So far we have addressed 4 of the 6 support ships and 5 of their 13 abilities...
Both domina abilities have been tweaked, the cielo's embolden has been buffed, the overseer's jump degradation is passive, and repulsion has been tweaked on the iconus guardian...
I'd say that designate target is fine (-40% damage reduction is a 66% increase to damage taken if I understand this correctly)...but I'm open to suggestions...the hoshiko repair ability is fine...I'd say reactive nanites on the overseer is fine, and the phase detection ability really can't be buffed...shield projection on the guardian is fine...
That leaves the hoshiko and subverter...of those two ships, the only abilities I can see any reason to mess with would be demolition bots and distortion field...shield disrupt seems fine, and honestly I don't even know if demolition bots really needs a buff (it's just overshadowed by an awesome repair ability)...
Lets first look at distortion field...this ability costs 130 AM and has a cooldown of 60s...the AoE has a range of 2000m and a duration of 20s...now, this ship has 350 AM and an AM regen rate of 1 per second...what does this all mean?
Three of these things can keep a group of ships and structures completely disabled indefinitely...with a cooldown of 60s and an AM regen rate of 1, this ability essentially costs only 70 AM...given the AM capacity of 350, 3 subverters can keep a group of enemy ships continuously disabled for about 340s, which is almost 6 straight minutes...now granted, this requires some micro, but this is flat out ridiculous....so, how do we fix this? Or, does this need to even be fixed at all?
I say yes...if the Vasari are as powerful as the other factions only because they have ludicrous advantages like this, then the Vasari need to be buffed elsewhere and this ability toned down...disrupt shields on this thing is already the king of cap and SB killing support abilities that a frigate can provide...distortion field just makes this ship insane...
Now, the important thing is to not kill this ability so that it's too weak...one phase jump and that ship is now at 250 AM, allowing only 3-4 minutes of continuous disablement...also, people claim these ships are easy to kill since they jump into enemy fleets...not sure I really buy that, but it's been said a lot...that being said, I still think it needs to be put in its place...
There are several things that can be changed...the range (2000), the AM cost (130), the duration (20s), the cooldown (60s), and the number of max targets (infinite)...
To put this into perspective, repulsion costs 90 AM and then 4 per second (for up to 30s) or a max of 210 AM...perseverance on the Domina costs 150 (though it may be reduced to 100 in this mod)...if perseverance is seen weak and repulsion is seen as still too powerful despite its high antimatter cost, I don't see how distortion field can get away with just 130 AM...
So, what if the AM cost of this ability was increased? Lets say, we made the AM cost 150...so, with AM regen taken into account the effective AM cost would be 90 (up from 70)...that basically means 3 subverters could only keep a group of ships continuously disabled for 4-5 minutes...to me, that's still really powerful, but this ability does require micro to use well...we could keep upping the antimatter cost, but I don't know if that is the best way to do this...if the AM cost is too high, phase jumping could render this ability useless...so let's just say the AM cost is increased a bit from 130 to 150...what else do we do?
Well, the cooldown is fairly long (as long as perseverance is/was)...it could be increased, but that just means 4, or 5 subverters can keep some ships continually disabled (and people already build a crap ton of these)...
So, what if duration was decreased? Well, you could argue that, like increasing cooldown, this would just bump up the threshold needed to keep a group of ships continuously disabled...except that shorter duration has one key difference, it requires more micro...halve the duration, and the human players suddenly has to make twice as many actions to get the same effect...my feeling is, if you reduced the duration from 20 to 15s, this ability would be much more difficult to use continuously...
Range...well, range could be decreased, but I think if this ability is more AM expensive and more difficult to micro, the player should at least get to enjoy the current range...
So, here is my proposal...distortion field's AM cost is increased from 130 to 150 (I can see it going even higher) and the duration is decreased from 20s to 15s...you still get the ability interrupt from this, and the enemy ships still have to accelerate from zero, but it's a lot harder now to micro and effectively keep ships continuously disabled....feedback appreciated...