Now that more like it however not intirerly there.
Personally I think its missile platforms need a buff. They cost too much antimatter currently. I think embargo is fine, but the buff you've proposed looks good to me. The Sova has to stay in the gravity well for the duration of the ability anyways.
-For the missile plateform the only plans is that the AM cost will be reduced thats all.
-Embargo I'll fix the bug that was reported about not stopifn trade ships at lvl 2 and 3.
-Heavy SC, I've already made it into and AoE effect and no furter changes are planed.
-Rapid Manufacturing, planning to make it affect the build rate of SC on friendly carriers, not instant but fast build rate however that is pending aproval. It will depend on otehr chnages if this gets put in or not.
Totally agree with you on colonize. I don't think ion bolt needs to be buffed (it's awesome for killing retreating caps currently). I also think you go too far with the targeting uplink buff; 30% accuracy increase completely negates all "miss" inducing abilities in the game. It's one thing to counter, another to make entirely useless.
-Colonisation is being chnaged from 0/1/2 to 1/2/3 for damned sure its about time it gets the damned bonus it needs.
-Ion Bolt is prety fine as it is. If a change is made it will disable the target for just 1 more second at all level. This change is not sure it will depend on the other changes.
-Targeting uplink, this is a hard oen current it onyl realy shines in astroid belts gives a TEC player witht his ability a huge advantage. How ever it a to specific senario. Looking into possible changes and I am taking recomendation however it must remain passive and must not be to powerfull.
Armistice is aweosme and they are no chnages planed.
Personally I think incendiary shells needs to be buffed. I think that missile barrage needs some reworking, but that's a bag of worms best left unopened. So yeah, incendiary shell buff.
-Radiation bomb, looking into increasing the effect time or making it so the effect lingers even after the targeted ship is destroyed.
-Incendiary shells looking into improving it but increasing it'S damage of stack limit. I am takign suggestions on it.
-Raze Planet not chnages planed.
-Missile Barage, currently only planing to get a particle modder to increse it visabilaty as it should.
Agree that animosity needs a buff. It's one of the games more useless abilities currently.
-Animosity, current chnages i mad ein my mod to reduce dmg to capitals is already makign thsi ability more viable. I am also lokkign into makign it increase it hull or sheidl regeneration rate at teh expence of weapons damage and speed. I am takign suggestions.
-Detonate AM, I dont see any change needed.
-Adaptive armor, No chnages planed but i am takign suggestion comments ideas just incase.
Anima Tempest and "Adept Drone Anima" abilities need buffs. Adept Drone Anima should add extra squads, rather than extra units per squad. Anima Tempest currently creates 30 strike craft... which is 3 extra squadrons. This is like creating one extra drone host for 75 seconds, pretty tame for an ultimate.
-Telekenitic Push, no changes planed or needed.
-Energy Auro, no changes planed or needed.
-Adept drone anima, Planign to increase total squad of a lvl 10 cap to 10 squads this will boost this ability inderectly. After that change made I will see if mroe chnages are needed.
-Anima Tempest is indeed extremly weak for an ultimate, it will be at the least be spawning 2 time the number of SC it currently does.
Gotta agree; colonize needs a nerf, malice is fine, and ressurrection is fine. That said, I think shield restore may need a nerf, particularly at higher levels. Once you have AM upgrades and guardians, the ability just gets insane. Even if you're got at disrupting, a second progenitor can nix all chances of stopping the shield restore nightmare.
-Colonize, I agree in the game's current state it needs a nerf. However since my mod is makign quite abit of chnages advent might need this ability to remains as it is. So changes for thsi ability are pendong ont he effects other chnages will ahve on the game.
-Malice is fine no chnages needed as of yet.
-Sheild Restore, indeed it is insane how much it regenerates, looking into increasing it'S cooldown, increasign it's AM cost and or reducing it regenration rate some. I am taking suggestions on this abilaty.
-Resurection, nice ability no chnages planed, not to mention i havent got the faites clue what I could do with it.
Guidance should be changed so the autocast AI no longer targets units without active abilities. It wastes this ability on carriers, a unit on which it has no effect. Clairvoyance shouldn't start on autocast, as it will automatically use the ability the moment you add to it, wasting precious antimatter on a target you may not have wanted to scout. This ability cannot be left on autocast, either, since it will drain the rev dry anyways. I see no reason for a provoke hysteria buff.
I dont see this ship much I must agree.
-Guidance for it beign casted on carrier I can see if their isn't a constraint in the game that say target must have an ability but i dunno about that. I am takign suggestion incase I can't stop it from castign on stuff it shouldnt.
-Clairvoyance, turning autocast off is realy easy i can do it in 5 seconds, should it's AM cost be reduced or vision time increased? Suggestions needed.
-Reverie no changes planed but I am takign ideas and comment just in case.
-Provoke Histeria, personaly I can only see it as killing more people. I mean the people ar e the planet are goign mad but to few seem to be killing each other, juts my personal opinion. But the damage to planet is fine. Suggestions?
Personally I think jam weapons and power surge should be buffed. They're mediocre currently, and if all the weaker stuff gets buffed this will leave them as some of the game's least impressive abilities. Otherwise agree.
-Jam Weapons, I dunno why you epople think it's so weak because it's not it very powerfull, inbetten jams their si liek onyl a 5-10 secodn window for SC to do dmg. The ability lastes for 30 seconds wer eyou enemies SC cannot attake. I don't have any chnages planed for it.
-Power Surge, indeed after soem talk with K3rulla nd soem stats exchanges I will be increasign it power. Mosts likely gonna turn it % base sheild regeneration increase to a flat number like 10/20/30, numbers arent final thou and I am takign suggestions.
-Disruptive strikes, ability doesn't work properly I will have to studyt he gamefile mor eindetail to betetr understand what needs to be done to make it work as it should.
-Volatile Nanies, seems powerfull but some people say their weak, I,ll need mroe info and siggestions on them.
Scramble bombers might be a useful ability if it costed much less antimatter and had a very rapid recharge rate so you could actually scramble like a dozen squads at once. The problem is that it needs to compete with repair cloud for antimatter use. Look at shield restore; it takes a powerful ability like malice to actually compete with it for access to the antimatter reserves. I think reducing scrambles AM cost to something like 10 is in order.
-Scramble bombers, I currently have lots of ideas for that one from increasign the number of bomber squads to lower AM cost and faster cool down. I have not yet fully decided exactly what I will do with it but it is gettign buffed by quite a bit.
-Repair great ability no changes planed. However it AM amount MIGHT be modifed to make more room for Scramble bombers.
-Microphasing Aura awesoem abilaty no chnages planed.
-Replicate Forces, can of worms, this will be hard to make it an ultimate but not oped ability. Think for that I'll have to make it into somehtign else completly. Currently thinking of making it spwn 2 LFs, 2LRFs and 1 HC permanently. But that is very unsure I am takign suggestions and I NEED THEM.
Phase missile swarm probably needs more buffing than this. I don't think abilities can use upgrades anyways, so instead why not make it phase bypass and increase its damage slightly.
Siege platforms need a buff; I did the math on these things. Over their lifetime, they deal as much damage as one use of raze planet of equal level. They cost more antimatter than raze planet, require a full minute to deal their full payload rather than a few seconds, and can be killed early.
Disintigration also needs a buff. It's more on par with a non-ultimate ability currently. It's a glorified self-heal since it deals marginal damage to its target. For a channeling ability, this is inexcusable. Some have suggested phase bypass, but in any case its effect may need to be doubled. Should be a full heal to the Vulkoras and potentially lethal to an enemy capital ship.
Okay for makign abilities bypass sheidl mitigationg from my current understanding of the gamefiles and how it works it is not possible to do that. The best thing I cna do is make it do damage to hull only instead of booth hull and sheilds.
-Phase Missile swam, planing on makign it tergetable so you can pc witch group of evemy ships to attake like malice, planing to make it do domage only againt hull maybe, also looking into increasing the max number of targets from 7 to 10
-Seige Plateform, planing on incresing then number of platforms you can spwn witht eh current AM cost and time it take to do it. So it wont be instant but it will be faster then a marza over time.
-Assault psecialisation, will increase it's power VS moduals. Gonna make it into a Monster vs structures.
-Dissintergration, gonna make it affect hulls only, this is goign to mean a huge increase in power, so it total damage migth get toned down. It won't kill stuff liekt he marza but it will be near that. Also looking into making it target SC as well however that isn't sure yet.
Other caps liek the Kol and Rupture will get some changes, however their chnages will either be sligth nerfs, changes to how something works or a buff along with a nerf.