Sins Rebellion is a good game, but there are a few things that just seem to not really fit. I just want a few opinions on some of the things in Rebellion that are just, well, in need of repairs=p
1.Vasari Rebel Titan
For one thing, titans are meant to be powerhouses, and even more so when they level up. However, in one of my sins galactic conquests, I ran into trouble against a particular, and singular, foe, a VR titan. I had my fleet clean the well, before it arrived, killed it's fleet, and focus fired. But Even though my titan was a 10, most of caps were mid to high,and fleet supply at max(I WAS winning...), it took hours to kill it.....all thanks to nano leecherous leech. And it was only lvl 4 at start, at end, 8....Did I mention that I rushed a tec rebel starbase in there, with mostly max tech research? It's absolutely ridiculous for a single ship to last that long, especially against a nearly maxed out fleet in game.
1.How to Repair: cap max on leech ability order is lvl 1-2-3-4
Ex. max hull repaired (hr):20/s-40/s-60/s-85/s, Antimatter regen (atm r): 10/s-20/s-30/s-45/s
Damage: hull lost/s (hl)=5/s-7.5/s-10/s-13/s, Atm lost:2.5/s-5/s-7.5/s-11/s
Why this?-because it reduces the regen on the titan drastically, giving whoever is against it a chance to fight....duration is up for discussion=] Also, it still retains some punch, so that it can be more balanced in game as opposed to its current state=p
2.Scouts
They no longer auto attack mines.....and to put it frankly, microing minesweepers shouldn't be a necessity to clear a fortified world that one needs in quick order....a few sure complainers out there....I know you are=p....about how the scouts will occasionally run into mine fields, but at the very least one shouldn't have to baby them....if they are soldiers that clear mines, then they must earn their pay!
2Repair....bring back autocast on reveal mines!
3.AI won't use factional abilities
I know it might be early, but by the time the kinks are out of the game, and the many issues resolved, the AI needs to be able to properly use its abilities. VL will abandon conquered worlds if they are in danger of being lost to the enemy is an example. I know this dept. will take the longest, but please keep up-the-dates=p After all, the current AI can use supers with ease....sometimes a bit too much, but that's still going good guys=p
4.Fix Galaxy Forge (rebellion) and roll out a new tutorial!
From others on the forums that looked into code, tho I can't remember his name, said that "the last 50 or so lines of code in my maps is deleted, and my maps don't show up due to this." I have tried and tried, and even now, no maps appear=[...I do put them into the galaxy forge folder for Rebellion, and forge can open and edit them....although I notice on all my map files there are little grey chain emblems....which is kinda weird...but I needs helps=[
5. Finally....give pirates their old turrets back!
As of now, the once feared pirate gauss cannons are just better armored and hulled tec guns, with a similar range. They WERE once the bane of cap captains for a reason....1-Fire across gravity well, 2-had flak burst and self healing abilities, and 3- had an absurd amount of damage per shot...up to well over 150. They need these back simply because the titans have extreme ranged weapons, and now, with a supporting fleet, a large group of missile cruisers can wipe out the well with minimal harassment by local privateers.....which sucks. It's like the pirate base was once a piece of online braggartry to own, reduced to merely a heavily occupied 'neutral colony'....which simply sucks=[
Any opinions out there? All suggestions welcome!...and yes, I did leave out VR jumping bases, and AR Invincibility, but why not discuss those too?
Jumping bases, if fixed with fleet supply, would mean ALL starbases must cost fleet supply to field, to keep the balance...I don't see that as feasible, but if there was an economic penalty...That the bases with the upgrade add to fleet resource cost...to me would keep leaping bases in check, any suggestions?
AR Invincibility is simply something that needs to change....although it is a lvl 6 ability, it allows the titan to stay in the state for a rather long duration. If this abilities' length could be shortened, or the effect dependent on atm left, then this ability would be balanced enough for me.
P.S.
Starclad, make frigates useful by giving them a dodge bonus to titan abilities, particularity Area of Effect ones. At least a titan can't scarf them down its mullet like blue ribbon barbeque in Kentucky....................
P.S.S.
Don't forget to change AI auto target priorities to help AI opponents fight better...currently for Titans and caps, it is
caps-frigs-everything else military in range-Titans-econ structures
which may be better like this
caps-Titans-everything else military-frigs-econ structures....just a suggestion=p
P.S.S....................S.....huuuuuuuffffffffffffffffffffffffffffffff..........wheeze...huff
REDO FLEET COMPOSITIONS WHEN A TITAN'S IN A FLEET, SO THE IT IS TREATED LIKE A CAP AND NOT OFF TO AN ENTIRE SIDE BY ITSELF................hufffffffffffffffffffffffffff...............cough................hack hack
so, and suggestions on the above or elsewhere, sins community?=]