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Making Cap abilities viable

Where's the balance?

By on August 10, 2009 2:08:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Kitkun

Join Date 06/2008
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So there's been a bit of dicussion on balance lately. Most of it's focused on other things so far, but some caps have long been more viable than others. I'm looking to see what the community thinks would be fairly balancing in regards to buffs and debuffs in the abilities.

I'll start with my suggestions and opinions, and I'll be trying to keep things away from what we already have. Try and get a bit more diversity into the game.

Color coded for fun.

TEC:

Kol Fine as is.

Sova Fine as is.

Akkan: Buff

Colonize+ Fine as is.

Ion Bolt: Change AM from 85/85/85 to 85/80/75. (AM intensive, gives more incentive to level it up. Only good for interrupting anyways.)

Targeting Uplink: Change Accuracy bonus from 5/10/15 to 6/12/18, change Range bonus from 8/17/25 to 10/20/30. (Allows Flak to take out SC just a bit faster and gives the longer ranged TEC ships a bit more of a boost.)

Armistice: Fine as is.

Dunov Fine as is.

Marza: Mixed

Radiation Bomb: Fine as is.

Raze Planet: Fine as is.

Incendiary Shells: Allow it to stack, change Damage/Sec from 3/4.5/6 to 1/2/3, change duration from 15 to 8. (Not really that much of a buff. The Rate of Fire of a Marza allows it to maintain a stack at about 3.)

Missile Barrage: Bump up graphics more.

Advent:

Radiance: Buff

Detonate Antimatter: Fine as is.

Animosity: Fix so that debuffed ships cannot attack other ships with any weapon that could attack the Radiance. Add 2% Mitigation, change cooldown from 35 to 45. (Actually makes it useful, since as is you just give a new order.)

Energy Absorption Armor: Fine as is.

Cleansing Brilliance: Fine as is.

Halcyon Fine as is.

Progenitor: Mixed

Colonize+:   Fine as is.

Malice: Change target cap from 8/16/24 to 12/20/28.

Shield Regeneration: Change shields restored per second from 37.5/50/62.5 to 37.5/47.5/57.5. (Another awesome ability. Ready the flames, plz.)

Resurrection: Fine as is.

Rapture: Fine as is.

Revelation: Buff

Reverie: Fine as is.

GuidanceAdd 3/6/9 AM recharge. (Make it useful. You just run out of antimatter faster otherwise.)

Clairvoyance: Start with Autocast off.

Provoke Hysteria: Fine as is.

Vasari:

Kortul: Buff

Power Surge:  Fine as is.

Jam Weapons:  Fine as is.

Disruptive Strikes Fine as is.

Volatile Nanites: Change debuff range from 2000 to 2500, change damage upon death range from 1000 to 1250, change damage upon death from 150 to 200. (A bit more useful against large fleets.)

Skirantra: Buff

Repair Cloud: Fine as is.

Scramble Bombers: Kill this ability. (Move it to Lasurak or something. Suggestions for replacement welcome.) 

Microphasing Aura: Fine as is.

Replicate Forces: Change from 3 copies to 6 copies. (Much more useful in smaller groups.)

Jarrasul: Mixed

Colonize+: Change Duration from 240/480/720 to 240/360/600add 1/2/3 extra constructors for duration of buff. (Building structures really, really fast for a short while. Not like you're going to take this over others often.)

Gravity Warhead: Fine as is.

Nano-disassembler Fine as is.

Drain Planet: Fine as is.

Antorak: Buff

Phase Out Hull Fine as is.

Distort Gravity Fine as is.

Subversion: Change build rate penalty from 50/100/150 to 100/200/300, add damage over time to amount to 8/12/16% of planet health and 5/7.5/10% of population, change AM from 100/100/100 to 100/110/125, change cooldown from 75 to 150, remove stacking. (Powerful now. For damage, remember that it's over 5/7.5/10 minutes. Using stacking means the ships has to wait there or you have mutiple of these, both of which go against the hit-and-run nature of them.)

Stabilize Phase Space: Fine as is.

Vulkoras: Buff

Phase Missile Swarm: Change to fire Phase Missiles with 15/30/45% chance to bypass shields. (Again, more a bug fix.) 

Deploy Siege Platforms Fine as is.

Assault Specialization: Fine as is.

Disintegration Fine as is.

 

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August 10, 2009 2:26:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The antorak was buffed a while ago to 50/100/150% (and it stacks, i've had planets at 450% before)

Lol. you've suggested nerfing the Egg. So many Vasari lovers are going to come after you now!

I'd actually like it if scramble bombers was a disabling abilitiy. TEC and Advent each have two capital ship disablers. Vasari has only one. Vasari needs a second. Make it something like nanite scramblers or something that would make sense for a strikecraft unit to be able to disable a capital ship.

You also suggested nerfing the mothership. Do you really want the Vasari AND Advent fan boys coming after you too? (maybe not 20/40/60, maybe 10/20/30, needs to be worthwhile). I like it as is. Advent econ sucks and needs a bonus like that to balance out.

You give a little too much love to the Sova. Could use some buffs, but seems a bit much.

Overall, two thumbs up. Like the post

 

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August 10, 2009 2:48:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sova

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.

Akkan

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.

Marza

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.

Radiance

Agree that animosity needs a buff.  It's one of the games more useless abilities currently.

Halcyon

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.

Progenitor

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.

Revelation

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.

Kortul

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.


Skirantra

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.

Vulkoras

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.

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August 10, 2009 2:49:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wiki could use updating for the Antorak a lot of stuff, then.

Good points, though, RA. Reduced Sova buff (I was on the fence on it anyways.) and Progen nerf.

 

Forgot about Vertigo. Weakened Targeting Uplink buff.

Provoke Hysteria buff is because it sucks at combat (Except Reverie) and it sucks at sieging. And it's the Advent Siege Cap.

I was under the impression that Disintigration bypassed shields. At 200 damage a second, it seems fairly powerful if it does bypass.

 

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August 10, 2009 2:52:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@Kithun

Yeah I'll say I don't agree agree with the chnages proposed and you can bet your money I won't be going in that directtion. Example for the NanoDissasamble the only change it migth get is that instead of just affectign hull it will affect hull and sheild. But even that isn't solid, because before I nerf anything int he capital ship abilities I will be buffing those that need loving. Only after is some are still OPed will they get a nerf toothpick, and not a nerfbat.

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August 10, 2009 3:15:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

i like this post. i've wanted a cap buff for some time now, and these sound pretty good

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August 10, 2009 3:32:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Once again:

Halcyon: Fine as is.

While TK push and energy amplification are excellent abilities, its other two abilities go beyond lackluster, they're borderline worthless.  Adept Drone Anima is even worse than the Sova's heavy strike craft, and its ultimate is basically equal to three uses of scramble bombers, which we've already concluded is practically worthless as is.

Deploy Siege Platforms: Fine as is.

This ability does the same damage as raze planet, but costs more antimatter, can be interrupted, and deals its damage over a significantly longer period of time.  It needs some form of buff to account for the fact that it's much easier to counter.  The only reason the ability gets away with its current state is because drain planet is the only real planetary bombardment ability that siege platforms have to compare with.

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August 10, 2009 4:05:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Too fast for me Darvin, I must be getting old.  Finished putting them in. Also killed Scramble Bombers.

@Ead: Isn't that more of a nerf, especially early on, than halving the armor debuff?

If anybody could check the edits, they'd see a lot of little changes.

 

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August 10, 2009 4:14:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Now that more like it however not intirerly there.

Quoting Darvin3,
Sova

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.

Akkan

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.

 

Marza

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.


Radiance

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.

Halcyon

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.

Progenitor

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.

Revelation

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?

Kortul

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.


Skirantra

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.
 

Vulkoras

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.

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August 10, 2009 4:29:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

-Clairvoyance, turning autocast off is realy easy i can do it in 5 seconds
It's more that it wastes some valuable AM before you can turn it off since it autocasts randomly instantly.
-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.
Making permanent ships can easily make it like the old Returning Armada. Trading the teching up and gates all over for leveling the cap and mobility.

 

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August 10, 2009 4:40:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Kitkun,

-Clairvoyance, turning autocast off is realy easy i can do it in 5 secondsIt's more that it wastes some valuable AM before you can turn it off since it autocasts randomly instantly. -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.Making permanent ships can easily make it like the old Returning Armada. Trading the teching up and gates all over for leveling the cap and mobility.
 

For clairvoyance that exactly what i mean. Their is a line int he ability files that determines is autocast is on or off by default. I just need to change TRUE to FALSE.

Indeed that is one oft he problems i have with replicate forces and I need sugestions and ideas.

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August 10, 2009 4:45:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvin3,
Once again:


Halcyon: Fine as is.


While TK push and energy amplification are excellent abilities, its other two abilities go beyond lackluster, they're borderline worthless.  Adept Drone Anima is even worse than the Sova's heavy strike craft, and its ultimate is basically equal to three uses of scramble bombers, which we've already concluded is practically worthless as is.

Quoting Darvin3,
Sova

Halcyon

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.

The Halcyon is the best carrier cap in the game (i know that's not saying a lot). It's abilities are designed for synergies.

Adept drone anima + the Rapture's strikecraft damage bonus (30%) really increases the firepower of the ship's squads.

Anima Tempest + The Rapture's ability almost guarantees air-superiority

Adept Drone Anima + Anima Tempest + The Rapture's ability= a second advent holy trinity...

 

The vasari caps are the only desperately underpowered capitals in the game (the egg aside)

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August 10, 2009 5:55:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

 WOW, I really like your thread Kitkun. I really do. I've read every single changes you suggested and I have to say that I love them all . All the changes you're suggesting are good and could really make the other capships on par with the egg/mothership/marza. I hope for you (and me) that a dev at IC is reading your incredible thread. (more) Karma for your!

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August 10, 2009 6:34:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

 Hehe.. Hehe.. Hehe.. heaaa...   You... You... Are BUFFING THE MARZA!?!?!?!?!?   

I'll comment on other things later, but this deserves my direct attention.  You do NOT want to buff the Marza!  As is, that ship kills fleets.  If you make incindiary shells stack... You can't hear me, but right now I am laughing very nervously at the thought...  If you do that, you have increased your DPS by 12 to begin with and if you held fire on a target, you would...  You would...  Increase your DPS by 180.  And not just any 180, that is 180 straight to their hull!  A Marza at level V could take down ANY other capital in 35 seconds or less.  That is just flat out scary.  This would be MORE powerful versus a single target than Missile Barrage!  If you do this, you have just made the Marza unbeatable.  Some people complain about how the Jarrasul outweighs everything else (which it does) but this would make the Marza able to take a small fleet alone and win.  That is NOT supposed to happen.  In short, I STRONGLY discourage the very idea of buffing the Incendiary Shells in this way.  If you want to buff the Marza, increase Radiation Bomb to say 400 damage and 35 DPS.  But above all, do NOT  make Incendiary Shells stack!

I'll provide feedback on the rest of these things, but hopefully, I won't find anything that *shivers* scary...

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August 10, 2009 6:38:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

-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.

The problem is that the ability requires you to have a high level Halcyon in order to make it effective in its current form.  This means it will always remain as that skill you pick at levels 8,9,10.  In order to change this, I recommended making it add extra squads (which would relatively make it better on a lower level halcyon) rather than extra members per squad.

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?

The problem is that the ability is automatically used the moment you add to it.  This can deplete you of antimatter you intended to use to scout a more relevent target.  I personally think the ability is fine as is; it's obviously more a late-game fixture where you want to peer into distant places you cannot otherwise scout. 

Jam Weapons, I dunno why you epople think it's so weak because it's not it very powerful

More as a comparison to TK push, which is absolutely insane.  Damages and disables the affected strike craft in a larger area.  Faster cooldown as well.  Yes, the afflicted targets can still attack, presuming they survive being eaten away by your fighters and flaks in their weakened state.

Adept Drone Anima + Anima Tempest + The Rapture's ability= a second advent holy trinity...

Congrats, you just gave up either free strike craft supremacy (TK push) or a massive damage buff to all your frigates (amplification aura) to gain... at best fifty-five extra strike craft.  That's five and a half squads worth.  Plus 30% you got 8 squads.  That's less than buying three extra drone hosts.  Second holy trinity indeed...

I find you're better off saving your antimatter for telekinetic push than using anima tempest and your skills points are completely wasted on adept drone anima.  Moreover, keeping the Halcyon under the effect of concentration doesn't work in practice.  The Rapture will most likely want to stay with your carriers, while the Halcyon will want to stay with your illuminators.  If they ever go separate ways, so do the Halcyon and Rapture.

You... You... Are BUFFING THE MARZA!?!?!?!?!?

Honestly, incendiary shells is a bit on the weak side currently.  I haven't changed my opinion that missile barrage needs a rework, but the fact remains that incendiary shells are a different issue.  In all honesty I almost always end up going rad/raze with a Marza these days.  Incendiary shells are good, but I always end up regretting it when it comes time to bomb a planet.

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August 10, 2009 6:46:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

But do you have any idea what those things would do if they stacked!?!  They would murder everything in sight!  If you thought nano killed ships, you have no idea...

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August 10, 2009 7:28:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

i have to agree with volt. almost every cap has 1 or 2 abilities that is lackluster. the Marza has 3 out of 4 abilites that are amazing 1 being the best ability in the game. buffing incendiary skills would make it far too powerful.

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August 10, 2009 7:58:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Let alone giving the ship 180 DPS to hull every second...

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August 10, 2009 8:15:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hrm. I don't recall it bypassing shields. Doing so would make it way OP.

 

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August 10, 2009 8:47:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well, I just came back from checking the actual file and I was incorrect.  It does have to go through shields.  All the same though, 90 DPS after mitigation as a passive upgrade is just too much.  I support just about everything else you said (although I think you nerfed the Jarrasul a little too much... which I'll explain after this.)

Its just that Power Surge, even after a 75% decrease in cooldown which yields an 80% increase in DPS which is active, this is just way too much.  This kind of passive would shred enemy forces.  If you knocked the damage down to 3 and the duration to 10, I'd go for it as a stackable, but as it stands, no.  This is just too much.  Here are the options I see as viable:

Option 1: Stackable [Passive]

Duration: 10

DPS: 1/2/3

 

Option 2: Stackable [Active]

Target Duration: 15

DPS: 3/4.5/6

Self Duration: 10/20/30 seconds

AM: 70

 

Option 3: Nonstackable [Passive]

Duration: 15

DPS: 15/22.5/30 

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August 10, 2009 8:54:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Oh peice of info I am not changing an ability from passive to active of vice vesa in my mod at all. Passives remain passives and actives actives. That's that.

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August 10, 2009 9:07:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'd prefer not to, but the only real thing to do with Scramble Bombers is to make it into a mini-anima tempest. Just doesn't fit, nor do I like re-using the same ability.

If the majority of the community likes that though, I'd just change it back.

 

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August 10, 2009 9:30:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvin3,


Adept Drone Anima + Anima Tempest + The Rapture's ability= a second advent holy trinity...


Congrats, you just gave up either free strike craft supremacy (TK push) or a massive damage buff to all your frigates (amplification aura) to gain... at best fifty-five extra strike craft.  That's five and a half squads worth.  Plus 30% you got 8 squads.  That's less than buying three extra drone hosts.  Second holy trinity indeed...

I find you're better off saving your antimatter for telekinetic push than using anima tempest and your skills points are completely wasted on adept drone anima.  Moreover, keeping the Halcyon under the effect of concentration doesn't work in practice.  The Rapture will most likely want to stay with your carriers, while the Halcyon will want to stay with your illuminators.  If they ever go separate ways, so do the Halcyon and Rapture.

*sighs* I did not advocate getting adept drone anima over the halycon's other abilites at lower levels, much like you wouldn't pick animosity as a radiance's first ability early in the game. My point was that they have uses and can be VERY powerful when used correctly.

move the halycon next to carriers and rapture, easiest micro in the world

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August 10, 2009 9:43:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well, thanks for using my idea.  Now that is resolved, I'll talk about the other things.

 

First off, I would like to see a boost in Gauss Cannon's damage.  Change it from 300/550/800 to 300/600/900.  That would be a slight buff without overdoing it.  Also, could you have the AM cost be 75/70/65 so it is more efficient as it goes higher.

Next...  About your buff to the Kortul...  You do realize that reducing the cooldown by 100% would cause the game to fire an infinite amount as the cooldown would be 0?  Doing so would yield an indefinite do-while loop which is synonymous with lock/crash.  The cooldown decrease increases damage exponentially.  Decreasing CD by say, 10% increases damage by say, 5%.  70% is about the break-even point.  Beyond 90%, it increases at a vastly accelerated rate.  If you decreased the cooldown by 99% you could multiply damage many times.  I'd say the max you could go is 90-92%.  Anything beyond that is going to make the Kortul a fleet shredder.

For the Nano nerf, I think you went a little too far...  Have the armor debuff be 1/3/5.  It is still lower overall, but not by much...

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August 10, 2009 9:54:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You do realize that reducing the cooldown by 100% would cause the game to fire an infinite amount as the cooldown would be 0?
Whoops. Meant to change that at some point and forgot about 2 seconds later.

Anyways, how would the nano-nerf be over-doing it? It'd still kill most frigates in one shot.

 

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August 10, 2009 10:11:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

*sighs* I did not advocate getting adept drone anima over the halycon's other abilites at lower levels, much like you wouldn't pick animosity as a radiance's first ability early in the game. My point was that they have uses and can be VERY powerful when used correctly.

move the halycon next to carriers and rapture, easiest micro in the world

My point was that it's absurd to call this the second holy trinity.  It's not easily accessible, it's not particularly powerful, it's not even worth keeping these capital ships together if their other benefits will be lost in doing so.  Yes, it's easy to keep them together, but my point was that the benefit isn't good enough to merit keeping them together.

Best case scenario is 8 * 3 extra strike craft for adept anima.  That's just under three extra squads, effectively one extra drone host.  That's best case scenario for a level 3 ability, which as far as I'm concerned is pathetic.  It requires a high level capital ship, and the ability is still heavily overshadowed by the other choices on the Halcyon.  This is why I recommended an overhaul to make it more useful for lower level capital ships.  It's not interesting when you have one "default" skill combination.

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