Another thing to (re)consider about the capitals would be their strikecraft. Advent capital carrier starts with 2 squadrons while a Drone Host has 3. Shouldn't the capital carrier have more. Do all capitals really need squadrons at all or would they be better off with more DPS instead? I'd rather see the caps have a fixed amount of squadrons from lvl 1. The fighters and bombers could be upgraded with levels instead of getting more squadrons.
Hound
Vulkoras Desolator Disintegration * (damage mitigated to nothing) Antorak Marauder Stabilize Phase Space ***** (gives unmatched tactical edge) Revelation Battlecruiser Provoke Hysteria ** (sucks compared to Drain Planet, is only effective against big maxed out planets but still takes 3 shots with really long cooldown to take any planet down)
[quote who="Master Musashi" reply="21" id="2013467"] Nerfing the Evacuator for the sake of the MP players would ruin it's flavor in SP.[/quote] SP needs overpowered caps for flavor? What? I play SP sometimes and find it annoying there as well. If something is clearly better it needs to cost more. EadTaes, I wouldn't dare take Phase Out Hull away from the Antorak - it's a signature ability from the cap that can manipulate phase space. But I think the Egg's Nano Disassemble
[quote who="House_Elioz" reply="7" id="2012944"]Throwing my two cents out there... I don't think starbases should be able to move, and I think their range is just fine. The point of the starbase is not to singlehandedly stop fleets or keep people from moving through your system, or even keep them from taking the system from you while it is still there. The starbase exists primarily to HARDEN your existing defenses. It is the other defenses that should make t
It should be enough that Sieges are expensive to make without taxing your fleet supply ridiculously. They are fragile and expensive which makes it a risky strategy to use since a skilled player can scout them and destroy them. If Sieges would work in MP it would give Hangar Bays a reason to exist.
[quote who="Master Musashi" reply="15" id="2012477"]Actually, if you read the descriptions of the ships, the Evacuumator is quite deliberately meant to be the strongest of the Vasari ships. They have a different mindset than others. They are somewhat nomadic, with planets populated mostly by slaves. The actual Vasari populations live on Evacuators, which are always the flagships of their fleets, and more heavily armed and armored than anything else, because they're that important to them.<br
Dunno I can't justify the 14 fleet supply for a siege frig. It's better to build a cap if you need more siege. Unless you're just finishing up someone who already lost and need your fleet elsewhere.
[quote who="EadTaes" reply="13" id="2012064"]Thanx for the numbers. Then the Eggs Nano Dissasemble need a nerf and the Vulkoras Disintergretion a buff. One loses bypass mitigation the other gains it.[/quote] That sounds pretty good. The main point of Nano Disassembler should be the armor penalty anyway so that the Egg would let other ships do more damage instead of doing it all by itself. The colonizer should be a team player while the destroyer should be dan
I think it would be great if some of these neutral militia would put up more of a fight or join you for a massive bundle of cash instead of fighting. Perhaps in the next expansion if the focus is still diplomacy?
I took the Vulkoras for a spin and got it up to lvl 6. Turns out Disintegration is affected by mitigation. Ugh. This lvl 6 ultimate ability damaged the target capital ship for 300 and healed the Vulkoras for 1000. 300 seemed too low even after mitigation if it's supposed to do 1200 damage. But this ability shouldn't be affected by mitigation at all. Compare to lvl 3 Nano Disassembler from a lvl 5 Egg. It does 1200 hull damage and -6 armor with half the AM and cooldown.
I would rather turn Nano Disassembler into a defensive ability jamming weapons of enemy ships for a duration. Kortul jams strikecraft, Egg jams ships and caps. Nano Disassembler is basically Disintegration of the Vulkoras only better and you get it at level 1.
Siege frigates are very expensive - their hull and shields are low, their DPS is low and their fleet supply cost is astronomical. It's not a combat ship. 150% damage does not help it at all considering the base DPS values are so low and the fleet supply is so high. It's also very fragile for the cost. Heavy Cruisers have Very Heavy armor.
[quote who="Annatar11" reply="8" id="2011758"] Jrla21 I'm talking about multiplayer. And therein lies the rub. Multiplayer is a very different game and you can't balance capitals on the principle that you only get 1. [/quote] I can't see how making more capital ships viable in multiplayer could hurt SP in any way. So yes, you can balance them better than what they are now. The Eggs and Marzas are the most powerful caps in SP as well. You can just pretty much build wh
Marza with Radiation Bomb beat Radiance with Detonate AM with 1600 Hull left. Absurd. Egg beat everything but Radiance with Detonate AM and Marza. Absurd. Egg and Marza are king of the hill. Detonate Antimatter is the only thing that can fight Nano Disassembler if you are not Marza. Vasari colonizer beat all Vasari battleships and battlecruisers = lol.
Yeah Vengeance is not good on frigates. It's just good for making your cap a less appealing target for focus fire and bombers. If Vengeance would be applied before mitigation AND would retaliate Phase Missiles and Nano Disassemblers the Rapture could even be a good ship against the standard Egg+Assailants setup that eats Motherships for breakfast.
Tested. The bombers that attacked my Rapture got spanked.
Jrla21 I'm talking about multiplayer. Three Revelation Battlecruisers is not a winning strategy. Any ability that takes more than one cap using the same ability to make a difference is by definition underpowered.
I think caps are fine as far as hull and shields are concerned. They can pretty much handle their supply's worth of frigates alone after a few levels. And they have abilities and siege on top of that. The problem is that big fleets can so easily focus fire on anything. If a cap has 100 fleet supply worth of LRM's focus firing on it it should go down quickly. Anything else would make caps overpowered. But you should be able to protect your caps with a wall of Flak or
This is mostly from multiplayer point of view but mp also speaks volumes about cap balance. Caps get very little use beyond the first one you get for free. Partly because a lvl 1 cap just isn't cost effective compared to frigates or cruisers but also because multiple caps nerf eachother by sharing XP. Generally it's better to have one lvl 6 cap + more fleet than 2 lvl 3 caps. First I would like to suggest a smaller XP penalty for using multiple capitals in one fleet - a new 20% XP pen
[quote who="Astax" reply="24" id="2009963"] Rapture would be good if vengence worked on strikecraft. Hell it would be probably the best right now.[/quote] I'm pretty sure I've annihilated strikecraft with Vengeance before. And they don't get mitigation either. Maybe I'll need to double check.
One reason why a fixed fleet supply cost would be better would be to slow down early game military rushing. The player who rushes military and does not build economy is actually paying less upkeep for his fleet. And because of the percentage cost it's quite possible to have a massive fleet with only a few asteroids. This imo is the only big drawback of the current system. Early fleets can get big and this makes military rushing the only viable strategy except on very big maps. <p
Fighters are the best counter to strikecraft. Relying on a Kol's Flak burst isn't going to work if the enemy has multiple caps with cap countering abilities. Sounds like you just needed more ships. The Revelation is probably the least used cap. The "ultimate" lvl 6 siege ability is rather lackluster (visuals are cool though!). And Guidance is a pretty useless ability as well. Reverie and Clairvoyance are good abilities but not enough to make the cap competitive with Motherships and Ha
[quote]Best way to avoid losing ships is to stay in bed.[/quote] Very insightful. This is the best answer to avoiding carrier spam yet. :D [quote]Starhound, I've said this before in a different post on the same subject: we are talking about CARRIER SPAM, right?[/quote] [quote]If the enemy builds nothing but Carriers then Light Frigates will dominate them.[/quote]
Losing ships is generally considered a bad strategy. ;)
Each gravity well under the fog of war should be presented the way you/ally last saw them but through a grey filter. Would be helpful in deciding where to enter a grav well for instance.