Rebel Repairs

aka, what needs updating soon=p

Sins Rebellion is a good game, but there are a few things that just seem to not really fit. I just want a few opinions on some of the things in Rebellion that are just, well, in need of repairs=p

1.Vasari Rebel Titan

For one thing, titans are meant to be powerhouses, and even more so when they level up. However, in one of my sins galactic conquests, I ran into trouble against a particular, and singular, foe, a VR titan.  I had my fleet clean the well, before it arrived, killed it's fleet, and focus fired.  But Even though my titan was a 10, most of caps were mid to high,and fleet supply at max(I WAS winning...), it took hours to kill it.....all thanks to nano leecherous leech. And it was only lvl 4 at start, at end, 8....Did I mention that I rushed a tec rebel starbase in there, with mostly max tech research? It's absolutely ridiculous for a single ship to last that long, especially against a nearly maxed out fleet in game.  

  1.How to Repair: cap max on leech ability             order is lvl 1-2-3-4

Ex. max hull repaired (hr):20/s-40/s-60/s-85/s, Antimatter regen (atm r): 10/s-20/s-30/s-45/s

Damage: hull lost/s (hl)=5/s-7.5/s-10/s-13/s, Atm lost:2.5/s-5/s-7.5/s-11/s

Why this?-because it reduces the regen on the titan drastically, giving whoever is against it a chance to fight....duration is up for discussion=] Also, it still retains some punch, so that it can be more balanced in game as opposed to its current state=p

2.Scouts

They no longer auto attack mines.....and to put it frankly, microing minesweepers shouldn't be a necessity to clear a fortified world that one needs in quick order....a few sure complainers out there....I know you are=p....about how the scouts will occasionally run into mine fields, but at the very least one shouldn't have to baby them....if they are soldiers that clear mines, then they must earn their pay!

  2Repair....bring back autocast on reveal mines!

3.AI won't use factional abilities

I know it might be early, but by the time the kinks are out of the game, and the many issues resolved, the AI needs to be able to properly use its abilities. VL will abandon conquered worlds if they are in danger of being lost to the enemy is an example. I know this dept. will take the longest, but please keep up-the-dates=p After all, the current AI can use supers with ease....sometimes a bit too much, but that's still going good guys=p

4.Fix Galaxy Forge (rebellion) and roll out a new tutorial!

From others on the forums that looked into code, tho I can't remember his name, said that "the last 50 or so lines of code in my maps is deleted, and my maps don't show up due to this." I have tried and tried, and even now, no maps appear=[...I do put them into the galaxy forge folder for Rebellion, and forge can open and edit them....although I notice on all my map files there are little grey chain emblems....which is kinda weird...but I needs helps=[

5. Finally....give pirates their old turrets back!

As of now, the once feared pirate gauss cannons are just better armored and hulled tec guns, with a similar range. They WERE once the bane of cap captains for a reason....1-Fire across gravity well, 2-had flak burst and self healing abilities, and 3- had an absurd amount of damage per shot...up to well over 150. They need these back simply because the titans have extreme ranged weapons, and now, with a supporting fleet, a large group of missile cruisers can wipe out the well with minimal harassment by local privateers.....which sucks. It's like the pirate base was once a piece of online braggartry to own, reduced to merely a heavily occupied 'neutral colony'....which simply sucks=[

Any opinions out there? All suggestions welcome!...and yes, I did leave out VR jumping bases, and AR Invincibility, but why not discuss those too?

Jumping bases, if fixed with fleet supply, would mean ALL starbases must cost fleet supply to field, to keep the balance...I don't see that as feasible, but if there was an economic penalty...That the bases with the upgrade add to fleet resource cost...to me would keep leaping bases in check, any suggestions?

AR Invincibility is simply something that needs to change....although it is a lvl 6 ability, it allows the titan to stay in the state for a rather long duration. If this abilities' length could be shortened, or the effect dependent on atm left, then this ability would be balanced enough for me.

P.S.

Starclad, make frigates useful by giving them a dodge bonus to titan abilities, particularity Area of Effect ones. At least a titan can't scarf them down its mullet like blue ribbon barbeque in Kentucky....................

P.S.S.

Don't forget to change AI auto target priorities to help AI opponents fight better...currently for Titans and caps, it is

caps-frigs-everything else military in range-Titans-econ structures

which may be better like this

caps-Titans-everything else military-frigs-econ structures....just a suggestion=p

P.S.S....................S.....huuuuuuuffffffffffffffffffffffffffffffff..........wheeze...huff

REDO FLEET COMPOSITIONS WHEN A TITAN'S IN A FLEET, SO THE IT IS TREATED LIKE A CAP AND NOT OFF TO AN ENTIRE SIDE BY ITSELF................hufffffffffffffffffffffffffff...............cough................hack hack

so, and suggestions on the above or elsewhere, sins community?=]

 

 

12,816 views 10 replies
Reply #1 Top

IMO nano leech isnt OP'd just destroy the titans support fleet then have your frigates and cruisers jump out of the well. Just engage the remaining titan with your titan some caps and swarms of strike craft and watch it fall. By keeping your max fleet in the well to engage the titan you are feeding the ability and allowing it to survive. Cut off its food source and it will die.

2. I don't think using fleet supply for all mobile starbases is the issue. Its when they are used offensively. It has been offered as an option along with another module for the SB to allow it to jump into enemy and neutral grav wells and in this case prevents the enemy from having what can be considered multple "titan"like vessels to send at other players. So do i believe fleet supply should be used on all mobile SB the answer is a resounding NOO its just to keep the vasari rebels from steam rolling other players in the late game by using multiple phasing SB offensively.

 

Reply #2 Top

well, that is a good point on the feeding part....but having no max limit to regen is a big issue to me....but yeah, you're right on that=p...but I am also concerned about how the AI would handle it, since they only retreat when odds arn't in their favor, and the VR overwhelms other AIs in every single-player game I've played...

but what I am saying is if fleet supply is consumed by one faction's starbase, then how would it be fair to the rebels if only their starbase consumed supply? tec players can still go over max limits by boarding other vessels with the new cap, and what would prevent a determined vasari rebel player from overshooting supply with SBs?? I do agree that the ability needs to have 2, better yet, 3 upgrade points in phase stabilization before use...to put it simply, I can't see how feasible it would be to put fleet supply on a structure, and still have it classified in game as a structure and not a ship=]

Reply #3 Top

I know it seems weird but its just situational. Nooo i do not believe SB should consume fleet supply because they are defensive structures. But therein is the point, the jumping orkys fully upgraded are titan like. Just take this as an example or examples. Your fleet and an enemy's fleet who is playing as the vasari rebels engage one another. The vasari have their titan a fully upgraded orky and a support fleet lets just say maxed with supply. Now in response you will engage with a massive fleet of course. Now that your fleet is engaged he sends fully upgraded orkys into several of your grav wells and starts attacking your planets. I am just suggesting limiting their use offensively not defensively. This would prevent any non vasari rebel player from being steam rolled. Yes i know the orkys are expensive but in late game a player could have the economy. So do you see what I mean? Just using fleet supply to curb them being used offensively.

Reply #4 Top

i see, well put there=p

tho as another suggestion, limiting the jumping orkies to 4 or 5 max could help, as well as with every phase jump, take 30% of stats away....or, to eliminate the whole problem, simply prevent orkies from jumping into hostile wells, since the VR are the 'diplomatic and defense' vasari race, to me would stop the whole mp balance issue without making many changes to the game's current setup=]

Reply #5 Top

Quoting mastrK007, reply 2
but what I am saying is if fleet supply is consumed by one faction's starbase, then how would it be fair to the rebels if only their starbase consumed supply?
End of mastrK007's quote

This is why my favored solution is to make the phase jump capable Starbases require at least one starbase upgrade. That way the player has to invest in making the specific star bases jump able and removes at least one combat upgrade from the "Orkulus Rex". If needed, only Starbase with this upgrade could cost fleet supply, allowing normal starbases to be used for strictly defensive purposes.

However, Ironclad (or at least Blair Fraser from his posts) seems to think this is not really needed, and has vetoed ideas like this for the time being. I hope they change their mind by the 1.04 patch which could seriously change the game engine.

Reply #6 Top

That is a great idea mast it basically changes the whole situation and everyone should be happy....except those to play as the vasari rebels! hahaha but it is a great solution I cant wait and see what happens and what they change but i sincerely hope they do not nerf the vasari rebel titan! Please dont nerf it!!! lol

Reply #7 Top

Quoting zachduyahoo, reply 7
but i sincerely hope they do not nerf the vasari rebel titan! Please dont nerf it!!! lol
End of zachduyahoo's quote

I think I remember Yarlen saying they know nano leach is over powered, and virtually everyone else thinks its too powerful, even me, and I somewhat like the idea of having to kill a titan without frigates. So I'd be prepared for the worst any day now.

It really is way too good. Just because you can kill it doesn't mean its not OP, especially since you have to get the VL titan by itself first before it becomes practical to kill it with your own titan and a few capitalships. And any good player will keep his own fleet and a starbase close to it at all times. You can't defeat all of that without your own fleet, hence why the VR player has a huge advantage here.

Another reason the VR titan is OP because its the only titan that can restore its own antimatter. Any other titan can be drained by 1 ability on each faction, but the VR titan will simply fully restore itself every time it uses nanoleach. So unless you're using a pair of high level Kortuls there isn't much that can stop its abilities, and its a tactic only the Vasari can use. The Dunov and Radiance can also drain titan antimatter but they need antimatter to do this which nano leach drains, and at high levels nano leach will easy drain them first.

Reply #8 Top

yeah Goa, I agree=] perhaps limiting nano leech to hull restoration, without nerfing the damage rates and removing atm regen could work, since the titan's abilities would still drain atm from enemies and itself over time.....but what do you guys think of my other suggestions too, like limiting the max regen rates?

Reply #9 Top


Sins Rebellion is a good game, but there are a few things that just seem to not really fit. I just want a few opinions on some of the things in Rebellion that are just, well, in need of repairs=p

1.Vasari Rebel Titan

For one thing, titans are meant to be powerhouses, and even more so when they level up. However, in one of my sins galactic conquests, I ran into trouble against a particular, and singular, foe, a VR titan.  I had my fleet clean the well, before it arrived, killed it's fleet, and focus fired.  But Even though my titan was a 10, most of caps were mid to high,and fleet supply at max(I WAS winning...), it took hours to kill it.....all thanks to nano leecherous leech. And it was only lvl 4 at start, at end, 8....Did I mention that I rushed a tec rebel starbase in there, with mostly max tech research? It's absolutely ridiculous for a single ship to last that long, especially against a nearly maxed out fleet in game.  

  1.How to Repair: cap max on leech ability             order is lvl 1-2-3-4

Ex. max hull repaired (hr):20/s-40/s-60/s-85/s, Antimatter regen (atm r): 10/s-20/s-30/s-45/s

Damage: hull lost/s (hl)=5/s-7.5/s-10/s-13/s, Atm lost:2.5/s-5/s-7.5/s-11/s

Why this?-because it reduces the regen on the titan drastically, giving whoever is against it a chance to fight....duration is up for discussion=] Also, it still retains some punch, so that it can be more balanced in game as opposed to its current state=p



AR Invincibility is simply something that needs to change....although it is a lvl 6 ability, it allows the titan to stay in the state for a rather long duration. If this abilities' length could be shortened, or the effect dependent on atm left, then this ability would be balanced enough for me.




P.S.S....................S.....huuuuuuuffffffffffffffffffffffffffffffff..........wheeze...huff

REDO FLEET COMPOSITIONS WHEN A TITAN'S IN A FLEET, SO THE IT IS TREATED LIKE A CAP AND NOT OFF TO AN ENTIRE SIDE BY ITSELF................hufffffffffffffffffffffffffff...............cough................hack hack

so, and suggestions on the above or elsewhere, sins community?=]

 

 

End of quote

 

 

For the VR titan i felt that a good fix would be to give it diminishing returns on nano leech. This way it still scaled well in large fleet battles but as the number of ships increased the amount drained from each would decrease drasticly therefore the mount leeched by the titan would be much less.

As for the AR titan most people including me feel that the ability is rather weak because you need to sacrifice your titan to use it and because they enemy can simply run away. I would have preferred an active ability that was linked with purify. As the titan purified more ships it would gain more and more time in unyielding will mode that would cap off at around 1 min.

I completely agree on the fleet composition though. I wish that they would put it in the center instead of outside by itself because several titans have powerful support abilities and because several ships have abilities that can boost the strength of the titan.

Reply #10 Top

It seems to me the simple solution would be to make the Orky only be able to phase jump to friendly gravity wells. They can still jump which is the new thing for them in Rebellion, but would prevent them from using those to take over plants. This way the Vasari really are on the move at all times. Hell I would even be okay with them being able to go a neutral grav well.  If you can get to a planet and bomb the crap out of it, drop it to neutral, then jump in an Orky to finish the off the rest of the structures. Then the Vasari have their defensive structure ready to go until they are ready to move on. Yup I like this idea....