2) I don't think an ability for a cap ship needs to *only* affect its proportional third of frigates. I understand your logic here (and I think a cautious approach is important), but the target cap is not its only limitation so it doesn't necessarily have to scale in that sort of limited proportion.
This is a good point...after all, Telekinetic push or Jam Weapons don't exactly affect only their "fair share" of targets...
So, what numbers do you suggest? Would 24/48/72 sound good? Apply those numbers just to frigates...if we are going to let this ability affect SC, I think (was it Pbhead's idea?) we need to have a separate max number of targets for SC and non-SC...
Using the same analysis I used before, for each capital ship you'd have 150 fleet supply of frigates...now, the number of carriers and SC can really vary...150 fleet supply could be as much as 10 percherons/transports or 7 Aeria's...that is about 20 or so SC max...carrier caps or course change that, but then again the enemy is likely not using just light carriers...so, what's just they have half of their fleet supply as carriers...that is about 5 or 6 (4 or so Aerias) which is 10-12 SC per 150 fleet supply...double that and you get 24 squadrons...
So, I'm thinking lvl 1/2/3 animosity should be expected to affect 8/16/24 squadrons of SC...now, the size of a squadron can range anywhere from 3 (Vasari Bombers) to 9 (Advent fighters) and can even be more in certain situations...since TEC are about in the middle, lets just say you want to disable 8/16/24 TEC bomber squadrons which is 40/80/120 SC...
So, with these numbers we are looking at 24/48/72 frigates/capital ships/structures and 40/80/120 individual SC...
Right now, I'm leaning towards keeping the range what it is, allowing it to affect 24/48/72 frigates and 40/80/120 SC (individual ships, not squadrons), and keeping the current cooldown, duration, and antimatter cost...
65 antimatter every 35 seconds is a lot, even with energy absorption, so I don't have a problem with the short cooldown since this ability can be easily countered...I kind of like this ability being spammable instead of a long cooldown...
As for Cleansing Brilliance...
Currently we are at 3000 damage every 120s, which is 25 DPS...if we bring that down to 90s that would become 33 DPS...however, shrinking the column radius could nerf the ability enough to where a faster cooldown would not require a damage reduction...
So, what if we reduce the column radius from 1000 to 75, then decrease the cooldown from 120s to 90s, and leave damage constant? I'm iffy on lowering the damage since in either case whatever you shoot at is going to have long enough to get away before the 2nd beam blast (except starbases)...in addition, you'll be hitting less targets and the antimatter cost is still the same...so, what are your thoughts on this?
Is there even a consensus (just in this thread, not across the whole forum/community..) that LRFs deserve some kind of nerf?
I would say there is...
If you want to move to the armor issue, I've already been toying with some numbers. Right now I'm trying a LRF debuff of: 0.75 -> 0.65 vs Capitals, 0.75 -> 0.70 vs Very Heavy, and 0.75 -> 0.70 vs Heavy armor.
I'm also trying to think of ways to buff Light frigates for the later game, so I'm trying:
Anti-heavy (light frigate attacks) as:
0.5 -> 0.55 vs Caps and 0.5 -> 0.55 vs Very Heavy (i.e., Heavy Cruisers).
Just looking at the numbers, I'm good with the concept....
I'm going to be honest, I don't know how much longer this thread or mod is even going to continue progressing (at least as a semi-community effort)...
I'd like to have the abilities on caps done 100%...then, some slight changes maybe with the speed of caps and DPS to help out battleships and support caps be a bit more useful...after that, I don't know, it may depend on the momentum of this thread...
It's not that your suggestions aren't good (I personally like them and think your armor values are worth testing), it's that I don't know how many people are paying attention to this thread anymore...I think it may be best if a second thread is opened that addresses just the armor values (or similar things to help caps in general) that is separate from this thread...doing so I think may get better feedback than trying to continue this thread (which is slowly dying)...I was going to open another thread once I felt the abilities were entirely done (or very very close) but by all means if you would like to start it yourself don't hesitate...