So waht you guys think of my suggestion for ther celio.
MindsEye
[quote]Minds- I tested them directly (built a cap and sent in to enemy territory alone to be pummeled by enemy ships and defenses) , and at lvl 1 most (didnt test all) start with 62% max mitigation. I assumed most caps were the same in that regard but I may be wrong based on your 1.03 Kortul stats. Perhaps I should just put up a topic for vote on increase on max shield mitigation gain per level, and let the Devs figure out the specifics, they can test adjustments more thoroughly th
What are the current stats?I thought caps start at 65% and go up 1% per level. As of 1.03 kortul maxMitigation StartValue 0.650000 ValueIncreasePerLevel 0.011110
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One other Idea for survivability is to buff their speed and maneuverability.Then they could retreat and turn faster. I didnt realize the celio lasted for so long.One of the probs with it is they only cast on targets that have shield damage?Ships get ff in this game so the 10% damage buff doesnt help you much.Maybe reduce its total time from 60 sec to 30 and up shield to 10.I dont think 10 is enuf to negate 2 ilums ff. Deciever one other idea as regards carrier caps.I liked dar
I discussed this issue with agent.We were talking about 80 ilums.Basically I agree with you deciever.I dont think any new tecs or systems will ever make into the game and this is the only way I can think of to reduce massive ff on caps that the devs might use.I am not in favor of reducing damage modifier to caps from lrf.Basically I think a good number is an additional 1-1.5% per cap level.Just to throw out the numbers without sidebeams I can use javs 11 dps.6% of that is .66.
On a new note whats everyone think about the celio.Its designate is awesome ability but its shield restore sucks at 2.5.I think it should be at least 5.Maybe 10.What do you all think?
[quote]You've always seemed like a polite enough chap to me. And most things you argue, I find reasonably well-reasoned. So go ahead and give me your argument for why our caps shouldn't be able to go near 30-80 illums in a grav well accompanied by their fleet.[/quote] Well for 1 thats alot of ships compared to 1 ship.Alot of fire to absorb.I dont want to see caps become unstoppable but they need better survivability I agree on that.One thing I would like to see is a good counter to lr
They just need to take out miti for grg and it would prolly be ok then.The 3rd level does 900 damage?It could prob use a small reduction in am cost about the same as nano.These 2 abilities would be nearly equal then except nano would be a bit better since it reduces armor.However when you hit level6 on kol and if you have a level 6 dunov the kol do massive damage.Since it is a battleship I would be ok with grg costing less than nao.
Flak are a decnt counter to lrf.They both do 75% damage and in most cases flak have more total dps and more hp than lrf.You just have to micro flak to work. I am against this reducing damage from lrf to caps.I am more for caps getting better miti as they level up.Maybe 10% total or something.Lrf are only counter to caps early on.Most people dont have many bombers and a dual sieg cap rush would be really bad if nothing can damage cap without huge numbers.
[quote]So, general agreement. 10-20 illums is counterable, 30 will melt a capital ship ridiculously fast, 50 will push you on the defensive regardless of your fleet, and 80 will roll a starbase without trouble. Glad we got that cleared up.[/quote] Actually 80 will prob kill anything of equal size. [quote]Making fighters stronger against illums (and LRF in general) will hit armies with fewer illums harder.[/quote] Not if they get more flak and more fighters.Then their l
@Darvin.Truth is tho when carriers were powerful there far less lrf in game.Its already been provin in game.If I could build a carrier and know it will reliably deal with some lrf then the other player wouldnt be getting to 80 ilums.Thing is ilums build faster then carriers.Flak build faster then carriers.Flak kill fighters faster then they can kill lrf.Thats it right now.Lrf have no counter . Uber posted a game awhile back where he was fighting an ilum spammer and was spamming carriers.The i
No fighters slaughter bombers.
[quote]So, general agreement. 10-20 illums is counterable, 30 will melt a capital ship ridiculously fast, 50 will push you on the defensive regardless of your fleet, and 80 will roll a starbase without trouble. Glad we got that cleared up.[/quote] This sounds sarcastic?Which would mean your fine with it?I still stand by my statement that fighters need buffed so we dont have this prob.
Other option is to make bombers effective vs lrf.
Well darvin fighter dont kill much and if we buffed them it would be a nerf to bombers which do damage to caps as well.So it wouldnt be a direct buff to carrier caps.There would be much more lf to counter carrier which also do little damage to caps.If fighters could make lrf pay even tho there is flak then we would see a more diverse fleet than 80 ilums[e digicons]:typo:[/e] Also fleets would be more composed of ships that dont snipe caps.
You guys want less lrf in fleets then vote for a buff to fighters as they counter lrf.Fighters do pitiful damage to caps.
[quote]starbases go "poof" in an instant.[/quote] not quite that bad but in my game I had overseers in next well and couldnt get to my 7700 health plus full shield with repair bays in time to save it.That wasnt even the full 80 think it was only 50.Once he has 50 there is no forward movement if you have had to invest in sb.I even tried to run the sb down the middle and make them split up but it didnt save me.
I think its more a prob mid game than early.Once an advent gets 40+ ilums its extremely tough to defeat ilums.Carriers dont work cause flak counter so fast and cheap.Theres not much after that besides fighting with lrf which doesnt work except with another advent.I was playing against arch as over last night.He was advent I was vas.He started out with 8 disciples and soon as he saw me building kanracks he had 20 scouts before I could get 10.Only thing I could do was sb.Once he got ilums there
Problem is is there a patch comin its been awhile now.
I think it would greatly reduce carrier caps.Besides I like the relationship they all have except fighters and flak.Fighters die before they can kill a sufficent amount of lrf.
I would rather have af be pretty good and cost am.If you made it passive you might have to reduce its stats.35% damage reduction passive would be hardcore.Anyways when I use a kol I run out of am without even using af so it wouldnt make much diff.You only get 2-3 shots from either fb or grg and its poor after that.The problem lies with grg and fb not af.Its a good ability for the cost the other 2 arent.
Yes I was meaning making it less fleetpoints.
[e digicons]:rofl:[/e] Blackhawk Yay to hanger buff. How bout fleet supply nerf to advents anti structure ship.18 is rediculous for such a crappy ship.The ogrov is 2x the ship of the adj for less fleet supply.
[quote]I love the concept of pacts, but I don't like what these pacts are doing. I want new abilities, new threats, new strategies, not a scalar bonus to existing units.[/quote] I agree.These pacts should be the sideshow of the main. [quote]This is the first time someone has listed all the pacts (I've actually requested this multiple times). Thanks.[/quote] Sorry darvin I thought you had it.