Arthanis Arthanis

Balance help for balance mod :)

Balance help for balance mod :)

balance changes list v0.9

Hi!

I am working on simple balance mod compatible with Sins Optimization Project. Because I think some suggestions may be helpful for me, I will be very happy if You check this list and write your feedback/suggestions. General goals are simple:

1. Significantly increasing CAPS role in game

2. Implementing something we can call "counters system"

3. Fixing OP and buffing UP abilities, to caps and other stuff too.

4. All caps should be viable choice. All cap's abilities should be viable choice too (if possible).

 

 

Already applied balance changes list:

EDIT: Updated 26/01/2011

 

 

Global Changes:

Damage-vs-ArmorType changes:
-CAPITALABILITY damage vs PIRATE increased to 100% (from 75%)
-CAPITALABILITY damage vs CAPITAL increased to 100% (from 75%)
-CAPITALSHIP damage vs LIGHT increased to 100% (from 75%)
-CAPITALSHIP damage vs PIRATE increased to 150% (from 90%)
-ANTIVERYHEAVY damage vs LIGHT reduced to 25% (from 50%)
-ANTIHEAVY damage vs CAPITALSHIP increased to 75% (from 50%)
-ANTIHEAVY damage vs VERYHEAVY increased to 75% (from 50%)
-ANTIMEDIUM damage vs CAPITALSHIP reduced to 25% (from 75%)
-ANTIMEDIUM damage vs HEAVY increased to 100% (from 75%)
-ANTIMEDIUM damage vs MEDIUM increased to 150% (from 133%)
-ANTIMEDIUM damage vs VERYHEAVY reduced to 50% (from 75%)
-ANTILIGHT damage vs CAPITALSHIP reduced to 25% (from 50%)
-ANTILIGHT damage vs VERYHEAVY reduced to 25% (from 50%)
-ANTIVERYLIGHT damage vs VERYHEAVY reduced to 25% (from 50%)
-ANTIVERYLIGHT damage vs LIGHT increased to 100% (from 75%)
-ANTIVERYLIGHT damage vs CAPITALSHIP reduced to 25% (from 50%)
-ANTIVERYLIGHT damage vs VERYLIGHT reduced to 100% (from 133%)


Global CAPS Changes:
-ALL Caps weapons damage increased by 20%
-Starting Hull Points at all CAPS increased by 20%
-Hull Points recived every level increased by 20%
-Starting Shield Points at all CAPS increased by 20%
-Shield Points recived every level increased by 20%
-ALL Caps angular acceleration increased by 100% (to reduce stupidly large turning radius)
-COLONIZERCAPS start with 2SC squdron and end with 5 squadrons MAX

-BATTLESHIPS, SIEGECAPS and SUPPORTCAPS have 3 squadrons MAX
-CARRIERCAPS speed reduced to 450, same as COLONIZERCAPS (from 525) 

 

TEC changes:

Korosov Siege Frigate:
-Cost reduced to 495/65/50 (from 620/80/65)
-Supply requirements reduced to 10 (from 12)

Percheon Light Carrier:
-Cost reduced to 750/135/120 (from 835/150/135)
-Supply Requirements reduced to 12 (from 14)

Hoshiko Robotics Cruiser:
-Now can cast Demolition Bots without facing the target

Cielo Command Cruiser:
-Embolden: now regenerate 5SH/s and give 20% boost to weapons cooldown (from 2.5SH/s and 10% cooldown)

-Embolden: now give 20% chance to block Phase Missiles
-Designate Target: AM cost and Cooldown reduced to 50AM and 30s (from 100AM and 45s)


Kol Battleship:
-Gauss Rail Gun: AM cost reduced to 30/30/30 (from 75/75/75)
-Gauss Rail Gun: range increased to 8000/10000/12000 (from 6500)
-Gauss Rail Gun: Now damage ignore shields and hit ships hull directly
-Gauss Rail Gun: Now also reduces Linear and Angular Thrust by 100% (50% in game)
-Adaptive Forcefield Phase Missiles Block increased to 50%/70%/90% (from 25%/45%/65%)
-Adaptive Forcefield Damage reduction changed to -50%/-50%/-50% (from -15%/-25%/-35%)
-Adaptive Forcefield Cooldown changed to 40/40/40 (from 45/40/35)
-Adaptive Forcefield AM cost reduced to 40/40/40 (from 40/50/60)
-Flak Burst: AM cost reduced to 60/60/60 (from 100/100/100)

Dunov Battlecruiser:
-Shield Restore AM cost reduced to 40 (from 65)
-Magnetize cast range increased to 7500 (from 5000)
-Magnetize MAX number of targets increased to 12/18/24 (from 8/12/16)
-Magnetize cost reduced to 60/60/60 AM (from 80/80/80 AM)
-EMP Charge Radius increased to 3000/3500/4000 (from 2500/3000/3500)
-EMP Charge range increased to 5500 (from 4500)
-EMP Charge cooldown reduced to 40/40/40 (from 50/45/40)
-EMP Charge AM cost reduced to 80/80/80 (from 100/90/80)


Marza Dreadnaught:
-Incendiary shells damage increased to 6/9/12 (from 3/4.5/6)
-Incendiary shells damage now ignore shields and hit ships hulls directly
-Incendiary shells now also reduces target armor for 1/2/3
-Incendiary shells timer no longer reset after each attack


SOVA Carrier:

-Heavy StrikeCraft bonus to armor increased to 2/4/6 (from 2/3.5/5)
-Heavy StrikeCraft bonus to damage increased to 25%/50%/75% (from 12%/24%/36%)


Akkan Battlecruiser:

-Ion Bolt effect duration increased to 4/6/8 (from 3/5/7)
-Targeting Uplink now reduces weapons cooldowns by 4%/8%/12%
-Targeting Uplink range increased to 10000 (from 8000)




ADVENT Changes:


Purge Vessel:
-Cost reduced to 505/70/60 (from 630/90/75)
-Supply requirements reduced to 10 (from 12)

Aeria Drone Host:

 -Cost reduced to 1150/210/200 (from 1280/230/220)
-Supply Requirements reduced to 18 (from 20)

Iconus Guardian:
-Shield Projection: now give all allies 25% chance to block Phase Missiles


Domina Subjugator:
-Angular Acceleration increased to 4.5 (from 2.25)
-Perseverence cost/cooldown reduced to 100AM/40s (from 150AM/60s)
-Perseverence now reduces all damage taken by target by 35%
-Surpression Cost/cooldown reduced to 50AM/20s (from 75AM/30s)

 

 

Radiance Battleship

-Energy Absorptive Armor bonus to armor increased to 2.0/4.0/6.0 (from 1/2/3)
-Animosity effect fixed
-Animosity range increased to 5000/6000/7000 (from 3000/4000/5000)
-Animosity now increases damage taken by affected ships by 20%
-Animosity Number of targets increased to 16/32/64 (from 8/16/32)
-Cleansing Brillance cooldown reduced to 75 (from 120)
-Cleansing Brillance AM cost reduced to 120 (from 150)



Halcion Carrier:
-Amplify Energy Aura Range increased to 10000 (from 8000)
-Amplify Energy Aura weapons cooldown reduction increased to  8%/16%/24% (from 8%/15%/22%)
-Anima Tempest cooldown reduced to 150s (from 180s)


Rapture Battlecruiser:
-Concentration Aura Radius increased to 15000 (from 8000)
-Concentration Aura now also give 1/2/3 armor bonus to strikecrafts
-Domination: Antimatter Cost reduced to 75 (from 150)
-Domination: cooldown reduced to 30 (from 60)
-Vertigo: Range increased to 6000 (from 4500)
-Vertigo: Area Radius increased to 2500/3000/3500 (from 2000/2500/3000)
-Vengance: cooldown reduced to 30/30/30 (from 30/35/45)
-Vengance: Damage Retailation increased to 100%/200%/300% (from 65%/130%/200%)

Revelation Battlecruiser:-Guidance: Antimatter cost and cooldown reduced to 25AM and 10s (from 75AM and 20s)
-Guidance: Abilities cooldown reduction inctreased to 50% (from 40%)
-Guidance: now give -100% AM cost of non-ultimate abilities (de facto it is -50%)
-Reverie: AM cost reduced to 50/50/50 (from 75/75/50)






VASARI Changes:




Kostura Cannon:
-Now do non-stacking 10 damage/s over 15s to ships (instead of 600 on hit)
-Now do non-stacking 10 damage/s over 60s to structures (instead of 1500 on hit)
-Structures stun duration reduced to 60s (from 180s)

Karrastra Destructor:
-Cost reduced to 500/70/55 (from 625/90/70)
-Supply requirements reduced to 10 (from 12)

Lasurak Transporter:
-Cost reduced to 730/145/125 (from 810/160/140)
-Supply Requirements reduced to 12 (from 14)


Severun Overseer:
-Jump Degradation AM cost reduced to 25 AM (from 100AM)
-Jump Degradation hyperspeed reduction reduced to -10% (from -50%)
-Jump Degradation cooldown increased to 60 (from 30)
-Jump Degradation stack limit increased to 50 (from 1)

Hangar Defense:
-Phase Trap duration reduced to 20/30 (from 45/60)
-Phase Trap cooldown reduced to 60/60 (from 75/75)
-Phase Trap MAX targets number reduced to 40 (from Infinite)

Missile Platform
-Disruptor Nanites effect duration reduced to 60 (from 300)

Kortul Devastator:

-Power Surge Shield regeneration reduced to 15/30/45 (from 25/35/45)
-Power Surge duration increased to 30/30/30 (from 20/25/30)
-Power Surge cooldown increased to 40/40/40 (from 30/35/40)
-Jam Weapons AM cost reduced to 50 (from 70)
-Disruptive Strikes now work on targets without antimatter pool
-Disruptive Strikes Abilities cooldown penalty increased to 20%/40%/60% (from 16%/33%/50%)
-Volatike Nanites explosion radius increased to 1500 (from 1000)
-Volatile Nanites effect radius increased to 3000 (from 2000)
-Volatile Nanites cooldown/AM Cost reduced to 150s/120AM (from 180s/150AM)
-Volatile Nanites explosion damage increased to 250 (from 150)

Skinatra Carrier:
-Scramble Bombers cooldown changed to 40/30/20 (from 35/35/35)
-Scramble Bombers AM cost reduced to 40/30/20 (from 50/50/50)
-Scramble Bombers now spawn one squad at all levels (instead of 1/2/3)
-Microphasing Aura radius increased to 10000/12500/15000 (from 8000)
-Microphasing Aura Blink Range increased to 1500 (from 750)
-Microphasing Aura activation interval increased to 4/4/4 (from 4/4/3)
-Microphasing Aura triggering chance increased to 30%/40%/50% (from 20%/30%/30%)
-Replicate Forces Cooldown reduced to 90 (from 180)
-Replicate Forces AM cost reduced to 75 (from 125)

Antorak Marauder:
-Distort Gravity radius increased to 10000 (from 5000)
-Distort Gravity effect duration increased to 45 (from 30)
-Phase Out Hull damage/heal increased to 200/300/400 (from 200/200/200)
-Phase Out Hull cost reduced to 40/40/40 (from 60/50/40)
-Phase Out Hull cooldown increased to 5/5/5 (from 5/3/2)
-Subversion AM cost reduced to 75/75/75 (from 100/100/100)
-Subversion: build times penalties increased to 100%/150%/200% (from 50%/100%/150%)
-Subversion: Now reduced extractors extraction rate by 40%/60%/80%
-Subversion: no longer stackable


Jarrasul Evacuator:
-Colonize reduction to structures build time increased to -50% (from -20%)

Vulkoras Desolator:
-Phase Missiles Swarm range increased to 7500 (from 5000)
-Phase Missiles Swarm Max Targets increased to 8/8/8 (from 3/5/7)
-Phase Missiles Swarm AM cost reduced to 60/60/60 (from 90/90/90)
-Phase Missiles Swarm now ignore shields and damage ship hull directly
-Assault Specialization bonus damage to structures increased to 160/320/480 (from 60/120/180)

 

 


Upgrades Changes:



TEC BEAM weapons upgrades:
-Each BEAM upgrade now give 3.75% RoF increase (15% fully upgraded)
-Each BEAM upgrade now give 7.5% damage increase (instead of 5%)
-Each BEAM upgrade now give 3% range increase (12% fully upgraded)


Vasari WAVE weapons upgrades:
- Each level of Wave upgrade now give 2.5% bonus to RoF (15% fully upgraded)

Vasari PULSEBEAMS weapons upgrades:
- Each level of Pulsebeams upgrade now give 7.5% damage increase (instead of 5%)
- Each level of Pulsebeams upgrade now give 3% range increase (12% fully upgraded)

 

 

THX for any help :)

 

Balance MiniMod is ALMOST ready, I just need some feedback before 1st release.

32,691 views 36 replies
Reply #26 Top

Persistent Aura that grants an extra Bomber squadrons to nearby Lassuraks?

Reply #27 Top

Way OP. Spam Lasuraks.

 

:fox:

Reply #28 Top

Sure, but Lassuraks are Tier 3, each one is chunkily expensive in fleet supply and resources, and a Skirantra hanging back with them isn't using its repair cloud on other ships.  I'm not the brightest tool in the shed -- is it impossible to kill Vasari Lassuraks?

Reply #29 Top

Late-game spam. Get a couple dozen Lasuraks and that ability is huge.

 

:fox:

Reply #30 Top

Oh.  Well, isn't a Vasari player in the Late Game better served by Kostura spam anyway? :)

Reply #31 Top

I think possible solution to kostura is changing damage-on-hit into non-stackable damage-over-time. It will not hurt single costuras much, while it will make kostura spam useless unless player has perfect timing...

Reply #32 Top

Honestly, I would just not have the Kostura affect ships at all...seriously, let's consider one Kostura to one Novalith and one Deliverance Engine on the assumption that the Kostura does not affect ships in any way...

One novalith may wipe out the planet but only if you rush novaliths early on or it's an asteroid...late game people will have planet health upgrades, and eventually will SB every planet, so you likely won't cause a player to lose a planet no matter how many novaliths you have...the population damage is unfortunate but that does nothing to affect trade or resource income...even if you hit a desert/terran, the economic hit ain't going to be that much...

One deliverance engine is not going to cause a player to lose any planets unless the game goes on for hours and hours...even the loss of planet allegiance is going to have negligible economic effects...the only advantage you get from a deliverance engine is combat bonuses, and that only helps you if you actually attack the planet immediately after the DE fires...so, you get some weapon bonus damage and maybe some shield mitigation (if the planet temporarily falls under your culture) for a short period of time...very limited in use and hard to pull off well...

One kostura disables structures for 3 minutes and does damage...now the damage won't be enough to destroy any structures, so that is negligible...however, they are disabled for 3 minutes...this includes all defense structures (like repair bays and hangars), giving any offensive attack a very important advantage...this is similar to using the deliverance engine except I'd argue it's more useful, as you can quickly wipe out any defensive structures and/or damage an SB that will have zero support...also, by creating a phase stabilizer you can phase jump to virtually any enemy position, which is invaluable during the late game...

If you have just one superweapon, I'd argue the kostura is most definitely the best even if it has no effect on ships...

Now let's look at multiple superweapons...

Novaliths will hurt the enemy's economy, but they will still have full trade and resource capacity, so the economic impact will likely be less than what was paid to even build the novaliths unless the game goes on a very long time...as mentioned before, you probably won't cause the enemy to lose any planets unless you get novaliths really early...

Deliverance engines can actually cause the enemy to lose planets...problem is, it takes a very long time...the loss of allegiance will hurt their economy but it will take a while for the effects to really hurt them...

Kosturas can, in mass, completely destroy a planet's worth of structures...repair bays don't help this since they are disabled by the ability...disabled/destroyed structures means your enemies have no labs, no factories, and no superweapons...essentially meaning your only asset left is the fleet you have...

You may not see this actually happen in games because vasari players with many kosturas are usually more interested in targeting enemy fleets (which move from well to well, decreasing the odds of destroying structures)...but if kosturas only affected structures, players will definitely wipe them out, make it very hard to produce ships and maintain the labs needed to do late game research or build the units you need...and, they seriously gimp your ability to use your own superweapons....

Ultimately, Kosturas are far better than Novaliths or DEs even if they don't affect ships in any way...your fleet is your single most valuable resource by far...high level capital ships are irreplaceable and a couple of them can sway a battle from easy win to inevitable defeat...the cost of the rest of your fleet is immense and takes a long time to replace...quite honestly, it really makes no sense for one the kostura to affect planets and ships when the other two superweapons only affect planets...I would seriously consider having kosturas only affect structures, balancing their effects against ships just isn't very feasible unless the effects are so small they are practically irrelevant...

Everytime your reduce the damage done to ships, all you actually do is just raise the threshold needed to obliterate enemy fleets...even if you impose stacking limits, then either one kostura becomes overpowered or the damage to ships is so negligible you might as well not even implement it...

 

Reply #33 Top

Ultimately, Kosturas are far better than Novaliths or DEs even if they don't affect ships in any way...
End of quote

Actually, Seleuceia, you have one major oversight in your argument:  the Kostura also opens up a phase stabilizer back door to invade any enemy world of your chosing.  So it's even better than you make it out to be.

Even without ship-damage, the Kostura is still the best superweapon by a considerable margin, so I really see no viable argument to keep it as is.

Reply #34 Top

I did mention that at the end of the fourth paragraph...I didn't make a big deal of it though because you only need one kostura to reap the benefits of that effect...though, multiple kosturas certainly can make it very hard for your enemy to predict where you'll attack...have done a few feints with that trick, but it only really seems to pay off on smaller maps where they actually could feasibly defend in time...

Reply #35 Top

I did mention that at the end of the fourth paragraph...
End of quote

Must have missed it.  Still, this represents a significant advantage for the Kostura by adding a powerful tactic to the mix.

Reply #36 Top

Another (final before 1.0 release?) update. Changes:

- Kostura Instant damage removed, Kostura now do 10 damage/s over 15 (ships) or 60 (structures) seconds. Damage of multiple Kosturas do not stack.

- All siege frigates are ~20% cheaper and require 2 supply less

- Carrier Caps are now slower (as slow as Colonizers)

- Iconus Guardian shield ability and Cielo Embolden ability now give chance to block phase missiles.

- Domina's Perseverence now reduces all damage taken by target by 35% (still not effective as Hoshiko/overseer healing abilities, but finally really worth using)

- Beam upgrade now also give range increase (yes, now each level of upgrade increases range, damage and RoF at the same time, but please note this upgrade affect only one capship and one building...)