Vasari tweaks

First off, I would like to say I love Sins and play Vasari almost exclusively. But there are some things about them that I think need improvement.

Reintegration: 18 hull/s? 18?!? Thats pathetic. 18 hull/s wont even cancel out an Illuminator. Buff it to 20 or 25

Repair Bays: 15 hull/s? A SINGLE Javelis could convievably kill something being healed by a Vas repair platform if given enough time. Bring it to 20-25.

Colonize: The Egg's Colonize ability is uselss. Advent get a humgo resource decrease. TEC's is weak too, but at least they get to save some money. I would think that Vasari would be the ones to get a break on the cost of upgrades with all their fancy nano-tech and advanced construction techniques (*COUGH* Enslaved Labor, Optomized Construction *COUGH*) but for some reason they get a 20% structure build time. Thats not good for ANYTHING. Decreased cost for structures prehaps?

Deliverance Engine: I know its not Vas, why do Advent get instant friendly culture AND +15% damage? They already get +6 mitigation in friendly culture, now they get more damage? They already do the most damage out of the three races. I would think that they get an extra mitigation increase with the Deliverance Engine, while Vasari get the damage increase with the Kostura.

Synergy: There really isnt any. Its not like TEC where you get useless Synergy (The Akkan's incresed accuracy ability, even though accuracy is perfect by default), or OK synergy (Dunov + Kol = Invincible Kol, but its till a Kol so it doesnt do a whole lot), Vasari get Microphasing Aura and Repair Cloud. Volatile Nanites + Phase Missile Swarm either requires you to wait until the enemy is almost dead anyways or have 4 Desolators. Given that Vasari ships should be tough to kill, I would like to see repair cloud last longer, and some abilities changed to benefit the fleet's longevity.

Just some ideas

52,183 views 30 replies
Reply #1 Top

i think u have to play the other races for a while, and than think about balance ;)

btw i like the vasari too :)

Reply #2 Top

I don't play Vasari enough to comment on most of these, however, how is Reintegration bad?  Self-heals that stack with repair bay heals or capship healing effects, right?

Doesn't this keep enforcers alive a lot longer?

Reply #3 Top

And I'd like an option to completely destroy neutral resource asteroids when there are Vasari scouts swarming around them.

Reply #4 Top

Yes, reintegration stacks with Repair Cloud and the repair bays, giving you a theoretical 63 HP/s but that never actually happens in game. Either your carriers die right away (Online focus fire) or you dont need healing at all (Single player retreat-happy AI). As I see it, Reintegration is a way to draw enemy fire and keep them busy, and healing for 18 hull/s isnt enough to do much of anything.

Dont get me wrong, I love this game and it IS really well balanced. I just think some things could be made better without breaking the balance

Reply #5 Top

(The Akkan's incresed accuracy ability, even though accuracy is perfect by default)
End of quote

Accuracy is not perfect, especially in asteroid fields where it is only 20%

Reply #6 Top

I have some thoughts about this also...

First of all, the point of repairing stuff is to repair stuff, not to make things invulnerable. With reintegration you are talking about a T2 ability which lets the ship repair itself. If it was buffed too much, it would need to be moved to T3 or possibly T4.

I agree with the useless bonus for Vasari colonizing. It could be made more useful, iirc it doesn't even scale for levels except for it's duration, which is kinda lame.

It seems that Vas scouts capping neutrals should be nerfed somewhat, since they easily get very imba in maps with lots of neutrals and are pretty hard to catch if handled properly, unlike colonizing frigs, for example. (maybe restrict Vas scouts limit to 4-5, or increase capturing AM requirement by 10-20, or reduce antimatter capacity from 300 -> 200, or raise fleet cap req from 3 -> 5, etc.)

I find it kind of stupid anyway that there's just some totally invulnerable omnipotent resource extractors just sitting somewhere in deep space. Why not just make them neutral asteroids on which colonizing frigs / scout ships could actually build destructable extractors? Then maybe make it possible to build static defense next to them? Or make them upgradeable for a cost so they could have their own little turrets! (and possibly become tougher)

Deliv engine aint that big of a deal. Kostura could be made more useful, though.

edit: I just noticed you weren't really talking about capship abilities but synergy... Well, how about running around with a dozen carriers with the Marauder's speed boost for example? :P

i think u have to play the other races for a while, and than think about balance ;)
End of quote

I agree with him also, your perspective seems to hold only the Vasari view. :) There's a whole lot of information to be taken in before trying to make balance suggestions.

Reply #7 Top

One thing to keep in mind is that if the Kostura Cannon works on Starbases, it will become MUCH stronger once Entrenchment is out.

Reply #8 Top

Quoting Muhku, reply 6

I find it kind of stupid anyway that there's just some totally invulnerable omnipotent resource extractors just sitting somewhere in deep space.
End of Muhku's quote

They're not some omnipotent resource. Get some navigators or col frigs of your own in there and they can capture them away from your enemy.

Reply #9 Top

Does it even kill orbital structures (labs etc)? As I recall you need at least 2 instant shots to kill something. That means 16000/1000/1000 or something worth of resources to kill a couple of labs. More if there's repair plats. I would think starbases have a lot more HP...

(Plus I don't think it actually kills any ships, because they will easily jump away before the blast hits...)

Reply #10 Top

They're not some omnipotent resource. Get some navigators or col frigs of your own in there and they can capture them away from your enemy.
End of quote

...

You're missing the point, which was that they're invulnerable. :)

Reply #11 Top

think u have to play the other races for a while, and than think about balance
End of quote

Before that, it's also good to look at just the one :P

For example, 18hp/s seems small, but it isn't. Since the comparison with an Illuminator was brought up:

- Illuminator does 53.5 damage from the front bank every 6.5 seconds, un-upgraded. That's 8.23 raw DPS.

- The cruiser will have maxed out at 60% mitigation by the time the ability is needed, so now an Illuminator only does 3.29 DPS against it.

That means Reintegrate on the Enforcer cancels out ~5.5 Illuminators attacking it. Not bad for a tier 2 research that even triggers on its own ;)

Reply #12 Top

Quoting JuleTron, reply 5

(The Akkan's incresed accuracy ability, even though accuracy is perfect by default)
Accuracy is not perfect, especially in asteroid fields where it is only 20%
End of JuleTron's quote
In all my hours of Sins I've never had any major battles take place in asteroid fields.

Quoting Muhku, reply 9
Does it even kill orbital structures (labs etc)? As I recall you need at least 2 instant shots to kill something. That means 16000/1000/1000 or something worth of resources to kill a couple of labs. More if there's repair plats. I would think starbases have a lot more HP...

(Plus I don't think it actually kills any ships, because they will easily jump away before the blast hits...)
End of Muhku's quote
It does 800 damage to structures, 200 to ships. So, it will take 5 to kill an illuminator (450 shields + 400 HP = 850 total) And yes, I have tested this. It should either do more damage or get the Deliverance Engine's +15% dmg boost.

Quoting Annatar11, reply 11

think u have to play the other races for a while, and than think about balance
Before that, it's also good to look at just the one

For example, 18hp/s seems small, but it isn't. Since the comparison with an Illuminator was brought up:

- Illuminator does 53.5 damage from the front bank every 6.5 seconds, un-upgraded. That's 8.23 raw DPS.

- The cruiser will have maxed out at 60% mitigation by the time the ability is needed, so now an Illuminator only does 3.29 DPS against it.

That means Reintegrate on the Enforcer cancels out ~5.5 Illuminators attacking it. Not bad for a tier 2 research that even triggers on its own
End of Annatar11's quote

I forgot about mitigation. I still think that its not all that great though. I've seen too many Enforcers die to only handfuls of ships. If my Enforcer gets the penalty of no moving and no attacking, I want it to have the buff of lots of survivability. Now they just get a little boost.

Quoting Tridus, reply 7
One thing to keep in mind is that if the Kostura Cannon works on Starbases, it will become MUCH stronger once Entrenchment is out.
End of Tridus's quote
QFT. As long as they make it so it can fire at ANY gravity well, otherwise I still think the Deliverance Engine should not give the Advent both a mitigation boost AND a damage boost.

Reply #13 Top

I want to play Vasari too, but Advent seem so much better in most instances.  Bah just play Advent.

Reply #14 Top

The neutral extractor scuttle bug was explicitly addresses for 1.1 - now people want to go back to 1.05 behaviour?

Remember that a colony frig will kill a vassari scout!!!

I also find it funny that people bitch about the super weapons - first time I think I have heard of someone saying Advent's one is too strong.

Note that the Vassari one also DISABLES things as well as damaging them. The idea is to jump in straight after it hits and get some quick licks in while the opposition is stunned!!!

Reply #15 Top

first time I think I have heard of someone saying Advent's one is too strong.
End of quote

Which is rather amusing isn't it, that most people think it's worthless but it's the best of all 3, by far. :P

Reply #16 Top

Returning Armada, Phase Stabilisers? Vasari ships might not be terribly resilient, but reinforcements can come out of nowhere, and quickly.

Reply #17 Top

Quoting Overheal1987, reply 16
Returning Armada, Phase Stabilisers? Vasari ships might not be terribly resilient, but reinforcements can come out of nowhere, and quickly.
End of Overheal1987's quote
Vasari ships ARE tough. They have more hull and HP combined than the other races. The point im making though is that in exchange for turning my Enforcers into intergalactic paperweights, I want more regen than what I get currently.
Quoting Hack78, reply 14
The neutral extractor scuttle bug was explicitly addresses for 1.1 - now people want to go back to 1.05 behaviour?

Remember that a colony frig will kill a vassari scout!!!

I also find it funny that people bitch about the super weapons - first time I think I have heard of someone saying Advent's one is too strong.

Note that the Vassari one also DISABLES things as well as damaging them. The idea is to jump in straight after it hits and get some quick licks in while the opposition is stunned!!!
End of Hack78's quote
It deals 200 damage to ships. Hardly anything to write home about. But that brings up a good point. Instead of changing the Deliverance Engine we can change the Kostura. Deal 500 damage to ships?

Wiping out planets really hurts an enemy who must pay to re-upgrade them

Getting mitigation and damage bonuses helps on the defensive

Now dealing a respectable amount of damage to enemy fleets will help on the offensive

Reply #18 Top

The example of the Kostura Cannon does point to one command type that does not appear to be present in the UI, and whose omission seems fairly hard to logically ascribe to spacefaring races with both FTL communication and FTL drives -- the ability to synchronize operations using something more sophisticated than a stopwatch and reflexes.  It should be possible, for instance, to select a unit and given a movement order -- but delayed until the point where starting it would be expected to result in synchronizing a particular outcome (the unit entering a gravity well, say) with the outcome of another condition (like 'enemy fleet destroyed in this gravity well' or 'superweapon projectile detonation') plus a safety margin.  Logically speaking, the orders would be disseminated and programmed, and the programs would be executed when the sensors reported that they should be -- and likewise, ships would be reporting how long they expected to take to reach their next waypoint or so forth.   The 15 second shock would be more useful if one had a reasonable expectation of being able to actually use those 15 seconds.

The catastrophic-devastation levels do seem a bit low; physically annihilating planets should be difficult, but making them almost completely pointless for colonization (better suited for mining using disposable prison labor, or as isolated detention centers for interogating alien hostages) does not seem to be too implausible.  Along vaguely related lines, a 'finite resources' (resource yields slowly dropping, and perhaps tied to increasing credit costs) option would be sort of nifty, and hopefully not too code-intensive (compared to, say, actually changing the map by smashing asteroids or breaking pieces off of planets).  Finite resources would perhaps also help the Vasari, due to the resource-getting planet-hoover and the battle salvage, for what that's worth.

Reply #19 Top

The neutral extractor scuttle bug was explicitly addresses for 1.1 - now people want to go back to 1.05 behaviour?

Remember that a colony frig will kill a vassari scout!!!

End of quote

1) I wasn't talking about scuttling neutral extractors, I was talking about making them buildable and destroyable.

2) a colony frig will not kill a Vasari scout, unless one Vasari scout is stupid enough to attack it. However, 3 Vas scouts (maybe 2?) can kill one colony frig, which is ridiculous. You can run around the gravity well with a bunch of them, capture an extractor when you have enough AM and not get killed unless there's a couple of LRF's or fighters/bombers chasing them.

In any case it's always pointless looking at units 1 on 1. You have to look at the whole races if you want to address balance. Vasari can get an insane boooom for economy very soon into the game with their scout capping, if there's a lot of neutrals. This is simply because as Vasari you can build many many scouts without risking your own economy or fleet cap (225/20/0, 3 cap) - plus scouts' versatility allows them to move anywhere, including to the neutral mines close to your opponent and even the remotest roid fields. It's pretty hard to move a slow colony ship through heavily defended neutral planets.

Now I'm not saying "omg wtf remove vasari scouts!!1". I'm saying that they need to be nerfed somewhat, as I suggested in my earlier post.

Also, the Kostura stun ability is pretty useless considering that you have had subverters (which are much better and versatile in stunning since they can actually disable ships while you're fighting them) for a long time by the time you make a Kostura. As I said before, it doesn't really stun or damage ships, because it's pretty easy to jump them out long before the blast hits.

Reply #20 Top

Also, the Kostura stun ability is pretty useless considering that you have had subverters (which are much better and versatile in stunning since they can actually disable ships while you're fighting them) for a long time by the time you make a Kostura. As I said before, it doesn't really stun or damage ships, because it's pretty easy to jump them out long before the blast hits.
End of quote

It's very situational. If you have an opponent who's turtling behind a mess of defenses and repair platforms, a Kotsura is your best friend. 3 minute disable on 5-6 repair platforms will make it a lot easier to get the turtled fleet.

The ship disable is rather inconsequential, though :P In any case, apparently the Kotsura is getting an overhaul to be more useful in Entrenchment, but Blair didn't say how :(

Reply #21 Top

Well, right now, I'd still rather take 8000/600/550 (?) worth of subs than a Kostura.

Or use those resources for pretty much anything else. :P

Reply #22 Top

Quoting Annatar11, reply 20

Also, the Kostura stun ability is pretty useless considering that you have had subverters (which are much better and versatile in stunning since they can actually disable ships while you're fighting them) for a long time by the time you make a Kostura. As I said before, it doesn't really stun or damage ships, because it's pretty easy to jump them out long before the blast hits.
It's very situational. If you have an opponent who's turtling behind a mess of defenses and repair platforms, a Kotsura is your best friend. 3 minute disable on 5-6 repair platforms will make it a lot easier to get the turtled fleet.

The ship disable is rather inconsequential, though In any case, apparently the Kotsura is getting an overhaul to be more useful in Entrenchment, but Blair didn't say how
End of Annatar11's quote
My guess is allowing it to attack any gravity well, therefore being able to shut down Starbases anywhere they may hide.

I find Vasari scouts to be balanced, actually. Vasari ships cost a lot more than their counterparts, and there arent usually enough neutrals to really get a huge income off of anyways. Some maps it can be OP, but others its useless. So it balances out

Reply #23 Top

I find Vasari scouts to be balanced, actually. Vasari ships cost a lot more than their counterparts, and there arent usually enough neutrals to really get a huge income off of anyways. Some maps it can be OP, but others its useless. So it balances out
End of quote

You can for example easily get a +5-10 metal/crystal income on any random large map (or any large map or even a random medium map) 10 minutes into the game. Most of the time. Balances out?

Reply #24 Top

Well, IIRC the change in 1.1 applied to neutral mines as well, so they should be held to the same allegiance penalties as planets so the number should be smaller. Can't say I actually looked at whether or not neutrals have an allegiance penalty now, though.

Reply #25 Top

Well, IIRC the change in 1.1 applied to neutral mines as well
End of quote

I just tested this, and you're incorrect. An extractor 2 jumps away from my HW showed 0,69 metal/sec while a 100% extractor in HW's gravity well was 0,52. However, this kind of a change could perhaps correct the problem...

If something is too OP, it needs tweaking. It doesn't matter whether this is a map related issue or not.