Suggestion for the Kol battleship

Everytime I hear people talk about the Kol, they say that, though it's a great ship (and one worth getting for the TEC), it's main purpose is fly swatter. It's a very beefy ship, but it just does not much damage in a big fight. The main problem that its main damaging ability, the rail gun, is a very generic damager that does not scale in any way. Besides, it's a big AM hog, something the Kol doesn't have very much of. The main use of this ability, is killing structures for they have no migitation.

So here's a proposal to fix this: give the rail gun a boost for each time it's used in rapid succesion. What I mean is that if you spam it (using it within a second after the cooldown has expired), it'll get better and better until you break the chain or reach some absolute maximum. The nature of the boost I'm not sure about. Maybe make its AM consumption drop each time or increase its firepower. In return, the base stats of the rail gun should be nerfed a bit. This would make the Kol increasingly dangerous in long, worn out battles when teamed up with a Dunnov and friendly culture. Also, I think it wouldn't be very OP, since the enemy can still move his ships out of the way (or past the Kol) to break the chain.

What do you think about this idea?

8,608 views 15 replies
Reply #1 Top

Hrm, I dunno. I'd have a stronger opinion on it if I could more easily see how much damage the Finest Hour splash effect was worth. It seems like it would be a fair bit, but I haven't been able to really see the damage.

That said, I do tend to ignore the Gauss Gun in favor of other abilities.

Reply #2 Top

Ceilo Command cruisers will cure your ails. Designate target, with a nice AM boost.

Reply #3 Top

Kol is good on its own, but when teamed withKodiak  HC's it can be near unstoppable

Reply #4 Top

Quoting Ackerman74, reply 3
Kol is good on its own, but when teamed withKodiak  HC's it can be near unstoppable
End of Ackerman74's quote

also very good if teamed with a Dunov with shield restore and the HCs

Reply #5 Top

teamed with a Dunov
End of quote

lets not forget flux field makes finest hour and the rail gun extra sweet.

Reply #6 Top

I'm not contesting that the Kol is bad. I never said that. My problem is that the Gauss Gun is extremely generic and in no way scales with the battle. I think it needs tweaking. Also: Ceilos don't give AM boosts.

Teaming up a Dunnov and a Kol will make the Kol nearly invinsible, yes. The problem is that there is nothing to protect the Dunnov and any enemy worth his salt will kill the Dunnov first. The Kol is a big tank, but how is that useful if its damage output is so low? It can swat the strikecraft in the first 30 seconds of the battle and then sit there. Gauss Gun should scale, I think.

Reply #7 Top

The problem is that there is nothing to protect the Dunnov and any enemy worth his salt will kill the Dunnov first
End of quote

Thats why you have more than 1.:thumbsup:

Reply #8 Top

The scaling comes from having more antimatter, and the introduction of flux field since the cooldown is about .0003 secs. If you increase the damage output, and leave AM consumption the same, you will quickly get an extremely overpowered ability.

Reply #9 Top

Quoting Vitamin, reply 8
The scaling comes from having more antimatter, and the introduction of flux field since the cooldown is about .0003 secs. If you increase the damage output, and leave AM consumption the same, you will quickly get an extremely overpowered ability.
End of Vitamin's quote

That's a good point in itself, but there should always be some kind of upper limit to the boosting. Also, maybe a reduction in AM cost might be a better boost than just firepower. This would make Gauss Gun a better abillity at lower levels and makes the Kol the much needed alternative to the Marza in terms of combat power in the early/mid game. Right now, the Marza (and maybe the Akkan) is the only Cap worth cranking out first for TEC. And if you go with that, cranking out a Dunnov seems like a natural follow up, leaving the Kol usually as the 3rd cap to come out. This means that the Kol will mostly function as fly swatter and not much else. The Marza (and Dunnov) will be dishing out most of the damage anyway.

The problem seems to me, that the TEC have all the firepower in a single Cap (Marza, that is), so it's the only cap worth building early game. The Akkan might be fair game if its colony ability did not suck so much and Target Uplink gave you a boost that is more than situational. Maybe the Kol is not the biggest problem after all, you may be right about that. I just want to have some damn choices when it comes to TEC capitals!

Reply #10 Top

At least TEC have some choice (early eco vs. attack power). The other factions really don't have one.

Reply #11 Top

I realise a lot of these changes could never happen in Core, given that 'what's written in the manual can't be changed', but my thoughts on the railgun is that it's the wrong ability. Thematically, I would actually fiddle the Marza and the Kol's abilities together.

- The Marza loses Radiation Bomb, gains a modified Railgun ability. Why? Because it's got a sodding great spinal mounted mass driver - it's used for Raze Planet, why not let it do something similar to ships?

- The Kol loses the Railgun, gains an AOE weapon - something like Radiation Bomb, although given it's straight-up-no-surprises, toe-to-toe combatant  style, probably a flat AOE explosion rather than a DoT ability - thematically, it makes as much sense as a Railgun for the Kol to be the TEC warship that carries high velocity nuclear warheads...

I'd also up the laser damage. Whether that's the totally-awesome-visuals laser beams, or the laser cannon (Which really does look like a waste of space half the time - both visually and DPS) is debatable, but  a moderate boost to one or the other would help bring it up to Marza levels of threat, at least tactically if not strategically - as it is, other than Flak Burst, why target it first? You've got a tough brick that can't actually attract hostile fire. Might wanna look into that. :P

A minor idea that amuses me, though I doubt it'd come about, could be swapping its laser cannons for an actual railgun - you know, like the Guass Turrets. While this would do slightly unusual things to its buff potential (+15% rate of fire and +12% range being the two buffs it'd get), this could nonetheless give it a little quirk of being 'different' (and justify the size of the turret it fires from). And who knows? A +12% range might let it get off 'parting shots' on fleeing opponents. *shrug* The thought amuses, but is far from essential. ;)

Reply #12 Top

Thinking about it with a little bit of ReiverTA's perspective of what makes sense thematically and an expansion of his suggestion at the end, there's another way you could buff up the railgun that might make a fair bit of sense and not completely overpower it: Give the sucker a massive range boost.

In essence, you could imagine the Kol's RailGun as having a barrel running (more or less) the length of the ship. Well, if we don't want to boost damage, or reduce AM cost, give it the ability to fire across half a system! It has some strategic value, providing the ability to damage some ships before they are in-range to fire, or the ability to hit ships like Carriers that try and stay out of the mix. However, it's still a battleship and has to be facing the target, so it's not like you could really kite the suckers around. It gives the ship an edge against starbases, but will drain AM too quickly to really be a starbase killer on its own.

I don't think it would be overpowered, as it doesn't offer anything drastically different than in its current form. However, it gives the weapon a distinct use, and is in a way the opposite of MB. It's most useful when enemies are farther away (and can't otherwise be damaged) rather than up close. It's other abilities would trump in close-quarters, and like many abilities it'd be a horrible waste on Autocast in most situations.

Reply #13 Top

... That's an interesting idea, actually. Also lets you get the most 'bang for your buck' on the weapon, given if it fires before shield mitigation is up too high, it deals more damage. And would justify the absurd AM cost, and make it a little more 'unique'.

I had meant making the laser cannons on the side of it into a guass gun (Just to help make the Kol a little bit 'different' in its armaments, as the TEC's first purpose-built battleship), but as far as 'minimalist' changes go,  it's not a bad idea at all. Bonus points there is that it's more likely to get into stock too, beacuse it doesn't 'conflict with the manual'. :)

Edit: Another thought is to make the 'armor peircing' ability 'shield peircing' - the railgun fires slowly, and can have its EM 'signature' tweaked each time. Accordingly, shields don't really get to mitigate it... meaning that it treats the shield mitigation as -X% for its impact. Thus meaning that a 'boring damage ability' could be useful at the start of a fight, and at the end as a finishing weapon, when the hostile ship is shrugging off most hostile fire.

Reply #14 Top

We could also buff it by giving it an armor reducing effect per shot. As it stands, it needs to be revamped. So do some other capital ship abilities.

Reply #15 Top

Armor reduction is merely a +damage effect.

What made shield mitigation reduction interesting is it keeps the ability relevant against targets taking a lot of fire - and there's just something that seems so themeatically right about being able to use the thing as a 'finishing shot', yaknow?

Personally, I'd just trade it for an AoE weapon, but that's because it feels right for the dedicated battleship to be one of the few plugs the TEC have in their arsenal to deal with swarms...