I supported adjustments to capital ship movement speeds, but this isn't the reason why. The problem is that while carrier cruisers were deliberately made unable to kite LRF, carrier capitals still can, which makes them straight away far superior to other capitals. Another aspect of this is that carrier capitals can kite other capitals, which haven't got the ability to close the range. Battleships are supposed to be able to engage frigate fleets, but need to close the ra
DesConnor
Skirantras don't die easily to scouts and fighters though! It takes a lot of work to get an enemy into a mine trap believe me. Three-four clusters of mines maximum should be enough per grav well, that would make it less time-consuming to get rid of them. It might help make the non-cheating AI better as well, as it tends to waste credits on mines. Also, if there is a fairly thorough fix, not any new stuff but just the numbers and mechanics better worked out,
This is good news. I haven't played for a while, the weaknesses of the current game became too glaring over time, but even a few decent fixes would help. What would be a good start would be to have an upcoming patch thread where we could discuss needed improvements, rather than this thread which players might miss. A beta phase sounds excellent, just what the game needs. Everyone has their own notion of capital ship and combat balance, though there is some
I'm not in agreement on LRF. If you take away their hitting power what will be the TEC play against a mothership-centred battleball? Capital ships survive long enough when employed properly. One of the most annoying aspects of the game is trying to chase a capital that is damaged but able to leap quickly from neutral gravwell to gravwell. Even a colony cap can do this. Also LRF are slower than capitals. Carrier capitals can kite them. <p
The Dunov change is just somewhat superfluous rather than as bad as Animosity, though I can't agree with the principle either- what we want is for focus fire to be directed away from capitals, not to have to focus on capitals to get any result from your fire, so improving the ability to work on frigates is wrong. The TEC and Vasari abilities are examples of possible abilities that would be entirely overpowered, especially at level 1. I hope that you would agree. So
It seems important that there be methods to combat an ability, yes. Otherwise it would seem reasonable to 'complain.' What Animosity needed was to work within its 1.19 parameters, and to help the Radiance to tank the resultant damage. At the third level, the Radiance should be near to indestructible, though it would lose it shields against a heavy attack, leaving it vulnerable subsequently- especially to strikecraft which would be unaffected by the ability. W
Your logic on the Radiance is just wrong. Have you encountered a battleball online yet? You still have not explained why this ability isn't incredibly unbalanced in that it favours Vasari heavily over TEC. You intend to force an entire fleet to focus fire this ship and TEC will get the full impact of the shield mitigation increase whereas the impact on Vasari will be far less. Even TEC fighters will have to target the Radiance! If there are two Radiances t
There still doesn't seem to be any good explanation of the changes to the Radiance? I am very unenthusiastic about the 0.21 version. With a hull regeneration ability dependent on fire taken, the ship will tank. With the increased mitigation and range and shorter cooldown the ship will become yet a further Advent ship that is deadly to TEC as part of a battleball, and that Vasari will have to attack with phase missiles. This is neither balanced nor needed. The c
Yeah, I'd go for an improvement to the Cielo as well, especially rather than loading too much into a single ability on the Dunov, which also riskes making the Dunov itself invincible- except, again, to the problematic phase missiles. As if it needed repeating, the bombers/assailants combination is the biggest of the 1.19 problems. Also you have to consider overall balance- the cheaper TEC ships may gain more from anti-focus techniques, they were intended to be d
But you need a long coldown on Animosity otherwise you get the fleet retreat problem- the same with extending the area of effect? The ability as you have altered once more it is essentially a no retreat option with 2 Radiances? The notion was to level the Radiance so that each of the repair situations you mention obtained. An Advent ship without its shields is in trouble and I wouldn't expect the Radiance to become invulnerable. The ship only has to repair
The capitals have to retain something of their specialised roles, a two Revelation start could always lead you into trouble unless you were playing someone heavily dependent on capitals, perhaps a 3-capital start. It also stacks Clairvoyance, which is unnecessary. The Revelation is more potent on normal start, with fewer ships earlier, as beyond Reverie it has little to offer in a combat sense. Two Marza starts can be attempted, though I wouldn't, as they interfere
Magnetize I'd be happy with a 50% target cap increase, even maybe double and longer duration and radius of effect. The finish conditions are fine as is- that is part of the effect. Having a very large target cap, however, seems likely to be too strong for an ability that is already an interrupt.. The strikecraft are killed outright not just damaged- also the effect of Flux Field has to be taken into account. How about extending the range of EMP by level, to some
Yet the object is to create combinations as potent as a Halcyon and.. another Halcyon. Halcyons can kite LRF rather than tank them. They are more efficient at taking out militia than battleships. What a Mothership attempts to do early is colonise and use turrets to avoid taking too much damage, that option isn't open to a battleship. The basic problem with a Mothership/Radiance/Guardian early fleet is that it wouldn't be hurting anything much, so it would need exc
You have to consider that the effect will only be available for 20s of 60s, if the cooldown is extended. Guidance might alter this somewhat, but the chance of encountering a Revelation and Radiance seems remote at present, if there is such a 'problem' the reforms will indeed be working- compare to the theoretical effect of a Dunov on a Kol. If you make Animosity somewhat equivalent to the Kol's now passive shield ability, then 15%/25%/35% would result in a repair rate of
A slight speed increase to battleships and perhaps support capitals will add enough survivability against LRF. It is already tricky to destroy a microed capital ship. Later in the game there are other options to enhance the defenses of capital ships. If you make them independent of these the Overseer will be entirely redundant, for example. Once the abilities on that capital ships other than carriers have been somewhat improved then that will be sufficient.&n
I wouldn't be to ready to alter Animosity completely just when it seems to have started working as we want it, and the object is to improve the battleships. I wouldn't be so quick to declare the Radiance too much improved, especially while Halcyon Man still has the dominant Advent strategy... Firstly as I understand it the ability has an existing target cap of 8/16/32? If this is too much then drop it to 8/16/24. The developers made the change awa
When you start to compare the game with history some awkward aspects of the mechanics become evident. First World War dreadnoughts were built to outrange anything afloat, though they were slower than cruisers and a variant, the battlecruiser, was devised to deal with the problem of the cruiser-raider. Smaller craft, torpedo boats, had powerful underwater weapons with inferior range to big guns and extremely limited ammunition. Though by the middle of
I wouldn't alter the antimatter levels, just hone the abilities more. Maybe a slight AM cost increase on the GRG- but a speed increase on battleships will also help them greatly, whether fleeing, against kites or clearing militia, don't underestimate it. About time too, why should carrier capitals kite battleships when carrier cruisers can't kite LRF? I was worried about buffing the Jarrasul but it seems okay, and it's fun to have the extra constuctor frigates.&n
You going to join us this evening Cykur? You'd be most welcome.
Will you be online to test this? If so, when? My attitude to the community patch remains the same as it was- if the multiplayer community can produce a group of 8-10 players who are willing to put enough time and effort into it, then it will work. If not, then no. If you are going to lead the patch you will have to be online regularly at specified times for long hours of testing, is that a commitment you can make? While I appreciate the spirit behind the change
Sorry Agent, put me down for #1. I don't agree that the idea of adjusting the capitals along their current lines is wrong- some capitals like the Sova and Kortul I approve of in their current form. I would dispute that the Halcyon is the best capital to base a mod on, but that's a matter of fine distinction, not general approach. Having said this, if its only a question of 250/250 extra points, then thats only a matter of fine distinction as well. But not the 2x
1) No experienced player would lose a capital ship to such a small force, especially a carrier, which does not need to be close to an enemy to fight. You should always build repair early otherwise you lose some of the value of having a capital in the first place. Retreat your capital to repair it. His Assailants will counter your Disciples. The AI will have the Disciples fire on the Skirmishers for the better damage modifier, you want them to fire on the Assailants b
Here is my mod with redesigned sneakier pirates with far less raw combat power, no other alterations : http://www.datafilehost.com/download-44dfee48.html A fleet should take these out without problems, especially away from their home asteroid. They are a little trickier on their home roid, but shouldn't just slaughter your cap ships even if you have more than a couple.
Perhaps if the Kol and Radiance are allowed the same boost to shield regeneration as the Kortul has gained, and the Kol gets a more effective phase missile block, their area of effect abilities will help to reduce the threat from slow, fragile LRF. I'm looking forward to having a go with the Kortul once the current 'Vasari scare' is over. It would be good to have the battleships back on a par with the carriers. After experiments I've also become less convinc
Sins isn't in a pretty good place though. There are only three factions in the game. For almost a year one of them has been unusable owing to severe balance issues. It took nearly half a year to fix the Illuminator bug, and this was when Ironclad were supposed to be fully occupied with the game . The current issue is the crass Scramble Bombers buff from 1.19. These aren't issues that need tweaks, they are major issues that have le