This is basically no buff at all...the best way to improve this ability if you just want to further boost construction time is to have it spawn an extra (temporary) construction frigate.
That is actually a really good idea...I'm going to try and implement it (I know this is one is possible) and make sure I can get it to work...once I got it working, the numbers can be tweaked to balance it more...I still think the structure build speed should be increased or lvl 1/2/3 instabuilds 1/2/3 constructors (though that third constructor might not be a big boost, so duration would have to increase with level as well)
A universal buff to the raw combat stats of the battleships is not bad...I was actually thinking of doing this to both the battleships and planet bombers (in conjunction with nerfing the carriers planet bombing DPS)...
My feeling is, durability is more important than increasing DPS...LRFs, SC, and HCs heavily overshadow low level caps in DPS, the key with Caps is their awesome abilities...I don't really want to add to the shields or HP, so I'm thinking a buff to armor and/or shield regeneration would be better...DPS probably should be increased as well (I'm thinking mostly frontal, maybe by 10-20%)...I think focusing on raising the base values (and leaving the per level increments constant) will especially help these ships be more powerful at the lower levels...
If this is done, the Kortul is probably fine as is...I may still consider buffing disruptive strikes, as I think its a little overshadowed by the other two abilities...
As for the Kol...
Only 6 ships have no passive abilities (Progenitor, Revelation, Kol, Dunov, Jarrasul, Maurader) with the Kol being one of them...two of these ships are colonizers, so that's an ability they won't be using in combat (end result, one less antimatter consuming ability during battle) and two of them (Maurader, Revelation) I'm considering changing one of their abilities to passive anyway (that's another story, to be resolved later)...a big problem with the Kol is antimatter consumption, and I think instead of reducing the antimatter cost of all three abilities (or all 4), why not just make adaptive forcefield a passive ability?
As of right now, Adaptive forcefield gives a damage reduction bonus of 15%/25%/35% and PM block of 25%/45%/65%...
It costs 40/50/60 antimatter, has a cooldown of 45/40/35, and a duration of 20/30/40...
Now at lvl 3 (which implies at least a lvl 5 Kol), this ability already can be ran continuously for about 11 and a half minutes without any antimatter regeneration technology or culture bonus...higher lvl Kol's can do this even longer...that's all well and good, until the Kol tries to use any other abilities...if this ability were made passive, at level 3 the situation wouldn't be any different (in both cases, it's continuous) except that the Kol could actually use its other abilities...
The difference comes at lvl 1 and 2, where the cooldown is longer than the duration...even though the antimatter consumed per second is less at lvl 1 and 2, the antimatter of the Kol is also less (implied it's at lower level) and the ability is not continuous (44% of the time at lvl 1 and 75% of the time at lvl 2)...this would make adaptive forcefield much more powerful at lvl 1, slightly better at lvl 2, and the same at lvl 3...in addition, further balancing requires adjusting the antimatter cost of only 2 abilities, not 3...I'm afraid if all 3 abilities cost antimatter, and then 2 or 3 of them are buffed, there could be a situation where one ability being spammed too often becomes too powerful...
I think the effects of flak burst are fine, its the pressure on antimatter that hurts this one...the gauss rail gun needs to do more damage....how much more is going to be dependent on how often this ability can be used...since it does slow the speed of the ship, I think it should be on the more powerful/less frequent side, but either way its DPS needs to go up significantly...
Making adaptive forcefield a passive ability is obvious going to dramatically change how the antimatter costs are evaluated...if making adpative forcefield passive turns out to be a real bad idea, then obviously antimatter costs are going to have to go down a lot...if it works, then the antimatter costs may not have to be reduced that much....I'm going to wait on feedback about adaptive forcefield being passive before proceeding further on the other abilities...
As for the Radiance...
I'm not sure if cleansing brilliance is under powered...combined with malice it is pretty devastating and it scales well to the HP of the target...its not all that great at taking down individual targets, but it can damage multiple targets (especially with malice) which is in line with Advent military strategy...while one instance of this lvl 6 ability may not be too great, it is also one of the few ultimates to stack (missile barage, anima tempest, provoke hysteria, and disintegration being the only direct combat ultimates that do)...I think making this ability more powerful is going to result in 2 lvl 6 radiances with malice just being too damn powerful (I don't want to even think about more than 2), especially if the radiance is buffed in other areas (making it easier to get to lvl 6)...
Detonate antimatter is a fine ability, I agree it needs no buffing....
I like the concept of animosity, except that it doesn't work...one, the Radiance is the least resilient of the three Battleships, and two, human players can just give new orders again, so the force attacking doesn't work...
Now, I personally think energy absorption is a little weak....1 armor per level is like a 5% damage reduction...an extra 5% becomes better each armor point you add, but the damage reduction also drops away from 5% per armor point as armor values get really high...1 armor per level I just don't think is comparable to Power Surge or Adaptive Forcefield, even with the antimatter bonus and being passive...I'm thinking 1.5/3/4.5 or 2/3.5/5 might be more appropriate...
Energy absorption is important because it build up the resiliency of the radiance, which is important if animosity is going to work right...
Let's assume animosity works, and enemy ships must shoot the radiance...if the radiance can't take it, then animosity is worse than no ability at all...this is why I think energy absorption needs a slight boost, to give it the resiliency the Kortul and high level Kols have...
There was a suggestion I read somewhere on here about animosity that I thought was good...make the animosity ability pulse every second or two, meaning that even a human player can't do anything about the force attacking...I'm not certain this can be implemented, but if it can, I think it is the way to go (along with making the radiance more resilient)