Yarlen Yarlen

Sins of a Solar Empire: Rebellion 1.50 BETA Change Log

Sins of a Solar Empire: Rebellion 1.50 BETA Change Log

Ironclad Games and Stardock Entertainment are very pleased to announce the release of version 1.5 BETA for Sins of a Solar Empire: Rebellion.  This new update will be available as an opt-in Beta via the Steam client ahead of its final release so that we can get feedback from users on the changes.

NOTE: THE V1.50 UPDATE WILL BREAK SAVE GAMES!

 

[ Graphics ]

  • New high-res planet textures for Terran, Ice, Volcanic, Desert and Dwarf planet types.

[ Gameplay ]

  • Corvettes are now affected by Unstable Gas Pockets around Gas Giants.
  • The base relationship value for Pacts has been changed to 0.0 (fixes a possible crash bug).
  • All planet exploration costs have been reduced from 450/150/75 to 300/75/35 at level 1 and from 550/175/125 to 400/100/85 at level 2.
  • Changed Helium Atmosphere and Ionic Storms planet bonuses to no longer require planet exploration to detect. (Ship sensors can detect this from orbit.)
  • Increased change to find something via planet exploration from 40% to 60%, except on Competitive map types.
  • Titan research now grants certain bonuses on a per faction basis. See below for details.
  • All players now start with 2 frigate factories on game start. (This helps the AI tremendously.)
  • Fleet supply for all Envoy cruisers has been decreased from 8 to 4.
  • Artifacts Overhaul:  Most Artifacts have been buffed to be of greater strategic value (i.e., game changing). The following are in addition/changed to/from current values:
    • Jump Drive Relic - Now makes all ships immune to phase jump inhibitors.
    • Data Archive - +15% Research Rate
    • Resilient Metaloids - +150% Passive HP Regen; +3.0 Base Armor; -10% Planet Bombing Damage Taken
    • Relativistic Factories - +4 Civilian Slots
    • Phase Accelerator - +33% Phase Jump Charge Rate; +25% Phase Gate Speed
    • Manifest Dominion - +4.00 Relationship Bonus; +0.10 Quest Reward Relationship Bonus; -0.05 Quest Failure Penalty to Relationship
    • Jump Field Generator - -75% Antimatter Lost from Phase Travel; -3% Phase Jump Exit Distance
    • Planetary Organic AI - +60% Population Growth Rate; +25% Maximum Planet Population
    • Matter Compressor - +25% Refinery Ship Capacity; +50% Cargo Ship Capacity
    • Power Core Relic - +20% Maximum Antimatter; +0.10 Passive Antimatter Regeneration in Culture
    • Ion Field Generator - +45% Planet Bombing Range
  • TEC
    • Ion Blast (Akkan Capitalship) will no longer affect enemy Flagships.
    • Garda Flak Frigate range increased from 3900 to 4400.
    • Long-Range Jumps research moved from Tier 3 to Tier 4; cost adjusted.
    • Advanced Arctic Colonies research moved from Tier 4 to Tier 3; cost adjusted.
    • Advanced Civic Design research moved from Tier 3 to Tier 2; cost adjusted.
    • TEC Loyalists
      • Tier 1 Titan research now grants a +5% global bonus to maximum Shields.
      • Tier 2 Titan research now grants a +5% global bonus to maximum Starbase HP.
      • Tier 3 Titan research now grants a +5% global bonus to Rate of Fire for all Lasers.
      • Disruption Matrix (Ankylon Titan) now disables enemy passive regeneration.
      • Group Shield (Ankylon Titan) duration increased from 30/35/40/45 to 40/50/60/70.
      • Inspire and Impair (Ankylon Titan) duration increased from 30/45 to 60/75; now affects Titans.
      • Battlefield Promotions research moved from Tier 5 to Tier 1; bonus increased from 5% to 10%; number of research levels decreased from 2 to 1; cost adjusted.
      • Updated map 'The Void' with correction for TEC Loyalists in Quick Start mode.
    • TEC Rebels
      • Tier 1 Titan research now grants a +5% global bonus to Rate of Fire for all Autocannons.
      • Tier 2 Titan research now grants a +5% global bonus to Population killed from planetary bombardment.
      • Tier 3 Titan research now grants a -10% penalty to enemy empire's Culture build rate.
  • Advent
    • Defense Vessel range increased from 3900 to 4400.
    • Meteor Swarm (Starbase) will now deal AoE damage to Corvettes.
    • Deliverance Engine will no longer affect friendly planets with an allegiance penalty.
    • Distant Visualization research moved from Tier 3 to Tier 4; cost adjusted.
    • Psionic Scream (Discord Battleship) now properly affects Corvettes.
    • Advent Loyalists
      • Tier 1 Titan research now grants a +5% global bonus to Beam weapon damage.
      • Tier 2 Titan research now grants a +0.50 global bonus to Base Armor.
      • Tier 3 Titan research now grants a +10% global bonus to Culture Resistance.
      • Repossession (Coronata Titan) planet upgrade cost bonus increased from 0%/-33% to -33%/-66%.
      • Planet for a Planet research moved from Tier 4 to Tier 3; cost adjusted.
    • Advent Rebels
      • Tier 1 Titan research now grants a +5% global bonus to Plasma weapon damage.
      • Tier 2 Titan research now grants a +5% global bonus to maximum Antimatter.
      • Tier 3 Titan research now grants +1 strikecraft from Hangar Bays (tactical structure).
      • Wail of the Sacrificed will no longer function if enough labs aren't maintained.
      • Wail of the Sacrificed damage decreased from 20.0 per population point to 4.5/9.5; research levels increased from 1 to 2.
      • Increased damage particle duration on Wail of the Sacrificed from 10 seconds to 60.
      • Unyielding Will (Eradica Titan) duration reduced from 240 to 120.
      • Mass Communion research reduced from Tier 4 to Tier 3; cost adjusted.
      • Fixed null pointer crash with Wail of the Sacrificed.
  • Vasari
    • Gravity Warhead (Jarrasul Evacuator) will no longer target Titans or affect enemy Flagships.
    • Phase Out Hull (Antorak Marauder) will no longer affect Flagships.
    • Sentinel range increased from 3900 to 4400.
    • Long Range Jumps research moved from Tier 2 to Tier 3; cost adjusted.
    • Increased Vasari Starbase weapon upgrade time from 25 to 45 seconds.
    • Vasari Loyalists
      • Tier 1 Titan research now grants a +5% global bonus to planetary bombardment damage.
      • Tier 2 Titan research now grants a +5% global bonus to Wave Cannon weapon damage.
      • Tier 3 Titan research now grants a +5% global bonus to capital ship acceleration.
      • Desperation (Vorastra Titan) no longer affects Corvettes; duration decreased from 45 to 15.
      • The Maw (Vorastra Titan) no longer affects Corvettes; max target count reduced from unlimited to 15/30.
    • Vasari Rebels
      • Tier 1 Titan research now grants a +5% global bonus to Pulse Beam weapon damage.
      • Tier 2 Titan research now grants a +10% bonus to mission deadline times.
      • Tier 3 Titan research now grants a +0.10 bonus to your faction's relationship with other empires.
      • Dissever (Kultorask Titan) no longer damages Corvettes.
      • Starbase Mobilization now only allows Starbases to phase jump between active phase nodes.

 

[ AI ]

  • The AI has been significantly modified to allow it to put aside resources towards expensive projects (i.e., Titans and superweapons). This should prevent the AI from 'starving' from lack of resources when attempting to build expensive projects, appearing to do nothing.
  • Normal AI difficulty no longer gets any bonus resource income.
  • Increased resource bonus for Hard and Unfair AI types.
  • All AI types will now spend at least 50% of income on ships.

 

[ Misc ]

  • Fixed bug that prevented players with Cloud saves from joining a local save hosted game in multiplayer.
  • Fixed incorrect planet picture placement for one of the Asteroid planet meshes.
  • Optimized particle system file pathing.
  • Fixed crash bug in Flagship Victory system.
  • Fixed null pointer crash with Wail of the Sacrificed.
  • Converted some TGA texture files to DDS where it didn't adversely impact visuals, freeing up more memory.
  • Removed unused textures to free up memory.
  • Various string updates / changes.
  • Removed data files for the old Metal Pact - was causing some crashes.
  • Moved around various research techs (no Tier changes).
  • Removed unused DLL files.
  • Removed reference to MagneticCloudFair in GalaxyScenarioDef - entity never existed.
  • Fixed bug with some planet bonus Infocards not displaying values.
  • Added null checks to superweapons and titans to prevent possible crashes.
  • Made dwarf planet mesh with the huge crater more prevalent.
  • Improved Starbase Mobilization description.

 

1,005,527 views 473 replies
Reply #251 Top

For those playing in single-player, you can simply tweak the gameplay.constants file to turn off superweapons. Just look for this near the top of the file (use Notepad or Notepad++ NOT Word).

cannonsPerGravityWellRatio 1
cannonGravityWellRatioDenominator 4

We investigated an option to toggle Titans, but it was going to take a huge amount of work. If you don't want to play with Titans, your best bet is to use a mod. ;)

Reply #252 Top

That's cool, as long as the phase lanes issue is fixed as is the AI's inability to properly colonize vacant planets I'll be happy.

Reply #253 Top

Phase lanes are fixed internally and we're testing some AI adjustments. :)

+1 Loading…
Reply #254 Top

Then I am happy.  :D

Reply #255 Top

Turchany, you're giving a whole lot of situationnal pros and cons to make the Vorastra sound better than the Ragnarov.

Sure, the Ragnarov can't fire backwards and the Vorastra has micro phase jumps, but unless you somehow manage to jump your fleet into the gravity well directly behind the Ragnarov, you can't avoid being hit. Its specialty is long-range bombardment and you will have to face it head-on and take the hits to the face until you close the distance and get behind it.

Knowing that, I'd much rather face the Maw than a 2400 damage Explosive Shot because at least I can try to limit the movement of the Vorastra with Iconus Guardians and have my ships fly away from it. 

Reply #256 Top

Quoting Pat_22_, reply 255
hits to the face until you close the distance and get behind it.

Knowing that, I'd much rather face the Maw than a 2400 damage Explosive Shot because at least I can try to limit the movement of the Vorastra with Iconus Guardians and have my ships fly away from it.

 

I am sorry, but it is clear to me that you never faced a human enemy using Maw not on autocast. :-"

 

You cannot impede on the movement on the Vorastra in any meaningfull way. Micro Phase Jump makes about every Titan cornering strategy, Repulsion included, quite worthless.

 

You also most likely wont make it on time to save your fleet. A human enemy with some skill will simply:

 

  1. Phase jump the Vorastra into the gravity well
  2. Position the ship so that it fore faces your fleet
  3. Micro Phase jump to your fleet (and now your fleet is in front of it)
  4. Trigger Maw.....
  5. BURP.... 

Even if you pound the Vorastra with everything you have, you never will do enough damage to put it in danger.

 

And now... after most of your fleet fell victim to the Maw..... it is your puny Ragnarov + lone survivors against the entire Vasari fleet.

 

Have fun.... dying.

 

On a side note... it should be noted that the Vorastra actually has more Frontal Firepower than the Ragnarov. Only with abilitys, the Ragnarov can beat the Vorastra. Add 1 or 2 Kortuls who drain your AM and goodbye.

Reply #257 Top

 

Quoting ARESIV, reply 256


Quoting Pat_22_, reply 255hits to the face until you close the distance and get behind it.

Knowing that, I'd much rather face the Maw than a 2400 damage Explosive Shot because at least I can try to limit the movement of the Vorastra with Iconus Guardians and have my ships fly away from it.

 

I am sorry, but it is clear to me that you never faced a human enemy using Maw not on autocast.

 

You cannot impede on the movement on the Vorastra in any meaningfull way. Micro Phase Jump makes about every Titan cornering strategy, Repulsion included, quite worthless.

 

You also most likely wont make it on time to save your fleet. A human enemy with some skill will simply:

 


Phase jump the Vorastra into the gravity well
Position the ship so that it fore faces your fleet
Micro Phase jump to your fleet (and now your fleet is in front of it)
Trigger Maw.....
BURP.... 

This is nice and all, but unfortunately only true, if the targets are standing still. Which i doubt they are against semi-competent human opponent.

Otherwise quite a different scenario is very likely>

....

Trigger Maw.....and....

...nothing happens. As the frigate you targeted moved to the side and is not anymore directly in front of the titan, Vorastra tries to realign its position to get the target back into its "sights", instead of sucking in all the other ships around. If the target keeps moving, the titan will continue to realign ad absurdum. Eventually enemy ships start jumping away one by one, their clumped formation breaks and the window opportunity to get them all is gone. Now the ability might finally activate at last and youll get some kills, but its definitely not the slaughter it could be, if it activated the exact moment you pressed the button. 

Bottom line, its nowhere near as reliable as you make it sound it is, its not jump, activate and BURP 60 ships (pre 1.50 obviously) gone every single time. Not even against AI, so for sure not against humans.

 

 

 

Reply #258 Top

Quoting Timmaigh, reply 257

 
Quoting ARESIV, reply 256

Quoting Pat_22_, reply 255hits to the face until you close the distance and get behind it.

Knowing that, I'd much rather face the Maw than a 2400 damage Explosive Shot because at least I can try to limit the movement of the Vorastra with Iconus Guardians and have my ships fly away from it.

 

I am sorry, but it is clear to me that you never faced a human enemy using Maw not on autocast.

 

You cannot impede on the movement on the Vorastra in any meaningfull way. Micro Phase Jump makes about every Titan cornering strategy, Repulsion included, quite worthless.

 

You also most likely wont make it on time to save your fleet. A human enemy with some skill will simply:

 


Phase jump the Vorastra into the gravity well
Position the ship so that it fore faces your fleet
Micro Phase jump to your fleet (and now your fleet is in front of it)
Trigger Maw.....
BURP.... 



This is nice and all, but unfortunately only true, if the targets are standing still. Which i doubt they are against semi-competent human opponent.

Otherwise quite a different scenario is very likely>

....

Trigger Maw.....and....

...nothing happens. As the frigate you targeted moved to the side and is not anymore directly in front of the titan, Vorastra tries to realign its position to get the target back into its "sights", instead of sucking in all the other ships around. If the target keeps moving, the titan will continue to realign ad absurdum. Eventually enemy ships start jumping away one by one, their clumped formation breaks and the window opportunity to get them all is gone. Now the ability might finally activate at last and youll get some kills, but its definitely not the slaughter it could be, if it activated the exact moment you pressed the button. 

Bottom line, its nowhere near as reliable as you make it sound it is, its not jump, activate and BURP 60 ships (pre 1.50 obviously) gone every single time. Not even against AI, so for sure not against humans.

 

 

 

 

A smart human execution takes arround 1.5 seconds. There is not remotly enough time to save anything, this is the reason it was nerfed.

 

Again.... the Titan first is brought into alignment and then it micro jumps and triggers Maw.

Reply #259 Top

 

Quoting Pat_22_, reply 255
Turchany, you're giving a whole lot of situationnal pros and cons to make the Vorastra sound better than the Ragnarov.

Because it is better.. Try it online in a skilled team match and you will see which titan kills you before you even have the time to realise what happens :)

Quoting ARESIV, reply 258
A smart human execution

QFT.

I always faced skilled players use this ship, only 2-3 times a medium or lame player.

 

@PAT_22_ I never said Vorastra is a 100% I win button, I saw many times maw fail to execute, against AI I experienced it myself, but it can be learnt how to use it well and boom, enemy fleet is gone before he even selects his ships to move them away from each other, and the Vorastra frontal damage thingy is another one that makes it better in that case, add in desperation and the low-antimatter need of it's abilities... if Ragnarov is low on antimatter (faces dunovs or kortuls) it is a giant fragile cannon that will be destroyed very fast by Vasari bombers. Try doing the same against a Vorastra and tell me if you succeed as a non-Vasari player.

Quoting Pat_22_, reply 255
Knowing that, I'd much rather face the Maw than a 2400 damage Explosive Shot

I say again, try it against skilled players and you will understand, I would prefer to go against the Ragnarov as I have a SLIGHT CHANCE TO KILL IT. The same is not true for the Vorastra, it is almost invincible, you will never catch it and destroy it due to it's unmatched mobility (even bombers are too slow for catching it) and the overall Vasari fleet superiority without risking to lose all your fleet for this titan only, not a good exchange.

Reply #260 Top

Quoting ARESIV, reply 258


 

A smart human execution takes arround 1.5 seconds. There is not remotly enough time to save anything, this is the reason it was nerfed.

 
Again.... the Titan first is brought into alignment and then it micro jumps and triggers Maw.

Smart human execution is to move your ships the moment Vorastra enters the gravity well. There is enough time to do that, while the titan does its realignment. 

And OFC you do the alignment before using MPJ, however you cant do it 100 percent perfect if the targets are in motion. The frigates can move so fast across the front of the titan that it will lose that alignment that half second you move the cursor to click the target...

Finally, the reason it was nerfed was clearly the whining of the MP community. If the devs felt it was OP themselves, they would have nerfed it long time ago, perhaps even before the release last year.

Reply #261 Top

I don't even know why we are arguing about maw when the real problem ability is desperation...

Reply #262 Top

Quoting Timmaigh, reply 260
you cant do it 100 percent perfect

 

just one thing, who said he can only select 1 frigate to use maw on? I'm sure a good player will find a ship that will cross maw alignment line after a second and targets that ship and starts the rampage.. it needs big bad luck if you can't find a ship to start maw on...

Reply #263 Top

You said it yourself Turchany in your previous post, that you saw many times "Maw fail to execute". And that is really my point and all that matters - compared to likes of Dissever, Chastic Burst and other titan AoE abilities this one is nowhere near as reliable, thus its high lethality made sense. 

@Seleuicea> Maw was nerfed, so its Desperation problematic now  :D  what is next? 

I told you before you lot wont be happy until Vasari are nerfed to hell. And here we are, despite changes to Desperation, Maw, jumping Orkies and buffs to TEC Loyals you still complained about no change to phase missiles and bombers - even before the patch was actually out, so you could at least try those new changes out and see, whether they are enough or not.

 

Reply #264 Top

Real time strategy games should be balanced to PvP play and modded to your personal preference.

Reply #265 Top

Quoting Timmaigh, reply 263
You said it yourself Turchany in your previous post, that you saw many times "Maw fail to execute".

 

lol my full fleet wasn't annihilated at first try :D maybe next time. No, I was referring to MY GAMES against AI, and I am a poor Vasari player so I guess it was my fault my Vorastra wasn't aligned well before the jump and I was just messing around, I am sure skilled Vasari players are not such idiots like me when using maw and almost never fail. Well it won't be much of a problem with this extreme nerf.. 15 ships are not that much of a loss. And God save us from a level2 Maw...... :D Who the hell will kill that high level Vorastra, seriously?

This topic is a bit outdated with the 1.5 patch so maybe we can continue to write our thought about the beta :) Or complain about Desperation now :D

Quoting Timmaigh, reply 263
I told you before you lot wont be happy until Vasari are nerfed to hell. And here we are, despite changes to Desperation, Maw, jumping Orkies and buffs to TEC Loyals you still complained about no change to phase missiles and bombers - even before the patch was actually out, so you could at least try those new changes out and see, whether they are enough or not.

Noone asks Vasari to be nerfed ridiculously but it is not a question VASARI SHOULD BE AS GOOD AS OTHER RACES. Who thinks otherwise fails to understand the main goal of this game, 3 races with (almost) equal chances of winning. It was never true (Advent lol), Vasari was always inherently the best, now it is starting to get close to being balanced but still (very?) far from it.. Maybe the nerf of phase missiles would put them in a reasonable power position, but as Yarlen said there are no plans to change those ridiculous bombers.. I don't know, have they ever played against a human using vasari bombers? Maybe as Advent? And could they keep their capital ships or titan alive for more than some rounds of bomber phase missiles? I will never understand.. These changes are good (though Maw is ruined with this hard nerf..) but still I don't feel both Vasari factions to be as strong as the other 4, and it isn't an unimaginable thing to ask at least not the two strongest should be the Vasari.. Why not giving another race a chance to be almost the strongest faction? Sometimes I feel Vasari is a favourite of this game and they don't want it to be changed....

 

Oh and btw the hard nerf of wail is another exaggeration, made that useless too like the maw, so now AR may be even weaker than AL, have anyone tested it? what are your thought on this comparison of the Advent factions in this beta?

 

Reply #266 Top

i will bring up the rock paper scissors argument for this (TEC>VASARI>ADVENT>TEC) . most people that cry about vasari are hardcore advent players. advent being overly reliant on shields get their ass handed to them by phase missiles so its no surprise they cry VAS OP every chance they get. TEC are resistant to vasari technology and weapons. evident in there higher hull hitpoints than shield hitpoints making them more resistant to phase missisles. and advent absolutely POUND the TEC with their beam damage and plasma. same way with phase missles. they just dont ignore shield liek phase missisles do.

 

another thing is that vasari there ships are QUALITY OVER QUANTITY. when you make a ship with vasari its meant to last. On average vas ships cost more.  more money (crystal and metal as well) and more fleet supply. easiest example. scouts. TEC and advent scouts cost 2 fleet supply 200 creds and no crystal or metal. VAS scouts cost 225 creds AND 20 metal. Advent and TEC both have some way the lay drones on an enemy planet. (lingering presence for advent.). vas scouts DO NOT have an ability to lay drones. it can sit in phase space in a grav well at the cost anti matter cost per second. but it is useless as hell. it DOES have the ability to take neutrals though.

now lets talk about the points NOONE talks about. where the vasari face-plant hardcore. (no ability to watch what is happening in a specific gravity without being there like TEC and advent scouts.) inability to effectively kill enemy structures namely starbases.. im mostly referring to fighting TEC loyalist. i still remember playing an FFA game. i was VL one of the other humans was TL. it was endgame only the two of us left. he was completely dug in on ALL planets. dual SBs mine field fighters heal platforms EVERYTHING.id go in with a maxed fleet. mainly bombers and oversears plus lvl 10 titan. and i had no way to kill his SBs. i could crank out enforces. but he had his titan there with maxed group shield and red buttons. so those would be toast and highly ineffective. Id bring titan in to shot at themtitan would run into enough mines micro jumping or not that i couldn't stay on his Sbs long enough to cuase any dmg plus he had hisfleet in a way i could maw it effectively ( hint hint for those that cry about maw). basically no ships i had ,or could make, would kill his star bases without obtaining unacceptable losses. the point being vasari have nothing like ogrovs or adjucators to deal with this exact situation. they do have assault nanites on the rankulas. but these are cumbersome to use. die alot and regqurie a cool down before making more. nothing in the VAS arsenal can effectively deal with this. the kostura cannon didnt disable his healign long enought for me to kill anything either. (proving my point that TEC are resistant to vasari.

 

another place they are lacking is how quickly there repair stations repair. a pathetic 15 per seconds without an ability to upgrade. TEC start at 20 per seconds and can be upgraded to a whooping 40. advent start at 30 and have no upgrades to them. (i think synergy gives them shield cant remember been to logn since ive used advent)  meaning the vasari have the worst repair station in the game which at first glance doesnt really matter until you need to repair a ship quickly and dont have oversears yet.

 

another thing is you should expect the vasari to be better in the military department like they are. the other 2 races are specialized in different ways. the ADVENT are evil with culture and there abilities are the best in the game (repulsion being the easiest example) and TEC are economy and brute force. like i said. VAS are the supreme military but are lacking in these other departments. 

 

also. ill be making a post on how to fight maw sometime. (its not that hard) il also go over how well the races REALLY are.

Reply #267 Top

 

Quoting Turchany, reply 265



lol my full fleet wasn't annihilated at first try maybe next time. No, I was referring to MY GAMES against AI, and I am a poor Vasari player so I guess it was my fault my Vorastra wasn't aligned well before the jump and I was just messing around, I am sure skilled Vasari players are not such idiots like me when using maw and almost never fail. Well it won't be much of a problem with this extreme nerf.. 15 ships are not that much of a loss. And God save us from a level2 Maw...... Who the hell will kill that high level Vorastra, seriously?  

Turchany, Turchany... your reasoning here is mind-boggling.

So you failed using Maw properly - so OFC it had to be your fault and you´re being idiot - not a chance it was actually Maw being unreliable and not completely easy to use....not just to you but in general, as i am trying to allude here

And then i guess you watched your fleet being killed by Maw, or saw someone else´s fleet going down to succesful Maw attack - and now OFC your logic is, it has to be down to Maw being OP, not a chance of you being idiot this time by failing to scatter your forces and put them in motion to minimize your losses...

You know how it looks like? That you decided that Maw is/was OP and you will use every excuse to support that claim as its convenient to you.

I know you dont like Vas Loyalists, as its sooo easy to play them, but pretty please. Overcome your distaste for them and try play for just for them following month or 2. Use Maw as much as possible (its unreliability is the same as pre 1.50) against skilled players and then report back and we can have conversation again on this topic. 



Quoting Turchany, reply 265

Noone asks Vasari to be nerfed ridiculously 
 

No, you just got some of the nerfs you asked for and before even trying the game out to see how they pan out, you already complained they are not enough. Do you even wonder Yarlen refused to nerf phase missiles/bombers so far? Why should he? You did not even bother to play the game before doing judgments, thats hardly makes you trustworthy, when it comes to game balance. It only confirms your bias against Vasari.

@Urfullofshit> finally someone seeing it from my side as well...

 

 

 

Reply #268 Top

I think Unity Mass should do chaining damage...

Reply #269 Top

I think Maw should strip planets...

Reply #270 Top

I think the Novalith should crack a planets core destabilizing the orbit causing 50% of it's resource asteroids to fall out of orbit and be lost and for mass depopulation and culture loss....

Reply #271 Top

Seems more logical that novaliths would just vaporize the planet into plasma.....how convenient that we have plasma storms in Sins....

Reply #273 Top

As a competitive multiplayer, I realize that the Coronata NEEDS to be buffed. I'd suggest giving it larger increases in health and weapon damage per level, or reducing its cooldowns and antimatter costs.

 

Reply #274 Top

Quoting MooMugger, reply 273

As a competitive multiplayer, I realize that the Coronata NEEDS to be buffed. I'd suggest giving it larger increases in health and weapon damage per level, or reducing its cooldowns and antimatter costs.

 

The Coronata already got buffed, and it technically got a little buff to its ultimate in this one. I think we need to judge the impacts of a weaker Eradica and Vorastra before deciding any other titan adjustments.

Quoting Seleuceia, reply 271

Seems more logical that novaliths would just vaporize the planet into plasma.....how convenient that we have plasma storms in Sins....

Awesome idea man, but when they add those now planets in the DLC, the ferrus planet needs to turn into a magnetic cloud, not a plasma storm. }:)

Reply #275 Top

In my opinion Goa, its a great titan, but just can't kill much without dying. The antimatter/cooldown should be implemented with the HP so as to not make it an Eradica mkII, but be able to utilize its powerful abilities more often.