beta 3 impressions

I think the tech-labs-in-capships is OP as is. It is a comparatively small investment which gives an instant super-up on researchable tech level. 

I think it should be 2 techs, one for civilian an another for military tech labs, and each one should be researchable 8 or 4 times, to unlock the ship labs one or two at a time. That would make it more progressive and increase its cost. 

The VL Titan should get a turning speed bonus on casting the MPJ, and/or perhaps a better turning speed overall. The #1 tactic is to jump behind the enemy fleet to use the maw, but it would have to turn 180 degrees first. It could be fast but short-lived, like 500% boost for 5 seconds or something. 

AI is also derpy at times. I started invading the planets of one AI one by one, and nary a fleet showed up to try to block me. Even when I was attacking its capital planet (with the capital victory condition on), no one showed up to deter my advancement. When I went to its remaining systems, most were littered with Titan foundries, but no Titan in sight.

It still consistently underestimates the power necessary to bring down a starbase too. Jumping orkies makes it much more important for the AI to be smart enough to know how to stop it, or the challenge is spoiled.

I still saw several cases of ships idling, both mine and enemies, especially fighters and corvettes, in the midst of combat, when auto targeting. Manually setting targets unfreeze the ships. 

Calling the targeting attention span derpy is an offense to derps... (Titan about to be destroyed with less than 500 health, fleet sees a lone scout *OOOOOHHHH SMTHG SHINY LEDZ CHASE DAT BUTRFLY*)

I have already commented in other threads, but I think the Vasari Rebels should have some good synergistic abilities with other races, plus some way of getting reinforcements of other races, or even building their ships. I also think there should be a 'shoots effects to adjacent gravity wells' theme in their structure skills (weapon jammer, phase inhibitor, repair bay).

The jumping Orkulus should have some deterrent, like some after-jump cooldown of at least a minute before it starts moving and shooting, and it fits better the VL theme than VR. 

6,705 views 9 replies
Reply #2 Top

I could agree perhaps with the need for 2x as capships as currently to accomodate all the military and civilian labs. But each level separate research - that would be too much IMHO. We do not need to make the whole mobility thing unviable. I would love the Vorastra to be buffed, as its my fav unit currently, but if i had to choose between buffed Titan / not nerfed these exclusive techs, in order to achieve balance, i would choose the weaker Titan/stronger techs combo, because those techs are the faction - defining thing. 

Reply #3 Top

I have already commented in other threads, but I think the Vasari Rebels should have some good synergistic abilities with other races, plus some way of getting reinforcements of other races, or even building their ships. I also think there should be a 'shoots effects to adjacent gravity wells' theme in their structure skills (weapon jammer, phase inhibitor, repair bay).

The jumping Orkulus should have some deterrent, like some after-jump cooldown of at least a minute before it starts moving and shooting, and it fits better the VL theme than VR. 
End of quote

Problem is what are you gonna give the Vasari Rebels if we take Phase jumping Orkies away?

Vasari Rebels already have a good advantage to give to their allies and that's the usage of their phase gate networks. Give the Vasari Rebels a Korstra cannon and the ability to place phase gates anywhere they want and you can be anywhere at any time to help. Ironically this ability was given to the Vasari Loyalists titan.

Reply #4 Top

Quoting Rovert10, reply 3



Problem is what are you gonna give the Vasari Rebels if we take Phase jumping Orkies away?

End of Rovert10's quote

That's why I am suggesting for them to have synergistic skills based on existence of non-vasari ships on their fleet + ability to spawn more ships a la dark fleet OR permanently convert one frigate factory (even capital ship factory too?) to one of another race, after it's built.

And the second plus is to give some of their tactical structures the ability to shoot on adjacent gravity wells with active abilities. Give weapon jammers and phase inhibitors dual roles of boosting own ships with active skills to improve their combat prowess and counter the enemy phase inhibitor's/starbase effect. Perhaps the repair bay too, with a large AM cost.

Reply #5 Top

I even thought about some crazy stuff like blowing up a phase lane inhibitor to forcefully jump an enemy ship to another gravity well, but that could be a Titan ability too.

Reply #6 Top

On more thing: I also think planet eating should leave the resource asteroids behind on the gravwell, so they can be controlled by any race.

Reply #7 Top

Yeah i wondered why the VR's got the traveling starbases it made no sense. Best way to nerf the traveling orkies is:

 

1. Make the Phase engine an upgrade for the starbase "Prototype Orkulus Phase Engine", Only 1 per fleet.

2. Move the research to T7-T8.

Reply #8 Top

or anther good idea i seen, have it where its a mod upgrade/tech upgrade, leave the tech tree alone but make it where you cant get the skill til the orkys like level 3 like caps lock ability. it at least makes it where u cant rush with them. if u attack one and lose enough its gonna come for u lol

 

Reply #9 Top

Oh goodness i also forgot to mention a lack of pop cap with the traveling orkie, the traveling orkie should consume pop cap/  2 capital commanders.