And the idea of making its group shield a passive is a wonderful idea and a terrible idea IMHO. It is a good idea because then the Ankylon would better fit a role of a supporting ship in the fact it would always be protecting its fleet from at least some of the oncoming damage. A smart player will save those hard hitting abilities until after your group shield wears off. Best example here is a Ragnarov's Overdrive Snipe shot. Ouch. Just ouch. However, in that same process, it is a terrible idea due to the fact as someone mentioned before, if the Ankylon was to get the best out of its firepower and its Disruption Matrix, it would need to be mingled in with the enemy. If you tell the Ankylon to attack someone, it will actually just naturally keep the target just within the matrix, almost making it useless. Without a bit of micromanaging, the ability gets really blech. No synergy between them at all.
Making group shield a passive would actually make it op, unless you drastically lower the values.
The reasons group shield is rather weak currently:
- Relative short duration
- Low values
This results that only things that were quite durable to begin with last reasonably longer. Like starbases, high level capships and since 1.1 even your Titan.
However, if you make it a passive, it would be always active. If you ever have seen how a mere 33% damage reduction by the Iconus Guardian make an Advent fleet last much longer (as long as nobody is using PhaseMissiles) you begin to understand that a flatout damage reduction is very powerful.
It is mostly a duration problem imho.
taken from the Wiki:
Group Shield
Ability type : Active
Antimatter cost : 60
Cooldown time : 90 -> 80 -> 70 -> 60
Range : 4000
Duration : 30 -> 35 -> 40 -> 45
Damage reduction : 18% -> 33% -> 54% -> 82%
Disruption Matrix:
Ability type : Active
Antimatter cost : 90
Cooldown time : 45
Range : 6000
Duration : 5 -> 8 -> 11 -> 15
Abilities disabled
Damage taken/sec : 40 -> 50 -> 60 -> 70
Assuming you want to protect your fleet from large damaging AOEs that can be disabled by Disruption Matrix and if you perfectly time Disruption Matrix and Group shield that leaves your fleet with the following protection duration in total:
Group Shield Level 1 + Disruption Matrix Level 1: Weak protection for 35 seconds
Group Shield Level 2 + Disruption Matrix Level 2: Medium protection for 43 seconds
Group Shield Level 3 + Disruption Matrix Level 3: Acceptable protection for 51 seconds
Group Shield Level 4 + Disruption Matrix Level 4: Good protection for 60 seconds
Whenever that time has ended, your fleet is very vulnerable.
This does result in a rather poor overal combat performance. Basically your fleet dies maybe half a minute later than without group shield and disruption matrix. Things like Chastic Bursts or Scattershot are quite capable of killing your fleet in the time where it is not protected. The Maw is not affected by Group shield.... and those 15 seconds at best are not going to save anything.
More than any other Titan the Ankylon does depend on having antimatter. A single Kortul is quite capable of permanently shutting your level 10 Ankylon down. All other Titans at least have a lot of firepower or passive abilities that are not affected, allowing them to destroy or at least scare of said Kortul.
Disruption Matrix: This ability needs to be tweaked quite a bit IMHO. The damage of it is nice, but not really enough to make ships later on really flinch. Maybe a little higher levels. But since the Ankylon is a defensive ship, I say the ability should do a bit less damage (if any at all) and work more on scrambling enemy systems. Like giving a large negative to range and to hit chance for a little while as well as the ability freeze that it gives.
Disabling all - active - abilities is a very powerful ability. The main problem is the very short duration. It is rarely battle deciding if the enemy Titan cannot use its abilities for at best 15 seconds. The disable part of the ability is just meh..... Vasari have a TURRET that disables ALL active abilities for 5 MINUTES!
Furious Defense: Okay. This is where my taunt thing comes in handy. I love what Furious Defense does already (has saved my titan a few times when it actually was getting focused, most likely by someone who doesn't know better than to not focus it). It should keep its base abilities as it is (though maybe a little bit smaller) but whenever you are in a friendly gravity well, on top of the increase to the ability, it should force enemy ships to shoot at it for the duration of its ability. This would make the Ankylon fit its defensive support role WONDERFULLY! It would give it a defensive ability that could suddenly change the battle. Enemy fleet jumps in, they start attacking. You activate your ability and while they are all focusing on your highly survivable Ankylon, your fleet has a little bit of time to fight at full effectiveness. If this ability was integrated though, the CD might have to change a bit. Im not quite sure. It would need some testing first probably to find out.
I like this idea a lot! The Ankylon is the god of tankiness, but nobody ever shoots directly at the thing until everything else is dead.
Now someone mentioned earlier about the TL's economy not fairing as well with the TR's economy. I do have to agree. Me and my friends were playing a game and we both play generally the same way (lots of trade ports and such) and I just couldn't get past his economy. He always seemed to have more available then me. Income wise, I cant quite remember who was doing better, but he almost always seemed in a better position, never in a crunch for resources.
The problem is that TEC Rebels can expand more agressivly, giving them an economic edge. While TEC Loyalists need to lean on fewer planets and they have nothing to compensate for it. Then there is the issue that TEC Rebel defense has 95 % of the effectivness of the TEC Loyalists defense.
I suggested in the past that TEC Loyalists get an additional level of development mandate as compensation.
A) Okay, to keep following the guide lines of only so many new techs per alliance, I vote that the Novalith extra tech for the TL should be removed. Unless you are using a Novalith rush strategy, its not super great of a research. I guess it could also let you get a little bit more defenses out too, but thats about it. In exchange for that, the TL should gain something to the Vasari's tech that reduces the cost of defensive structures. This would allow the TL to spend less of their money on the defenses of their planets
No, that not a good idea. The Novalith is the TEC Loyalists core identiy..... and its flaws have been nicely solved with a recent patch.
A cost reduction of defensive structures is pretty much worthless, as nobody uses them to larger extent anyway.
The idea of making starbases affect tax is nice. However it would probably take forever to pay itself off on anything but a terran planet.
I really think that along other changes the TEC Loyalist starbases need a juice advantage over the TEC Rebel starbases. Twin Fortresses alone is wonderful in theory, but in reality the things that counter one starbase counter two starbases just as well. They are still very expensive, way to expensive for a thing that usually can be avoided by the enemy.
Possible solutions would be
- Give the TEC Loyalist Starbase good anti strike craft abilities. Lets face it, bomber spam is the preferred solution to any hard target nowadays.
- Give the TEC Loyalist a good range increase or
- Give it some other unique ability that makes flattening it a lot more troublesome.