But you need a long coldown on Animosity otherwise you get the fleet retreat problem- the same with extending the area of effect? The ability as you have altered once more it is essentially a no retreat option with 2 Radiances?
It won't be a problem....animosity cannot override move orders or abilities, only targeting....
I'm also concerned that the ability as you have it modified in 0.20 has never been tested- you shouldn't modify again without testing? We could test it today if you like?
I've tested it in SP and the problem is that sometimes it just prevents the ship from taking damage while other times it heals it ridiculously fast...the issue is the differences in damage per hit by all the various ships...an HC does 18 DPS while an LRM 11...bombers are even worse since each individual ship does very little...a hull regen is simply going to be too hard to balance...I've tried various numbers around the 2-4 range and it's performance is too inconsistent....the numbers used in the mod were chosen because they are different at each level, yet are all close to the "Magic number"...my hope was that by having 3 different values we might get close to figuring out which one is "perfect" (Because it won't be a nice number like 2, or 3, or even 2.5)...
Neither damage reduction nor shield mitigation (which I don't think you can directly effect with an ability) has the potential to scale like the current system does
Shield mitigation is an entityModifier...it is the same mechanic used by the Subverter with shield disrupt...
I think these advantages do scale...they are percent decreases in damage taken, while something like Power Surge is a fixed increase in shield regeneration...
Let's say your fleet does 100 DPS to an enemy Kortul that is regenerating 45 shields per second...so you really are only doing 55 DPS, not 100...let's say you double your fleet size to do 200 DPS...now, you'll be doing 155 DPS to the Kortul...even though you doubled your fleet, you almost tripled the damage you can do to the Kortul...
Shield mitigation and damage reduction reduce incoming damage by a fixed percent...if the enemy doubles their fleet, they will double their damage, not triple it (or some other factor)...shield mitigation will scale, and actually will become more powerful as the game progresses do to mitigation bonuses and the increase in mitigation from higher level caps...even damage reduction won't do this...shield mitigation will actually scale into the late game better than any other tanking ability currently in the game...
The only issue with shield mitigation is phase missiles...now, the Radiance does have something for that (armor) but its not really enough...personally, I think PMs themselves need to be changed...the shield bypass chance needs to be decreased while the raw damage output is increased...that way, they are just as effective against cruisers but slightly less effective against caps as they are now...currently, upgraded PMs do over 2x as much damage as any other weapon against caps...the problem isn't the radiance, the problem is PMs, and they need to be fixed...
you see, the maximum shield mitigation in the raws, is always about 3 higher than the displayed mitigation ingame
I noticed this while trying it out today...I don't really know which value is actually being used to mitigate damage...I would guess it would be the ingame displayed value....in which case, I might recalculate my values to reflect this....
Whats this talk about a marza MB nerf? In multiplayer, someone really has to be slacking to not realize the 150 antimatter dissapearing, and the red all over the empire tree... even if they dont have a hard counter (wihich, expecially with this mod, is just plain irresponcible) they can still generally move their fleet far enough away fast enough, so that unless your fleet is made mostly from scouts, you wont lose your ships.
This is true...reducing damage of this ability may or may not be the way to go then...especially with CB buffed...
I like the missile barrage have a smaller area of targeted effect. If we are going to nerf it I think that is the way to go, it is the TEC's only great high level ability, and I think putting a target cap on it would be too much.
I agree...the range is 10,000m which is much more than most nearly any ability...reducing the range to somewhere in the 5-7000 range would at least require some micro to affect LRFs and kiting carriers...if I had to pick a number, I'd say 6000, but I'm not sure on that yet...
I feel LRF are dominating the equation. Sure, pure LRF loses to pure flak, but bring out a balanced fleet and it's invariably LRF, heavy, or bomber. LF just get roasted before they can even get close, a big chunk of flak chews up all the fighters, and what we're left with is bombers, heavies and LRF shooting it out. And once bombers become too prevalent, bye-bye heavies...
I agree...changes need to be made that encourage diversity...and making LRFs weaker against caps I feel will help...
Which is why I think buffing the Celio is actually the way to go here. While designate targets is nice for amplifying focus fire on caps and starbases, embolden should be near the top of the frigate ability work list, quite likely on the structural level. I mean 2.5 shields and a 10% rate of fire increase is nice, but it is near negligible late game. Granted I know this is just focused on capital ships, but if this community patch ever gets "finished" I don't think shield restore will be the only thing standing.
Cielo will probably end up being the first frigate ability changed...there is very little disagreement or controversy about this ability...it is weak, and no one likes it the way it is....
As if it needed repeating, the bombers/assailants combination is the biggest of the 1.19 problems.
Couldn't agree more...but I think the core of that issue is PMs, not just LRFs and bombers in general...
I've become more reconciled to Repulse given the weaker Illuminators but it still needs work- how about a 90 degrees cone rather than the 360 degree effect which makes it fairly skill-free to use?
Don't know if this can be implemented....even if it could, it would be near to impossible to use effectively...you can't order a ship to turn, you can only order it to move and try to get it to face a certain direction...and once using repulsion any movement will cancel the channeling ability...
Repulsion I currently think is mostly fine...the frontal firepower of illuminators is way to weak so hiding those behind it will give your enemy a lot of time to find a counter, go on the offensive, or bring reinforcements...sure, you can use repulsion to indefinitely protect your carriers, but bombers are already too powerful, and carriers too good at kiting...the issue there isn't repulsion protecting the carriers, but bombers in general being too hard to counter...
I group Repulse with Phasic Trap and Distortion field...people have problems with these abilities because they can last forever meaning that without a very specific counter, you're screwed...if the cooldown was much larger or antimatter cost higher, these abilities would give you nice window of opportunities to do whatever, but wouldn't last an entire battle...