IT IS IMPORTANT TO READ ME TO UNDERSTAND THE CHANGES AND KNOW WERE THE BALANCE CURRENTLY STANDS AT. IF YOU DO NOT READ ME YOU WILL GET CAUGHT WITH YOUR PANTS DOWN AND YOUR WEEWEE OR KOUTCHI OUT TO DRY!
SO READ ME!
Aditional note: In the process of creathign this current balance of fighter vs flak I have also managed to create an easy to ajust tool to determine how powerfull the flak or the fighters are. It's a simply question of just changing 1 value in the game constants file and I can fine tune this balance to match actual game combat. So please no screaming it's just carrier spam read what is writen below and I will be slowl modifing the balance value as more games and feed back is recived.
STAGE 1: Additional Info on Progress and reasoning behind changes.
PROGRESS:
LF abilaties Most of the numbers crunching is completed, I only need to determine the ranges at witch the abilaties will work at and to start modifing the Buff files. This might cause me troble so these will most likely not be in the first STAGE1a release. You migth see it only in the b or c release.
LRF, currently only Illuminator have been modifed from 620 hull and to 2 armor to 500 hull and 1 armor. These changes are currently under testing by person yet to be name. I can onyl say I am eagerly awaiting the results. But this change will release in STAGE1a if results take to long to obtain.
Making the Heavy Strike Craft abilati from the SOVA AoE, all the numbers are crunched, I am looking into how to modify the game file sinto making it work.
WHY THESE CHANGES?:
Carriers and Flak why does advent get the nerf bat and not TEC and Vasari? For that I will start by giving your some basic imformation of the endurance of each carrier with no build penalties and where the carrier is constantly rebuilding it's SC on all wings. I'll also spare you all the boaring Math.
Default 1.03:
TEC carriers with no AM upgrade would be able to continualy replace it destroyed fighters for 6m57s and with full AM upgrade 9m05s.
Vasari carriers with no AM upgrade would be able to continualy replace it destroyed fighters for 5m7s and with full AM upgrade only 7m20s.
Carrier carriers with no AM upgrade would be able to continualy replace it destroyed fighters for a long 9m05s and with full AM upgrade an incredable 14m08s.
So me who wanted to use AM as a control tool found these numbers unbelivable, I even calculated them 3 times to make sure I didn't screw up. When I corfirmed thsi was the case I was awe struck in why the Davs gave the Race that has not way to recharge AM on their ships the shortest endurance and why the race that can prety much make it's AM reserve infinite have the longest endurance of all. It didn't make any sence. Vasari has absolutely no way to recharge AM otehr then to wait on it. TEC can recharge it's AM in defencive situation with it'S culture upgrades and with the SB resupply abilati. Booth these tools will give TEC Carriers INFINITE AM reserves if you trying to drain them by simply SC. Advent can defencively recharge it's AM with the AM recharger defencive modual and it can also recharge it'S AM at the expence on their enemis on the offencive with with the steal AM from it's light frigates. So I had to change this around 180 in order to make it more fair and balanced for everyone. Making Vasari the most enduring race and Advent the least Enduring. I decided to make not changes to TEC and instead use them as the "standard" for this change.
STAGE1a Changes
Vasari's fix was very simple reduce the cost of the fighter squadron from 90 to 80. This gave an endurance of 5m58s No Ups and 9m37s with full UPs.
Advent's fix was a bit more tricky, I had initialy reduced it's AM reserve to 400 but it made the total AM amount left after building all it's fighter to low compared to it's conter parts. In adition their fighters didn't fair as well as the Vasari or Tec fighters who faired as expected againt flak. The advent fighters were dieing to quickly. After a bit more number crunching and more game play test I fanaly settled on givign the carrier 450AM to off set the initial build cost and reduce the build time on the fighters by 1 second. These 2 changes conceled each other out over the endurance of the carrier and it didn't affect fighter VS fighter combat to greatly. It was perfect for the job. So Advent endurance with No Ups is now 5m05s and with full ups 7m11s.
Some might say well Vasari does not seem more enduring it's lower with no upgrade then TEC and just barely higher then TEC with max upgrade. Indeed that is true, however since Vasari SC are the thougess individualy it mean that their carriers aren't 100% constantly having to replace fighters that are dieing since each fighter is surviving just that much long making a big difference. Test show vasari lasting roughtly 8 minutes with no upgrades before being totaly inefective. Ad for TEC and Advent with these changes they they coem out at 6m30s TEC and 5m30s Advent. So and average of 6-7 minutes no ups and 10-12 minutes with full ups.
STAGE1b Changes
The increase of the power of the flak is for finetuning the flak's power to actual ingame combat and battles. This small change only helps to make the flak even cheaper then the carriers and chnages the balance in order to cause the "endurance" phase on the carrier to change form needing 20 flak frigates for 2 squads of fighters to nedding only 18 for 20 squads of fighters.
The nerf of fighter dmg VS LRFs and Bombers is not to increase the spamabilaty of the units, infact they'll still die very easily to fighters just not a mush. This made made to change a counter that was to powerfull to a counter that is hopefully more well balanced.
Bomber's nerf VS capitals is to prevent capitals from being instantly wiped out by a person spaming carriers and bombers. You'll need a bit more then that now.
Advent Flak Nerf: Why the nerf to the advent flak? Well simply because were TEC and Vasari Flak frigates were killing fighters at the desired but Advent was over killing in a big way. The difference was quite remarkable and caught me off guard. First I had increased the refire rate only by .75 second but it was still a bit to powerfull so in the end I had to make it 1 second. The main reason this problem occured is because the Advent flak has 6 gun ports. Now that might not sound important when you have only 4 banks, but it turned out to not be the case the 2 extra gun ports make the frigate much more powerfull, and even with this nerf the Advent Flak frigate remain the best flak frigate. Until Vasari researches Charge missiles on their Flak frigate.
(finished calculations and rebalancing Repulse and I have some interesting info for you)
Repulse, I don't think I need to explain why it needs changing. Doubles the AM cost and the cool down.
EDIT
LF's abilaties, why am I chaning them so much. Because they realy need to be in order to balance them amoung each other a bit more and especialy to make them effective againts carriers to shorten their endurance and to make these abilaties more effective againts support cruisers. Light frigate abilaties have been reworked and are now effective againts carrier. The only thing I ahve not chnage dont hem yet is their range. And the reasont heir range need to chnage is so they can be used againt repulsion. However repulsion has a range of 7500 and making the LF abilaties have a range of 8000 seems not to be a great idea. So for the range issue I will consult with my comodders and we will see what is best to do.
Illuminator and LRFs in general, again not many explanation are needed it's currently the hot spam in town and their is no stoping a lum spam so fix it needs badly.
EDIT
Making Heavy SC and AoE. Okay some of your are having trouble why I am doing this. And I will tell you it's because it is needed and only helps TEC in a part fo the game were it gets the short end of the stick. That stick is Strike craft buffs, making the SC of otehr races far superior to TECs.
So here are some fighter stats without any buffs.
VASARI
1 fighter Squad FullUp
DMG 30.75 123 184.5
RoF 12 -- --
DPS 2.56 10.25 15.375
Hull 85 340 442
Armor 3 -- 8
EFHP 97,79 391 619
TEC
1 fighter Squad FullUp
DMG 19.5 117 152.1
RoF 12 -- --
DPS 1,625 9.75 13.675
Hull 60 360 468
Armor 1 -- 7
EFHP 63 378 632
ADVENT
1 fighter Squad FullUp
DMG 16 144 187.2
RoF 12 -- --
DPS 1.33 12 15.6
Hull 40 360 468
Armor 1 -- 5
EFHP 42 378 585
ADVENT with Concentration Aura +30% DMG
1 fighter Squad FullUp
DMG 20.8 187.2 243.36
RoF 12 -- --
DPS 1.73 15.6 20.28
Hull 40 360 468
Armor 1 -- 5
EFHP 42 378 585
I would do calculation for the Vasari abilaties how ever their abilities have a direct impact of the combat mechanics and not the stats. So it's making it impossible to calculate in numbers how effective it is. But from ingame analasys and testing it makes the Vasari SC nearly invulnerable for the duration fo the abilaties.
And now TEC with it's new abilaty only help it to level the playign feild whiel before they were seriously disadvantaged.
TEC with AoE Heavy Strike Craft +15% DMG +2 Armor
1 fighter Squad FullUp
DMG 22.43 134.58 174.95
RoF 12 -- --
DPS 1,869 11.22 15.58
Hull 60 360 468
Armor 3 -- 9
EFHP 69 414 678.6
Now if these numbers do nto make you see why thsi is needed I dunno what else to say these should talk prety clearly for them selves. I mean Vasari get near invulnerabilaty, Advent gets insane damage and TEC was seriously limping behind.
Changes and the Effect on game play:
Balance of the Carrier VS Flak frigates. The balance is completed. The current balance is set were 1 Flak friget will kill the fighters in 1 fighter squad at a rate just rapid enought so that the host carrier is having to replace it's fighters all the time. This has for effect to make the carrier run out of AM to rebuild their fighters at a set time. Under this combat senario fighter strenght will remain at around 50% to 60%. This is a deadly threat to your LRFs.
You do not how ever have to wait and suffer loses for that set time amount. You can either get more flak witch will increase the kill rate but that is not the most effective way or efficient way to do this. A better way would be to keep 10 of your flak were the enemy fighters are attakign and to send the others at his carriers. The flak near his carriers will fire at teh carrier when no SC are around this will cause a heavy build penalty to him. This penalty makes the time for him to rebuild SC 3 times longer then normaly. With this and you 10 flak still killing SC in the melle your oppenet will soon have very little to no SC flying aroudn even thou he still has alot of AM left.
You can also use capital ship AoE abilaties to trigger this penalty. The abilaties do not need to even cause damage to cause the build penalty. Here is a list of all Capital AoE abilaties that will cause a build penalty.
TEC: EMP BLast, Radiation Bomb and Missile Barrage
Advent: Cleansing Brilliance(will kill), Malice, Vertigo, and sadly I think repulse will also work.
Vasari: Volatile Ninites, Gravity Warhead, Phase Missile swarm(up to 7), Disintergration
All these abilaties will trigger the penalty on all carriers that are hit by it.
You will when I finish moding them also be able to destroy the enemy carriers AM supply by using the abilaties on the LFs. How ever right now only the Advent LF does this as this is how it work under vanila settings. TEC and Vasari abilaties will also work to remove AM fromt he enemy when I am done with them.