Cataclysm2000 Cataclysm2000

Vasari tweaks

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

52,195 views 30 replies
Reply #26 Top

Quoting Muhku, reply 23

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
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?
End of Muhku's quote
In a large map you will end up building a colony frigate anyways because there is a lot to colonoze. Colony frigs need an antimatter regen buff though, because as it stands using them for colonizing and capping extractors isnt feasable

Reply #27 Top

Thanks for checking :P The change was a tweak/bug fix, prior if you lost a colony the mines around it would produce at 100% allegiance, and the way it was worded in the patch notes made it sound like any mine in a neutral grav well would get an allegiance penalty. Guess not capturable neutrals, though :)

Reply #28 Top

In a large map you will end up building a colony frigate anyways because there is a lot to colonoze. Colony frigs need an antimatter regen buff though, because as it stands using them for colonizing and capping extractors isnt feasable
End of quote

You are no longer talking about the original problem, which was that Vasari get a way too big economy too early too easily without risking anything on some maps.

I agree with the AM buff though.

Thanks for checking
End of quote

np

Reply #29 Top

Quoting Muhku, reply 23

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
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?
End of Muhku's quote
On a small map you get zilch. I do agree that colony frigates need an antimatter regen buff since Colonize and Capture Neutral Extractor are intensive and the regen is minimal.

Reply #30 Top

Quoting Cataclysm2000, reply 4
On a small map you get zilch.
End of Cataclysm2000's quote

So?

As I said, if something is too OP, it needs fixing. Doesn't matter if it's map related or not.

This problem can be fixed "easily" by nerfing the scouts a little and/or lowering the income from neutral extractors + scaling it down when the distance from capital increases.

But that's just what I think. :)