Halcion has up to 11 SC, Skinatra has 8SC
The level 10 comparison is mostly irrelevant; these values are rarely reached, and by this point capital ships only make up a small fraction of your fleet's firepower anyways. What's more valid is the level 1 comparison, which differs by only a single squad. For all intents and purposes, this does put other capital ships on similar footing with carriers near the start of the game, and they remain competitive until the carriers are hitting level 5, after which the faster carrier progression pulls ahead.
I feel that the solution is to strengthen the role
of battleships so they provide meaningful presence that matches the benefit provided by a carrier's strike craft. Equalizing their strike craft contributions at lower levels only serves to homogenize, rather than provide a wealth of variety that we should be shooting for here.
Perhaps I'm sounding like a broken record, but I loved the "destroyer" battleships with the speed to run down any enemy. True, they had no strike craft, but they had their own strengths to compensate.
3. I am thinking of movement speed changes. Actually LRF do 66% less damage to 20% buffed caps, so they basically need 3.6 more time to take down cap - I do not say it is fixing problem, but it is huge change.
You've changed the damage modifiers sufficiently that it's difficult to predict how things will fall into place. It may not be the LRF we need to fear.
Furthermore, I don't mean to imply that you can't make capital ships too strong. Rather, I mean to say that any stats strong enough to survive in the late game would be overpowered early-game, and any stats weak enough to be counterable early-game would be underpowered late game.
I am going to add 1/2/3 armor reduction too. Damage to hull will stay, it is funny
I don't have a problem with the hull damage, that's all fine in my books. My point was it needed something more than damage. This will work just fine.
Gamebreaking abilities are improving game dynamic. Turning caps into gamebreakers will improve their role in general. I will think of these buff, but Cap abilities able to change game completely are fine to me.
While I agree powerful abilities with strong roles in-game are nice, ion bolt is already "game-breaking" in this sense if used intelligently.
Furthermore, why single out these two abilities? They're really on the same level as abilities like nanos, malice, raze planet, power surge, or reverie. Perhaps not top-level abilities, but well above average. There are many far more deserving abilities of obscene buffs. Heck, even the Rapture's vengeance ability is weaker than vertigo.
Maybe additional 50% AM cost reduction may help?
To repeat what I said: the ability is literally
useless. As in, the Advent faction has no use for it. You could set it to 0 AM cost, it would still be a mediocre ability because Advent has no units with meaningful cooldown limitations. This ability needs a secondary effect.
It is 2/4/6 extra squads ALL THE TIME. at 3rd level It's like second CarrierCap... Why you say it is worthless?
There are two aspects to consider with scramble bombers. The first is the deployment time, the second is maximum "steady state" effect. You are considering only the latter, but ignoring the former. The problem is that scramble bombers costs antimatter, and even at 50 antimatter per minute this mostly knocks out your regeneration. That's a small price to pay when we're talking about the 12 squads of bombers you currently gain from it, but for only 6 squads, this price no longer makes sense.
As a result, you will begin battle with ZERO bombers and will have to wait a full two minutes to reach your "maximum". The problem is, the deployment rate is now so slow that these bombers will likely die in the interim. In other words, in practice you will never reach
that theoretical 6 squad.
I made a similar conceptual blunder back in 1.18 when I called this ability "among the weakest in the game". I only was paying attention to its deployment time, which was definitely on the weak side, without paying attention to the potential for a "steady-state" monster. I believe most people are now making the opposite mistake I made in 1.18 and the "solutions" they propose will return it worthlessness because the steady-state condition will once again be too impractical to use with the more reliable repair cloud as an alternative.
For this reason, I believe a composite of buffs and nerfs is needed to change this ability to weaken its maximum steady-state but strengthen its deployment time. I advocate for a faster cooldown, but lower duration that strikes a balance. This will reduce its theoretical maximum number of squads, but also enable you to scramble those squads faster to keep this ability's hard-hitting nature.
phase missle swarm = omgwtfbbq. in vanilla we already have problems with people building nothing but desolators...
I've seen this attempted many times, but I've never seen it actually be effective.
Actually, revisiting his list, I realize he's adopted the "project equilibrium" target cap without also adopting the damage nerf. Project Equilibrium lowered its damage per target to compensate for the massive target cap. We also didn't decrease its antimatter cost. Although to be fair, the level 1 Vulkoras still lost to an equal cost of LRM even when fighting on a star for unlimited antimatter.
kololol railgun still is lolol.
Agreed; as I mentioned it's very difficult to overbuff this ability due to being single-target, reduced by mitigation, reduced by armour, and having minimal secondary effects.
Mine Kol's concept is unbeatable beast with one big weakness - antimatter. If you find way to kill his AM pool, Kol will be finished.
This raises alarm bells for me. The Kol's biggest issue is that it sucks before level 6. You seem to only be exascerbating this problem by making it even more reliant on Finest Hour to function. This capital ship is fine at level 6+, it's at the lower levels that it needs help.