only slightly against fighting against hoshikas a real buff would be to give this ability a stacking debuff that would. For every Destra around, all enemies receive a 5% debuff to all regeneration effects. This stacks up to 50%, so 10 Destras with Ruthlessness would nullify 50% of the regeneration. A very expensive and worthy investment.

 

The Domina: Yes, needs to be omnidirectional.

The Radiance: hardly needs a buff as stat wise it is very strong, its problem however lies in that it has no military niche. Its bad early game is made up by its late game. But there is no way for it to survive into the late game. Give it a role as a anti-corvette/fighter Capital Ship. Give it flak turrets, and I honestly would much rather see telekinetic push on the Radiance then the Halcyon, but I know alot of people do not like that idea.

 

The Revelation: I agree the ship is to squishy, its pretty much a gigantic siege ship, why does it not have alot of hull? As for Guidance its main problem is that most advent units do not need Cooldowns, either add something to the ability(an antimatter regeneration aura) or rework it. And the Clairvoyance buff would be very nice.

 

Edit: As of Patch 0.80, the Domina is omnidirectional.

 

Reply #14 Top

Designate Target really is powerful.  It's just that it's late in the tech tree which is why you may not have seen it as much.

Let's take a look at your updated OP, shall we?

LF:

LF still need some sort of survivability, but idk how to get it.  Perhaps if LRF countered them slightly less hard they would actually exist past the very early game.

Kol:

I love Bilun's solution to Flak Burst in it's simple elegance, but I don't think it's feasible...  Flak Burst is the TEC's only answer to bomber spam, and doing this wouldn't help much unless you made it outright kill dozens of squads at it's maximum level, but that would be horrendously OP against anything except bomber spam.  I honestly think this is the only ability that should be left alone on it.

I agree as has been said many times before by myself and others that Adaptive Forcefield should be passive.  In Rebalanced Races, I did this and reports were that it drastically increased the usability of the Kol because it allowed AM to be redirected to damage output.

Illuminator:

I still disagree about allowing it's side beams to fire on it's primary target.  That's not the point of them.  The point is to bring down the health of random enemy ships while killing one particular target at a time.  Don't forget that the Illuminator is also the only one that hits it's enemies instantly as well.  This is more useful than you might believe.

Domina:

Not how I solved the issues, but certainly a viable method of doing so

Radiance:

I still disagree here.  As mentioned above, they fixed it.  It's no longer an idiot check.  You cannot retarget your ships as long as they are under the influence of Animosity.

Regarding EAA, hmm..  I like where you're going here, but IMO this solution won't work.  The Radiance doesn't have enough DPS for that to be useful.  Early in the game, it won't encounter enough DPS for it to max out and be useful and later in the game when it does encounter it, the Radiance's DPS doesn't matter anymore.

Revelation:

I'm not a fan of a passive Guidance, but that's just personal preference.

Antorak:

I still agree with POH and still disagree with your solution to Distort Gravity.  If you ask me, it's fine.  Subversion, IMO, shouldn't be compared to Embargo.  They have very different uses and as such, trying to make it go vaguely in that direction is something I disagree with.

Skirantra:

It had never crossed my mind actually in the many times I've run through the list of abilities that MPA needed a buff, but I agree, I almost never touch this until the late-game because at that point, there's more SC and by extension, this aura is more useful.

And I absolutely agree with what you said about your suggestions lol.  They are most certainly OP.  Very much so.

Reply #15 Top

What if EA converted energy damage to shield regeneration? Not a lot of it, maybe 10% max or so. That would make it sort of like a Kol, but not completely (still vulnerable to phase missiles for instance). It could also help a bit with survivability for animosity.

I like the suggestion for phase missile swarm. I always thought it was odd that phase missile research doesn't affect that ability. I think 30s is a tad too long though. Perhaps 10-15 seconds with a (slightly) reduced cooldown? It could force players to make a choice between quick enemy fleet destruction and quick planet destruction.

I like brainstorming threads like these. Keep the ideas rolling ;)

Reply #16 Top

Also, if any particularly good ideas come out of this, I'd be happy to add them to Rebalanced Raced.

Reply #17 Top

Quoting Volt_Cruelerz, reply 14
Radiance:

I still disagree here. As mentioned above, they fixed it. It's no longer an idiot check. You cannot retarget your ships as long as they are under the influence of Animosity.

...in that case, I suggest Animosity provide either sufficient damage reduction OR sufficient shield regeneration to make using the ability a reliable form of crowd control and not a death sentence.

Quoting Volt_Cruelerz, reply 14
Regarding EAA, hmm.. I like where you're going here, but IMO this solution won't work. The Radiance doesn't have enough DPS for that to be useful.

THEN TAKE IT UP TO ELEVEN!

  • Energy Absorptive Armor: In addition to its current effects, each incoming attack now causes the Radiance to do 25% more damage, to a maximum of +100/200/300/400% of its normal DPS.

My point is, it's a good idea, you just have to tweak the numbers a bit to get it to work.

I will, however, add to the OP that you can take one or the other of these suggestions.

Quoting Volt_Cruelerz, reply 14
Revelation:

I'm not a fan of a passive Guidance, but that's just personal preference.

I'm not either, but it's simple and it solves the problems. TBH, though, I think the ability itself could use some work -- the bonus it provides simply doesn't synergize with the rest of the Advent fleet, nor does it allow the Revelation to further perform as a bombardment vessel.

Quoting Volt_Cruelerz, reply 14
Antorak:

I still agree with POH and still disagree with your solution to Distort Gravity.

In my experience, Distort Gravity does what it's supposed to do only SOME of the time.  Other times, there are ships in your fleet that get caught outside its radius (i.e. the range is too short), and if you try to use it to speed up a phase jump, it just doesn't work.

I'll stick to my guns on this one, for the moment. =)

Quoting Volt_Cruelerz, reply 14
Subversion, IMO, shouldn't be compared to Embargo. They have very different uses and as such, trying to make it go vaguely in that direction is something I disagree with.

Ah, but they're currently almost identical. Both abilities reduce ship and structure build rates (by the same amount, no less); both abilities have almost the same duration; and both abilities are contingent upon the casting ship being in the system.

The problem? Embargo also steals income AND comes with a ship that is far superior in combat by comparison to the Marauder. =(

So, Subversion is currently like the neutered sibling of Embargo; it needs to be differentiated into more of an outright sabotage ability, in my humble opinion.

Quoting ChaoticMagician, reply 15
What if EA converted energy damage to shield regeneration? Not a lot of it, maybe 10% max or so. That would make it sort of like a Kol, but not completely (still vulnerable to phase missiles for instance). It could also help a bit with survivability for animosity.

A passive ability that also restores shields with each attack? Slightly problematic. =) A flat mitigation rate would be better, but I don't want to go that far if I can help it. I'm trying to keep the ships differentiated as much as possible.

Reply #18 Top

 I don't think that a buff to the lfs' special abilities would be a problem early game (maybe give the research 2 levels so the second level also adds shields/hull/armor, depending on the race?)

 

A good buff to the Cobalt's sabotage reactor might be in order, maybe so it affects carriers too somehow. (correct me if I'm wrong but building strikecraft doesn't count as an ability). 

 

Depending on the enemy fleet, I can feel justified spamming Disciples currently because steal antimatter is amazing.  I wouldn't complain about a buff to survivability though.

 

I can't comment on skirmishers.

Reply #19 Top

I'll just go through what I did for Rebalanced Races for these..

Animosity/EAA: I made Animosity simply deal 7/14/21 DPS to all afflicted enemies so it would synergize with Malice which an Advent fleet is sure to have available, making it a more valuable fleet ability and come to think of it, simply buffing it's firepower won't do a whole lot unless you turn it into a nuke, but it already has Cleansing Brilliance so I'd like to avoid that..

Guidance: I just buffed the percentage..  I really had no idea how to fix it.  Maybe make it increase the range of abilities on the affected ship?  Idk if it's possible via modding, but that might be a better way..  Alternatively, I guess you could make it increase the target count or stacking amount on abilities..  That could make it one of the most valuable abilities in the Advent arsenal.

Distort Gravity: I didn't mess this ability.  It's not for use with large fleets and if your small fleets get out of it's radius, no offense, but micro your ships better.

Subversion: Yeah, it's similar, but it's going in different directions.  Embargo is "Ima rushin your homeworld with mah hoal fleet" whereas Subversion is "I just ignored your main fleet and jumped straight to your homeworld with a dozen ships."  See the difference?  Subversion is an flanking assault ability while Embargo is a direct-engagement attack ability.  For a rush, it's good to disable and steal income because they won't have much else to compensate for their income loss.  It seems to me like the Antorak ought to actually be useful in aiding in the destruction of enemy structures.  

The way that someone else suggested a while back (and I incorporated into RR) was causing it to deal damage to structures in the gravity well periodically.  The numbers I settled on were every 45/40/35 seconds, it would deal 200/300/400 damage to all structures in the gravity well, including starbases.  This may seem like a lot, but you have to consider that it's only 4.4/7.5/11.4 DPS which is largely compensated for by armor and passive regen.  The primary point is that it assists in the destruction of structures, allowing the player to assault the enemy's rear worlds more quickly.

 

EDIT for ninja:

Quoting stein220, reply 18
 I don't think that a buff to the lfs' special abilities would be a problem early game (maybe give the research 2 levels so the second level also adds shields/hull/armor, depending on the race?)

 

A good buff to the Cobalt's sabotage reactor might be in order, maybe so it affects carriers too somehow. (correct me if I'm wrong but building strikecraft doesn't count as an ability). 

 

Depending on the enemy fleet, I can feel justified spamming Disciples currently because steal antimatter is amazing.  I wouldn't complain about a buff to survivability though.

 

I can't comment on skirmishers.

The abilities aren't the problem and never have been.  LF are actually quite good.  It's just that players like LRF... A lot...  And LRF counters LF.

Reply #20 Top

So I just has a thought on guidance.  Since The Revelation is supposed to be the advent heavy assault/seige ship and the Advent has always had trouble with hard targets such as starbases(destroying which is often part of taking a planet) what about reworking guidance into a skill designed to help the advent with assaults on heavy fortifications.

 

Perhaps a targeted damage buff similar to the Ceilo's Designate target but have it only be able to target structures?  Would also make some in-kit synergy as the Revelation could disable a defending capitalship or two with reverie, then improve it's fleet's ability to focusfire a pesky starbase or repair platform.  Wouldn't do much to improve Revelation's fleet synergy, but would make it a more valuable siege tool.

 

Alternatively a debuff to the structure might work just as well(perhaps a heavy offense debuff?) reducing the impact the targeted structure has on the battle.

 

 

 

But if there's one new tool I think the advent would really appreciate in a siege cap it's something for cracking hard targets as the advent have never really had an alternative to bombers like the TEC has ogrovs and the vasari have Orkies.

 

Anyway, tell me what you guys think, just struck me as an interesting vector should guidance get it's effect reworked.

Reply #21 Top

The way the LRF hard-counters the LF is that their damage type gets some sort of bonus vs the armor type of the light frigate, correct? What if we went with Volt's suggestion and reduced that value slightly in some sort of a mod? We would have to see if that messed up any other ships/counters though...

And yeah, scratch my EA idea. Was kinda half-baked anyways. A bonus to mitigation might be good, but you still have that max cap to deal with (which under continued fire, the radiance would reach anyways). Perhaps there may be some value reaching the max mitigation cap sooner, but I'm not sure it would make much of a difference in a sustained fleet engagement.

Reply #22 Top

Quoting ChaoticMagician, reply 21
The way the LRF hard-counters the LF is that their damage type gets some sort of bonus vs the armor type of the light frigate, correct? What if we went with Volt's suggestion and reduced that value slightly in some sort of a mod? We would have to see if that messed up any other ships/counters though...

And yeah, scratch my EA idea. Was kinda half-baked anyways. A bonus to mitigation might be good, but you still have that max cap to deal with (which under continued fire, the radiance would reach anyways). Perhaps there may be some value reaching the max mitigation cap sooner, but I'm not sure it would make much of a difference in a sustained fleet engagement.

The LRF-LF matchup is problematic for three reasons:

  1. LRFs do somewhere between 25% to 50% extra damage to LFs (I forget exactly how much, but it's a lot) -- and they already do more DPS than LFs do
  2. LRFs have long range (natch), so they're able to get in a couple of shots before the LFs even have a chance to fight back; this also makes it much easier for a group of LRFs to focus down individual targets -- their long range means they don't have to change position to do so
  3. LFs do REDUCED damage to LRFs

This is an engagement stacked in favor of LRFs.

There's actually a thread devoted to this very issue here. My favorite suggestion is a late-game upgrade that modifies the LFs armor type to take less damage. Unfortunately, this won't help much in the early game, wherein they're countered by LRFs almost immediately.

Reply #23 Top

LF deal 75% damage to LRF

LRF deal 150% damage to LF

LRF counter LF and should.  With corvettes, I'd be afraid to nerf LRF too much and if you nerf LF too much they'll be OP early on and lead to a lot of spam rushes.

Reply #24 Top

Quoting Volt_Cruelerz, reply 23
LF deal 75% damage to LRF

LRF deal 150% damage to LF

LRF counter LF and should.  With corvettes, I'd be afraid to nerf LRF too much and if you nerf LF too much they'll be OP early on and lead to a lot of spam rushes.

 

I thought LRF did 133% to medium armor.

Reply #25 Top

volt is reciting old data. It was lowered down to 133%... around the same patch LFs got a hp buff. (cant remember if they got a weapons buff or not)