[Suggestion] Vasari passive regeneration ability

I was playing last night against a Vasari AI and when I went to attack his starbase it cast whatever ability (Haven't played as Vasari yet) that disables the passive regeneration on enemy ships. 

 

I think it is a great ability, but I think it is a little over powered.  It seems that the effect lasts at least 3 minutes if not more.  I had to keep sending my cap ships to a friendly planet which kept them out of the entire battle because they could not regenerate Hull, Shields, or antimatter even when I was in friendly territory.  Not even my large amount of hosikos could keep them alive if they had remained.

 

My suggestion would be to either make the ability an Area effect that lasts perhaps 60-90 seconds or keep it as a single target ability that lasts 90-120 seconds.  That is more than enough time to take down even a 7+ level cap ship with an upgraded SB weapons platform and any amount of supporting fleet.

3,838 views 11 replies
Reply #1 Top

I think that's actually an ability on the Vasari missile turrets, not the Starbase.

Reply #2 Top

that could be.  Again I don't know where it comes from (just assumed that an ability that "awesome" would have come from the starbase), just that it is a Vasari ability and it is way too overpowered!

Reply #3 Top

At first I thought it was a stupid ability, but I used it recently and WOW. Its pure AWESOME. Vasari deserve this though because their missile turrets have no survivability. The Vas repair bays heal for 15/sec with no shield mitigation to help out. Thats just pathetic. To make up for this they NEED some sort of uber offense ability. 3 mins seems a little excessive though. I would say one min is good enough.

Advent turrets get shields and mitigation, plus +50% damage with Synergy. They get healed for 25 hp/sec.

TEC get healed for 40!! hp/sec, with some missile upgrades and energy cannons.

 

Reply #4 Top

Advent turrets get shields and mitigation, plus +50% damage with Synergy. They get healed for 25 hp/sec.
End of quote

It was 30 hull/second in the last game I played.

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I agree that five minutes is excessive, but I think the problem may be that it doesn't appear to work like a normal ability-that is, it seems to always be on, as opposed to casting and having a cooldown time.  Perhaps it needs an antimatter cost and the Vasari missile platforms need an antimatter pool for it to work that way-if so, that should be done ASAP, as without it, changing the duration isn't going to make a difference.

This is just a preliminary glance, though-I haven't tested it very thoroughly yet, so I could be wrong.  Either way, it would seem like an ideal solution, although the duration does need to be lowered.

EDIT: I've just now realized that both myself and the person I was quoting are mistaken-it's not three minutes, it's 300 seconds...which is 5 minutes.  Corrected my post.

Reply #5 Top

Actually 3 minutes doesn't seem that excessive but it should be that if you leave the gravity well it would turn off. Because i have realized that the vasari are lacking a good defense. Sorry but i don't own entrenchment so you can tell me off i won't care. So i'm pretty sure thats new and i think it would be a good addition. Also advent turrets are probally the best due to shield mitigation and shields. Tec aren't as good because you jsut need to take out the repair bays. I'd say that regen doesn't seem to affect battles that badly it's normally 200 hp there 100 more there and maybe 50 there with smaller ships. Not normally enough. Maybe making the area of affect smaller or only to ships it's attacking would be good.

Reply #6 Top

So after more extensive testing the ability doesn't seem to match the ingame description.  It's something like a 5 second duration, but it takes effect whenever the weapon hits...which basically means it almost never isn't active (at least on the target in question).

I'm thinking it definitely needs to be an activated ability with a cooldown.  May need a max number of targets as well, more so than the current 1.  I'm not certain all targets within a given range would work, due to how spammable platforms are (low tactical slots cost).  Doesn't seem as though it needs antimatter or an antimatter cost to do that though, based on TEC platform abilities.

Reply #7 Top

I don't see it as a big deal - Advent and TEC turrets probably get BETTER abilities overall, at least for focus firing.  Advent get up to +50% damage for every turret (and shields), and TEC get two abilities for each turret.  All of this stacks if the turrets happen to be targeting the same ship.  Vasari turns off regen, which is effectively a damage buff that MAY approach 50%, depending on what the turret is targeting - and has no way of stacking on the same target.

Reply #8 Top

Advent's shields granted from hangar defense don't stack.  Already checked.  It gives ~750 shields where none existed (actually on second thought that might have been with shield bonuses researched), and thereby shield mitigation, which is obviously the primary point, but the shields don't stack.

Vasari hangar defense is arguably the best, IMO, as it can disable enemy strikecraft for ~45 seconds at a time.

I haven't experimented sufficiently with TEC's hangar flak upgrades to determine how worthwhile they are.

TEC do get two abilities for their turrets.

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I think you may be missing the point.

My original assumption based on looking at the ability was that it was overpowered.  Now that I have tested the ability, I see that it is perhaps slightly underpowered (only slightly because if you want it that badly you have 35 tactical slots that you can spam up with 35 missile platforms), where the logical solution, that of having it affect all targets in range, would make it massively overpowered.

I don't understand how making it have a maximum number of targets in range and giving it a cooldown would make it worse.  It would in fact make it better under the circumstances where you don't spam the platforms.  Right now it's just going to shut down the regen of the one ship it's firing at until that ship is dead.

Considering that in my testing the duration is ~5s, at present spam is the only way for it to really help.  It is possible though unlikely that something is interfering with the duration (perhaps damage) and that it is in fact a 300 second duration, as displayed.  If so, I'm confused.

Reply #9 Top

Quoting Sole, reply 8
Advent's shields granted from hangar defense don't stack.  Already checked.  It gives ~750 shields where none existed (actually on second thought that might have been with shield bonuses researched), and thereby shield mitigation, which is obviously the primary point, but the shields don't stack.
...
End of Sole's quote

I was refering to the shield bonus from their Synergy ability, which does provide stacking shields (250 base each).

Quoting Sole, reply 8
I think you may be missing the point.

My original assumption based on looking at the ability was that it was overpowered.  Now that I have tested the ability, I see that it is perhaps slightly underpowered (only slightly because if you want it that badly you have 35 tactical slots that you can spam up with 35 missile platforms), where the logical solution, that of having it affect all targets in range, would make it massively overpowered.
End of Sole's quote

I missed your last post.  My "the ability isn't that great" post was directed more at the ability as it is now than at what you seem to be propsing. (Or was that not directed at me at all?  Its hard to tell.)

Reply #10 Top

Right.

Right.

I was looking at it from the perspective that you had missed my proposed change, and more to the point that my proposed change would actually be beneficial to it.

Reply #11 Top

Its power is the ability to shut down caps and support ships for good. No AM = no abilities.  A 5 second duration is fine as long as its re-applied after every time it gets hit. I do agree it needs to target more than one ship, two levels that target 3->6 ships within 500 units of range from the one you're shooting at? Turrets tend to focus anyways so this will help spread the pain