Magnetize I'd be happy with a 50% target cap increase, even maybe double and longer duration and radius of effect. The finish conditions are fine as is- that is part of the effect. Having a very large target cap, however, seems likely to be too strong for an ability that is already an interrupt.. The strikecraft are killed outright not just damaged- also the effect of Flux Field has to be taken into account.
Here's the thing...a target cap affects how many SC are "magnetized" toward the target...the finish condition affects how many SC can actually be destroyed...with the Dunov being one of my favorite ships, I've used magnetize extensively and I can say from experience that often SC are able to avoid being crashed into the target...the duration isn't very long, so unless the SC has a component of its vector in the direction of the target it often can hold off from the target until the ability finishes...this is why I want the target cap to be infinite and regulate how many SC are destroyed using the finish condition, since if you limit the number of targets, some are going to get away making this ability weaker and also harder to micro with...
As a note, infinite target count breaks the ability so it doesn't work...I've changed it to 1,000,000 (AKA "infinite") so it can be tested...
I've tested the ability with the following conditions:
Antimatter cost 80/90/100 (original cost was 80), finish condition 40/50/60 SC destroyed, damage per SC crashed into target = 15 instead of 25...
I tested this ability on Point Blank...I picked an Advent opponent because they have the most SC per squad (if its OP against Advent SC, it will be way OP against Vasari SC) and the ability counts individual SC, not squadrons...I built two Dunovs, some flak and some LRMs (about 10-20 of each), just to give you an idea of fleet size...the Advent player attacked me several times with SC...never with a Halcyon, but they did have several Aeria's (4-6)...at any given time they had about 12-20 squadrons of SC, which is anywhere from 84 to 180 individual SC...
Two shots of lvl 2 magnetize (one from each dunov) basically destroyed all their SC in about 30-40 seconds every time they attacked (3 waves, all with SC)...this was with two dunovs, not one, but still, this I feel is too powerful...this was an early game situation (12-20 squadrons SC) and two Dunovs basically eliminated half of the enemies firepower in less than a minute...late game, sure the enemy will have more SC, but you could also have more Dunovs and higher level magnetize (and more antimatter)...
Therefore, I'm going to change the finish conditions to 15/25/35 and see how those numbers work out...I think it is appropriate to change the antimatter cost from 80 to 80/90/100, I tested it with these numbers and it seemed reasonable (keep in mind I also reverted the other two abilities to their original costs, and I still was able to use shield restore and magnetize a lot)...
How about extending the range of EMP by level, to something like 4000/6000/8000? That would help the Dunov greatly, if it had a second ability that didn't require heading off into inevitable oblivion at the hands of massed LRF. The Rapture would be similarly assisted by a range increase for Vengeance.
I think your suggestion is very good...the current range is 4500, so how about 5000/6000/7000? This won't affect the blast radius of the actual EMP, so this change won't be overpowered...right now the antimatter removed is 50/100/150...
Now, the original changes this mod made were:
---Antimatter cost reduced from 100/90/80 to 80/70/60
---Cooldown reduced from 50/45/40 to 30/25/20
The antimatter removed (and range of blast) I don't think need to be changed...with the range boost, this ability is going to be better...so I have to ask, are these other changes with antimatter cost and cooldown good ones? An Aeria has 600 antimatter, how much is 150 taken away from that? I feel this ability at least needs to have the reduced cooldown, but I'd like some feedback as these changes were rushed and never really reviewed...
Have you considered a target cap for the Marza's Missile Barrage? The ability as it stands is ridiculous, however hard a tug crew work they could not fire almost limitless missiles depending only on how large the enemy fleet is.
I agree that this ability is too powerful...so, the question is, how to fix it? Imposing a target cap is one way, reducing the damage is also another option...what values for target cap did you have in mind?
The problem with Guidance is that the ability just does not do anything that you want it to do... more often you want to regulate antimatter usage rather than spend it all quickly, so that lower cost and improved duration are not essentially advantages. Is it possible to implement extended ranges or durations of effects for abilities, rather than lower cooldown? If the ability could be made to mesh with the Domina that might help in terms of variety. But the increased rate of regen seemed a workable compromise.
This is a good point...I think the antimatter cost reduction will help regulate antimatter indirectly, but I see this ability as a "shock value" type...you let other ships use their abilities more often in the beginning of the battle to give yourself a decisive advantage...seeing as Advent fleets tend to fall apart once they run out of antimatter, this seems to fit well with the Advent theme...
This change won't interface with domina's that much, you are correct...but honestly, unless it was AoE I don't know if it will be used on domina's that much anyway...
This ability inherently requires the revelation to be paired with another ship (like a dunov using shield restore on another ship)...since not many revelations have been used in MP, I don't think there is much to go off of this ability being used at all...I'd like to test it with the antimatter cost decrease and see if some nice combo's might make this ship very useful...
The range alteration on Flak Burst seems an error to me, you want to extend the range not reduce it. I'd also keep the AM regen on Finest Hour.
Range originally was 2400/3000/3600...the mod changed this to 3600...so the new values of 3000/3300/3600 are still an improvement over the original ability...with the damage buff to lvl 1 and 2 and with adaptive forcefield now a passive ability, flak burst can be used more often...it does a lot of damage to an infinite number of targets, with Finest Hour paying for itself in antimatter I'm wary of buffing flak burst any more, because it is going to get spammed....
Have you tested my pirate mod yet...? It slots in easily with no conflicts and might be quite fun. Further changes to the entire method behind pirate activites would be an improvement. I'd also like to work on relationship points, I might take that on as a next task.
No I have not, to be honest I haven't played a real single player game of Sins for a while (lately I've just had time for testing)...but, I promise I will
and I think it will be very important to improve the pirates...even if your mod isn't used, it will most certainly be used as groundwork since you'll know a lot about the pirates and have experience buffing/balancing them...