Dunov - Why was Shield Restore ever nerfed?
Actually, this one was obvious to me when I read the patch notes. The amount of shields it restores is well above the maximum of any frigate or cruiser, so by lowering the maximum and lowering the antimatter cost it actually got better for restoring frigates and cruisers. The ability is still practically worthless, but at least I understand where this is coming from.
To fix this ability, how about adding a secondary effect: bumping up the target's shield mitigation to 90% for a short duration? This would give some killer damage reduction, it wouldn't stack with other bonuses (like friendly Advent culture, which could push it over the edge) and would certainly make this ability worthwhile. Self targeting alone isn't enough, IMO.
Magnetize, could be used defensively by the Radiance, to force 8/12/16 strikecraft to 'rage quit' by crashing into the Radiance at the cost of damage
After the early game, magnetize is basically only worthwhile as an interrupt and is pretty worthless for strike craft control, and even then you need to get it on to the enemy carrier for it to be effective.
I'd agree that Animosity needs a rework, preferably something useful in larger fleet battles. One thing I suggested is making all units in the area around the Radiance invulnerable, except for the Radiance itself (two Radiances using this ability would not affect each other). This would force everyone to attack the Radiance or nothing at all.
To function, there has to be either a constructor building something, or a ship factory at the enemy planet, and both are huge priorities for destruction, rather than a temporary 50% slowdown. On a successful raid into a back area with nothing being built, Subversion has no value at all.
Couldn't agree more; this ability lacks a definitive role. More functionality or better functionality is necessary to make it worthwhile.
Jam Weapons and Microphasing Aura seemed possibles
Those are good and decent abilities respectively, GRG is crud by comparison. I'm personally starting to think adaptive force-fields is also too weak. The problem is that if someone is throwing all their forces against your Kol the difference between 20 seconds and 30 seconds of time to live is not
enough for pumping points into an ability whose sole purpose is to keep the Kol alive. While we're at it, an antimatter cost reduction of flak burst would be nice.
I think people forget just how little after-mitigation damage GRG does. 130/260/390 is your damage presuming you're hitting 60% mitigation (capital ships are a little higher). That's pathetic, I get more DPS from a dozen LRM's than I do from a Kol spamming GRG, and that's not antimatter dependent.
All things said, I'd like to see GRG moved down to 30 antimatter cost, flak burst 90 antimatter, and adaptive forcefields free. The brick needs more punch and reliability.
Personally, though, there are a couple other abilities I'd mention here:Guidance
Decreases the cooldown of capital ship abilities. Of course, if this ability just causes you to deplete antimatter faster, it really didn't do any help at all. Unless you're swimming in more antimatter than you can use (not the case for ANY Advent capital ships) this isn't very useful. Guidance seems more like a support-cruiser level ability.Phase Missile Swarm
Let me just open up by giving you a breakdown of its after mitigation damage (60% mit):
level 1 - 80 damage x 3 targets = 240 damage
level 2 - 160 damage x 5 targets = 800 damage
level 3 - 240 damage x 7 targets = 1680 damage
For a comparison, suppose a Marza gets twenty targets within radiation range (fairly typical). What's the effect of radiation bomb's area of effect damage over time component?
level 1 - 140 damage x 20 targets x 40% (mit) = 1120 damage
level 2 - 280 damage x 20 targets x 40% (mit) = 2240 damage
level 3 - 420 damage x 20 targets x 40% (mit) = 3360 damage
Because it doesn't have a damage cap, the Marza's ability scales much better than the pathetic PMS. In fact, because PMS has such a tiny target count at the first and second levels, its damage is nearly negligible. Combined with high antimatter cost and high cooldown... why would you ever
use this ability!? Jerrasul Colonize
TEC gets free extractors and a temporary extractor bonus. Advent gets a substantial discount on planet upgrades. Vasari gets a small build speed bonus? Are you kidding me? Colonize is still an awesome ability, but I'd like to get something competitive to the Akkan or Progenitor out of this thing...Incendiary Rounds
These just don't do that much. They don't stack with themselves, so 3 dps is pretty well negligible. It's like getting one quarter of a LRM added to your fleet. Even maxed out, what's 6 dps gunna do? Even over the course of an absurdly long 2 minute shootout, that's fricken 720 damage. In late game fleet battles where we're tossing around THOUSANDS of damage every second, that doesn't even register a single blip.